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vladislavbelov

WFG Programming Team
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Posts posted by vladislavbelov

  1. 4 hours ago, stanislas69 said:

    Can't we just assume good resolution to be full hd 1920x1080 and just adapt DPI depending on that ?

    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.

  2. On 14.06.2017 at 10:31 AM, wowgetoffyourcellphone said:

    ...

    If this game is capable of this, then does anyone here have a 4K monitor or capable card for footage or screenshot?

    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.

    • Like 1
  3. On 22.05.2017 at 3:58 AM, jonbaer said:

    While researching IDA* I came across this small project ... https://qiao.github.io/PathFinding.js/visual/

    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.

    • Like 1
  4. On 25.05.2017 at 0:10 PM, stanislas69 said:

    I created this little python script to autogenerate skeleton files from dae files, which will hopefully be a timesaver for artists. https://github.com/StanleySweet/0AD-Skeleton-Generator

    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.

    • Like 1
  5. As the error says, BMP format (with these settings) is not supported, you need to use BMP with right settings, the one of:

    1. gray, 8 bits per pixel without alpha channel
    2. colored, 24 bits per pixel without alpha channel
    3. 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.

    • Like 1
  6. 28 minutes ago, gameboy said:

    Today, I tested the latest SVN19536, using NSIS to compile the 0ad.nsi file, an error occurred:

    Invalid command: Unicode
    Error in script "D:\trunk\source\tools\dist\0ad.nsi" on line 17 -- aborting creation process
     

    You have to use NSIS version >= 3.0.

    • Like 3
  7. 4 hours ago, sphyrth said:

    Some vague product of a monitor that I have to check when I get home:
    1024x768 VGA

    Personally, I couldn't care less if every 0 A.D. iteration continues breaks a lot of UI elements on my screen. As long as I can play my game, I can deal with it. I plan on getting a widescreen anyway.

    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. 

    • Like 2
  8. 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.

    • Like 1
  9. 2 hours ago, elexis said:

    We've always wondered why that doesn't work if two players are behind the same router and one of them hosts in the lobby. It ought to be possible for the other to join

    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).

  10. 2 hours ago, panagiotis said:

    Guys me and my brother were trying to play from 2 pcs that use the same router,but when i was hosting my brother couldnt join(although other players could join normally).What should i do? 

    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.

  11. 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:

    1. 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.
    2. 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.

  12. On 23.04.2016 at 11:28 PM, causative said:

    It sure would be nice if multiple units could be queued up at a production facility without having to pay the unit cost until the unit actually starts being produced.  Other RTS games such as Starcraft allow this.  It would eliminate a lot of unnecessary clicks, especially when it comes to sheep.  This would free players to pay more attention to controlling units in battle, which is more interesting anyway.

    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.

    • Like 3
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