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vladislavbelov

WFG Programming Team
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Everything posted by vladislavbelov

  1. What's the material? Could you attach a sample decal?
  2. Sounds like an out of memory. Nothing to fix in the game except optimize the memory usage. But it's a very complex task to complete for A25 (and even for A26).
  3. Yeah, I was experimenting with it: Yes, square for each R5G5B5. It's possible but more slow, as on each frame you need to do a lot more work for rendering. Just generated by a script. We don't have a blog, so I just post some of my local stuff on the forum. It's impossible without performance loss at the moment. Cleaning up the cache should help, because there should be no other relation between mods.
  4. If it's cold in your room, then there is the following mod. Another useless application of our engine: just ray trace a simple scene written completely on JavaScript. The mod is attached, feel free to play with it. 0ad-js-rt-demo.pyromod 0ad-js-rt-demo.zip
  5. Usually it means a not good map design.
  6. If someone could repaint the paper background I'd be happy. It doesn't look good currently. Also the vignette border on a picture is a bit strong I think.
  7. Pretty cheap for a professional software ~3x of annual Netflix subscription, I remember Maya costs much more.
  8. Minimized != paused. Also we don't always know when a window is completely invisible. Also we had crashes on some cards when we do or don't draw to an inactive window.
  9. It's not static, you can move your camera while paused, you can use UI while paused. To fix overload one might enable V-Sync or use FPS limiter. If it's all enabled then the hardware isn't good enough to handle its current graphics settings.
  10. For Windows it's a complete game installer made for the current development version.
  11. I mean not the A24b release, but a release build for the SVN version. Yeah, you need to go step-by-step and build. But the good thing is that you can use binary search: if you have a range [A, B], when on the revision A the game is broken and B is fixed you need to check the revision (A + B ) / 2. And then depending on results you need to go to [A, ( A + B ) / 2] or [( A + B ) / 2, B]. That feature is built-in in git, but maybe there is something similar for svn.
  12. Ideally I'd like to have answers for the two following questions: Is it really fixed or is it still reproducible for a release build of the game? If it's indeed fixed which commit is the reason?
  13. Not necessary, just select all projects with Shift and then open properties once.
  14. Could you try svn version (https://trac.wildfiregames.com/wiki/BuildInstructionsGettingTheCode)?
  15. They have the same style but they don't share a single palette
  16. I think all our icons are unrelated in visual term. They don't have neither the same palette nor style. For it me it looks like random images.
  17. Currently I don't need dumps, first I need to find an option that triggers the crash. @feneur could you remove the post limit?
  18. Could you try to disable all options step-by-step except GLSL (GLSL should be always enabled)?
  19. Again, try disable other options first, non-glsl shaders will be removed.
  20. With Vulkan our art isn't so slow since Vulkan allows to submit data via command lists - less app/driver time per each draw call. And all this stuff should be supported, have unified interface between new and old APIs.
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