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Silier

WFG Retired
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Everything posted by Silier

  1. @wraitii is currently rewriting some parts of unit motion system
  2. thank you for report, I found some more edge cases. Looks like most likely some part of texture is not rendered when camera moves and you are close to water level. But then it should be red. Or it is rendered with wrong projection matrix. This will take some time to figure out and fix.
  3. I know my patch alone does not solve it I will do more tests to see, can you tell at which situations it did not work? as reported redness in this forum thread is resolved for me with it. maybe it would be good retest with recent wraitii's changes in shaders
  4. Now thinking about it I have no idea how D1954 could affect it. Did you test vladislav patch with recent svn?
  5. @gameboy , @vladislavbelov, @wraitii I combined https://trac.wildfiregames.com/attachment/ticket/2692/TerrainRenderer.cpp.patch and https://code.wildfiregames.com/D1954. I could not reproduce red water thing. Could someone confirm that or tell at which maps does it happen ?
  6. Thank you for report. This is very strange behaviour. It is again refraction problem. It looks like very specific by angle. Last 3 I can reproduce without problem. First is a bit hard. One has to go with angle under water and then come back. My guess is that something is not cleared at correct way.
  7. that strange I tested yesterday with all water effects, but not exactly that maps, I try today again and let you know. On the last 3 pictures there is no water right? is it just under water level?
  8. "more visible" = it is red, not blue
  9. @gameboy try to update graphic drivers
  10. @wraitii good thinking, rP22297 just makes it more visible, it exists before that commit.
  11. I said play with angle ( and hard to tell, your image is edited)
  12. I still can, you need to play with distance and angle
  13. mythology mod has rage stance for units, you cant controll it and unit attacks as long there is enemy unit in its los
  14. @gameboy after I build game I cannot reproduce sorry btw @wraitii there are still red squares
  15. Actually my first post But he said he tried it and does not work.
  16. You should not create another account, it is allowed one account per person I pinged Stan, he maybe will know what is wrong. What was name of your first account?
  17. hi @Marius.rv, go to settings and disable tls option. By this you allow not encrypted comunication with server. There is problem with handshake, devs are working on it to fix it to the next release. (they may have fix ready for a24)
  18. Formation.prototype.Run = function() { let maxSpeed = 0; for (let ent of this.members) { let cmpUnitMotion = Engine.QueryInterface(ent, IID_UnitMotion); if (cmpUnitMotion) { if (maxSpeed == 0) maxSpeed = cmpUnitMotion.GetRunMultiplier(); else maxSpeed = Math.min(maxSpeed, cmpUnitMotion.GetRunMultiplier()); } } maxSpeed *= this.GetSpeedMultiplier(); <- apply formation speed multiplier this.speed = maxSpeed * this.minSpeed; <- this.minSpeed is minimal walking speed of formation this.running = true; let cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion); cmpUnitMotion.SetSpeedMultiplier(this.speed); } I use something like this
  19. @Adeimantos I think we need now to set up Runmultiplier and Projectile changes from svn to get compatible if you are interested but feel free to work on which part do you want, link to discord in first post have been fixed, you can join now
  20. @Freagarach what is your code to set formation to run speed?
  21. @Freagarach sry I am fighting with unit test anyway I replied on phabricator
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