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Stan`

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Everything posted by Stan`

  1. @Lopess do you want me to look at the models and suggest improvements ?
  2. There is no download yet. We're waiting for the last release blockers. If you get SVN you'll have prebuilt binaries.
  3. Can you upload the logs mainlog.html, interestinglog.html and userreport_hwdetect.txt Information about how to find them can be found here https://trac.wildfiregames.com/wiki/GameDataPaths
  4. What new name would you like to be known as ?
  5. @Helicity In theory the “bugs” should have been fixed in an Alpha 26b version, but we decided to try to see if it was acceptable to just make a mod for it. The Alpha 27 one should not hopefully have to fix bugs. If it has to it will be later in the development cycle. But to maximise the chances we need as many people to try the release candidates when they come out.
  6. Outpost don't have vision unless garrisoned which might be counterintuitive.
  7. Also wrong folder. It's better to install it via mod.io or by drag and dropping the file on the game.
  8. New topic sounds good. Then it can be linked too from other sources. (Although in the case of social media it reduces their reach drastically.
  9. You need more informations that than that, formations, stances, building the can build, icons, health, whether they are packing and probably more.
  10. Hey @MuteLovestone long time no see.
  11. Yeah that'd be nice but security is hard to ensure. We could make sure you only can download signed mods (with an opt-in option for insecure ones but then anymod can force that to be off) But you still have to agree with mod.io terms to download them In my head base functionality is modmod. Public extends it with extra components, shaders, assets, etc. Also removes most of the hardcodings needed in AtlasUI, wxwidgets dependency, so it's a win. But, one has to implement more GUI features for Wxwidgets is more complete.
  12. Getting all the unit information is very slow so it lags.
  13. It is not ideal for people to get started from scratch, yes. But it is enough for all the modders we have had in the past 11 years. Most of them don't want to reinvent a RTS. For reference on how having a bare bone mod as first screen can affect players https://video.fosdem.org/2020/K.3.201/gamedev_spring_steam.mp4 That being said I think the approach we're taking with @trompetin17 on GitHub is the right one. One mod mod with a basic map editor, and a mod selector. All the needed shaders, minimum components and other xml files, and GUI to make something. https://github.com/justjuangui/shouldbeinmod_pyrogenesis All the other mods can build on top of that.
  14. I'm not sure one can hook themselves to every click in the interface. But it's probably possible.
  15. @wowgetoffyourcellphone reported lots of errors like this ERROR: Failed to load shader 'spirv/model_common' ERROR: Program 'spirv/model_common' with required defines not found. ERROR: "RENDER_DEBUG_MODE": "RENDER_DEBUG_MODE_NONE" ERROR: "SHADOWS_CASCADE_COUNT": "1" ERROR: "USE_SHADOW_SAMPLER": "1" ERROR: "USE_SHADOW": "1" ERROR: "USE_FOG": "1" ERROR: "USE_SHADOW_PCF": "1" ERROR: "USE_INSTANCING": "1" ERROR: "USE_DESCRIPTOR_INDEXING": "1" ERROR: "USE_AO": "1"
  16. Static pushing is tricky to get right. Cause you don't want rams to push enemy units, it makes no sense. In my head the community mod was to try changes that could be easily reverted, not to turn the game into an arcade simulator. But maybe that's where I'm wrong.
  17. One thing to remember is that other than for “realism” turn rates, acceleration, patrol wait time and fast projectiles were added to prevent “automatic dancing”. Which was a big topic in A23
  18. No but you can use the somewhat updated doc on https://docs.wildfiregames.com/javascript/gui/ It would be nice indeed, but that's very low priority, if it's even possible.
  19. That is correct. Ensuring consistent quality and balancing between a huge number of civilizations is hard and even more so with a tiny amount of people to work on it. We have scripts of course, but before I joined the team, there were a lot of missing assets, broken models, unfinished ones etc. I had been advocating for years when I was a modder for more civilizations integration, kinda gave up on it when I joined the team because some team members were really adamant because of the reasons I quoted above. Then the kushites got in, and finally the han. Another big barrier to the addition of new civs is the scrutiny they go under. Everything is fine with a mod until it gets in SVN, or wants to get in it. Then you need to redo everything. Another thing that is much less mentioned and is starting to be a problem is the art "quality" in the performance sense. @Alexandermb did an incredible job in updating the assets to be more beautiful and more historically accurate (at least I think so) but we now have FPS quality assets in an RTS game, which on the lower end computers is a big issue because of the number of Drawcalls (200 for ships due to lack of instancing) We have models that have useless unseen faces, too many textures variations too (Although I absolutely love it) Shields are made of umbo, ring, front face, back face, which all use a different texture, maybe they could be mapped in a texture atlas, but then we'd need a lot of meshes. Ideally we could control the UVMap position in the actor, but I'm not sure how costly that is. More civs, more assets, more textures => less performance if not careful.
  20. The idea was to have Empires Ascendant and Empires Besieged both covering 500 years of history. Then you get Millenium AD covering the 500 years after that. It would be nice to start the empires Besieged mod, with Parthia, Germanic Tribes, Tang Dynasty, Imperial Romans etc and make it available through mod.io.
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