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Everything posted by niektb
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Is already there.
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Proposal: Split "Tools & Options" into "Options" and "Map Editor"
niektb replied to idanwin's topic in General Discussion
Looks reasonable to me. That counterargument isn't really a problem since 800x600 are practically not used nowadays. -
The only problem that stands is calling a non-function at line 312 (in bruno's second latest patch). All those others are easily fixed.
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I found BTW a possible solution for the non-function error: http://fr.openclassrooms.com/forum/sujet/probleme-de-plaquage-de-textures-avec-opengl-3-1 (In French) The other errors seem to be related to the fact that different types of vars are being mixed.
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Now, it doesn't crash but the errors are far from fixed. Log: ERROR: Failed to compile shader 'shaders/glsl/hqdof.fs': 0(303) : error C1105: cannot call a non-function 0(303) : error C1101: ambiguous overloaded function reference "mix(float, int, float)" (0) : gp5 superp vec4 mix(superp vec4, superp vec4, superp float) (0) : gp5 superp vec3 mix(superp vec3, superp vec3, superp float) (0) : gp5 superp vec2 mix(superp vec2, superp vec2, superp float) (0) : gp5 superp vec1 mix(superp vec1, superp vec1, superp float) (0) : gp5 superp float mix(superp float, superp float, superp float) (0) : lowp vec4 mix(lowp vec4, lowp vec4, lowp float) (0) : lowp vec3 mix(lowp vec3, lowp vec3, lowp float) (0) : lowp vec2 mix(lowp vec2, lowp vec2, lowp float) (0) : lowp float mix(lowp float, lowp float, lowp float) (0) : mediump vec4 mix(mediump vec4, mediump vec4, mediump float) (0) : mediump vec3 mix(mediump vec3, mediump vec3, mediump float) (0) : mediump vec2 mix(mediump vec2, mediump vec2, mediump float) (0) : mediump float mix(mediump ...But it is possible that it is working on your HD3000 (My HD4000 runs it fine, without errors).
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From what version should I apply the patch? (From Bruno's latest patch or the svn?)
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It seems to me that the trac is offline again, not funny if you want to download and try out a patch.
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It happens too at a GTS450 so I think the GC isn't the problem indeed.
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Mythos_Ruler's Playlist
niektb replied to Mythos_Ruler's topic in Introductions & Off-Topic Discussion
Wanted to share Millennium A.D.'s current theme song. -
Maybe move that higher at the priority list? (So as soon as the AI could be called stable)
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With GDebugger the game freezes with this at screen: Second chance exception reads this: Second Chance ExceptionEvent PropertiesReason Access violationAddress 0x6c2a8996Details The thread tried to read from or write to a virtual address to which it does not have access.
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I guess you could make huge texturing improvements by adapting a combination of height-based texturing and slope-based texturing.
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Okay, I fixed it and it is now playable. Therefore I need playtesters and critics. I need comments on the playability and the looks. It is a demo map so you can find it under demo random maps. schwarzwald2603.zip
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Headache. How do I get your new Terrain Diamond generation reverse compatible with setReliefmap(myReliefmap)? Currently it fails at newHeightmap not being defined. Quite buggy it is now and absolutely not final (Whole eyecandy placement needs to be rewritten, it is currently just a matter of copy-pasting and deleting lines, just to get everything to work) var myReliefmap = setBaseTerrainDiamondSquare(heightRange.min, heightRange.max, 0.5, initialReliefmap, myReliefmap);// Apply simple erosionfor (var i = 0; i < 5; i++) decayErrodeHeightmap(0.5, myReliefmap);rescaleHeightmap(heightRange.min, heightRange.max);setReliefmap(myReliefmap);It is especially about this piece of code. schwarzwald2503.zip
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NVidia does well on linux, including switchable graphics.
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Gameboy: these are just debug statements.
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Look for Lion.Kanzen, he did the same study. You could maybe assist in texturing models and stuff? (and maybe do some 2D art like buttons (=> not needed for the main game, but mods around here look to create there own UI) etc.)
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Physically Based Shading
niektb replied to niektb's topic in Game Development & Technical Discussion
I think you overlook the fact that it isn't necessary to have all shader/material types mentioned above. See for example the energy conservation: This is already possible with the resources we have and wouldn't cost much resources. (Guess so) It is just which PBR model you take (Since there are a lot of them) http://www.rorydriscoll.com/2009/01/25/energy-conservation-in-games/ See this pdf for an in-depth overview (not sure if you want to read it though, but it is to show that PBR is a large thing): http://digibug.ugr.es/bitstream/10481/19751/1/rmontes_LSI-2012-001TR.pdf -
1. Why? 2. The problem is that the pathfinder (that piece of code that calculates the movements of units) doesn't support roads and stuff. 3. That is to make sure you have to expand and cannot stick to one place. Those edits look reasonable to me and I am in support of it.
