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Everything posted by niektb
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Could be okay, I only wonder what function it would have in the game. (And even if it won't be added to the main game, we could look to add it in one of the COM projects)
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I noticed that the HQDOF shader is not working correctly: ERROR: Failed to compile shader 'shaders/glsl/hqdof.fs': 0(69) : warning C7583: Initialization of uniform variables requires #version 120 or later 0(122) : warning C7011: implicit cast from "int" to "float" 0(207) : warning C7011: implicit cast from "int" to "float" 0(207) : warning C7011: implicit cast from "int" to "float" 0(221) : warning C7011: implicit cast from "int" to "float" 0(221) : warning C7011: implicit cast from "int" to "float" 0(221) : warning C7011: implicit cast from "int" to "float" 0(225) : warning C7011: implicit cast from "int" to "float" 0(231) : warning C7011: implicit cast from "int" to "float" 0(236) : warning C7011: implicit cast from "int" to "float" 0(236) : warning C7011: implicit cast from "int" to "float" 0(275) : warning C7011: implicit cast from "int" to "float" 0(276) : warning C7011: implicit cast from "int" to "float" 0(278) : warning C7011: implicit cast from "int" to "float" 0(279) : warning C7011: implicit cast from "int" to "float" 0(291) : warning C7011: implicit cast fr...I'm running the latest NVidia drivers on both a GeForce 610M and a GTS450. (Windows 8 and Windows XP in sequence) Does someone have any thoughts on this? Adding #version 120 to the file gives another bunch of errors.
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Is there any progress on this? (I guess it needs an update to the latest RMGEN functions?) I like to see to get such functionality in-game. For example put in a heightmap and this script takes care of texturing, resources and all. Or that this script takes care of the evelation and that you (as designer) take care of the rest etc., etc. Edit : Maybe a useful paper on generating realistic terrain: http://oddlabs.com/download/terrain_generation.pdf
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Same error here, happens at both my PC's, running SVN version. Happens with the game too, not only Atlas.
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@Hephaeistion Basically I did nothing more than putting ideas on paper, since I couldn't get any simple stuff working. So no blame to you!
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Start with sending me a wireframe render to see whether there are vertices who could be removed because they do not add very much detail.
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You can send me a pm.
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That number of tris isn't too high voor a building, though it might require a few optimizations
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Sorry to say, but I do not really like those towers, it almost looks as if you have put a lighthouse on the deck.
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Wow, looks good. Any chances of texturing? If not, I would like to try something.
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Today I came across some nice models: http://www.sharecg.com/v/22777/gallery/5/3D-Model/Viking-Longboat?interstitial_displayed=Yes http://www.turbosquid.com/3d-models/free-viking-sword-3d-model/766859 Are we allowed to use them?
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- millenium a.d.
- vikings
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Well spoken.
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.com domain is paid isn't it? Plus a page on moddb and such sites would be enough I suppose. I don't need purple curtains.
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What is your system looking like? I've used Fraps but didn't liked it too much but that depended heavily on my system. Enormous file sizes and the additional CPU usage made 0 A.D. running very bad on my Windows XP system (Which had an old AMD Phenom 2,2GHz x4). But it's definitely worth trying out.
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Upload a video to YouTube and paste the link in your post, the site itself will do the rest.
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World Map -> Partial Maps of arbitrary size.
niektb replied to Radagast.'s topic in Scenario Design/Map making
Something like this? Sorry for the blurry text. -
A few months is always safe No, it will be released earlier I guess, but there isn't a strict released date though it's scheduled for 5 weeks. Expect a at least week or two delay so the most early release date is in about 7 weeks. You can keep trac of it here: http://trac.wildfiregames.com/roadmap
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Looking forward to it!
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Any numbers on code speed? (So actually: will it cause the game to lag more and if yes, how much?) Even though it might slow down the game, keep up your work! It is good to create a easier way to access game resources for AI's (It might even encourage me to write a little AI, even though Hephaestion already picked up my idea and started working on (decision tree)).
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Software manager and other Icons
niektb replied to Lion.Kanzen's topic in Eyecandy, custom projects and misc.
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Of course separate repos (whether that would be combined into one organization with collaborators), but I merely was talking about the way to assign tasks. I wondered if creating a general repo is the right way to do so. @Stan There is already a very quick, good way to do so, without overwriting main game files.
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Would it be right to create a repo to use for assigning tasks? Other than that, only linking the repo's doesn't seem the best solution to me. Cause it preserves a certain amount of chaos in the overview. (Tons of links and websites all with a different layout, etc.) @Thamlett Could you experiment with different colors? (I fancy what a combination of gold letters and red marble would look like.)