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Everything posted by fabio
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From the Wikipedia Vulkan page, already linked above: Compared with OpenGL and Direct3D 11, and like Direct3D 12 and Metal, Vulkan is intended to offer higher performance and more balanced CPU/GPU usage. Other major differences from Direct3D 11 (and prior) and OpenGL are Vulkan being a considerably lower level API and offering parallel tasking. In addition to its lower CPU usage, Vulkan is also able to better distribute work amongst multiple CPU cores.
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Warzone 2100 is being ported to Vulkan: http://forums.wz2100.net/viewtopic.php?f=32&t=13651&sid=2998caa2d6e6c972aa8431d6c0d0674e https://www.phoronix.com/scan.php?page=news_item&px=Warzone-2100-Vulkan
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Hi, your mod installs the whole uncompressed tree. Do you know that you should create a zip file containing all your files? This should have better loading performance rather than what providing all extracted files. See what 0ad does, it provides an uncompressed public.zip with all the files. Also do you know you should manage your texture files as png during development and then use the pyrogenesis executable to convert them to .dds? This is also what 0ad is doing. You may want to have a look here for more info on how to prepare a release: https://trac.wildfiregames.com/wiki/ReleaseProcessDraft#PackageEastAsianmods Than you may want to directly distribute the (uncompressed) hyrule-conquest.zip file, eventually you can compress it with 7z to have a compression ratio similar to the .exe you actually provide, so that every user (also on Linux and OS X) can install it without problem.
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Can you guys send me a copy (via email) of the terms and services?
fabio replied to rjhwinner03's topic in Help & Feedback
No idea what you are trying to do, the game licenses are here anyway: https://trac.wildfiregames.com/browser/ps/trunk/LICENSE.txt -
Here is another log with warning and errors, this time while playing with the Hyrules. interestinglog.html
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Attached there is interestinglogs from a match. interestinglog.html
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I briefly played it in my launch break... The game looks nice, there is a lot of original and nice content that should be especially welcomed by who already know the Zelda theme (I don't). I like some of the building animations, projectile effects, and the ability to see garrisoned soldiers inside most structures. I also like the rupee mine and the animals you found around. Also the music and sound effects are pleasing. The hero you can build from the start is maybe too over powered, it is quite easy to win sending him against the enemy (can easily kill all their females and also many soldiers). You may want to fix the errors that appear, not only because they are a bit annoying, but also to have a clean development environment and avoiding eventually propagating them. You may also want to replace metal mouse icon with the rupee one. I just played it a few minutes, but it is really promising, good work! EDIT: your youtube videos have bad quality, you should possibly consider grabbing them with a higher bitrate, so to be able to show all the nice details in the game.
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I'm currently having issues with frame rate...
fabio replied to ibnwaleed's topic in Help & Feedback
The game itself uses more resources than the menu, so the framerate drops. It's normal. You may want to try disabling some graphics features from the options menu, it may increase the in game frame rate.- 1 reply
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https://code.wildfiregames.com/D921
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https://code.wildfiregames.com/p/Pureon/
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I don't remember exactly, but that map had a window appearing asking for some choices about the gameplay.
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With the triggers a custom game dialog similar to the one showed by The Undying Nephalim could be shown at game start, while the technology uses a different, less obvious interface, especially if the hero choice is a strategic one for that gameplay...
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A Silent Day In Gaul map has some trigger support for making choices while in-game. This may be a starting point for developing what you propose. Alternatively some civilizations have some alternative tech choices that enable different heroes and champions, but it's not exactly what you want here.
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Packaging a complete version for the 3 OS is not trivial, however, see https://trac.wildfiregames.com/wiki/ReleaseProcessDraft
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It's Cinecittà , btw!
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I don't think so.
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It looks their AI is self training, so it should adapt to any game, although it requires a lot of training. The link for proposing games is still open: https://docs.google.com/forms/d/e/1FAIpQLSc87de2t5qEB0DzqW-d0Ps3oV09S9IGrHnW51VomYa4PQSE7A/viewform
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It looks OpenAI beats humans in Dota 2: https://openai.com/the-international/ https://blog.openai.com/dota-2/
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glTF2, 0 A.D. and Godot
fabio replied to Flamadeck's topic in Game Development & Technical Discussion
KTX texture format was also proposed, but it went nowhere.- 11 replies
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- file formats
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For some clarification you may find a CC-BY-SA summary here: https://creativecommons.org/licenses/by-sa/3.0/ So it should be possible.
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You can find the A22 detailed changelog here: https://trac.wildfiregames.com/wiki/Alpha22
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Looking good! BTW from the video it looks you are using alpha21 (~6 months old). I'd suggest using the latest SVN code, see https://trac.wildfiregames.com/wiki/BuildInstructions , so that you can always be synced with the latest improvements.
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The Kingdom of Kush: A proper introduction [Illustrated]
fabio replied to Sundiata's topic in Official tasks
I am Italian indeed.- 1.040 replies
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The Kingdom of Kush: A proper introduction [Illustrated]
fabio replied to Sundiata's topic in Official tasks
Unfortunately I don't speak Portuguese...- 1.040 replies
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Possibly #4181.