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vladislavbelov

WFG Programming Team
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Everything posted by vladislavbelov

  1. 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.
  2. Which version of 0AD do you use (SVN, Alpha 21)? P.S. It'd be better to hide amount of text under a spoiler.
  3. 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.
  4. 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.
  5. Quote from https://en.wikipedia.org/wiki/Hospital#History:
  6. 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.
  7. 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.
  8. I like sometimes to drink tea and play not fast game. So, a valid solution could be adding an option: "Control camera by mouse".
  9. I think we shouldn't, because currently every user could play in game only with mouse. So mouse movement removing breaks it.
  10. This height is mostly for the terrain, not for water. It could be used for high mountains.
  11. I thought --atlas, no? It works for me. Also it needs put wxWidget inside a library folder.
  12. Good idea for terrain rendering, it's static. But decals have a form, depended on terrain height.
  13. It requests higher version of OpenGL, @Yves works on it.
  14. I'm looking at the storehouse and understanding: we need ambient occlusion. I need to reveal some old threads about SSAO.
  15. Was there the same problem for any other program? Also do you have an antivirus/firewall, which could deny access?
  16. 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.
  17. 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/
  18. 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)
  19. Are there any non-hard (hard is a telephone number verifying) ways to avoid or minimize fake accounts, which we could support? Captcha stops/minimizes automatic registrations by bots, but don't prevent manual registration. E-mail linking - the same as captcha, but costs more time for a registration, so it could filter some lazy spammers. Also we could introduce some in-process verification things, i.e. send verifying email in 2 weeks, to see, that account is accessible. Mostly tmp-mailers do not store emails so long. P.S. Is there any suggestion about a registration security?
  20. Also a quote from https://wildfiregames.com/forum/index.php?/topic/21541-please-help-us-create-an-faq-for-the-web-site/#comment-324518:
  21. Hi @RedChaos, there were some suggestions about steam: And there are reason to don't do this currently. This has some good opinions about the topic:
  22. Grass should be added without actors, and we'll reach best performance if we add it to terrain. Add grass like painting by brushes (i.e. other 3D engines). It'll save time of artists and give some things to optimize rendering and beautiful features (like color of grass will depend on terrain textures). I couldn't say that we have such non-professionals and they couldn't do something better. Main (and probably only) problems are time and motivation. Also I'm sure that even payed coders couldn't fix some issues fast (it's not only a problem to write, also need to have an idea how to write). Rewriting of Pyrogenesis isn't a good idea, because it has a good architecture enough. Issues are only in some components of it. And it could be fixed. I want to optimize GUI (I have some drafts, we talked with @wraitii about it) and terrain rendering, as it's the one of my science works. @Yves has a OpenGL4 branch (which could really help with rendering performance, i.e. grass), it's not really active, but I believe we will add it at sometime.
  23. No need to keep the compression to a minimum for .png, as you said it's a loss-less format. So it could have best quality even with a hard compression. Does * make sense for an image quality: Image program (GIMP/Ps): No Image format (.png/.jpg): Yes Image resolution (32x32, 1024x1024): Yes Computer which is used for editing: No
  24. Sadly yes, but we have a patch for this
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