Version 200 did not fix the crash bug completely. However, the game manages to load before the main menu and crashes.
xxxLEOPARDxxx
Recent community posts
Yes, it seems to work.
And here is the output of additional pictures in the spyglass. How to do it?
Those. we have prescribed upgrades for ships that can be installed at the shipyard. But we also want to display them for display in telescopes, as with skill icons and other icons at the bottom of the screen.
Attempts to repeat the analogue were unsuccessful.
What option can be taken to increase the number of sushi icons. We are interested in icons for a quick transition.
We tried to do it according to the logic that is spelled out in the landinterface, but we could not make more than two rows.
Any ideas on how to add them? Or is it hardcoded in the engine?
By the way, I have a feeling that on my system the game is not using all cores / threads.
The teammate has a laptop, he has the same set of 55-60 FPS ships at sea. I have a PC and I feel a strong FPS drawdown, and the task manager shows that the CPU is loaded by 10%.
CPU type 12-Core AMD Ryzen Threadripper 2920X, 4300 MHz (43 x 100)
ASRock X399 Taichi Motherboard (1 PCI-E x1, 4 PCI-E x16, 3 M.2, 1 U.2, 8 DDR4 DIMM, Audio, Dual Gigabit LAN, WiFi)
System memory 130953 MB
Video adapter GeForce GTX 1080 (8 GB)
Is it possible to display the icon of the player's nation on the global map, as is done in corsairs to each his own?
They have open source code, I think it will not be difficult to find it there.
In every case, I will duplicate the link to the source code of the engine https://github.com/storm-devs/storm-engine
We made a simulation of the PGG characters on the global map so that they could swim between the islands, instead of the usual teleport.
Because We have a lot of 75 of them, then at the moment of transition from the global map to the sea, we have a noticeable lag, all 75 characters move.
We tried to load them dynamically via time_events.c. But there, each PGG creates a microlag when loaded, which is not very pleasant to feel.
How can you optimize this at the engine level? Or should we revise and rewrite the method?
The fact is that the shadows that move (should move regardless of the fluctuation of the waves), they are static on the maelstrom.
On storm 2.8, they move, even if a complete calm is done. We have already discussed this topic with you. You said you don't know what the problem is.
People told us that this is a shader bug. Shaders do not move these shadows. If you look at the gifs above, you can clearly see that on MS these shadows are static, and on storm 2.8 they move.
What you showed in your video, there is no change there in order for it to work the way it should work.
Sound drops randomly.
It appears and disappears. Mostly on city streets and interface forms. Inside, everything is fine, no problem.
This constantly writes to the system log:
Can't find cache for sound !!!! RESOURCE\sounds\merchant
Can't find cache for sound !!!! RESOURCE\sounds\merchant
Can't find cache for sound !!!! RESOURCE\sounds\merchant
Can't find cache for sound !!!! RESOURCE\sounds\merchant
Can't find cache for sound !!!! RESOURCE\sounds\female-citizen
Can't find cache for sound !!!! RESOURCE\sounds\female-citizen
Can't find cache for sound !!!! RESOURCE\sounds\merchant
Can't find cache for sound !!!! RESOURCE\sounds\merchant
Can't find cache for sound !!!! RESOURCE\sounds\merchant
Can't find cache for sound !!!! RESOURCE\sounds\merchant
Can't find cache for sound !!!! RESOURCE\sounds\female-citizen
Can't find cache for sound !!!! RESOURCE\sounds\merchant
Can't find cache for sound !!!! RESOURCE\sounds\male-citizen
Can't find cache for sound !!!! RESOURCE\sounds\male-citizen
Can't find cache for sound !!!! RESOURCE\sounds\merchant
Can't find cache for sound !!!! RESOURCE\sounds\merchant
Can't find cache for sound !!!! RESOURCE\sounds\merchant
Can't find cache for sound !!!! RESOURCE\sounds\male-citizen
Can't find cache for sound !!!! RESOURCE\sounds\merchant
Can't find cache for sound !!!! RESOURCE\sounds\merchant
Can't find cache for sound !!!! RESOURCE\sounds\merchant
Can't find cache for sound !!!! RESOURCE\sounds\merchant
Can't find cache for sound !!!! RESOURCE\sounds\merchant
Can't find cache for sound !!!! RESOURCE\sounds\merchant
Good time!
Thank you so much for taking on the research and fixing the water locations!
Special thanks for the texture converter!
