Imarok
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Posts posted by Imarok
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@implodedok can we fix that?
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Locking this topic because it seems like it won't produce anything useful.
@gameboy I honor your motivation, but we can't do everything at the same time and people might have other things to do. And everytime you ping a dev they use precious time to look at that ping instead of investing time into the game. So please use that measure wisely and careful.
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Are this textures already committed?
(Asking because the thread is called ===[COMMITTED]===)
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On 4/21/2019 at 10:08 PM, wowgetoffyourcellphone said:
I do this too.
What we need is a true POG system (Premade Object Groups). Imagine in Atlas you go into POG mode and it loads a tiny "map" on which you can place objects. Then you save this grouping as a POG that is then added to a new sort in the object menu, which can now be placed in subsequent skirmish or scenario maps as one object (as if you're copying a pasting), or even extended to be placed by random map scripts too.
Sounds like a nice feature. Could you create a ticket on trac? That's the first step to getting someone implementing it.
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23 hours ago, TORthegreat said:
I see that the source code of 0.A.D is in c++ on a custom engine. Since im all new to this im just wondering if there is any use for me to download and try to learn this code?
If your goal is to learn using unity: then no. First learn unity.
If you're not sure whether to use pyrogenesis (engine of 0ad) or unity: sure, why not?
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9 hours ago, jrevel said:
Another optimisation might be to use steering behavior for entity movement, instead of trying to compute the exact path for every unit when the user gives the same order to multiple entities : it is possible to compute a single path for the whole group and apply that kind of algorithm :
I think @wraitii uploaded a patch to phabricator that implements pushing. That seems to be an alternative to steering.
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15 hours ago, stanislas69 said:
Well hopefully we can disable shadows. At least we can reduce their quality.
I meant adding an option to enable shadows for grass. (I can imagine that could cost quite some performance)
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13 minutes ago, stanislas69 said:
Probably missing "<castshadow/>" in the actor, like most of the current grass do.
Maybe we should add some kind of "<optionallycastshadow/>" for good gpus?
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On 3/26/2019 at 9:35 PM, (-_-) said:
(Given how much upload filters are currently in place on major sites, I wonder how much things would change with this. For multi-billion dollar company to invest in creating such a thing does not worry me in the least. It is likely that an automated filter could not differentiate fair usage. But that is not different from the state sites like Youtube are currently in. Where even singing a song yourself or picking up a song audio outside warrants a strike)
Apart from many issues regarding censorship and free speech the main issue is that following art13 most of the small sites that allow users to upload content (forums, etc.) will be forced to install filters.
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13 hours ago, elexis said:
@Imarok the most recent idea of the rating fakery fix was that WFG hosts all rated 1v1s, disqualifies players after being disconnected for longer than N minutes, records the replay, but doesn't actually simulate the game, unless the reported hash values mismatch?
Yep. If that is implemented, we can see how good it works and adapt the strategy where needed.
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What happens when you try shiftclick?
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I have to totally agree: These rants are unacceptable.
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On 3/5/2019 at 1:13 AM, Alexandermb said:
Something like this? @stanislas69
Oh My god! like 30 minutes to try upload this images, seriously ? my internet is getting better
Such a nice work
But could you add some damage to the shield boss? A shield with heavily used planks and a brand new glossy boss looks a bit strange...
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Our last chance is soon. Parliament will decide finally at the end of March. There will be big demonstrations at March 23rd: https://savetheinternet.info
Also consider calling your member of parliament (do it friendly and patient): https://pledge2019.eu
There are chances we could stop that article.
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46 minutes ago, stanislas69 said:
AFAIK no blend files were committed.
Hint hint
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The solution to people leaving rated games too early is that we as wfg host the games on our server.
We can hopefully do this somewhere in the future. But it needs someone to implement changes in the game.
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Just quickly scanned through the article: Sounds suspicious.
Read it again more thoroughly. Read "blockchain" --> Really suspicious ^^
If it's not, you should explain it more.
Edit: Read the indigogo entry: Sounds like a social media platform for FOSS with a built-in cryptocurrency for distributing bounties.
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1 hour ago, Loki1950 said:
More specifically "The Fog or War" it's supposed to represent the uncertainty of info if you do not have an scout/man on the spot.
Enjoy the Choice
Nope. This is just usual fog.
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Are you using any mods?
Please open the game, try connecting to the lobby, then close it. Then post the interestinglog.
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On 2/26/2019 at 3:30 AM, Alexandermb said:
is there a way i can upload this as a patch in phabricator whitout commiting so everyone can see the code and give their opinion? because i'm replacing ALL the texture code lines with variants making a lot of variants for every situation:
Yes. Just go to https://code.wilfiregames.com and then click on differential and add a new patch/differential.
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Thank you for your information.
On 2/23/2019 at 9:48 AM, Sundiata said:I have no doubt that natural manes were the norm, in general terms
Then the question how the natural manes looked in timeframe still remains
Afaik the form of the mane heavily depends on the breed.
And speaking as a total layman in terms of history and warfare: I think a long mane could be quite hindering in the battle, as it can obstruct your vision when the horse moves its head.(An animated mane would be extremely cool But probably a bit excessive ^^)
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Very nice. But a varity in mane shapes would be the cherry on top.
Also what mane types were common in that timeframe and cultures?
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That sounds interesting for @vladislavbelov
[Resolved] Access violation reading 0x8801FF40
in Bug reports
Posted
Try disable GLSL and postprocessing in the options.