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Everything posted by vladislavbelov
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It should work right now. Yeah, it has some infrastructure problems, we hope to fix it.
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Run latest build error with Atlas (resolved)
vladislavbelov replied to Baelish's topic in Bug reports
It's also recommended to run clean-workspaces.sh to be sure. Since the error was in missing wx/wx.h installing the one of *wx*-dev helped. -
How to add items to a dropdown from a script?
vladislavbelov replied to Vantha's topic in Help & Feedback
If you just want dropdown values then you might take a look at binaries/data/mods/public/gui/options/. We add dropdown values dynamically via JS for options. If I'm not mistaken the question is about many values not many dropdowns. -
Do you have other games to check if they're running correctly? (Like SuperTuxKart, Warzone2100 or OpenTTD)
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I finally got it and I'm going to give a talk: https://fosdem.org/2024/schedule/event/fosdem-2024-3615-0-a-d-game-vulkan-api/
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Maybe cached? But I need steps to reproduce to tell more
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That's just an impression. Because textures and lighting affect perception greatly. That smoothing is free for our rendering. Because it mostly affects directions of normals. And flat shading instead might even increase the number of vertices to be able to have sharp edges (because smooth shading reuses vertices).
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Adding Toggle 3D button to actor viewer.
vladislavbelov replied to Boston's topic in Game Development & Technical Discussion
You can get the latest SVN here: https://svn.wildfiregames.com/public/ps/trunk/ We haven't done transitioning yet, only mirror and test repositories. GitHub mirror is https://github.com/0ad/0ad. Yeah, currently all repositories except the SVN one are mirrors (or test mirrors). -
Wildfire Games would like to send you its best wishes for 2024! May you have a prosperous New Year! On behalf of the Wildfire Games team, Vladislav
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Adding Toggle 3D button to actor viewer.
vladislavbelov replied to Boston's topic in Game Development & Technical Discussion
Because we use it for GUI where the Z axis is inverted (and never thought to use it somewhere else before refactorings). -
Adding Toggle 3D button to actor viewer.
vladislavbelov replied to Boston's topic in Game Development & Technical Discussion
m_Camera.SetOrthoProjection(m_ViewFar, m_ViewNear, 256.f); might also work. Yes, it's a start. Then we need: Add a separate camera controller to be able to configure the orthogonal mode properly Add an option in GUI Adjust zooming code with visible bounds to fit/to be similar to the perspective mode Choose camera position to have proper sounds on all zooms Check reflections and refractions Check shadows (w/ and w/o cover the whole map mode) Test regular and big screenshots and adjust their code if it doesn't work Think what do we need to do in Atlas (autoswitch to the perspective mode or something else) Test for z-fighting for all backends (OpenGL, OpenGL ARB, Vulcan) -
Creative Commons, 2d game sprites.
vladislavbelov replied to Boston's topic in Introductions & Off-Topic Discussion
We have a ticket for that: https://trac.wildfiregames.com/ticket/3653. I believe it's doable, it just needs a pair of free C++ hands. It's not really a problem for our engine. We can automatically switch them for cutscenes. We have a separate method to set an ortho projection (a classic isometric view is a special case of an orthographic projection). -
No, it's not intentional. It seems like consequences of trying to fix notifications or maybe space related problem. I hope trac will be back soon. And we'll definitely make a post in case of any major change to our services (like shutdown or address change).
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Flickering mouse
vladislavbelov replied to woodpecker's topic in Game Development & Technical Discussion
Could you enable VSync or set FPS throttling in menus/in games to a value not more than 60 in graphics options? -
Flickering mouse
vladislavbelov replied to woodpecker's topic in Game Development & Technical Discussion
Could you disable them to test? Do you remember how it started? (Maybe after system update or another installation) Could you post logs for that run with edited user.cfg? -
Flickering mouse
vladislavbelov replied to woodpecker's topic in Game Development & Technical Discussion
Is it a system hourglass cursor or in-game one? Do you have any mod installed? Could you record a short video? Another way to possibly solve it is to change the type of the cursor. For that you need to add the following line cursorbackend = "system" to your user.cfg (you can find a path to it here: https://trac.wildfiregames.com/wiki/GameDataPaths) -
Yeah, that'd be good. Unfortunately it's in a low priority right know. But! I wrote a script to do simple batch updates. So if you have Python 3 installed (or you're able to), you can use it (don't forget to backup your map files before running the script and resave the map from Atlas to format the file correctly after the changes by the script): python3 path/to/entities.py path/to/map.xml --pattern your/tree/name --list --rotate random entities.py You might run the script without the rotate argument just to test the list of matched entities.
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IIRC we should log such cases, maybe it's in log files. The game uses normal and specular textures together, so we don't support separate materials anymore (that's the way to go PBR). But you always can set a default texture to norm or spec. I can recommend to avoid too sharp normal textures (when neighbor pixels have opposite values, in other words normals look in opposite directions). See also technical art requirements (made by me, converted to wiki format by Stan): https://trac.wildfiregames.com/wiki/TechnicalArtRequirements