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vladislavbelov

WFG Programming Team
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Posts posted by vladislavbelov

  1. 10 hours ago, LordGood said:

    getting your skeleton generator will be a big step in modding this game, even my gate and pony models. One of the most annoying aspects of creating animated props is manually writing skeletons in. I'm thinking we could see some really nice flags, for one

    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.

    • Like 3
  2. 53 minutes ago, The Undying Nephalim said:

    cmd prompt got it to run, here's the Error it gave me:

    kZh0HUK.jpg

    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.

  3. 11 minutes ago, Ilya_rimade_ said:

    What do you think about replacing pagan temples in the game of hospitals?

    Quote from https://en.wikipedia.org/wiki/Hospital#History:

    Quote

    The earliest documented institutions aiming to provide cures were ancient Egyptian temples. In ancient Greece, temples dedicated to the healer-god Asclepius, known as Asclepieia functioned as centres of medical advice, prognosis, and healing.

     

  4. 1 hour ago, echotangoecho said:

    You could still play in game only with the mouse, by clicking and dragging inside the minimap (which is much more effective than bringing the mouse to the edges of the screen), but outright removing it might indeed not be a good idea.

    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.

  5. 3 hours ago, echotangoecho said:

    IMO we could remove movement by hitting a screen edge entirely as it seems unlikely that it is often used (and it is redundant if there are already multiple different ways to move: dragging in minimap, wasd, arrow keys).

    I think we shouldn't, because currently every user could play in game only with mouse. So mouse movement removing breaks it.

    • Like 3
  6. On 1 июля 2017 г. at 9:39 AM, wowgetoffyourcellphone said:

    I sincerely think you guys should change this to something like 2048.

     

    Why? Because the water levels at that height reflect the skybox poorly. Also, you don't need that much depth, usually. You want the height more, again, usually.

    This height is mostly for the terrain, not for water. It could be used for high mountains.

  7. 4 hours ago, wowgetoffyourcellphone said:

    There are couple way we can "fake" SSAO. Can render AO maps for decals under buildings. For shadows, can make them fade slightly, so that they are darker near the origin and lighter farther away. Subtle.

    Good idea for terrain rendering, it's static. But decals have a form, depended on terrain height.

  8. 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.

    • Like 1
  9. 9 hours ago, niektb said:

    The only noticeable difference would be is that a modern computer with a good CPU and a decent amount of RAM (I think most in Gimp is not GPU-accelerated) can do your processing (say image filters and working with high-res textures) a lot faster...

    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/

  10. 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)
    • Like 2
  11. 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?

    • Like 1
  12. 1 minute ago, RedChaos said:

    ohh i see smart move thanks for letting me know 

    Also a quote from https://wildfiregames.com/forum/index.php?/topic/21541-please-help-us-create-an-faq-for-the-web-site/#comment-324518:

    Quote

    Q: Will you put the game on Steam?

    A: We will look into getting the game on Steam to make it easier for people to find out about it, but not until we reach the Beta phase at earliest. We want the game to be as good as possible so people will not miss it among all the other games which are on there.

     

    • Like 2
  13. On 02.07.2017 at 5:24 PM, stanislas69 said:

    About grass, the main concern is a performance issue, because in order to have such a result, mappers would have to add more than 10 000 new actors on maps, which would prevent most of our players to play with a good framerate. And this kind of entities can not be switched on or off. Unless someone codes an option to do so, which would affect gameplay.

     

    52 minutes ago, Sundiata said:

    So there is no way to add grass, to cover bad/lacking soil textures, without performance issues? I've also always thought that a significant amount of grass (and other ground cover/shrubs) would solve those poor ground textures…

    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).

     

    52 minutes ago, Sundiata said:

    I know, performance issues….… But maybe it's high time for another kickstarter to pay some professional coders to fix lag and pathfinding once and for all, even if it means rewriting Pyrogenesis...  

    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.

    • Like 3
  14. On 26.06.2017 at 5:05 AM, Loki1950 said:

    This is a case where it's the software that counts that and the format of the exported image since you are using .png just keep the compression to a minimum so there are fewer artefacts when you transfer them to your home work machine FYI .png is a loss-less format with an alpha channel it's one that I prefer for textures myself.

    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.

    On 26.06.2017 at 4:22 AM, wackyserious said:

    My question is, would there be a difference in terms of the quality of the image which I create in graphics software if I make them in a computer that has a low quality graphics card (built in) vs. making them in a computer with a regular or better graphics card?

    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

    • Like 2
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