zoot
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Everything posted by zoot
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It can be done with the current UI too and it's about equally hard (easy?) to implement. That's a local link
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Post-processing effects test (SSAO/HDR/Bloom)
zoot replied to myconid's topic in Game Development & Technical Discussion
Indeed, I see no artifacts on that model, even when zoomed in closely. -
Post-processing effects test (SSAO/HDR/Bloom)
zoot replied to myconid's topic in Game Development & Technical Discussion
Can you name a specular mapped actor that you are certain is set up correctly? -
I wonder if there would be basis for filing some kind of complaint with eBay on the basis that the description misleads the buyer (even though not explicitly) to think it's an original product? It's not even stated that the software is a development version, and many of the features listed haven't been implemented yet.
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Post-processing effects test (SSAO/HDR/Bloom)
zoot replied to myconid's topic in Game Development & Technical Discussion
That actually seems to make it a bit worse. And if I reduce it to 0, it's really bad (like, across the whole rock all the time). -
Post-processing effects test (SSAO/HDR/Bloom)
zoot replied to myconid's topic in Game Development & Technical Discussion
I believe it's the right approach to delete it from that material. Someone put it in there by mistake (no reason for a 'basic_specmap' object to outright glow). Self-light should be neat for embers in rubble actors and the like, though. -
Post-processing effects test (SSAO/HDR/Bloom)
zoot replied to myconid's topic in Game Development & Technical Discussion
Sorry, it's still there. Tried a full 'svn revert -R; svn up' too, but no luck. -
I had the exact same thought, but figured it might be a bit over the top visually. How about showing just the 'arrow' icon when hovering around (on terrain etc.), the grey 'arrow-and-door' icon when over a garrisonable building that is full, and the colored 'arrow-and-door' icon over a garrisonable building with spare capacity?
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Post-processing effects test (SSAO/HDR/Bloom)
zoot replied to myconid's topic in Game Development & Technical Discussion
Nope, still there I have to modify the above statement. I don't positively see it on metalmine_alpine_slabs.xml, which uses the basic_spec.xml material. I do however positively see it on metalmine_savanna_slabs.xml, metalmine_desert_slabs.xml and other "slabs" that use the basic_specmap.xml material. -
Yeah, basically that's how Red Hat (the Linux vendor which is now the main commercial contributor to the Linux kernel) got started. But all that aside - aren't there some way to leave comments on such eBay 'stores' (or whatever it's called)? Seems that would be the most important place to make this known.
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A recent commit has broken my build: In file included from ../../../source/soundmanager/data/OggData.cpp:20:0: ../../../source/soundmanager/data/OggData.h:27:17: fatal error: ogg.h: No such file or directory compilation terminated. make[1]: *** [obj/engine_Release/OggData.o] Error 1 make: *** [engine] Error 2
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By the 'garrisonable' icon I meant the colored icon, as opposed to the grey one that is seen when hovering over anything else (including terrain). But I'm just teasing, I knew what you meant
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Post-processing effects test (SSAO/HDR/Bloom)
zoot replied to myconid's topic in Game Development & Technical Discussion
Scratch that - I am still able to reproduce it, but it only happens when GLSL is on. -
Post-processing effects test (SSAO/HDR/Bloom)
zoot replied to myconid's topic in Game Development & Technical Discussion
Actually, testing on the latest revision, I am no longer able to reproduce it. Maybe those old OpenGL commands were screwing other things up? Edit: Nevermind, see below. -
Post-processing effects test (SSAO/HDR/Bloom)
zoot replied to myconid's topic in Game Development & Technical Discussion
It's always on, even in Atlas. -
Post your requests/suggestions for changes that will make the user interface more streamlined and enjoyable to use without requiring changes to gameplay. Here's some of mine: - Display unmet requirements on technology icon tooltips. (Posted.) - Display missing population capacity on production queue icon tooltips. (Posted.) - Show resource icons on tooltips instead of textual names for easier parsing. (As suggested here. Posted.) - Make 'insufficient resources' figures stand out more, to make them easier to find at a glance. - Don't show the 'garrisonable' mouse icon on buildings that are already fully garrisoned. - If building is fully garrisoned and is not at full health, show repair icon instead of garrison icon when setting rally point on it. - When setting a building's rally point on the building itself, toggle between resetting the rally point and autogarrison. - When an owned non-idle unit is selected, draw a line and flag to indicate its orders/destination. (As suggested here and here.) - Allow setting rally points of buildings that are still under construction. (As suggested here.) - When clicks are directed to a unit silhouette and that unit doesn't support the given action, try passing them to the entity in front of the silhouette instead. - Relate tips of the day on the loading screen to the map being loaded. (As suggested here.) - Remember entries like player name in multiplayer setup.
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Post-processing effects test (SSAO/HDR/Bloom)
zoot replied to myconid's topic in Game Development & Technical Discussion
I had at least two issues before your update: 1) the minimap would sometimes blur at the edges, like in Yves' screenshot and 2) when moving the camera into unexplored terrain, the whole minimap would be revealed. Yves seems to say that 2 has been fixed for him, while his screenshot suggests that 1 hasn't. In my testing, both issues have been fixed. -
I have to agree with alkazar-ipse, though. The siege engines look unfinished in that they look motorized which make them seem anachronistic.
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Post-processing effects test (SSAO/HDR/Bloom)
zoot replied to myconid's topic in Game Development & Technical Discussion
You still get this blurring on the edges on the latest revision? At least for me that seems to have been fixed. -
I think Steam would be great for launching the beta to a huge audience. Especially because it'll probably have Linux support by then.
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Here's an updated version: (I had to tweak the tooltip to say "6" structures required, because the engine happens to count the Civic Center as a Village Phase structure.) Note that the format used in the previous version is still possible in this version, at the technology designer's discretion. I've also tried to rectify the style/formatting blunders in the code. techtiphack3.diff
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You're right. Still, I think it would be more intuitive if it was the same unit that was shown 'on top' in both selections.
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I had a strange issue here where a Siege Catapult showed near 100% health when selected by itself, but about 55% health when selected in a group: (Though there's arrows flying around in the screenshots, it's not because it was hit. I was able to reproduce the issue repeatedly.) quicksave-0052.0adsave.zip
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Don't quit without saving in the Atlas
zoot replied to eduh's topic in Game Development & Technical Discussion
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