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Everything posted by vladislavbelov
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Script to find non power of two textures
vladislavbelov replied to Stan`'s topic in Game Development & Technical Discussion
As I mentioned problem is not in the texture resolution, but in number of mipmaps. Also we have not only .png textures. -
People are using wrong directory for mods
vladislavbelov replied to Lion.Kanzen's topic in Bug reports
Ok, I'll try to reproduce it tomorrow for Ubuntu 16.04. -
People are using wrong directory for mods
vladislavbelov replied to Lion.Kanzen's topic in Bug reports
Could post your OS version, the game version and steps to reproduce the issue? -
People are using wrong directory for mods
vladislavbelov replied to Lion.Kanzen's topic in Bug reports
Does the modio installation work for you? Does the game print something in the console? -
People are using wrong directory for mods
vladislavbelov replied to Lion.Kanzen's topic in Bug reports
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. -
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.
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People are using wrong directory for mods
vladislavbelov replied to Lion.Kanzen's topic in Bug reports
It shouldn't differ from the manual installation AFAIK. Because the mod installer extracts only the mod.json and copies the whole zip file. -
"Not implemented" error with campaign button
vladislavbelov replied to thekolian1996's topic in Bug reports
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? -
People are using wrong directory for mods
vladislavbelov replied to Lion.Kanzen's topic in Bug reports
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. -
People are using wrong directory for mods
vladislavbelov replied to Lion.Kanzen's topic in Bug reports
Yes, it copies the mod in the right place. -
People are using wrong directory for mods
vladislavbelov replied to Lion.Kanzen's topic in Bug reports
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. -
The reason is the static element layout:
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Yes, @elexis already mentioned this problem, I'm working on it. Look at handleInputAfterGui function in input.js and updateCinemaPath function in session.js.
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Graphics Improvements
vladislavbelov replied to aeonios's topic in Game Development & Technical Discussion
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. -
Graphics Improvements
vladislavbelov replied to aeonios's topic in Game Development & Technical Discussion
Yes, you can How long is it loading for you? The brush seems not hard to implement. Let's see after the FF. -
Graphics Improvements
vladislavbelov replied to aeonios's topic in Game Development & Technical Discussion
Why? I'm working mostly on Atlas, Graphics, GUI and Renderer components. It's not so much I think Also my CS works are about a procedurally generated content and big landscape rendering. -
Graphics Improvements
vladislavbelov replied to aeonios's topic in Game Development & Technical Discussion
Probably it should go together with the "Weather" option. Yeah, obstacles should be far away to have such blurry shadows. Or a pretty cloudy weather. We have @wraitii and Phillip. I'm not active currently in the renderer (I hope I will), but I review patches for it. So all graphic improvements are welcome -
Overflow of Civilization History text in Structure Tree
vladislavbelov replied to GunChleoc's topic in Bug reports
It's the common problem for GUI, because we don't have dynamic layout yet (without JS). But I hope, we'll have some basic things for A24. -
Dropping Legacy Support
vladislavbelov replied to aeonios's topic in Game Development & Technical Discussion
Ok, let's see inplace. I agree to avoid such things. As I said, structs are mostly used as PODs, but it has different usings, that allow you to write less code and less make errors. Constructors and methods calls Sometimes you need to pass many params to constructors or methods, and pass them directly may lead to errors and a unreadable code. Without struct: class TextureManager { public: TextureManager(size_t cacheSize, bool preallocatedCache, bool generateMipmaps, ...); }; // It's pretty easy to forget and swap bools here. // And the call is pretty big. You need to add comment to everyone, // but it will break after an order change in the constructor without // compilation errors. ... = std::make_shared<TextureManager>(10 * MiB, true, false, ...); With struct: class TextureManager { public: struct InitParams { size_t cacheSize; bool preallocatedCache; bool generateMipmaps; ... }; TextureManager(const InitParams&); }; // It's easy to catch missed params. TextureManager::InitParams params; params.cacheSize = 10 * MiB; params.preallocatedCache = true; params.generateMipmaps = false; ... ... = std::make_shared<TextureManager>(params); And much bigger production example: https://cs.chromium.org/chromium/src/ui/views/widget/widget.h?sq=package:chromium&l=149. Function results and grouped members Sometimes function should return more than value, popular way is add ref/pointer params (it's pretty fast, but more symbols and the same problem with number of params). But with struct it can be solved shorter. I.e. std::pair is struct. Without structs you need to write a getter for each property, and sometimes these properties don't need to be access and store separately. Example: our Material class. With struct it allows to use only one std::vector to contain params. And there is no needs to use classes, because the data is pretty simple. -
You said about the technique at all, that it only work for low angle changes. But there're imposters with 3D textures (not shots from different angles) too, and they don't have such problem. Obviously it's more expensive, but not so much as an original hipoly model.
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Did you ever use imposters with not a simple texture? I only may suggest you to play on the big Jebel-Barkal map. And I'm not even talking about cinematics.
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True, it's the very popular technique, but it costs memory (there're also some nuances). There are few ways to blend 2D and 3D nicely. So we can try it too, at least it's possible to implement it for the pyrogenesis.
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I suppose it was Z-fighting. We use mipmaps for textures, I don't think, that it's called LOD.
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I think, @aeonios tells about all videocards that we support (OpenGL 2.1). It's always possible to add a support of modern videocards, but it requires an additional code. I.e. my desktop renders 0 A.D. on High with 20+ millions of triangles with 30fps on high resolution (so with optimizations it'll be even faster), but my laptop - only 1million with 30fps or even lower. So for many users it's pretty expensive, but for players, especially very active players (playing in modern games), it's cheaper.
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Oh, sorry, I misread it. I wanna try to render many tries without art changes at far zoom and lowest angle (with camera constraints), when camera is on a hill. Currently tries are animated in the vertex shader, hopefully it can be improved with cooperation of artists, because we can add specific information inside vertex attributes. Also we can use a wind map instead of const wind data.
