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vladislavbelov

WFG Programming Team
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Everything posted by vladislavbelov

  1. 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
  2. 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?
  3. 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?
  4. In photos lakes are under sun, in the map they are more in shadows. So for me they're a bit glowing
  5. 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:
  6. If it's because of an Intel card driver, then it should be fixed for most cases in A24.
  7. 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.
  8. 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.
  9. 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
  10. Yep, you may find paths to cache here: https://trac.wildfiregames.com/wiki/GameDataPaths
  11. Also I'd recommend to try clear cache.
  12. IIRC we scale square maps to fit into circle. UPD.
  13. 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.
  14. 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.
  15. Ideally we need true lods (multiple meshes per model) and lod materials for that.
  16. 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+.
  17. 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?
  18. 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.
  19. 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?
  20. 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.
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