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Posts posted by Stan`
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@hyperion Sure.
IMHO mod.io's goal should be to ensure general mod safety. Not to ensure anything else.
Commercial games have little ways of preventing cheating opensource ones even less so.
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On 22/12/2023 at 4:02 PM, hyperion said:
I struggle to see why WFG should even try to get involved in this mess (a social problem with not technical solution at all). Why not simply add a vanilla badge to user in lobby that don't use any mods and make the only form of cheating recognized by WFG modifications to show said badge when not appropriate. If hosts of games or even tournaments want random mods rules then it's their business.
Even that badge wouldn't be enough. Some people just edit the public mod these days...
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Usually happens when animation synchronisation mess up, sometimes when buildings have horse props.
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IIRC @Itms @wraitii and @vladislavbelov can sign mods.
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They use the biomes I suppose.
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Same.
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Hey @Xavi it should work now
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Entities are "templates" you want to select actors in the dropdown.
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3 hours ago, ShadowOfHassen said:
Do you know when it'll be back? (No pressure, I'm just curious.)
I do not. Hopefully soonish.
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That's because of the way normal maps are computed. They deform the light. No light no deformation
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No it's due to the server migration
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25 minutes ago, hyperion said:
Needs => https://code.wildfiregames.com/D4979 IIRC
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@AGamer Just to clarify, I did not say it was not possible with OpenGL (Although has @vladislavbelov said, it might be trickier to do it in postprocess).
The point was that changing just openGL shaders would not work, you'd have to to change shaders for Vulkan as well. If you don't use Vulkan you don't need to worry about it for now. -
IIRC it was almost ready for A27 and now someone is bringing it back to A26 in their own fork of the repo.
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Seems they got lost during the migration @implodedok @Itms
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I mean the Macedonia campaign could be a good start...
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13 hours ago, Gurken Khan said:
I think 32bit OS/app can only handle 4GB RAM, 64bit 8GB.
64bit the limit is much higher.
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If you commit, gotta credit.
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Probably the JS garbage collector. it's quite visible on a RPI4. Needs to be profiled though.
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You cannot use Vulkan on A26.
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You're gonna have to rig your mesh to the existing armature and hope it has the same proportions.
For that you need to import the armature from the unit blend file and scale your mesh to match it as best as you can. Then you can try to make the armature the parent with automatic weights.
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Usually means one of two things:
More than one material
Loose geometry (in face mode select all press h to hide and see if there are loose vertices/edges)
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5 hours ago, ShadowOfHassen said:
So are the issues going to be moved to Gitea as well? Having multiple accounts for bug reports and code is strange. I've had some good experience with Gitea, and I really think moving to something simpler would be easier. It might help first time contributors if the workflow is as simple as possible.
Yep the wiki too. The goal is to reduce as much as possible the number of platforms which is one of the reasons I got stretched thin.
"auto-sniping" thoughts and tests
in Gameplay Testing
Posted
That is where the ignoreincompatibility check comes in play (i wonder if a small countermeasure would be to make that flag work only with signed mods).
It's written in the signing mod rules that any mod touchig simulation cannot be signed with ignore compatibility checks to true. The rule is not perfect but it's the rule.
The idea is just to say well you might run into sync troubles but also this mod changes thing in a way you might not want to play without it.