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Everything posted by niektb
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Glad to hear that!
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http://trac.wildfiregames.com/ticket/2461 Here is another one.
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http://trac.wildfiregames.com/roadmap You can keep track of it there.
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It is scheduled within 3 weeks.
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Proposal: Split "Tools & Options" into "Options" and "Map Editor"
niektb replied to idanwin's topic in General Discussion
For handheld devices, the UI needs to be recreated anyway since it is not touch-friendly. And I hope more devices will be supported than FHD only. -
Are you a student? If yes, you can obtain a free students license via Autodesk. http://www.autodesk.com/education/student-software
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http://trac.wildfiregames.com/ticket/997 it seems that there is already some kind of a patch for unit conversion. (Long live Sanderd17!)
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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