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Everything posted by vladislavbelov
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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 -
Atlas Valleys Skirmish map (8)
vladislavbelov replied to LordGood's topic in Scenario Design/Map making
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: -
If it's because of an Intel card driver, then it should be fixed for most cases in A24.
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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.
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- hotkeys
- autoassign civ
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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
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Yep, you may find paths to cache here: https://trac.wildfiregames.com/wiki/GameDataPaths
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Also I'd recommend to try clear cache.
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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.