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Bug reports / Re: Large units with short ranges are having trouble attacking
« on: 25 September 2011, 20:07:10 »
Oops, this was part of the projectiles chasing teleporting units failed fix, reverted in 9927075e10aa5
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If I recall silnarm has, a long time back, played with splatting the whole map into a single massive texture. If on the other hand you are still using tile textures, you can get massive speedups from putting all those tiles into a texture atlas so you can draw the map without texture state changes and from a small number of mega-tri-strips using degenerate triangles to skip. (Always assume that an atlas will spill onto additional 'pages' so you're dealing with a small number of textures, rather than strictly a single texture).Does GAE do this in someway? I recall seeing some image before that seemed to have all the tiles in one image file. Can't seem to find it now though, and no clue if that's even really related or anything.
I could imagine a G3DHack that took all the frames and merged the meshes and stripified it, and then you used a vertex shader to interpolate them.

I've had a quick play with gDEBugger and found a possible performance improvement. Instead of a calling glGetUniformLocation each time a uniform is set for each time a unit is rendered I've set it to store the handles on loading a shader. Using gDEBugger it shows that glGetUniformLocation is called 767 times and 11.99% of calls in a single frame step. After the changes it's called a max of 13 times. I've only tried with basic shader so if something is messed up, let me know.
Nice job, with this finished it finally fixed my resolution problem!Yeah, this was probably fixed a while ago, bug from original Glest code, Windows wasn't being informed that the resolution change was of a temporary nature.
Don't forget to fix the language file, at the controls tab there is: ???HotKeys???Sorry, I get lazy... if it doesn't show up in the solution explorer, it doesn't exist!

Also for the audio tab, do you think there could be a percentage or something like that? If not, it's ok.Could do I guess... just have to fix those rounding problems so Omega doesn't complain about his 80 becoming 79.
Don't forget to fix the language file, at the controls tab there is: ???HotKeys???Feel free to remind me in a couple days if any language keys are still missing. I'm a bit occupied with getting myself out of the ghetto (finally!).
I assume this applies to both effects and emanations?
The one tag limitation is for the most part fine, as you can give units multiple tags, so could give all the units you want affected a tag specifically unique for the effect. Of course, the ability to specify multiple tags in the effect/emanation is more versatile and could save you from having to give more tags to the units.
The team coloured tileset models is definately fixed. Will build a new beta shortly.<effect>
<!-- . . . -->
<affect value="my_tag" />
<!-- . . . -->
</effect>
I'm assuming they will be toggleable, what hotkey will be used by default (keymap.ini will have an entry, I assume)? At either rate, they look fantastic.
Could the outline be just around the silhouette of the unit? It looks a little cluttered being around all of its edges.

<level name="test_level" kills="2" defaults="false">
Since you can specify that stats for leveling up (eg, you might want it to gain a 1.25x multiplier for attack after 8 kills), the old system (1.5x hp, 1.5x ep, 1.2x sight, 1.5x armor) is should generally not be used if you are specifying custom levels. Because of the large number of mods which may depend on this "faulty" combination of both the default and their specified custom leveling, we cannot just disable the old system when specifying which stats to raise and by how much when leveling.
<de-cloak skill-class="attack" cooldown="10" />
I think we should both rename it to <anim-progress-bound value="true"/> ?
What should it be good for in a build skill?
And what is build-self? Something GAE special?
<anim-stretch value="true" />
<default-units value="false"/>
<default-victory-conditions value="true"/>
As well, the loading screen images for scenarios don't seem to be working. I just got the generic missing image screen. Is the loading screen the path relative from the scenario XML?
Hey, tried it out and i find it very useful, I am currently using it to re link textures, and shrink animations, for Annex which is being developed on megaglest. Game loads just fine and i'm able to play a game normally. However when i closed out i saw the debugger window full of errors! all are "...Error v4 model is missing texture...." upon checking the files all meshes have appropriate textures linked, and even in game said units have their textures displayed normally, and no crashes. Are G3D edited by this somehow incompatible with megaglest?
