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Everything posted by wowgetoffyourcellphone
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Portraits for Ships and Water Objects
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Art Development
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Portraits for Ships and Water Objects
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Art Development
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Portraits for Ships and Water Objects
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Art Development
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Portraits for Ships and Water Objects
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Art Development
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Portraits for Ships and Water Objects
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Art Development
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I am already doing a lot of work on an entirely new terrain set for the game, so the current cartoony look of the terrains will be completely gone by Alpha 25. Example: If you want to delve further into the development of 0 A.D. and see how your work can be a part of the whole, then join some of the other discussions and take a look where progress if being made elsewhere. Some of the work is being done far away from the main repo. It probably feels pretty chaotic from a professional's point of view, but this is an entirely different kind of development environment than probably what you are used to. Every few years, someone comes onto the forum and tells everyone how things are going to go and runs into a brick wall of frustration and leaves. That doesn't have to be you. We are all interested in the work you are doing, but we are all also ruthlessly honest with our opinions. In a professional environment this kind of brutal honesty could be a detriment to a harmonious office, but here we welcome it. Fragile egos will often burn out and leave. I'm not saying you're fragile, just probably not used to the kind of critique we offer. Again, we are all interested in what you're doing here. Iteration, iteration, iteration, has been WFG's mantra since its inception.
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Here's what I think happened: I kept pasting new releases over the old releases and ended up with a lot of extra old material. After deleting and reinstalling everything, many of the errors and warnings went away, though some other things remain, such as UI errors and such, which I believe are legit.
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Do you guys think it's a problem with DE or the core game?
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For DE I set all of the shaders to .90 for AO (up from .85 as you noted) and that's already a good improvement. Thanks for bringing this up.
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I will attempt a reinstall.
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===[TASK]=== Civ: Persians Assets
wowgetoffyourcellphone replied to Alexandermb's topic in Official tasks
Not a problem. I would love a "Chariot Scythes" tech like what you suggest. -
Indeed. On skirmish maps, non-Iberian players can get the FOW lifted where the skirmish replacer Iberian walls had been placed. Would be nice if this were not so (perhaps when the map is loaded vision can be initialized after the skirmish replacer units have been set, or something).
- 87 replies
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- rebalance
- atlas templates
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(and 5 more)
Tagged with:
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Dear god that's too dark.
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Hello H:C team. I've installed .9.0 and .9.2 for my girlfriend and she loves the mod. Unfortunately there are serious AI error warnings that tank the framerate. My girlfriend was playing as Zora Dominion and Kokiri, against civs that are supposedly supported by the AI (Gerudo, Hyrule, and Gohma), but received endless AI and UI errors after about 20 mins of gameplay. Examples: ^There may be references to Petra AI in the Conquest AI. ^Got then thousand of these errors. ^And then then thousand of these. ^A GUI/Tooltip error. Got that a dozen times. ^Template bugs. I would literally pay money for you to fix these, as this mod is what's getting my girlfriend into 0 A.D.
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Delenda Est-izing Sahyadri Buttes
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Right, although some models should probably be tweaked, overall I think it's a shadow rendering issue rather than a mesh problem.
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The bevel is okay, but the UV mapping should probably be adjusted.
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From a gameplay perspective, the A23 method is far superior, even if it looks "unrealistic." The A24 way also looks unrealistic but has the addition of negatively affecting gameplay.
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You are absolutely right, this has been happening for a while now, I just never reported it. And it does negatively effect gameplay, not to mention visual aesthetics.
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Experimenting with icons
wowgetoffyourcellphone replied to Stan`'s topic in Eyecandy, custom projects and misc.
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Fragment shader quick questions
wowgetoffyourcellphone replied to DanW58's topic in Game Development & Technical Discussion
I see the effect (applied the files and looked in Atlas) and I like it. I think it may be too 'strong' though, even if it's Correct™. I notice it reduces the visual effect of the AO maps a bit and adds a lot of contrast where there wasn't before, so I have to mess around with the ambient color some to reduce that contrasty look. I notice the it most with the Greco-Roman temples, where there is a bunch of columns in front of a covered area. The different effect applied to horizontal and vertical surfaces is very noticeable. Without true SSAO the effect doesn't look as "real" as it could (in truth, looks less real in the case of a colonnade or similar contrasty structure). Please take these as simple observations. Vertical and downward faces are darkened considerably. Again, I understand what is being attempted here. I just think it's too strong. -
Same thing happens with this Noba granary.
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https://trac.wildfiregames.com/changeset/24831 I'm sorry, but the waltzing continues.
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Improve unit stat visualization
wowgetoffyourcellphone replied to wraitii's topic in General Discussion
The most relevant real time information for most players is: What is this unit or building good at doing? What is its role? Number crunching every stat in real time satisfies a small minority of players, when most players just need to know which units to use against these other units because unit types have roles.