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fabio last won the day on March 21 2018
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A24b is now available in Debian experimental and I ported it to Ubuntu in my PPA: https://launchpad.net/~oibaf/+archive/ubuntu/graphics-drivers/
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A24b is now available in Debian experimental and I ported it to Ubuntu in my PPA: https://launchpad.net/~oibaf/+archive/ubuntu/graphics-drivers/
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A24b is now available in Debian experimental and I ported it to Ubuntu in my PPA: https://launchpad.net/~oibaf/+archive/ubuntu/graphics-drivers/
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A24b is now available in Debian experimental and I ported it to Ubuntu in my PPA: https://launchpad.net/~oibaf/+archive/ubuntu/graphics-drivers/
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And now is merged and will be included in 3.5.0.
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Usually most slowdowns are due to having many units in the game. What CPU and GPU do you have? Did you try lowering some graphic features in the Options menu? Maybe that could help a bit.
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fabio replied to Stan`'s topic in Game Development & Technical Discussion
I really like building animations, and I don't think it's revealing too much, actually, in real life, you can see when a building is working or not. Anyway, eventually, maybe the code could be updated to just show the animation to the player and its allies, hiding it to enemies? -
Whoops, I confused their name with the engine of 0 A.D.! As you can see it's some time I was away from the game! The name actually is OK, it's Pyrogenesis 1944, not Spring 1944! Which I think it's a really good name, similar (both referring to their original engine), but not the same. And I meant Spring 1944 game assets are under CC-NC (so the mod won't be completely free like it is 0 A.D.).
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Looking good! I am just unsure about the name, probably not wise to the original game using the same game name. Also it's a bit unfortunate Pyrogenesis is under CC-NC. But I am really looking forward to this, especially if you find a way to mass import all their huge amount of models.
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IIRC that effort stopped because there was nobody interested in reviewing BogDan patches at the time. I remember compiling and trying it in on my Nexus 7 tablet, it somewhat worked, but it should require some effort redesigning the input system, otherwise you would still need to use a mouse on the Android device.
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Related: https://www.zdnet.com/article/github-starts-blocking-developers-in-countries-facing-us-trade-sanctions/ However it's not GitHub itself to blame here, but US government. IIRC we ourselves have a team member from Iran.
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We already tried PNG lossless compression years ago. See this commit: https://trac.wildfiregames.com/changeset/16386 Notably the cursors went from 4+KB to 1+KB. Ideally it should be done before committing the PNGs to the SVN. If you rather recompress the PNGs already committed, the SVN bloats (including the checkout) because it still keeps the older PNGs (because SVN needs to let you access older revisions) as well the new ones. A better way to improve on game size (also reflecting in the final game download, not only on the source which has PNG but not S3TC textures) is to recompres