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Everything posted by hyperion
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Hypothetical Question
hyperion replied to Thorfinn the Shallow Minded's topic in Introductions & Off-Topic Discussion
Miles, pounds, gallons have been eliminated, what does it mean for the US? -
It runs ( ... out of memory) on pi pi has Vulkan support https://www.cnx-software.com/2020/12/04/mesa-20-3-released-with-raspberry-pi-4-v3dk-driver-panfrost-bifrost-support/ opengl 2 is like 15 years old. Text isn't readable on 4k, so in my book close enough to unplayable, but yeah still better than the pi example I linked above Well, there is indeed an undocumented/inaccessible gui.scale parameter which sort of works good enough but 99% of potential users will have dropped the game at that point. Also rtx isn't relevant here as this is about the gui, the viewport is plenty good enough if we ignore some old ugly maps.
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[POLL] Corpse Removal Option
hyperion replied to Stan`'s topic in Game Development & Technical Discussion
Setting it to 0 in autociv prevents death animation as well. -
What even constitutes a toaster? Pentium II MMX? The problem with the must support toasters mentality is it discourages people from actually working on a new GUI or working on the renderer. As for 4k, if the GUI is optimized for FullHD and font scaling is implemented the experience would already be much better than currently. You could also say that to support a couple toasters you loose users of better hardware.
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[POLL] Corpse Removal Option
hyperion replied to Stan`'s topic in Game Development & Technical Discussion
It's indeed not well defined here, but you can think of it as either normal decay or no corpses on the ground at all. Meaning the removal of a single corpse (decay animation) isn't randomized but behaves consistently. Why fixed number of corpses can match on/off is probably because there are already people used to it due to autociv. Guess otherwise the bias would be even stronger towards on/off. -
Graphics of the Evening
hyperion replied to vladislavbelov's topic in Game Development & Technical Discussion
I have in mind a much more cheaper shader for that Real ascii art shader or a pseudo QVGA shader? -
In descending order of importance: It signifies the game isn't dead yet. No longer violates security policies in Linux distros and can be packaged again. No longer just broken on recent macs. My pet peeve feature: hot key editor was added. Improved artwork. MSAA / CAS Next would be the first negative so I stop here. Thou overall more changes for the better than for the worse.
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[POLL] Corpse Removal Option
hyperion replied to Stan`'s topic in Game Development & Technical Discussion
Do you think there is a big impact on performance for arrows? I estimate the gain would be of about the same order as for corpses. Less complex meshes but much higher number. Edit: Also less controversial, so less of a headache to get through a review While true, unreliable and rather insignificant. I guess you could ask @nani to add support for a toggle graphics setting hotkey to autociv. So you have the normal/expected decay times during early game and can easily switch to low quality settings once the game starts lagging. -
[POLL] Corpse Removal Option
hyperion replied to Stan`'s topic in Game Development & Technical Discussion
No wonder there isn't a mod for this as it's handled solely by the core (c++). Hardcoding it to 30 seconds is fine I guess, I think the switch should be either use PROJECTILE_DECAY_TIME or remove right after impact animation was played. In the on/off case for corpses the same config value could be used here, thou I'd prefer a separate one in either case. -
[POLL] Corpse Removal Option
hyperion replied to Stan`'s topic in Game Development & Technical Discussion
First of all, thanks for working on this. I guess there will be a noticeable difference in playability for people with weaker hardware. One thing I noticed in the video is you exclude projectiles from this "disappear early" treatment. Projectiles should have a similar impact due to the large number and are less noticeable than corpses. So have less visual impact if they disappear. As for the main question, I'd go with on/off. While this random (intermediate) disappearance is indeed quite odd looking that isn't the only reason. Just playing the death animation without a decaying corpse has the advantage of removing most of the gorge and I suspect there are people who would choose this option for this reason instead of performance. At least you can advertise it as such. There could also be sort of a best of both, ie. the corpses only enter the FIFO after the death animation was played fully. PS: the link asks me to login to phab. -
https://trac.wildfiregames.com/wiki/BuildAndDeploymentEnvironment#Futuredesign There is git lfs and when switching to git you rewrite history anyway, so stripping all build artefacts can be done right then. The reminder is hardly an issue for git. But yeah it's some work but long term I see only benefits.
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I play since a13, back then to my liking only two major features were missing to make it a complete game, one is the hotkey editor, the other campaign mode. Important is that they are available. Just like hotkey editor needs more love I don't doubt the same will be the case for campaigns. Actually what happened to the git migration that was decided upon many years ago?
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Well, how is the name of a24 related to a24? For a23 it's even obvious how it's not related. As for a25 nothing will trump campaign mode.
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Not sure this needs fixing, a reasonably known but hardly used easteregg.
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There is no point in waiting for months, ideally commit r24939 would have already contained the new name. Then you should have a poll for a26 instead
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I have no strong opinion on whether Roman camp should produce sieges or not, all I'm saying is only game play should matter in such a decision on not history/realism. As for the free houses, it's a shame, this is a real unique trait gone with no replacement in sight.
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Maybe you are in the same team with the AI, then you obviously win on start.
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Yes I agree that the most logical place to produce sieges would be the Roman army camp which is placed in enemy territory. But that one can't produce them any longer either.
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The video is rather funny but I guess this is a bug rather than a feature. I'm referring to garrisoning and un-garrisoning on the other side, if you chain a couple buildings you can transport your troops at incredible speed across the map.
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So lets take the changes to fortress then. They weren't just garrisoned when the enemy was already at the walls. So they obviously provided living space, as such dropping pop bonus is historically wrong. They were places were soldiers trained by virtue of being garrisoned long term as such removing unit production is wrong. Having a forge / workshop within the walls was probably common as such removing sieges and tech research seems historically wrong. The argument of historically accurate I see used when doing one thing and when doing the opposite alike. Game mechanics really should be about game mechanics only. Well, I appreciate this historically accurate when it comes to unit/structure visual design, naming, voice acting and in future for campaign background.
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Walls, free houses, etc are major differences in civs while unique techs are at best minor differences. I'm also in the camp of major differences are preferable over minor ones. As for justification, what else other than it's more fun is needed. The argument of realism/make sense is crappy in my book as the game is to far from realism to begin with due to it's very nature. Vision range, building a city where only a couple hundred meters of surroundings are known, shooting through obstacles and many more come to mind. We even have sci-fi elements like teleportation, so really anything can be done as long as it's fun to play.
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Zero day bump request are discouraged as it may causes unnecessary work for triage and maintainers. If your distro still doesn't have it updated by now filing a bump request is fair game. Make sure there isn't a bug filed already. https://bugs.debian.org/cgi-bin/bugreport.cgi?bug=983408
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So how are you gonna render it in blender? Adding such an album to the shader doesn't scale. There are hundreds of materials used.
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Ageing is an over-definition/redundant, can be expressed by changing albedo, is metal, roughness, etc.
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There is no difference in that both can be used to depict materials realistically, but the difference in implementation and ability is obviously more than just semantics. I wouldn't start assigning random interpretations to channels but stand on the shoulders of giants like Disney, Adobe, etc. Do like the others do. https://www.khronos.org/blog/art-pipeline-for-gltf Describes a set of textures and assignment of channels under "texture requirements" The set is obviously sufficient to depict realistic stone as can be seen in https://www.turbosquid.com/Search/Index.cfm?file_type=1022&keyword=stone&media_typeid=2