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wraitii

WFG Programming Team
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Everything posted by wraitii

  1. 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).
  2. 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.
  3. 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.
  4. 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.
  5. I've done extensive changes to some functions so I couldn't really reproduce, I'll try otherwise.
  6. 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.
  7. For the record I tried importing and reexporting and it failed differently/
  8. I'm away for a few days, I'll look at those when I get back
  9. 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.
  10. Seems better to me, yes. Could we have a screenshot in the middle of other Iberian buildings?
  11. boy and Lion, I'll ask for commands.txt
  12. LordGood: I understood, I was merely suggesting that you could improve your framerate otherwise. I'm fairly sure the max number of particle is easy to modify, we could have a setting for it I guess.
  13. I kinda agree that the wooden planks don't really work there.
  14. LordGood: have you tried the "do not show actors" option in the configuration file?
  15. I think there's too many that have that alley on that field (also it's somewhat dark for wheat imo, there's something weird with the shadows)
  16. LordGood: I'll agree with Mythos that if building fields results in your above screenshots, it's ugly. Just pick one kind per civ, and make it simple (in particular for wheat, I'd like the "with cart" variation to happen like one in ten times).
  17. Gildas: it should be right now.
  18. I actually haven't committed it yet.
  19. Gildas: that's fixed, thanks. Lion: that should not happen anymore. Mimo: thanks, I'll check that out later. I've also got a way to reproduce some farming issues, so I'll try to improve that too.
  20. Might want to make some of those slightly larger, it looks patchy right now sometimes. But very cool
  21. You rock at staging screenshots. (though you're not quite as good as Pureon with lighting )
  22. The thing with GC is that it should be faster per turn if we run it every frame, though it'd take more time overall. And what we need is FPS being smooth. Maybe it's time to really try the Git workflow…
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