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vladislavbelov

WFG Programming Team
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Everything posted by vladislavbelov

  1. What do you mean by textures blend? No, bridges mostly hacky implemented. But @sanderd17 has some patches about terrain modificators, which could allow less hacky bridges.
  2. Mostly on wiki, but it's not very big. Also you could ask here, on the forum. Which features are not included?
  3. It's not implemented yet, but I want to. Currently you need to edit mapname.xml.
  4. Currently all objects have obstructions only on plane, and to make it 3D only need to add a height. But objects have different form, so to make really good obstructions we need to add 3D collider mesh, which is the really complex task.
  5. Hi, @pAris, I think it's not updated yet, but it'll be soon, I hope. It depends on packages publishers.
  6. Related changeset: https://trac.wildfiregames.com/changeset/19877
  7. No problem, just noticing for future. About the issue: it's the known issue, Alpha 22 will be released soon, try it when it'll be available.
  8. Which version of 0AD do you use (SVN, Alpha 21)? P.S. It'd be better to hide amount of text under a spoiler.
  9. It'd be good to have it in Atlas or Actor Editor instead of using command line tools. Which are not really familiar to artists. Or another way: I made few simple plugins for Blender and it's easy enough to create. So we could create a plugin for it too. Another profit, plugins for blender are mostly written on Python, so it'd be easy to add it. So artist even doesn't need to open Actor Editor/Atlas Import/Command line tools.
  10. You probably run the Python 2.7 instead of 3.5 by the error text. To run exactly 3.5: add a full path to the python.exe in the cmd (i.e. C:\Python35\python.exe) or change the PATH environment variable to the newer Python's version.
  11. Quote from https://en.wikipedia.org/wiki/Hospital#History:
  12. I like capturing, but it could be improved. About capture + delete to destroy a building: I think deleting shouldn't be an immediate process, it needs to be a continuos process. It could be faster than capturing.
  13. I agree with @stanislas69, this method has lower precision, you couldn't move for 5-10 meters. So the minimap is effective only with a large distance between interesting points.
  14. I like sometimes to drink tea and play not fast game. So, a valid solution could be adding an option: "Control camera by mouse".
  15. I think we shouldn't, because currently every user could play in game only with mouse. So mouse movement removing breaks it.
  16. This height is mostly for the terrain, not for water. It could be used for high mountains.
  17. I thought --atlas, no? It works for me. Also it needs put wxWidget inside a library folder.
  18. Good idea for terrain rendering, it's static. But decals have a form, depended on terrain height.
  19. It requests higher version of OpenGL, @Yves works on it.
  20. I'm looking at the storehouse and understanding: we need ambient occlusion. I need to reveal some old threads about SSAO.
  21. Was there the same problem for any other program? Also do you have an antivirus/firewall, which could deny access?
  22. I like auto-scouting, but problem is that a scout unit shouldn't behave itself like it knows a map. Because it'll allow a cheat for an obvious reason. So we need to calculate really accurate, to prevent self-breaking. I have some ideas about it, but it's only ideas with some drafts, need to find some good sources. Also it'd be good to have options for auto-scouting, i.e. follow only beach/shore line to find water borders.
  23. GIMP supports a GPU acceleration since 2.8. Main functions have a GPU acceleration, and number of these functions grows. http://www.h-online.com/open/news/item/GIMP-2-8-RC-1-arrives-with-GPU-acceleration-1518417.html https://www.gimp.org/news/2015/11/27/gimp-2-9-2-released/
  24. There were introduces some major and useful things for cinematics. I'll fill a wiki page on http://trac.wildfiregames.com. Changes: Atlas add/remove paths Atlas change position of each node of each path (by mouse) Removed OOS for multiplayer games and non-visual replays Added more detailed javascript (triggers) support Planned changes: Change path/node duration in atlas New methods for javascript More detailed info about each path Path preview, what camera sees in a time position by slider or separated window without game starting Fix current issues with scaling. simulation speed Atlas path adding without javascript (triggers)
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