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xxxLEOPARDxxx

60
Posts
10
Topics
A member registered Nov 07, 2020

Recent community posts

Version 200 did not fix the crash bug completely. However, the game manages to load before the main menu and crashes.

(2 edits)

There are problems running on revisions 196-197.

The game just won't start.

Where can we find the error in the scripts? All your mods run without problems, but it is our modpacks that cannot run.

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?

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I tried with this parameter. No, it didn't fix the situation.

Well, okay, not critical.


By the way, if I put the screenshotformat = png parameter in start.ini, then all the same screenshots are created in jpg format.

(1 edit)

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)


When there are a lot of high-poly models of ships in the sea, such bugs with rigging occur.




Hey!

Version 193

There are jungle bugs, freezes or crashes. And also, there is no grass at all. I had to roll back for now.

After version 183+, such logs often began to appear in error files.



Yes thank you. It worked as it should.

You don't have to copy it from the Storm Engine. But make an analogue.

It's just that many are asking to add it, but we cannot do it.

(2 edits)

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

Checked the latest revision. Yes, now the FPS is the same as at the 2017 studio.

Everything is super!

I do not know if this is a coincidence or not, but in corsairs to each his own, the same drop in performance on the last beta release. And the engine there is also compiled for 2019 studio.

Version 177 saw a significant drop in performance at sea.

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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?

Pay attention to the shadows - dark areas on the water.

On storm 2.8 DX8, they move. 


On MaelStrom DX9 64bit these dark areas (shadows) are static. 

(3 edits)

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.

Shadows on the water do not work. The water looks like jelly. They should overflow, move, and they are static.

I assume there is a problem with the bumps.

I've tried connecting videos with a wide variety of formats and decoders. All videos either slow down or do not play at all. And also a one-second freeze occurs during playback.

When a ship is set on fire, the flame does not burn for long and then abruptly disappears along with the smoke.

Can I fix this?

Can crash dumps be done?

Often it paints with access to the sea from a port or bay and from the global map.

The problem is that the desktop just appears, but there are no clues in the logs. There is no way to trace what caused the crash.

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

Thanks a lot for editing the font stretching! Your engine is the best!

We still have fonts stretching with resize factor = 1.
Can you do something about this, please?

(1 edit)

Good time and Happy New Year to you!

There is a question: is it possible to make an optional setting to disable random scripts? Those. so that the random comes only from the start of the game and cannot be merged by save / load.
Thank you in advance!

Yes, now everything is correct on anti-aliasing!

I told Matvey about your request, he said how he would have time, he would register and contact you.

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;


This is DX9 specific
This is the setting Render.SeaEffect = true; does not work correctly on DX9.
Here are screenshots below

DX8 32bit


DX9 32bit/64bit


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


Good time!
I am accidentally in the GOF ERAS fashion, you have a bat file in your textures folder for batch conversion. But it needs TextureWrite.exe to work. Do you happen to have such a program?

(1 edit)

Thank you so much for your efforts and your work in general!
Everything is perfect with interfaces now!

It remains to be understood what is wrong with shaders on the water at sea. They are static.


And where to get the particles themselves?

(2 edits)

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

Everything. We figured out the icons. We just don't know. that such code exists for the engine. There were misunderstandings on this.
Thank you again for your help!

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.

You haven't answered the sea shaders yet - they are static. I showed you in the previous short video.

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!