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How about adapting the current shading system to the latest standards, as seen in Unreal Engine 4 and that kind of engines? Physically Based Rendering PBR opens the way to far more possibilities for reflection and lighting. As you can see above the way material reflects is dependent on his surroundings. Also it is possible to materials really look different, especially metals. (Thanks to o.a. Freshnel) More info and images: https://www.marmoset.co/toolbag/learn/pbr-theory http://www.marmoset.co/toolbag/learn/pbr-practice This energy conservation is explained briefly here: http://www.rorydriscoll.com/2009/01/25/energy-conservation-in-games/ It is about the fact that the total of reflected light can not be more than the incoming light. More in-depth readings: http://interplayoflight.wordpress.com/2013/12/30/readings-on-physically-based-rendering/ http://digibug.ugr.es/bitstream/10481/19751/1/rmontes_LSI-2012-001TR.pdf
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I quickly looked through your code and I think it's time to give Schwarzwald an update (especially giving the initial heightmap more usefulness is important to me) But could you explain how the paths would flow through the map, around the edge or directly from player to player? And how do I avoid dams (since I don't want a dam running straight through my lake)? And what are you doing with the textueByHeight array? Nothing as it looks to me.
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You have to take in account that this is not a physics engine (In that was the case you were fully right Lion). This is just: When an event happens (Health below certain point, projectile impact etc.) than play animation.
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Okay, I hereby officially announce that Shieldwolf23 has joined our team as Scenario Designer, Researcher and bug- & playtester. Welcome Shieldwolf23, happy you are here!
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I thought I already had seen those left houses in-game. Am I correct?
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If you are a community member of the Wildfire Games' forum, you might already had noticed that a new modding team is being formed, which consist of a few old modding teams. The merge process being almost finished, we discovered that we could use a few additional hands to help us in modding several aspects of game, with the ultimate goal the create an enormous mod pack targeting 0 A.D. in an as large as possible timeframe. Yes, indeed, this is a quite ambitious goal, but with your help I (and with me the rest of the Council) am sure that we will manage to achieve it! Let me now explain in what area's you could help us out. We are currently looking for persons capable of fulfilling the following jobs: Researchers, 3D artists, programmers, Scenario designers, Playtesters & balancers and finally 2D Artists. Researcher: A game falls or stands with information. Without, it is impossible to create a historically accurate game like 0 A.D. aims to be. Therefore we need people who like to dig in history and come up with information, plans to get that information implemented in the right way and finally provide references for the artists around. As already said, we like to get a large timespan so you will get acquainted with all kinds of history and learn lots of it. 3D artist: In case of 3D artist we have two kinds of jobs: Animators: Animations are needed to get a dynamic moving game. Imagine a game with only static puppets moving around! No one wants to play that! We need therefore people who like to animate all kinds of objects, including ships, animals and units. Modelers: Beside animators we do need persons creating the 3D object itself, before it gets animated or textured or something. Modelling a variety of objects you need to follow the references provided by the researchers (or get them yourselves if you like to do so) and get it usable for the other team members. Actually you provide a fundamental base for the game to get playable. Programmer: Modding includes programming. Therefore we need additional programmers capable of JS-scripting in various aspects of the game. Think of programming completely new gameplay features but also creating technologies, auras, modifying templates and creating Random Map Scripts and possibly AI scripting. It even is allowed to create your own glsl shaders if you like to! Scenario Designer: Of course we like to feature some scenarios of our own specifically created for our own projects. It is also possible to create Random Maps in collaboration with the programmers. Playtester / Balancer: To get a nice, playable game we need playtesters. They are there to improve the game's playability and eventually come up with ideas for gameplay features in collaboration with the researchers. It is also a possibility that it is needed to adjust some stats yourselves. For this you'll need a basic knowledge of XML (which is very easy to learn I can tell you). 2D artist: 2D artists can choose between various assignments in the following areas: Conceptual artist: Being a conceptual artist you'll pick up references and create concepts for it to be used by the 3D modelers. It is also allowed to search for references yourselves or collaborate with researchers in doing so. 2D designer: 2D designers take care of the UI. Think of designing new buttons, drawing wallpapers and everything you like to do to improve the GUI and create a lot of other art. The list has now come to an end. Nothing is prohibited and everything is permitted in our Council (sort of). If you feel that your function is not listed above: feel free to ask if we need you. If you feel you're not skilled enough to apply: we are there to help you improving your skills and get them good enough for you to be part of our team. If you do not exactly match a jobs description: no problem, we can use every hand to help us, also hands that are not able to (or do not like) certain parts of the jobs. On the other hand: if you might want to fulfill more than one job, you're welcome. To summarize: Everyone who is interested, whether he is capable or not, unable to spend much time or not, is allowed (or even better: asked) to apply! To apply, send me a PM or reply at this topic.