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Everything posted by myconid
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Having the buildings in pieces like that just feels... disorganised. I can understand having general-purpose "utility" textures that are used between multiple simple buildings (like houses etc), but going overboard to use those textures everywhere (and as a result cutting up the buildings this way) seems unnecessary and counter-productive. Instead, for complex "special" buildings like this, duplicate the textures you need into a new file, so everything is loaded from the same place.
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Post-processing effects test (SSAO/HDR/Bloom)
myconid replied to myconid's topic in Game Development & Technical Discussion
Yes, I'm sure we could do something of the sort... -
I like #3 the best. Round disc, round 0ad logo. Wonder if there's something creative you could do with that...
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Alpha XII Name Suggestions
myconid replied to Thorfinn the Shallow Minded's topic in General Discussion
I like the idea of going with a Celtic theme this time. How about Lutetia, which is what the city of Paris was called around 0 A.D? -
Post-processing effects test (SSAO/HDR/Bloom)
myconid replied to myconid's topic in Game Development & Technical Discussion
I think they'll work. They need OpenGL 2.1, which your card seems to support. -
Post-processing effects test (SSAO/HDR/Bloom)
myconid replied to myconid's topic in Game Development & Technical Discussion
From what I remember, the fixed renderpath doesn't "paint" LOS on the models. Instead, it depends on culling to hide the models, so that annoying model-popping behaviour is made even worse. Thanks. Mythos, can you also check what's up with the decal of the Roman CC? It seems to have tons of specularity on it. -
Post-processing effects test (SSAO/HDR/Bloom)
myconid replied to myconid's topic in Game Development & Technical Discussion
My previous comment was mostly in response to Yves' question about why I think the fixed renderpath should be removed in later versions of the game. I'm not saying that the fixed renderpath should be eliminated right now, of course. We'll definitely have a fully working fixed renderpath in Alpha 11, and I'm not the type to remove it without agreement from the rest of the team (I hope that's clear). The question is if we should keep it in the future, or start phasing it out. Some time ago, I was talking about this on IRC with Philip and k776, and as far as I can recall there was agreement that ARB will become the fallback mode, while fixed should be retired. Why keep ARB instead of fixed? There is a lot of overlap between GLSL and ARB code (on the CPU side), so we don't have to maintain what are essentially two different engines inside a massive if statement. ARB doesn't have to implement all the effects of GLSL if we don't want to maintain them - it can be left alone too if we wish (I haven't needed to change a single line of the ARB shaders in implementing all these changes to the GLSL and CPU code, though I can't say the same for the fixed renderpath..!). -
Post-processing effects test (SSAO/HDR/Bloom)
myconid replied to myconid's topic in Game Development & Technical Discussion
Okay, I was joking, but joking aside... <rant> How many users actually still use such old hardware? How many of those people will still use that hardware when the game is finally released? How many of those people have a realistic expectation that a modern game should work on their hardware? Many commercial games don't even support 4-year-old hardware with official drivers, let alone 10-year-old hardware with unusable drivers. I know we aren't a commercial enterprise, so our goals and motivations are somewhat different, however what we are attempting is more ambitious than porting Crysis (2008) to DirectX 8 hardware (2001)! Surely, the percentage of users with hardware released circa 0 A.D. is already below 5% (and that's being generous). My concern as a programmer is that the fixed renderpath works completely differently from the shader renderpath, and maintaining it takes a disproportionate amount of development time relative to the number of people who benefit from it. Moreover, I think all the effort we put into testing it and keeping it alive is going to waste, because by the time the game is released, almost no-one will have a use for it. Finally, the mixing of ancient OpenGL code with modern shader code is introducing bugs into the engine, as we are basically trying to sandwich two engines into one, and that ultimately results in a worse experience for all players. Therefore, my recommendation is to drop fixed support now, before we spend another 100 hours working on it just to decide we don't need it after all. We should focus development on making GLSL mode as feature-rich as possible, while also porting a limited number of features to ARB, and making ARB rock-solid for use as a fallback on tomorrow's older hardware. </rant> -
And a note on the main menu saying "If you paid money for this game, you got scammed. Get the updated version for free at www.wildfiregames.com".
