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Everything posted by vladislavbelov
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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?
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Also a quote from https://wildfiregames.com/forum/index.php?/topic/21541-please-help-us-create-an-faq-for-the-web-site/#comment-324518:
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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:
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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.
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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
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Sadly yes, but we have a patch for this
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Alpha 22 release media
vladislavbelov replied to wowgetoffyourcellphone's topic in General Discussion
I think, vdpi/hdpi if they're available, otherwise - dpi. -
Alpha 22 release media
vladislavbelov replied to wowgetoffyourcellphone's topic in General Discussion
Better to use https://wiki.libsdl.org/SDL_GetDisplayDPI, it's the more common thing and doesn't have unnecessary values. -
Could you attach a replay file? And does it repeat in the replay?
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Alpha 22 release media
vladislavbelov replied to wowgetoffyourcellphone's topic in General Discussion
If we take a base in pixels, then we don't need DPI or don't know how to. In common case we say that a base GUI element should have a width equal to 5cm (i.e.), and here we use DPI. -
Alpha 22 release media
vladislavbelov replied to wowgetoffyourcellphone's topic in General Discussion
Don't think so, at least on most platforms. SDL could detect DPI, but there were few issues on some platforms/OS AFAIK. -
Alpha 22 release media
vladislavbelov replied to wowgetoffyourcellphone's topic in General Discussion
Good point. We support 4k, but a user have to set the GUI scale, I think we need an automatic DPI detection to calculate the GUI scale. It'd be really nice, IMO. -
Good pathfinding examples
vladislavbelov replied to wowgetoffyourcellphone's topic in Game Development & Technical Discussion
If I'm not mistaken, it has wrong the breadth-first search implementation, it should be mostly equal to Dijkstra. Also Dijkstra is useless for this kind of graphs. About topic video, it could use some types of "formation fluid", when an algorithm doesn't control each unit, but all together, like sticky substance. -
Skeleton File Generator
vladislavbelov replied to Stan`'s topic in Tutorials, references and art help
Cool! You could add a simple parsing of sys.argv to avoid a script editing: if len(sys.argv) > 1: FILE_NAME = sys.argv[1] Or something like this. -
It's easy enough to implement, in other case there're many things, which devs should review too.
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Heightmap import persisting error
vladislavbelov replied to viridis's topic in Scenario Design/Map making
As the error says, BMP format (with these settings) is not supported, you need to use BMP with right settings, the one of: gray, 8 bits per pixel without alpha channel colored, 24 bits per pixel without alpha channel colored, 32 bits per pixel with alpha channel About required format: https://trac.wildfiregames.com/wiki/Atlas_Manual_Heightmap_Import UPD. Your BMP hasn't a gray flag (in other words it's colored), but it has 8 bits per pixel.- 1 reply
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You have to use NSIS version >= 3.0.
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What monitor do you use?
vladislavbelov replied to jeffnz's topic in Introductions & Off-Topic Discussion
You always could set gui.scale to 1.1 (or near), and all elements will be visible, only fonts will be ugly, but I hope, we'll fix this. -
@mrben, There could be an issue with Intel: http://stackoverflow.com/a/24824554. Do you know your real values of both values: logicalPerPackage, maxCoresPerPackage? May be Philip or @janwas could say something, at least only they've edited this file https://trac.wildfiregames.com/log/ps/trunk/source/lib/sysdep/arch/x86_x64/topology.cpp.
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I think, you need engine improvements, especially terrain storing & rendering, because the map size isn't limited only by CPU RAM, but by GPU RAM too. I want to improve a terrain rendering, but even it'll have CPU/GPU limits. So I could suggest to use the current biggest map and scale up map or scale down units, but it needs some changes too.
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Perhaps, because lobby returns outside IP, but user could use NAT, so we couldn't join to user in the same net by outside IP? (If understood you correctly).
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I think, materials are added when there is a model/an actor which should use it.
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Do you mean people from internet by "other players"? If you use router, you need to give your brother a local IP of your computer (usually, like 192.168....) and a port, which you setup. Which OS do you and your brother use? Security systems of some OSs could block connections to strange ports.
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What version of OpenGL use the game?
vladislavbelov replied to Trinketos's topic in Introductions & Off-Topic Discussion
Mostly OpenGL 2.0, GLSL uses #version 110, @Yves tries to work on version for OpenGL 4 (i.e. instancing). -
Mechanical hard drives should die already
vladislavbelov replied to jeffnz's topic in Introductions & Off-Topic Discussion
I've the SSD one on my notebook, it's fast, but small. So I couldn't store something big there, and I store all my photo-reportages and time-lapses (> 2TB) on different HDD, it's better than have SSD with the same volume, because: It's much cheaper, like ~$20 vs. ~$150. 2TB SSD costs ~$1000, I could buy 10 HDD and make RAID from them, and it'll be fast and really secure. HDD could work much longer under loading, but SSD has a very limited resource, so you're not able to make R/W like 64GB/day like for HDD, because then SSD could be broken (lost sectors) in 1-2 years. Also I use very old HDD (40GB) for my old notebook (it even has floppy!), it has Gentoo + OpenBox, it works good enough to surf internet and watch films without lags, when all other computers are under loadings/calculations.