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Everything posted by vladislavbelov
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Documentation writer - Andreas
vladislavbelov replied to Beise's topic in Applications and Contributions
Hi Andreas. If I understood you correctly, you might use the filter field. For example if you type "structures/athen" it will show you entities with names containing this text. -
Does the game continue for you? Or it's paused when your friend does minimize? I'd suggest to enable profiler when it lags (Shift + F11) and attach profile.txt (from logs folder) here.
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Usually we don't use a current text size to layout. So we have to test UI with the special language from our repo, which is combined from longest strings in all languages. The proper solution is to account the current size, but it's harder to test. Since we need to test all languages instead of the only one.
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Do we need MSAA anti-aliasing?
vladislavbelov replied to gameboy's topic in Game Development & Technical Discussion
It's more about performance and correctness, not about visual improvement (may only on broken cards, which can't mix ARB and GLSL shaders). For MSAA we have such values because it uses multi-sampling (Multi-Sampling Anti-Aliasing). And a possible option controls number of samples per edge pixel. -
Thank you for the report! I've figured out a reason of the assertion.
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0AD Constant Lag under 30 FPS
vladislavbelov replied to tgodtaylor's topic in Game Development & Technical Discussion
The problem isn't the only dependency but also a thread-safety, you can't just run simulation during rendering process, because it might invalidate some rendering data. Another reason is obsolete techniques, we don't use indirect or instancing drawing for example. -
0AD Constant Lag under 30 FPS
vladislavbelov replied to tgodtaylor's topic in Game Development & Technical Discussion
Then I got it. Less you see - less object the game should draw. @nani and @OptimusShepard are mostly right, we're CPU bound in most cases. I'm working on the bottleneck. I could recommend to use closer views to prevent drawing of most objects on a scene. -
0AD Constant Lag under 30 FPS
vladislavbelov replied to tgodtaylor's topic in Game Development & Technical Discussion
What's the FPS when the camera is close to ground and looking directly to the ground (more vertical rather than horizontal, controlled by Ctrl + W/S)? -
0AD Constant Lag under 30 FPS
vladislavbelov replied to tgodtaylor's topic in Game Development & Technical Discussion
Is FPS been changing if you zoom in/out? -
Bulding Snapping Feature
vladislavbelov replied to vladislavbelov's topic in Game Development & Technical Discussion
Snapping should rotate the building for a nearest angle to snap to an edge. Do you mean that it rotates more than it should? -
Help with Atlas Map Editor
vladislavbelov replied to coworotel's topic in Scenario Design/Map making
The issue has been fixed in SVN (A24 is going to be released without the issue). Now Atlas saves the sidebar layout between sessions. -
I think we need to wait for the last NVTT patch.
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Help with Atlas Map Editor
vladislavbelov replied to coworotel's topic in Scenario Design/Map making
I've figured out the problem. We already have a patch for it, but we need to do some tests. Also you can resize the left panel (as well as the bottom one). -
Bulding Snapping Feature
vladislavbelov replied to vladislavbelov's topic in Game Development & Technical Discussion
You mean buildings of different sizes? You can rotate it after placement, it remains snapped. -
It's not related to GLSL. Maybe you have number of CPU more than 32/64?
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some clarifications with my gaming in 0ad
vladislavbelov replied to PieLam's topic in Help & Feedback
0ad tries to free what it can. The problem is that when you free allocated memory by calling the system function it doesn't mean that the memory will be returned to the OS (it will be free for the game but unavailable for other applications). -
Bulding Snapping Feature
vladislavbelov replied to vladislavbelov's topic in Game Development & Technical Discussion
@nani, If I'm not mistaken you had a suggestion about angle after building placing. Could you describe it here? How it behaves now and what would you like to reach? -
Bulding Snapping Feature
vladislavbelov replied to vladislavbelov's topic in Game Development & Technical Discussion
I made a patch: D2546, now you have 3 options: disabled (not working at all), optional (you need to press a hotkey to enable it), enabled (you need to press a hotkey to disable it). In the patch the optional one is default. EDIT: Also there is a suggestion to not have the "disabled" option, as a user can disable it by set the hotkey to empty. -
Bulding Snapping Feature
vladislavbelov replied to vladislavbelov's topic in Game Development & Technical Discussion
I meant to add an option to toggle it (user choice - it's used by default without Ctrl or not). You suggest an option to disable it at all or an option to enable it by default? -
Bulding Snapping Feature
vladislavbelov replied to vladislavbelov's topic in Game Development & Technical Discussion
Could show a sample which behaviour do you expect? -
Bulding Snapping Feature
vladislavbelov replied to vladislavbelov's topic in Game Development & Technical Discussion
To place a new wall near to another building? -
I've just committed the building snapping feature. I'd like to here some feedback: does it behave like you expect, would you like to change something (like adding an option to enable it by default)? To use the building snapping you need to select a building, press Ctrl and move your mouse. When a preview of the new building is near to other structures it`s trying to snap to their edges (while Ctrl is pressed). Snapping (1).mp4
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0ad uses OpenAL for sound. And afaik 0ad doesn't need to monopolise any sound card. But OpenAL might do some stuff. Could you run 0ad with `--nosound` flag?
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Atlas Valleys Skirmish map (8)
vladislavbelov replied to LordGood's topic in Scenario Design/Map making
In photos lakes are under sun, in the map they are more in shadows. So for me they're a bit glowing
