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wraitii

WFG Programming Team
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Everything posted by wraitii

  1. I've fixed the errors that occasionally popped up when AIs built a new civil center, and I've improved the AI logic. It should now make dropsites better, and will try to grab terrain a lot more (probably needs some tweaking).
  2. There's definitely something great about the fact that each artist can give his own touch to the game in his own personal way. But this is also not really an artistic project, so we need a bit of coherence in the big picture, and the fact that it's free and open-source doesn't mean it's free-for-all, we have requirements for arts, defined mostly by what the art leader likes (we had to draw the line somewhere ). Maybe it would be interesting for artists to let their minds run freer in their own mods, in a "skin the game" way sometimes, when you disagree with the game's current design. Just a thought. This is a great place to learn and get feedback on your stuffs, don't be taken aback by criticism, however hard it may be. Even if it doesn't get in the game in the end, you'll have made progress, which is also sort of what this project is about (Mythos would rightly argue that we first and foremost want to finish it, but still).
  3. Yeah units would count. I'm not really sure there's a real performance downgrade memory-wise if we do this conservatively. Vectors are guaranteed to be continuous, and we could use a sensible limit on init (counting the number of entity in that subdivision) that would probably be enough once and for all, yet retain adaptativeness. Though we probably could use a cleverer data structure anyhow if we could figure one out.
  4. Enrique: did you manage to use self lighting? I found nothing that should be obviously wrong.
  5. We could support a "replace unit from production queue" technology which would achieve just that… Isn't there one yet?
  6. We could also add minor variations to the texture files…
  7. Interesting On my macbookAir it'd probably lag like hell. Anyway this would be a good map to try graphical optimizations and settings (such as disabling actor rendering…)
  8. That's some more debug I forgot to remove.
  9. I don't see any, I haven't yet started doing stuff with formations.
  10. For purely technical reasons, I'm looking forward to this map. I think just from the broadcasting of messages it'd be too slow.
  11. And it's a lock! This is getting uncivil and I don't see it coming back.
  12. Nope, that's me committing debug by accident. I'll fix it.
  13. I just committed a somewhat important change to the way workers choose dropsites. Please report if you notice the AI acting weirdly, or seemingly getting stuck (if possible, post your commands.txt for those games).
  14. That does look very good (in a sort of mystical way because of the very green feel)
  15. Actually it does make a bit of difference. The more often we use the same textures, the faster rendering will be (because of a process called batching, basically).
  16. Historicbruno: because it looks a lot better I'm not sure what might cause your issue but OSX drivers sometimes suck. I'll see if changing the function somewhat cleans the issue for you later.
  17. In my opinion it's still too static. I can only encourage you to try to make as many "intuitive" movements as you can, nothing should really stay static, even if it's just to slightly rotate it. For example the head should sway a bit too. You might also want to create some variations.
  18. Don't worry about it too much, the game would have been slow even with actors once the map is over There's no way to do such a thing so far, but it would be an area of work to treat some entities as more dormant when they are unused.
  19. I've done extensive changes to some functions so I couldn't really reproduce, I'll try otherwise.
  20. Pathfinder is definitely not made to handle such big maps right now. Graphics can probably scale up way better as long as there are not too many entities (frustrum filtering is slow) and there are many stuffs that are repeated (several of the same tree…). Range Queries should hold up somewhat well, though again as the number of entities grows it'll suffer. AI is probably similar.
  21. For the record I tried importing and reexporting and it failed differently/
  22. I'm away for a few days, I'll look at those when I get back
  23. I'm going with "it's slightly too square", maybe because there's not enough contrasting elements (like the sort of wall blocks on the side should pop out more so you can see shadows, like on the bottom of the fortress' corner). The texture is also a bit bland now and then (check the inner part of walls above the wooden paths). I'm still not sure about the roof, you should ask Enrique.
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