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vladislavbelov

WFG Programming Team
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Everything posted by vladislavbelov

  1. Which line it crashes? And it's assert or access violation?
  2. 11. No, you don't need to change something, it's ok that some parameters are not used. I want to make some modifications for the shader system, but it's in future. 13. As I said: And not for USE_SPECULAR.
  3. 5. They are. 6. No, we shouldn't because materials isn't a bottleneck. 9. Yes, it could be renamed I think, because is uses normal map as usual. But in common terms bump != parallax. 10. USE_HQ_PARALLAX and USE_VHQ_PARALLAX aren't used in shaders, so you could use it only if you add it (and add conditions) 11. If a material requires something and engine doesn't have it, then the material should be applied. Currently there could be a warning or crash, I don't remember. 12. No, it shouldn't, it's different things, normTex is a normal map, which could be used for different goals. And parallax just can use it if needed.
  4. To answer I'm using shaders sources and my additional knowledge. USE_SPECULAR requires specular power and specular color. No, because USE_SPECULAR works without specular texture, but USE_SPECULAR_MAP with, also USE_SPECULAR_MAP requires specular effects. No, because effects are available only for USE_NORMAL_MAP, USE_SPECULAR_MAP, USE_PARALLAX or USE_AO. <required_texture name='specTex' define=''SPECULAR_MAP"/> is better, because you define connected things together. Where from comments? If materials, I think no, because it allows faster fix/add/improve shaders. No. It uses for conditional alternatives, i.e. basic_trans_ao.xml, if quality < 2 it switch to basic_trans.xml. Also it could be used when the material can't be supported, but it's not used, if I'm not mistaken. It's used for the triplanar texture mapping (vec3 instead of vec2). Currently It's used for the terrain. sim_time just a time since the game started, it's used for the water rendering (waves, etc) and for the wind animation. Where? It's not used in materials. I don't think so, only if add conditions. Yes, it's required.
  5. The game session GUI code is in "binaries/data/mods/public/gui/session/". There's a "diplomacy_window.xml", it describes how it looks like. The code hides this window is in "menu.js". How phase handling works you could see in the tutorial script "binaries/data/mods/public/maps/tutorials/starting_economy_walkthrough.xml".
  6. I could describe how it could be in common words: You started a new phase, like usual (no changes) Phase ended, you added a listener/handler on the phase end, it's just call an open function (the same like a diplomacy button call) User takes a choice, press button apply, you added another listener/handler on the button click, which applies changes to the simulation So you need a XML-code for the selection window, JS-code for the phase handler and the button handler.
  7. I think it's possible, because it's just a window which could modify simulation states. Look at the diplomacy window, what's the different? They're near enough. The JS simulation part is flexible already. So you could do many things in mods, but yes, you need to write a code.
  8. Then I think we could not the whole path caching, but patch version. Currently terrain is split on patches. So if any path goes through a patch we could cache it in this patch. Why not the whole path, because usually one piece of a path was changed and many paths have a common subpath. Not sure, just ideas.
  9. Cache could be good. What we need to do when paths and/or obstructions are changing often, i.e. on a battlefield we always correct paths. Won't it add a visible overhead?
  10. Much worse? What does it mean? Currently I'm looking at the format and see that it has the fragmented input and many time for parsing. It doesn't tell me something, that Godot supports it. Because it's not used for really big projects (AAA, AA), at least I don't know about it. I agree that installing addons it's useful, but not necessary, because even with the best addons you won't be a pro. Btw I don't tell that it's bad format, no. It could be really good. Just I need tests, benchmarks, results (numbers), but not words. So I wrote why changing the format is really complicated task.
  11. Yes, but did you read the original post? It's JSON based. Did you use blender? It doesn't support it by default, but with external addon-s we could add any other format.
  12. It's like: This format have pluses and minuses, i.e. Blender doesn't support this format. If we should change the format, why we should use the text one or mixed (like this this)? We could use something faster, most binary formats are faster and smaller. But yes, most of them have a license which we can't support. Also converting is the really much cost operation, because we should convert not only files, but wiki, parsers (a lot of C++), tutorials, probably we should add some hacks for this format. Do we really need to change the format? Because we don't feel bounds of the Collada so much, because we use it pretty simple. Another way we could use assimp, and we won't longer be depended on file formats.
  13. Agree, we should have a component for these goals. It'd be really useful. About the day & night cycle at all: I think it's interesting and looks nice, but sometimes someone may want only night maps, sometimes only day maps and sometimes mixed maps. Won't it be unrealistic, that we have different day cycles with the same game speed? I think it's better to have the day & night change in cutscenes, between campaign missions, but in-game it may look weird.
  14. Which version do you use and which operation system? Also you can repeat it every time when you launch the game?
  15. I have some thoughts about mods, especially in these cases. If we want to change small function we need to copy the whole file. Could we make a logic, when mods has a javascript file (i.e. Player.js), which has only one function, overloaded from the original one, and we replace it with new version of the function? Or at least make it for components, to prevent such issues. Just an idea.
  16. You're always welcome. So, I think your problem is solved, I'm glad to hear it.
  17. So you can't continue after that, right? Also do you have interestringlog.html in the same folder?
  18. Hi @chomps and welcome to the forum! Could you attach crashlog and systeminfo?
  19. English version has the same text. Could the sandbox bot expand? I think @mimo could know about. Could you provide the replay file?
  20. Does it happen immediately after the "Start Game" button, or on loading, or after loading? Most possible it's the driver/SDL/GL functions pointers problem, because we don't use Xorg in the direct way, but it could be some dependencies. Do you have any logs in this (freeze) time?
  21. I agree with @Sundiata, zooming is the good tool to overview all battlefields, cities, how they look like. Also I don't like many player's colors on units/building, it looks too cartoonly and oddly. I've never met topic restrictions with visualizations, usually I have selected units in a battle, to see what's happening. Also zoom out isn't bad for mircoactions, because you could control the greater number of units/building (what I do usually) and see the danger faster.
  22. As @Lion.Kanzen said, the main reason is the pathfinder. But it also could be the renderer issue, do you have lags on a game start? You could enable FPS counter to see your FPS.
  23. Shouldn't it be in wiki and generated automatically, like doxygen?
  24. You could find some tutorials here: https://wildfiregames.com/forum/index.php?/forum/434-tutorials-references-and-art-help/ and https://wildfiregames.com/forum/index.php?/forum/443-tutorials-guides/.
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