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vladislavbelov

WFG Programming Team
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Everything posted by vladislavbelov

  1. IIRC we scale square maps to fit into circle. UPD.
  2. 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.
  3. Basic idea to use only scales divisible by 4. It covers most user cases (as we don't use system UI, so we might not match exactly), at the same time it allows to have a nicely aligned interface.
  4. Ideally we need true lods (multiple meshes per model) and lod materials for that.
  5. Aren't the textures too blurry with FXAA? You may notice by the link above and: Strange limitation, it should work with GLSL for most GL2+ and with ARB shader for most GL1+.
  6. I guess not, but I can try. Also I can't reproduce the issue by steps with your details. Do you use autobuild executable or you compile by yourself?
  7. You're right that we have to prioritise things. What I can say about these patches, they open/help to open doors to some other features. And about me I spend less 5% of my 0ad time on the camera features.
  8. How do you leave the game? Alt+Tab? Which mouse button do you use? Left, right, together? What's the place you click on? On the "Click to resume Game" text? On the minimap? On the menu/top panel? Outside of GUI?
  9. Isometric hack? It might have not good consequences for rendering (for ex mentioned real depth option). Why not implement a good solution you may ask. I answer: it requires some refactoring. And it's in process, current patch: D2020, recently committed related patches rP22340, rP22395, rP22404.
  10. I can't reproduce the issue on Windows 10 64bit. When I click on the game window (even if it didn't have focus) the game continues. Probably some step/detail is missed.
  11. I'm not sure that I understood the problem correctly. So I have few questions: Do you reproduce the issue always? Could you post stable steps to reproduce? OS Windows?
  12. It's already in SVN (you can get it by downloading last SVN). And it'll be in the next release (A24).
  13. I just committed a tool to easily setup water height for maps. Just select the tool and click on a terrain where you want a plane of water (if you need more precision just zoom in). No need to spend time with the water slider anymore
  14. I saw the problem already, and it was because of an outdated mod (not updated to the current SVN), like elexis said.
  15. About animation, usually it means that there is a wrong path or name of the animations. I can't say more, I need more details (XML, paths) About transparency, which material do you use?
  16. Hi @Shiqi and welcome to the forum! Do I understand correctly that it happens on start? Did you see the main menu? Also could you attach system info that was detected by the game? You may find it at GameDataPaths.
  17. I had it yesterday, I believe it was with GLSL. @Angen Did you have any warning/error during the game?
  18. Besides possible leaks the consumed size of memory depends on many things: map size, game max population, game duration, amount of units, graphics quality. For ex. some games with 1.5hour duration, 2 players and 300 population limit on a small map may cost not more than 900MB.
  19. Sure, what step are you on in the instructions (https://trac.wildfiregames.com/wiki/BuildInstructions) ? You could also write PM to me.
  20. I used it as a first version of a planet procedural generation (not only, but mainly) in project with my friend more than 6 years ago:
  21. Perlin noise? (at least I see familiar pattern of distribution).
  22. If you'd able to get SVN, apply the patch and compile the game then it'd be great (BuildInstructions).
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