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Everything posted by vladislavbelov
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Isometric View Option
vladislavbelov replied to wowgetoffyourcellphone's topic in General Discussion
Why are you scared? -
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?
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Isometric View Option
vladislavbelov replied to wowgetoffyourcellphone's topic in General Discussion
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. -
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.
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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?
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[ATLAS] Pick water height tool
vladislavbelov replied to vladislavbelov's topic in Game Development & Technical Discussion
It's already in SVN (you can get it by downloading last SVN). And it'll be in the next release (A24). -
==[Brainstorming]== for cheats units
vladislavbelov replied to Lion.Kanzen's topic in Eyecandy, custom projects and misc.
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?- 198 replies
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I had it yesterday, I believe it was with GLSL. @Angen Did you have any warning/error during the game?
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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.
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Crash on Start up, GSLS and Post disabled, win 10, crash log included.
vladislavbelov replied to Drak0's topic in Bug reports
Sure, what step are you on in the instructions (https://trac.wildfiregames.com/wiki/BuildInstructions) ? You could also write PM to me. -
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:
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Perlin noise? (at least I see familiar pattern of distribution).
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Crash on Start up, GSLS and Post disabled, win 10, crash log included.
vladislavbelov replied to Drak0's topic in Bug reports
If you'd able to get SVN, apply the patch and compile the game then it'd be great (BuildInstructions). -
Crash on Start up, GSLS and Post disabled, win 10, crash log included.
vladislavbelov replied to Drak0's topic in Bug reports
Hi @Drak0 and welcome to the forum! Could you attach your system information (to see how the game detects it)? You may find it at the system_info.txt. Also we have a possible fix of the problem: D1789 (#5412). So it may have chance to be fixed in the next release. -
Hi @erickOtakuls500 and welcome to the forum! I suppose it happens on Windows, could you disable post-processing/GLSL in graphics options of the game?
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Hi @weridetogether6 and welcome to the forum! Are you able to compile the game from sources? Also could you post specs of your computer? You can find it at log folder: GameDataPaths (wiki).
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I suppose you can create an aura and assign it to a special tower. The effect looks like: { "value": "UnitMotion/WalkSpeed", "multiply": 0.5 } I don't remember, did we add an effect after death or not. The mine could destroy itself and give damage for all near enemies.
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Cool! I think it'd interesting to add a slowing towers and ground mines.
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The sky should work without any problem (even without hacks), but the good terrain is more complicated (I mean without really noticeable artifacts).
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Nope, because we don't have a glow pass either HDR one (we increase the brightness only for the whole frame). But it'd pretty easy to add after GL1 drop (if we'd drop it x) ). Could you share a sample of the "oscilating shader"?
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Nope I think D1954 shouldn't affect the redness. My patch doesn't solve the whole problem only not rendered blocks (patches).
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This is my patch from #2692, it solves water blocks that we didn't render before because of scissoring.
