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vladislavbelov

WFG Programming Team
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Everything posted by vladislavbelov

  1. The issue has been fixed in SVN (A24 is going to be released without the issue). Now Atlas saves the sidebar layout between sessions.
  2. I think we need to wait for the last NVTT patch.
  3. 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).
  4. You mean buildings of different sizes? You can rotate it after placement, it remains snapped.
  5. It's not related to GLSL. Maybe you have number of CPU more than 32/64?
  6. 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).
  7. @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?
  8. 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.
  9. 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?
  10. 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
  11. Textures look good from first view. I have 2 questions: Do these textures have normal maps? How do they look like on a real terrain? How noticeable is the repetitive pattern?
  12. 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?
  13. In photos lakes are under sun, in the map they are more in shadows. So for me they're a bit glowing
  14. Looks awesome! I have only one suggestion to make water less bright, I think water in such biomes is a bit darker and a bit closer to green. Found in Internet:
  15. If it's because of an Intel card driver, then it should be fixed for most cases in A24.
  16. If we're not talking about old hardware (~GL1), then xml/js/c++/shaders are easy to improve. The main problem is compatibility with really old platforms/drivers.
  17. I think it's easy to upgrade m_LosState to answer visibility queries on a rect. But it's harder for a circle, but easier with a distance check. So we might need to store that state for a circular entity, that it was visible for some player inside the component. I agree.
  18. Our games has only OpenGL 1/2 implementation and OpenGL ES (but it requires additional compilation flags, and highly likely it's not compilable). With default OpenGL the game can't request GL3. So the claiming is sent by some dependency (SDL or driver). AFAIK the game uses the system version of SDL on *nix platforms (config is taken from the environment variable: SDL2_CONFIG). Could you provide the error/warning? See https://trac.wildfiregames.com/wiki/GameDataPaths
  19. Yep, you may find paths to cache here: https://trac.wildfiregames.com/wiki/GameDataPaths
  20. Also I'd recommend to try clear cache.
  21. IIRC we scale square maps to fit into circle. UPD.
  22. We still have noticeable amount of code supports square/circular mode. Yes, it's possible. And probably the patch can be not so big. Let me check.
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