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Messages - silnarm

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151
Bug reports / Re: FTB: d38f8c8a4afb98f17078f766db472829d198b988
« on: 22 April 2011, 08:48:45 »
sorry guys.. I was tired and it seems I had a bit of a brain freeze  :|

Everything should work again, the basic shader even does point lights now  ;)

But shadow mapping is still broken.

152
General discussion / Re: What does particle 'luminance' do?
« on: 21 April 2011, 14:30:55 »
They (help) determine the direction component of each particle's velocity.

The direction vector for each particle is determined as such,

For each component (x, y & z),
a (0.0 -> 1.0) is multiplied by a random number (in the range -1.0 -> 1.0), and the resulting number (which is also in the range -1.0 -> 1.0) has b (in the range -1.0 -> 1.0) added to it.

for the x and z components a and b are the horizontal-spread numbers, and for y it uses the vertical-spread.

So what the hell does that all mean ?

The a in horizontal-spread determines the amount of the velocity that points out from the splash centre, if a=0.0 (and b=0.0) then the particles will have no velocity in the x or z directions and will only move up or down, depending on the vertical-spread.

If a is not 0.0, then the x and z components of the resulting velocity vector will not be zero either and the particle will by directed (horizontally, believe it or not) away from the centre of the splash.

The magnitude of a in this way is only important if the vertical-spread a is not 0.0, if the vertical-spread a is 0.0 then a horizontal-spread a of 0.1 and 1.0 will give identical results, the direction has no vertical part to it, it will always point horizontally away from the splash centre (ie, archmage's ice-nova).

I'll say something about b with horizontal-spread after I describe vertical...

Ok, so for vertical-spread the a is much the same as in horizontal, it determines if there will be any vertical component to the initial velocirty vector, and if so, how much compared to the horizontal a (unless the horizontal a is 0.0 of course, in which case the magnitude of the vertical a is largely irrelavant).

The b in vertical-spread can then be used to fine tune the result of multiplying a by a random number between -1.0 and 1.0. The result of the multiplication is also guaranteed to be in the range -1.0 to 1.0, which could be down or up. As b can be itself -1.0 to 1.0 and is added after the multiply, you can completely cancel out any downward pointing velocities (+1.0), or partially (so most, but not all, head upwards) (+0.x), or likewise have no upward travelling ones (-1.0), or favour downward ones (-0.x).

Now, 'horizontal-spread has a b too...' you may note, and while yes it does, unfortunately it is useless. Firstly, it biases BOTH x and z with the same number, and secondly, its aligned to the global axis, not the attack direction vector.
My advice: Leave it on 0, waste time playing with it if you like, but you wont get any good results from doing so... One day we'll get the attack vector in there and you'll be able to do more interesting things, but now is not the time :(

Yikes...

Picture time! Yay!

horizontal-spread a="1.0" b="0.0"
vertical-spread a="1.0" b="0.0"
With both as at 1.0 and vertical b at 0, the direction of each particle will be completely random, the net effect is of course particles heading out in all directions.


horizontal-spread a="1.0" b="0.0"
vertical-spread a="1.0" b="1.0"
This time we bias the vertical component with a +1.0, giving all particles a positive y component to their velocity.


horizontal-spread a="1.0" b="0.0"
vertical-spread a="1.0" b="-1.0"
vertical bias -1.0, make them all go downward.


horizontal-spread a="0.0" b="0.0"
vertical-spread a="1.0" b="1.0"
and back to a positive bias for vertical, but with no horizontal spread, all particles move directly upwards.


Obviously using numbers more like 0.2 and 0.7 for these things will give you more interesting results than shown above, but hopefully you now have some sense of what they do.

153
General discussion / Re: What does particle 'luminance' do?
« on: 20 April 2011, 09:54:24 »
It tells the engine/GL that the texture is to be a single channel, indicating the 'luminance' (it turns the image into a greyscale texture which indicated the 'strength' of colour to apply at that texel (black == transparent, white fully opaque), this is multiplied into the colours defined for the particle system.

If it is off, then it a regular 4 channel rgba texture.

If you change the battlemage's particle to this,


but leave luminance on, you get none of those colours, when loaded only the 'colour intensity' at each pixel was kept to build the grey scale texture.  If you turn luminance off, it loads it as a regular texture and you get those colours... it's still doing something funny with turning black into transparent, but that can be changed with the blend functions & blend mode.


154
General discussion / Re: Strange plane thing....
« on: 18 April 2011, 10:17:57 »
I believe this is my dodgy VBO code... new snapshot/beta should be available soon, VBOs have been relegated to a config (ini) option, off by default... and it may get stripped out completely yet.

155
Sorry about that, changed some stuff in the shared lib to fix the team-colour fog, and I don't normally build anything but the shared lib and game projects... fixed up now.

156
I have and had RenderUseVBOs=false in my ~/.glestae/glestadv.ini so that's not a valid excuse. ;)

Can't blame a man for trying ;)

Starting a game with --lastgame makes the model shader all black. Cycling the shader to fixed function adds the colour back. I don't think it's the shader itself because it works when going through new game menu.

Sweet... got it. It's the fog, the shaders are always expecting and using the GL inbuilt fog params, even if the tileset doesn't use fog.  Going through the menus seems to leave the menu's fog settings for myself and you, but for tomreyn, zoy and possibly others the colour was being overwritten by the team colour somehow.

Fixed now ?


157
General discussion / Re: Building a release version
« on: 18 April 2011, 07:48:03 »
Is there a way to get it so that the directory is always found, even when i send it to a mate?

