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vladislavbelov

WFG Programming Team
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Everything posted by vladislavbelov

  1. How can I help? Minimap looks ok, maybe add some comparison screenshots?
  2. I have ideas how to fix the issue, but I need to finish GL stuff first.
  3. Wondering how many frames per hour UE5 might give for our average hardware
  4. Yes, it might because of failed creation of some textures. Could add debug checks to the config file: renderer.backend.debugcontext = "true" renderer.backend.debugmessages = "true" renderer.backend.debuglabels = "true" renderer.backend.debugscopedlabels = "true"
  5. Maybe just models with too close geometry.
  6. Unfortunately FXAA isn't supported on macOS yet. Because it requires GL3.3+ shaders support, but macOS can't provide it for GL2.1 mode that we use. I plan to add a possibility to disable an option for platforms where it's unsupported.
  7. Maybe. I believe we need a JS prototype first to test is it worth or not. As we have lack of C++ developers time. I'd like to avoid gif support.
  8. I could make a config option to set the edge zone size, which might be set to zero to disable it. But it'll be available only in A26.
  9. glibc added a new macro M_PIf to workaround the bug few months ago, I'll fix that tomorrow.
  10. Thank you very much for testing! I added a fix, though it might have a bit different stack. Could you try the latest SVN?
  11. I've committed few additional checks to the SVN. Could you update and compile the game?
  12. It happens on start? The assertion was added few weeks ago. It might be that the bug was silent and now it's detected by the assertion.
  13. Could post your graphics options (advanced tab)? Also do you have steps to reproduce?
  14. Thanks! Is it possible for you to run and play the game with GDB (it allows to resolve the stack with related source lines)?
  15. Yep, thanks! Could you tell which map it was and which steps did you have (like have you just started the game and the map or it was at the end of the match)?
  16. Do you have logs and crashdump from that run? The error might happen on out of memory.
  17. In my opinion the new cursor looks a bit strange, more cartoonish than we had before. (first mentioned here https://code.wildfiregames.com/rP26448)
  18. It has nothing about architecture of the engine. The answer is: We don't build 64bit game for Windows yet, like we do for other platforms.
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