As for the ships ... I would be glad to give everything that I have, but I myself took from other mods / addons. And I have no access to the Secret Shores of Matvey. I don't work with him. I myself asked him to give me ships that he does not use, but he said that he would later put them in free access. But there was no talk about specific models. And I don't know which models he will post.
Once again, I apologize for not being able to help you with the models you need. But I will try to at least ask Matvey about them.
We managed to find out the reason for this bug.
This shows up when you turn on anti-aliasing on DX9.
This happens not only for me, for many.
Distribution Direct X is from your package with the engine.
Screenshots below:
DX9 64bit
No anti-aliasing
Render.SeaEffect = true;
DX9 64bit
Anti-aliasing - Level4
Render.SeaEffect = true;
Good time!
We had a serious problem in some locations. This is due to the water treatments in Tenochtitlan and LSC.
The fact is that there is some kind of incomprehensible failure. Either in animations, or with locations, or something else. We cannot understand.
I also tested GOF ERAS2 and COAS 1.3.0 on your mods. There is absolutely the same situation. I will attach the screenshots below.
COAS 1.3.0
Thank you for such a massive update!
I checked at different resolutions, the picture is the same everywhere, but the fonts are stretched. This is the only nuance.
Another question of interest is: is it possible to put different text on the global map and in the sea and how best to do it?
FHD
4:3
I also wanted to ask you. How did you edit the particles? Is there a publicly available program for editing them? Or how to edit them at all?
I just love graphics and a lot of experience with it. I want to try to improve the effects, as well as add different effects for abilities.
Thanks, let's try!
What about the engine code I sent you in the post above?
And another question: you have recently made support for various image formats, but the engine contains calls to all the same .tga.tx textures. Is it possible for you to make the call from the engine not only .tga.tx? This would greatly simplify batch conversion of all textures and models in the game. Thanks in advance!
Best regards, LEOPARD!
https://cdn.discordapp.com/attachments/767590548013711391/784237620867235850/ban...
Thanks again for the explanation of the icons for ships at sea. But I just can't figure out how the function for the global map works. I will provide you with a video so that you can watch that I cannot make a normal display. None of my team members understand how it works.
The video shows that in the sea mode everything works out perfectly. And on the global map, the ship icon changes. I changed the number of rows in the GetTextureUVForShip function, as you said. For the texture 2048x2048 I made 32x32 rows and indicated this in the function. But for some reason it does not work as it should.
What are we doing wrong?
The code itself:
void GetTextureUVForShip(int nShipType, ref rLeft, ref rTop, ref rRight, ref rBottom)
{
float fLeft = 0.0;
float fTop = 0.0;
float fRight = 0.125;
float fBottom = 0.125;//0.25;
if( nShipType> -1 && nShipType<SHIP_TYPES_QUANTITY_WITH_FORT ) // <-- ugeen fix, для тартаны nShipType = 0 !!!!
{
ref rBaseShip = &ShipsTypes[nShipType];
SetShipPictureDataByShipTypeName( rBaseShip.name );
int nV = BI_intNRetValue[0] / 32;
int nH = BI_intNRetValue[0] - nV * 32;
fLeft = stf(nH) * 0.125;
fTop = stf(nV) * 0.125;//0.25;
fRight = fLeft + 0.125;
fBottom = fTop + 0.125;//0.25;
}
rLeft = fLeft;
rTop = fTop;
rRight = fRight;
rBottom = fBottom;
}
Yes, we understand everything perfectly. I have mined some code that may help you in this regard.
https://drive.google.com/open?id=10XUV32jL6zJ8nSF_hN9swK5BARS-FA0i
P.S. I'm not going to be giving away the Maelstrom Engine publicly. I'm not interested in this. My team of 5 got it to help me and that's it. I think it would be very disrespectful to you - to give away your development for free, depriving you of income. I plan to release only resources and scripts, and for Maelstrom Engine I will send people here to you.
I changed the texture of the ships and specified everything as it should. One line contains 32 icons. I indicated the same to the engine. But for some reason he does not want to display correctly.
Texture 2048x2048 =
BattleInterface.ShipIcon.xsize = 32
BattleInterface.ShipIcon.ysize = 32
Or did I do something wrong? I apologize for this nonsense.
I do not work with Mett. We have different views and different projects. He generally has his own engine and his own development. I do not climb to him, he does not climb to me. The script I sent you was the only request for him to share it. And in general, he would hardly let me in to his development, tk. I am very weak at writing code.
As for the interface, I understood everything. I won't bother you anymore. Sorry if something is wrong :(
Thank you very much for your help and implementation of various utilities!
Best regards, LEOPARD!