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New Sound Manager svn patch
myconid replied to stwf's topic in Game Development & Technical Discussion
I can, but it's not helpful at all: Cache: 500 (total: 3929) MiB TIMER| InitVfs: 511.094 us AL lib: pulseaudio.c:331: PulseAudio returned minreq > tlength/2; expect break up Sound: AlcInit success, using PulseAudio Default TIMER| InitScripting: 2.42154 ms TIMER| CONFIG_Init: 3.67938 ms TIMER| RunHardwareDetection: 18.8531 ms TIMER| write_sys_info: 17.6893 ms TIMER| InitRenderer: 2.01848 ms TIMER| ps_console: 1.81371 ms TIMER| ps_lang_hotkeys: 802.757 us TIMER| common/setup.xml: 1.08079 ms TIMER| common/styles.xml: 65.371 us TIMER| common/sprite1.xml: 2.10942 ms TIMER| common/init.xml: 1.47044 ms TIMER| common/common_sprites.xml: 2.47259 ms TIMER| common/common_styles.xml: 340.896 us TIMER| pregame/sprites.xml: 723.277 us TIMER| pregame/styles.xml: 62.787 us TIMER| pregame/mainmenu.xml: 7.70251 ms TIMER| common/global.xml: 447.194 us Segmentation fault (I've always gotten that warning about break up. It works just fine regardless.) -
Post-processing effects test (SSAO/HDR/Bloom)
myconid replied to myconid's topic in Game Development & Technical Discussion
You mean there are people who use the fixed renderpath? Anyway, this shouldn't be a problem. I know exactly how to fix it. Btw, is there a set date for Alpha 11 yet? -
New Sound Manager svn patch
myconid replied to stwf's topic in Game Development & Technical Discussion
The game segfaults when starting up, Atlas segfaults when clicking the "Play" button. There was no issue a few revisions back, and it still works fine with the -nosound flag. gdb backtrace: -
Sucks for all those people who are getting ripped off, I suppose. The only reason trademarks exist is to prevent BS like this, and it's Roxio's/Adobe's job to protect their trademarks if they want to keep them. We can't do anything about this, unless anyone here is interested in buying an item with a misleading title just to file a complaint with Ebay/Roxio/Adobe/etc. (I'm joking, FYI)
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You've been scammed! That's not Nero, it's a FOSS program called Infrarecorder. He edits out the name of the software in the screenshots to stop people from finding out he's actually selling them free stuff. Also, he labels the software as "X alternative", so they show up when people search for the real things. What a douche.
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I don't mind at all that they are selling the game, but I do rather mind the horrible marketing/packaging and the fact there is no indication that it's still unfinished and buggy. So why don't we do it? If some crappy company can sell DVDs of an outdated version of an unfinished game for £3.50, why is there no official version with better packaging, and at least a link to our website?
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Well, the CC marker only appears on the "data" page, so I'd venture to guess that it's for the data. It'd still be best if we asked them for permission either way. We probably don't want to use NC-restricted material, tbh, so we might want to ask them to relicense if we want to use their animations.
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I support this initiative. Not sure if we can use these directly with our models, but it'd make it easier for less skilled animators to "trace over" the mo-cap. That having been said, if we are to have a campaign like in the AoE games, we'll probably need custom animations for cutscenes, which will be hard to derive from canned datasets. Not public domain, but close enough:
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Post-processing effects test (SSAO/HDR/Bloom)
myconid replied to myconid's topic in Game Development & Technical Discussion
I think the Iberian CC has it on the roof, and that looked correct in that gif you'd posted. -
Post-processing effects test (SSAO/HDR/Bloom)
myconid replied to myconid's topic in Game Development & Technical Discussion
So the uniforms and shader are working fine... it's definitely the specular texture not loading properly, then. It works perfectly here, though, and since other specular mapped models work fine for you (yes?), it's not at all clear what the problem is... -
Post-processing effects test (SSAO/HDR/Bloom)
myconid replied to myconid's topic in Game Development & Technical Discussion
This might simply be a float precision thing... Try this: go in the basic_specmap material and change the second value in the "effectsSettings" uniform to something smaller like 15. It's currently set at 50, which is massive. -
Post-processing effects test (SSAO/HDR/Bloom)
myconid replied to myconid's topic in Game Development & Technical Discussion
Got it. Whoever created the basic_specmap material set it to use self-light, which uses the specular map's alpha channel. Unfortunately, they then forgot to add an alpha channel to the texture they provided, thus there's undefined behaviour. AMD's driver returns black when a channel has nothing in it, while your driver returns random values and you get shimmering. Removed the self-lighting in that material (which I guess was a mistake). See if it's fixed. -
Post-processing effects test (SSAO/HDR/Bloom)
myconid replied to myconid's topic in Game Development & Technical Discussion
Cleaned up some stuff, check if it made any difference... -
Post-processing effects test (SSAO/HDR/Bloom)
myconid replied to myconid's topic in Game Development & Technical Discussion
darn. I don't see anything obvious in the shaders or materials that could cause that. It could be that the uniform params aren't being bound correctly or something. Do you actually see the specularity - meaning, apart from the shimmering, does it work? darn. darn. Man, the forum's censorship system is stricter than the MPAA in the 1930s. "Frankly my dear, I don't give a darn." -
Post-processing effects test (SSAO/HDR/Bloom)
myconid replied to myconid's topic in Game Development & Technical Discussion
Possible, but unlikely. It might have been something else that I'd messed up and later fixed. Oh well, at least the problem's gone now!