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vladislavbelov

WFG Programming Team
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Everything posted by vladislavbelov

  1. I store glow bit in the alpha channel, so glow = length(rgb) > 0.0 && a == 0.0. And then just blur it on the bloom stage. The keyword is relatively. It's not more expensive than the DOF. So if make it as an option, then we wouldn't have a problem. As the DOF. But they all are nice addition. Sure, it's flexible.
  2. I'll be a little boring: it's actually possible, but with hacks Example (radioactive barrels), no engine modifies here, only shaders and material changes: But it's hacky, so I do not recommend to use it and recommend to wait until we add a clear way for the glow effect
  3. Btw, does the SM45 support pyrogenesis minimum requirements? I mean GCC 4.8.1, Windows XP, etc.
  4. @elexis I wrote a simple script: https://code.wildfiregames.com/P122 (it creates a test mod folder with the test page), it shows, that we have many errors in translations (including not included in the release).
  5. I agree with @niektb. I'm using the condenser microphone with an external audiocard for an acoustic guitar recording. And it catches even silent sounds from the street, so it requires little soft walls to block outside sounds.
  6. I meant functionality (that process these strings), sorry. By hand checking we may loose many corner cases. We don't want to run it for each commit, only for translation updates. So the performance difference is incomparable with the code problems:
  7. For full check. I.e. script doesn't guarantee existed symbols, you need to rewrite script for each change in the engine, it will test only small subset of functions. And as I said it's a bigger work to write a validate script with right logic than the page generator script.
  8. I think it requires more work (need to write JS to call C++) and has less checks, because no rendering there.
  9. There is a little hack, we can just run a special generated page, that contains all translated text. It guarantees that all texts will be tested with the real engine.
  10. I agree to use POT textures, until we have a better solution.
  11. OpenGL supports such textures since 2.0: https://www.khronos.org/opengl/wiki/NPOT_Texture. I think we need to have NPOT textures for UI, but then pack them into POT atlas. It should be faster and work better. It'd be good to implement after the GUI refactoring.
  12. As I mentioned problem is not in the texture resolution, but in number of mipmaps. Also we have not only .png textures.
  13. Ok, I'll try to reproduce it tomorrow for Ubuntu 16.04.
  14. Could post your OS version, the game version and steps to reproduce the issue?
  15. Does the modio installation work for you? Does the game print something in the console?
  16. I wrote it and it shouldn't call the archive builder (there's a chance, that VFS has a strange behaviour, but it's small), it works with a temporary folder.
  17. Understood. It's the distortion: https://en.wikipedia.org/wiki/Perspective_projection_distortion. It can be fixed/corrected with special projection matrices (it may looks like a panorama with it) or postprocessing corrections.
  18. It shouldn't differ from the manual installation AFAIK. Because the mod installer extracts only the mod.json and copies the whole zip file.
  19. Hi @thekolian1996. The problem is in the translation string, it contains "[" and "]". They are special characters and should be escaped with the slash "\" one. The solution is the translation fixing: https://www.transifex.com/wildfire-games/0ad/language/uk/. I think we need to ping translators and add a check in the translation script. @elexis?
  20. There is a little difference: .pyromod has an additional behaivour. It's associated with the game, zip - not. Only drag&drop works for the zip. And it's not allowed to put .pyromod inside mod folders yet (but it'd be good to have such possibility). So .pyromod is not equal to .zip.
  21. For pyromod you don't need to know paths, just drag&drop a pyromod file on the game icon or double click on the pyromod file.
  22. The reason is the static element layout:
  23. Yes, @elexis already mentioned this problem, I'm working on it. Look at handleInputAfterGui function in input.js and updateCinemaPath function in session.js.
  24. I think the reason why we need it - increasing realism of the game picture. We don't add effects for effects. If you want to make it very noticeable, you can add it for any graphic benchmark. Currently penumbra effect is too blurry in comparison with real life IMO.
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