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wraitii

WFG Programming Team
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Everything posted by wraitii

  1. I'm away for a few days, I'll look at those when I get back
  2. 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.
  3. Seems better to me, yes. Could we have a screenshot in the middle of other Iberian buildings?
  4. boy and Lion, I'll ask for commands.txt
  5. 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.
  6. I kinda agree that the wooden planks don't really work there.
  7. LordGood: have you tried the "do not show actors" option in the configuration file?
  8. 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)
  9. 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).
  10. Gildas: it should be right now.
  11. I actually haven't committed it yet.
  12. 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.
  13. Might want to make some of those slightly larger, it looks patchy right now sometimes. But very cool
  14. You rock at staging screenshots. (though you're not quite as good as Pureon with lighting )
  15. 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…
  16. I'd really like something more organic than a hard limit. Perhaps add an "Unfertility" aura around buildings in general, except a mill which would work opposite? And you'd have a nice overlay when placing your farms? And then we could have pretend-farmlands by placing invisible static entities with that aura too. (can auras decrease by distance?)
  17. Also note that the AI tears those walls down because it can't really deal with them.
  18. Thanks Yves for that one, I've fixed the "template/.xml" issue (normally), might commit it shortly. edit: no, sanderd already fixed it on his own.
  19. we should run the GC every turn for testing purposes.
  20. I can't seem to be able to reproduce any of those, so I'll ask for the commands.txt to be posted so I can see what happens.
  21. That seems absolutely huge, even for compiling. I'd post it over to the Spidermonkey forums. Maybe an issue with rooting.
  22. It seems linked with Gameboy's and Yves' on IRC this morning… I'll look into it tomorrow, I was working on synchronised random seed but I've run into a dead end and it's just too annoying.
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