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Everything posted by vladislavbelov
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It highly depends on HDD, some random access readings might trigger hundreds of milliseconds of delay. Though it should be measured for each particular HDD.
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The crash doesn't seem related to VSync. Could you also attach logs?
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Mmm? Maybe some JS code depends on FPS
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Hi! Could you open settings and enable "Prefer GLSL"?
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Version Control system
vladislavbelov replied to bb_'s topic in Game Development & Technical Discussion
There is an important caveat: splitted repos should be in sync via some relation mechanism. Someone doubts? -
Before A26 available in user.cfg.
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We'd like to, but it's not true yet: https://feedback.wildfiregames.com/results/display/. Most popular resolutions are 1366x768 (19.2%) and 1920x1080 (38.7%), and we still have visible amount of 1280x720 (3.6%). There is GUI scale for that in game settings, though it requires improvements.
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Could you make a screenshot via F2 in the game? To check that the renderer actually outputs a picture.
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Alpha 25 - General Feedback
vladislavbelov replied to MarcusAureliu#s's topic in Gameplay Discussion
Kinda known issue. I have plans to improve it, but not the top priority. -
I'd like to fix the glowing deep water and use a single color for absorption.
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It's solvable, just enable the skybox for screenshots
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The simplest approach is to render the skybox only for cinematics (sky reflection in water will present in both cases).
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I doubt it will help. The skybox is attached to the camera.
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DXT uses BC or it's an alias for BC (as well as S3TC). We can't AFAICS. ARB_texture_compression_bptc is supported only by ~83% of players: https://feedback.wildfiregames.com/results/gl/extensions/. Currently we don't use them for some meaningful reason. But we could. Usually a converter is written for different kinds of images. So we could use some custom algorithm for a specific texture to have less artifacts.
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Maybe bubbles on water.
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I don't think it'll look good. I see at least 3 possible solutions: Make water more transparent on all maps where the fish is invisible. It doesn't require engine changes, but the water won't look real for some maps (not so much dirt/mud as it should have). Make the fish selection ring visible always but more transparent than usual color. Add a semi-transparent fish icon over a fish area.
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Is the game installed on the same partition (disk, for example C:\) as the Windows or a separate one?
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Could you try to run it as an administrator?
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Does it crash immediately after a start? Or you might click on the main menu?
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Is it reproducible? And what's the steps if yes? Could you also attach mainlog.html?
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In current state it's pretty meaningful. It's unrelated to the check. When we use MAP_FAILED we don't care about its value. And only that particular place cares. MAP_FAILED is a standard constant for mmap on POSIX. And usually it's defined as (void*)-1. And here it's just defined using intptr_t, maybe for a more explicit type conversion.