Does your mate have GAE installed? If so set the data dir (pref in CMake, but you can just change it in projectConfig.h) to "../share/glestae" then send him/her the the exe & pdb, instructing them to replace those found in "c:\program files\glestae 0.3.2\bin".

If you do this you wont be able to run it 'as is' from the IDE, to get around that set 'glestadv -> properties -> debugging -> working directory' to $(GIT_DIR)/data/game.

158
General discussion / Re: Building a release version
« on: 17 April 2011, 16:30:47 »
It needs to find the data somewhere, you can check what you have it set to in projectConfig.h (find in your build directory), check the value of DEFAULT_DATA_DIR. This is where it is looking for game data.

If you have it hard-coded to some location (ie, on your desktop machine) then thats why it runs off the HDD on your desktop machine, but not the laptop.

If you have GAE installed on the laptop, then you can set the data dir to '../share/glestae' and rebuild, then replace the exe & pdb in $(ProgramFiles)/glestadv-0.3.2/bin.

If you don't have GAE installed on the laptop, you need to put the game data on it, either copy the contents of $(GIT_DIR)/data/game onto it somewhere (and set the data dir appropriately) or install GAE 0.3.2, and just replace the binaries.

You can also change the data directory on the command line (or in a shortcut) with '-datadir path/to/data'. Point it at some valid data and it should run  :)

159
Yeah, bug of sorts...

Changed so if there is no sub-header on the command the name of the producible is used.

So, the new preferred way for two click commands is to include a sub-header in the name node,
Code: [Select]
<command>
   <type value="build"/>
   <name value="build_advanced" tip="build_advanced_tip" sub-header="build_subheader"/>
   ...
</command>

This is a lang key, the value in the lang file can include a '%s', which if present will be replaced by the separately translated producible name.

So if build_subheader is something simple like,
Code: [Select]
build_subheader=Build %s

and the building is 'Barracks' you end up with "Build Barracks" as the header.

The build commands on the worker in shibboleth are all hooked up this way now, if you need further reference.

160
General discussion / Re: Building a release version
« on: 17 April 2011, 16:05:56 »
It should run fine on other versions of windows, what are you setting GAE_DATA_DIR to in CMake? How are you laying out the data on the other machine? (ie, where are you putting the data and where is the exe relative to that?)

161
I reckon it looks awesome ;), and the suggestions to use it as a hotkey 'team-highlight' is cool.  Not sure exactly what is happening of course, but I think I can deliberately reproduce that effect easily enough.

@tomreyn: you haven't by any chance set RenderUseVBOs=true in your ini have you??

162
looks like they are getting selected, then its picking again and re-selecting just the one.

This may be another symptom of the missing mouseUp() events that John used to crash the drop-lists on the new game menu, will hopefully get a chance to investigate on linux tonight.

163
Bug reports / Re: Minor GUI bugs in git master
« on: 17 April 2011, 02:48:35 »
Picture at top has lang file encoded in ansi , second is in utf.



164
Bug reports / Re: Inconsistent CLI argument format
« on: 16 April 2011, 14:03:17 »
Both it is.

165
Bug reports / Re: "Move Skill set, but pos == nextPos"
« on: 16 April 2011, 12:02:05 »
Thanks, there was a problem with the attack command when a specific target they had died, it was finishing the command but not setting stop skill, leaving whatever was set from the last command update. Not a problem if the command finish is followed by the usual auto generated stop command, but if there were orders on queue... problem.  All fixed up.

166
Haven't been able to reproduce this yet, it was during a search to a resource, based on the screenie a hierarchical search, so it was probably RUNTIME_CHECK(wpPath.size() > 1); I think. If you get anything like this again (SIGABRT) check the shell console, it should state the file and line number of the failed assert().

Might have to go to extreme lengths to try and catch this one... the 'world' will be in a stable state, so if the condition I think is failing is failing (very intermittently...), we'll save the world (this will need a little extra work, as it will be a save from mid-frame), and hopefully the reconstructed world will do the same thing over and over again...

Hopefully none of the command updates change too much in the units they're updating before the path request, but that seems a reasonable assumption...

167
You only need to click once, they all work this way for me, interestingly if I double click-drag the display panel moves for me, but not the minimap or resource bar.

This may be related to the problems John was having with scrollbar buttons never getting mouseUp() events... will have a play on linux later and see if I get the same results as John, if it is a linux thing, it'll likely be causing a few GUI glitches.

168
Bug reports / Re: In-game game menu always takes focus
« on: 16 April 2011, 01:30:31 »
Ok, they're supposed to be 'modal' but there are some issues there obviously... The 'Game Menu' needn't be modal, so I'll change that, for the exit program / quit game etc dialogs (that should be modal) I might just remove the roll up/down button.

169
General discussion / Re: slow music bug
« on: 16 April 2011, 00:36:05 »
Which files ?!?  Name names!

171
Bug reports / Re: Buildings' icon flipped during placement
« on: 16 April 2011, 00:34:33 »
Fixed

172
Fixed.

173
Bug reports / Re: "Build self" command
« on: 16 April 2011, 00:25:32 »
Yeah, I think I added a not functional flag to not display the command, but thinking about it recently, I believe the build-self command may be unnecessary anyway, if the morph is successful then we just set the 'build-self' skill (like setting 'be-built' with a building, and away you go...)

So, I think we can go one better than not showing it, and completely remove it :)

174
General discussion / Re: question about tags
« on: 15 April 2011, 06:54:28 »
Sadly multiple skill animations is I think on hold, so they are only used to restrict Effects atm.

175
Thanks, I've always had this problem! I thought it was something else before.

There was a ini setting for server port too, it wasn't 'hooked up' at all, not sure why, maybe got wiped during the network revert...  Anyway, is used now.

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