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Everything posted by vladislavbelov
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Tree performance
vladislavbelov replied to aeonios's topic in Game Development & Technical Discussion
Do you think we have/can have many players with OpenGL < 3? -
Tree performance
vladislavbelov replied to aeonios's topic in Game Development & Technical Discussion
Hm, about transparency, you can try to reduce number of probes for low alpha: make a function like f(alpha) that returns a number, how many shadow texture the shader should do. @wraitii, it'd be good to think about dropping the older OpenGL versions and leave only 3.3+. It's only for low angles. right? For usual playing angles it's not really visible, at least shouldn't be. -
Tree performance
vladislavbelov replied to aeonios's topic in Game Development & Technical Discussion
Hm, so currently your patch can not be applied as is because of lags. But, we can a little bit optimise it or add an options, which algorithm to use. I'm not sure, that it's the major reason, because for near to perpendicular triangles only a pixel line will be rasterised. I think there is a reason, why it's slower than it can be up to 2x times: many transparent things have a bigger (up to 2x times) transparent area, than it needs. Example: palms. Also did you test shadows with discard-like way? When you don't calculate shadows when the pixel is fully transparent. -
Tree performance
vladislavbelov replied to aeonios's topic in Game Development & Technical Discussion
How did you check that exactly the fragment shader is most expensive (the grass has transparent things too as mentioned above)? Could you post you profiler.txt results here? -
Not only _(), but the Unicode version of the wxWidgets at all.
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Hi @framodan and welcome to the forum! There is a common problem about compilation with Unicode on Linux: https://code.wildfiregames.com/D1202. Do you have other errors?
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I mean mod's requirements, like "0ad=0.23", not real mod versions. We change many things between releases. So I think modio have to allow to play mods for players with older versions of the game.
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Is it possible to have different versions of a mod for different versions of the game?
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I think so too, but I have few suspicions, so it can be the same or a kind of the same. Or it can be something unrelated.
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Could it have a little more details? It shouldn't be hard.
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Discussion about cavalry skirmisher
vladislavbelov replied to Vladooha's topic in Gameplay Discussion
Did you mean that we don't patch releases? -
0 AD doesn't seem to detect my graphics card.
vladislavbelov replied to Devilsknock's topic in Help & Feedback
How did you do this? With the monitor buttons or NVIDIA panel? By default they use DirectX, you need to go to settings to switch to OpenGL. -
0 AD doesn't seem to detect my graphics card.
vladislavbelov replied to Devilsknock's topic in Help & Feedback
I've searched for the issue and I found only links about wrong drivers. And most solutions are update Windows and update drivers (or downgrade to the old one, where OpenGL works). Also as I can see you have 32bit, not 64bit OS. Our game doesn't initialise OpenGL directly, most things are done under SDL library. Do you have other games, that support OpenGL (i.e. Half-Life 2)? -
0 AD doesn't seem to detect my graphics card.
vladislavbelov replied to Devilsknock's topic in Help & Feedback
Also I can recommend to update drivers for the motherboard and the integrated Intel card, if they're not already new. -
0 AD doesn't seem to detect my graphics card.
vladislavbelov replied to Devilsknock's topic in Help & Feedback
Hi @Devilsknock and welcome to the forum! Could you attach crash dump too? We know about the wrong version detection, we'll try to fix it to the A24 release. -
In some cases it's pretty hard to tell that a mod breaks IP laws. Because we need to check all data, find its sources and check licenses to be sure, that the mod doesn't break IP laws. Even steam may sometimes publish games with broken IP laws. Another side is different IP laws for different countries. So I think, the possible solution is to check mod only for basic and security things, and remove the mod/make an investigation if someone reported about broken IP laws.
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I mean changes that lead to the bug with blue edges.
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It's not actually true. GUI support stretching by setting a size in percentage in XML. A more complicated logic can be implemented in JS. But it's not easy and pretty hard to maintain it. So, I can say, it presents, but it's not ready to use freely. Could you post your changes for this? A color set.
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@Shiyn 1. Is it possible to make the palette a little bit warmer? 2. Is the bug from your screenshot reproducible: ?
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Yeah, I definitely agree with that. And I think the 1024 width is enough to use for a while. I worried mostly about the scale for the engine. Because we have issues with that: 1) we don't support scaled fonts yet, 2) we don't support system DPI, no DPI aware yet (i.e. Windows on 125% just scale the game).
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I mean, doesn't the Fedora support the screen division in a different proportion? And why you don't use a lower scale, i.e. 1.5?
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Is it possible to change proportions?
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What OS do you use? And why the effective resolution is lower than 3840 / 2?
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Possible Game Optimisation for Next Update?
vladislavbelov replied to Gyrion's topic in Help & Feedback
Are you sure that exactly fog costs much? It requires amount of free video memory. -
Possible Game Optimisation for Next Update?
vladislavbelov replied to Gyrion's topic in Help & Feedback
Implementing LOD for the current renderer arch will be a little bit hacky, so to go to LOD direction we need to improve the renderer, as @Yves mentioned some time ago.