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Mr.lie

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Posts posted by Mr.lie

  1. 11 hours ago, wowgetoffyourcellphone said:

    For playability, you have to compromise realism on the map. But you can hide those compromises if you're a good mapper. :)

     

    the script now determining the 5 CC-spot und places the CC's more or less correct. I've now to adjust the ressources ...

    But for now i'm satisfied :yes:

     

     

    • Like 2
  2. A first try converting the famous map "Sahyadri_Buttes" to a random script ...

    sahadry.thumb.png.abffe1e723d4716fff507a9944124118.png

     

    sahadry1.thumb.png.96d50acd15671a5a1ea8d93a859236fa.png

    sahadry2.thumb.png.ee14e923b8d883b53a90cc4622cb8b33.png

    sahadry3.thumb.png.c469800471cad156a734e2f366ba5c6c.png

    sahadry4.thumb.png.3faf0d8e37301ffd91ced43ed7525812.png

    It's difficult to position the CC's on an plane point without flatten the area per painter or heightplacer ...B)

    Btw: the problem with the "red" water is still alive ...

    sahadry_red_water.thumb.png.e553ffdc5b48eacc7de5f13d713d920b.png

     

    • Like 6
    • Thanks 1
  3. Hi all,

    the new terrains from DE are really fantastic - thanks to @wowgetoffyourcellphone und all you guys. The screenshots are taken from my random map "gulf of bothnia", using some new biomes. The umayyads-units are taken from milleniumad and a little bit overhauled :). The structures are mostly are taken from DE (xiongnu). So, the umayyads are now "nomads" :rolleyes:.

    Enjoy the pic's ...:thank_you2:

    https://imgur.com/a/KYeutX3

    • Like 1
    • Thanks 1
  4. Hi all,

    there is a a huge difference of FPS when changing the camera rotation. In my case, when playing with the default camera rotation, i got approximately 11 - 13 fps. After changing the rotation with 2x Ctrl + ArrowDown, i got minimum 55 up to 70 fps without changing the location.

    That is really enormous. :yes:

    Take a look at the screenshots and notice the fps-overlay in the upper right:

    1. default camera rotation

    fps_angle_default_.thumb.png.ede2edc06a2bab01395ff2ca5598668a.png

     

    2. changed camera rotation

    fps_angle_changed_.thumb.png.c25523702838019f99b69fb35be880f5.png

     

    I think this is a easy way to increase fps ...

    • Like 1
  5. 8 minutes ago, Stan` said:

    Well if it fixes an art but I'll have them. I'd like to understand why we need relax back instead of ready though

    There are 4 variants for rider-cavalry-archer:

    • base_archer_fast_back.xml
    • base_archer_fast_hip.xml
    • base_archer_relax_back.xml
    • base_archer_relax_hip.xml

    The Persian champion_cavalry_archer is the only one with the quiver on his back, all the other (there are only 2 other in the main-game) have their quiver on the left side. As there are two different variants they need to be named different.

    Another question: with "art" you mean "artist"?

  6. Auf der o.g. Seite habe ich gelesen:

    Quote

    Ideally, those changes are already described in one of our Trac tickets, so you know it is wanted. It would be a shame if you put some effort in a code that we actually don't want. If your change is a feature, it needs to have a ticket associated so we can discuss whether the feature is wanted and how. If it is a bugfix or a tiny change in the code, it's not mandatory to create a new ticket.

    Ich habe die issues zwar gepostet, aber es gibt ja keine Tickets darüber. Vielleicht wünscht Ihr dies ja garnicht :unsure:

  7. On 7/8/2020 at 12:31 AM, Mr.lie said:

    Hello guys,

    i've noticed that some variants are broken:

        <prop actor="props/units/tools/pick.xml" attachpoint="weapon_R"/> seems to be ok,

        <prop actor="props/units/tools/pick.xml" attachpoint="weapon_L"/> seems to be not ok

    by the girls all three variants are wrong, by the guys only "gather_ruins"

     

    gather_rock.thumb.png.2673cae2e124afda8f5ba8f6ea81ceb1.png

     

     

    gather_ruins.thumb.png.e9a0912c1a94f72a0ac224655ff6d9c2.png

    gather_ore.thumb.png.f3b4271edd9c5de50cb4b736c1190977.png

    female_gather_ruins.thumb.png.3a7ef5608af6779390c79216146b466f.png

    female_gather_ore.thumb.png.11ef000ded9efffff900aeaec2462be6.png

    female_gather_rock.thumb.png.a1b46764d6bf03b9e5455730ecf2ff3b.png

    @Stan` fix in https://github.com/0ad/0ad/pull/32/commits/f0902554667d13fdc196380c067086ce1e5a1b9a

  8. Leider gibt's auch schlechte Nachrichten:

    Heute nacht habe ich ein Spiel laufen lassen (Bottnischer Meerbusen, groß, 5 Spieler, Population unbeschränkt). Heute morgen war das Spiel abgestürzt (es hat etwa 1:04:00 Std. gelaufen). Ich habe zunächst nach den Log-Dateien gesucht:

    Eine ellenlange "mainlog.html" mit folgenden letzten Einträgen:

    grafik.thumb.png.d1844dbfc955fd8844b440fd2fce4fb8.png

    D14_mainlog.html

    Die Windows-Ereignisanzeige zeigte diesmal, im Gegensatz zum letzten Mal, nicht die VCRuntime Dll als fehlerhaftes Modul, sondern Pyrogenesis.exe selbst.

    grafik.thumb.png.d192844e843d228c934ba4fc2ce87e3f.png

    Als ich die Wiederholung gestartet hatte und sie beendet war, war die folgende Fehlermeldung am Ende der "mainlog.html" zu sehen:

    grafik.thumb.png.aa3323a1ba3bfe4a316b22f1b6ee940b.png

    D14_mainlog_replay.html

     

    Dannn habe ich nochmal 3 Spiele mit den selben Konditionen laufen lassen, aber diesmal aus der Visual Studio IDE heraus.

    Alle 3 Spiele sind ohne Fehler oder Abstürze durchgelaufen! Und alle haben jeweils mehr wie eine Stunde gelaufen!

    Vielleicht muss ich beim erstellen ausser dem "large-address-aware"-flag" noch etwas anderes ändern :unsure: !?

    Vielleicht helfen Dir diese Angabe ja etwas.

     

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