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wraitii

WFG Programming Team
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Everything posted by wraitii

  1. Doesn't seem to change anything. You seem to give the GLSL shaders a "a_tangent" matrix/vector used in normal mapping... Any idea how I can get the ARB shaders to use it?
  2. Played around with the shaders... Setting a_normal as the output color. It flickers.
  3. That's what I'm saying. It is indeed fairly weird that a_normal is messed up... I'm using a Geforce GT 120, with 256 Mo of vRam. My macBookAir, running 10.7 (on a Intel HD 3000) doesn't seem to have this problem. Can't tell if it comes from outdated shaders, or the GPU itself. Edit: Okay, got the specular to work on ARB. Moving on.
  4. I looked around a bit. The blinking problem actually comes from the "a_normal" parameter being completely messed up when using glsl on my computer. Even the regular alpha does it. No idea why. I'll try to see if I can port your glsl shaders to arb, which seems to work.
  5. Tried your TerrainSwapping branch… Got a weird "blinking texture" problem. Most surfaces blink to white and then normal very rapidly. It looks like it has a link with some sort of alpha problems, because for examples foundations are surrounded by a black square, and texture blending for terrain fails. The trees do wave, and I'm not sure what else should change. It also doesn't happen on everything. I've used the version from your github, changing the premake to SVN version because it crashed. I'm on Mac OS 10.6.8, using an iMac.
  6. I can try. If your request is mainly to allow civil centers placements, I can perhaps instead add a few glades here and there? Edit: here is an updated version... I'm not sure exactly what it changed, but it feels like there's a bit more space. I've also tried to prevent stuff from spawning on impassable terrain.
  7. @Pureon: was it on the latest SVN version? I've forgot to say it, but I discovered a bug with the water setting level during the creation of this map, which Spahbod fixed very recently. I should give a try at making the mountains less perfectly straight. @Mythos: I could consider that for larger map, but I feel like for small maps it would crowd everything too much. Will try.
  8. in the random map folders, there's a folder called rmgen. It goes in there.
  9. Very cool map, but two small issues: The sun is too bright, I recommend lowering the settings or every texture will be completely burned. The players starting area sometimes create a very circular shape. It looks extremely artificial.
  10. Small-ish update since I was making maps... I slightly improved the beach design, fixed a few bugs. Made the water slightly more murky. Download link in the original post's attachment.
  11. Pyrenean Sierra random map based on the indication by Mythos (in Map and Biome guide). I did not completely follow the indications: there are two passes, and in some cases a path could be allowed around the mountains and in some others not (because it's really hard to control ). I've included three different light settings: a sunny one, a cumulus one, and a stormy one, which look very different... I'm not too sure about the later, though. I think it'd look cooler with myconid's improvements, but I couldn't really try. (screenshots are a "Very large, sunny" map, and a "small, stormy" one). Note: this requires the latest SVN version as of July the 2nd. pyrenean_sierra.zip
  12. It's very possible, and in fact very easy: just search for log ("creating path through"); And change the line if (mapSize > 150) { to anything that's false, such as (1==0). Boom.
  13. Allright, so following your advice I changed the lighting... Tell me how you feel about it. I've also touched up a few things: made the water more murky, added small variations in the ground texture (patches here and there), added more flora to the passage through the oasis, and fixed a bug with chicken spawning (theoretically). The download link is attached to the first post.
  14. I'm following Mythos on this one, and Pureon, it looks better to me too.
  15. Yeah, I solved it using a custom function, but it might be redundant (seemed like PlaceTerrainBaseOnHeight was for the whole map, not just the zone concerned here).
  16. @Pureon: of course. But sometimes, it's simply too unpractical. On the biggest size, Sahel Watering Holes has absurdly large watering holes. The scenario itself is a very small map. @Spahbod: Didn't notice the update you did, sorry . Still took the better part of my morning. I had trouble figuring out how to paint correctly, because using the clump placer with a layered painter resulted in a "line" either at the end of the PathPlacer or around the clumps. BTW, I'm going to give a go at "Pyrenean Sierra". I just need to figure a nice way of making mountains.
  17. Looks like Blender rendering... I can give it a shot if you send me the .blend.
  18. Spahbod recently added the Sahel Watering Holes random map. I've tried it and felt it could be improved a bit, so I'm offering a slightly updated version to make it look more like the scenario. Namely: the rivers are a little less straight, there are animals in the rivers, and generally more, the banks use slightly different textures, more grass patches, no fishes (to change?), and there are gazelles in the center and changes to the sun settings (using the scenario's). I'm using a new type of painter, so I've linked "painter.js". It's still not perfect, but I think it's a step in the right direction. Note: this map works much better when it's small. Which makes me think we should allow random maps to be limited to a certain "range" of size: some can perfectly be stretched, it's harder for others (eg Corsica vs Sardinia suffers on "Tiny", while this one gets really ugly when "huge"). Map and Library file.zip
  19. Yeah, that's the most logical way. Perhaps the elephant stable could have technologies to improve the gathering rate of workers (simulating better trained elephants or something). It'd be neat for the indians not to have dropsites if they have a mobile dropsite already, methinks.
  20. Looks good. Given the space you have in map selection mode, you might want to expand a bit the different menus to make it more accessible, but otherwise looks good.
  21. I like the first concept. You can put the chatbox in the middle, and by ditching the preview box, and replacing it with the map selection, you'll have everything at once (the preview can probably go in the little tooltip that Bruno did on one of his concepts.). BTW, it would be nice to remove the "number of players" options. Instead, I'd rather have a "+" button behind the players, which when clicked would add a player, and a small red cross in front of each player to remove it. I think it'd be less tedious.
  22. The problem with qBot and Jubot, right now, is that they use the same strategy throughout the whole game (with minor adjustments for the early game). I'm implementing Marilyn right now to change its behavior as time goes by, which should allow for a better control of the late game. Attack and defense also need to be improved a whole lot, of course. However, for now, I'm trying to get the economic system to be resilient and efficient. I've got the "efficient" part done, now I must teach it to react if it's attacked or something. And some other economic stuffs here and there. Then I'll focus on other stuff.
  23. Perhaps the two buildings could be fused into one only, so has not to be too redundant? I think having the support elephant only for the late game would make it rarely appear during gameplay (often enough, the player doesn't bother too much about economy at that point). Perhaps it could be trained in the village phase, but you'd need to unlock a technology from a dropsite.
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