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vladislavbelov

WFG Programming Team
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Everything posted by vladislavbelov

  1. I think, vdpi/hdpi if they're available, otherwise - dpi.
  2. Better to use https://wiki.libsdl.org/SDL_GetDisplayDPI, it's the more common thing and doesn't have unnecessary values.
  3. Could you attach a replay file? And does it repeat in the replay?
  4. 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.
  5. Don't think so, at least on most platforms. SDL could detect DPI, but there were few issues on some platforms/OS AFAIK.
  6. 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.
  7. 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.
  8. 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.
  9. It's easy enough to implement, in other case there're many things, which devs should review too.
  10. 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.
  11. You have to use NSIS version >= 3.0.
  12. 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.
  13. @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.
  14. 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.
  15. 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).
  16. I think, materials are added when there is a model/an actor which should use it.
  17. 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.
  18. Mostly OpenGL 2.0, GLSL uses #version 110, @Yves tries to work on version for OpenGL 4 (i.e. instancing).
  19. 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.
  20. Also the good link: https://trac.wildfiregames.com/wiki/Manual_SettingUpAGame at Setting up your network.
  21. Also it'd may help to get more readable error: https://trac.wildfiregames.com/wiki/DebuggingOnWindows .
  22. There is a side effect of your way: you have 200 wood, you want to build a house, select it and try to place, suddenly you can't build it, because you have only 50 wood, and you think: "Who stole my wood?". But it's not a stealing, just some building spent this wood on a queued unit. Another example, when you've been attacked in one place, you need create many units there, but all resources are spending in other CC, so you need to click over all buildings and cancel queues. Also there is a problem with priorities, because every situation has an own priorities, which unit should be created first. And in case when buildings spend resources when needed, it may happen that units with low priorities will be created before units with high priorities. So this way will be a complex task. So I'd prefer the current way or combined (suggested by @civilis), because it allows to control the resource flow with big precision.
  23. Probably, the problem with "monopoly mode", it's a checkbox inside sound device settings, try to turn on/off.
  24. Has he any connected audio device (headphones, loudspeakers)?
  25. The first link is unreachable (https://wildfiregames.com/forum/index.php?/topic/18265-terrain-flattening/). I agree with @FeXoR: current version has the balanced solution.
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