Search found 56 matches
- Thu Jun 14, 2018 5:12 pm
- Forum: Ideas and Suggestions
- Topic: [FEATURE] VRAM requirement is not sane
- Replies: 29
- Views: 9970
Re: [FEATURE] VRAM requirement is not sane
posila, post the required format's spec and semantics. Then the problem will solve itself before you finish the renderer. If you publish a sample implementation, all the better. And if it can be done completely automated why can't it be integrated into the current "atlas making" process, a...
- Mon Jun 11, 2018 5:24 pm
- Forum: Won't fix.
- Topic: [posila] freeze, GL_OUT_OF_MEMORY not handled
- Replies: 0
- Views: 951
[posila] freeze, GL_OUT_OF_MEMORY not handled
I used .ini settings (force-off compression, high quality sprites) to force an out-of-VRAM condition. Strangely this error happened rather than keeping textures in main memory (I was trying to test low-VRAM thrashing). There's 16 GB of free main system RAM at the time of the freeze. This error happe...
- Sun Jun 10, 2018 1:41 pm
- Forum: Ideas and Suggestions
- Topic: [FEATURE] VRAM requirement is not sane
- Replies: 29
- Views: 9970
[FEATURE] VRAM requirement is not sane
Hey, This is a continuation of my rejected previous feature request , with a better-formulated proposal. I'll drop the issue and won't pester you about it if you reject this one as well. Please "do something" with high VRAM requirements for 0.17. Let it run without constant thrashing on a ...
- Tue Jun 05, 2018 3:08 am
- Forum: General discussion
- Topic: Pollution is counter-intuitive?
- Replies: 37
- Views: 24439
Re: Pollution is counter-intuitive?
Wish there was an additional scale for pollution rate for a time period (computed via EWMA). It could influence chance of particular biter size generation, as well as even more dangerous variants. Take into account how many tiles are polluted as well. Even for one base it's a function of the total p...
- Tue Jun 05, 2018 2:12 am
- Forum: General discussion
- Topic: efficiency of dragon's teeth on biters
- Replies: 32
- Views: 16231
Re: efficiency of dragon's teeth on biters
What's the max size for getting biters through a 1-tile spacing? 1/2? Note that big biters are too big, but have size of only 4/5ths of a tile. Behemoths are of the same size. From testing I can already tell you that making biters too big interferes with attacking them on their own territory. They'l...
- Wed May 30, 2018 9:46 pm
- Forum: Not a bug
- Topic: s3tc compressing atlases takes up to half a minute
- Replies: 12
- Views: 3252
Re: s3tc compressing atlases takes up to half a minute
Pixels per inch only increases from 80 to 100 in 4K but it's enough to make a 1080p image look blurry and awful on the same display. What's the actual 4k resolution you have? There seems to be different ones, and only 3840x2160 will look reasonable with 1080p as it is exactly doubled up dimensions....
- Tue May 29, 2018 2:41 pm
- Forum: Not a bug
- Topic: s3tc compressing atlases takes up to half a minute
- Replies: 12
- Views: 3252
Re: s3tc compressing atlases takes up to half a minute
Even if the artifacts in cartoon-sprite games are visible on 1080p displays, they are negligible or invisible on my 2160p 43" screen [1]. This display has higher pixel density, almost retina. The 4K displays are getting more common. Some vendors even go for future 8K for graphics artists etc. I...
- Tue May 22, 2018 8:10 am
- Forum: Not a bug
- Topic: s3tc compressing atlases takes up to half a minute
- Replies: 12
- Views: 3252
Re: s3tc compressing atlases takes up to half a minute
posila, can you allow caching compressed textures? There's a caching option but it uploads pre-compressed ones. There's gl-compressed-tex-(sub)-image that does the trick for S3TC.
- Tue May 22, 2018 8:07 am
- Forum: Modding interface requests
- Topic: Suggestion of a way how to implement dependent probabilities
- Replies: 12
- Views: 3346
Re: Suggestion of a way how to implement dependent probabilities
Can you add arbitrary metadata to data.raw? Will the game consider this an error and refuse to load the mod? If you can in fact add arbitrary things in there, a mod can traverse data.raw and locate all that custom metadata. For instance add a dummy item signifying the actual choice. Sorry if these q...
- Tue May 22, 2018 2:49 am
- Forum: General discussion
- Topic: efficiency of dragon's teeth on biters
- Replies: 32
- Views: 16231
Re: efficiency of dragon's teeth on biters
Does the Lua game API allow for overriding pathfinding? There's API for ordering attacks at specific coordinates that much I know.
- Fri May 18, 2018 3:42 am
- Forum: General discussion
- Topic: efficiency of dragon's teeth on biters
- Replies: 32
- Views: 16231
Re: efficiency of dragon's teeth on biters
I'm not against any improvements to pathfinding, but do you have any examples of where pathfinding is an issue that doesn't involve cheesy dragon's teeth? Traversing labyrinths as well. These are all edge cases and not normal cases for pathfinding. It's just that in these edge cases the current pat...
- Wed May 16, 2018 2:09 am
- Forum: Modding interface requests
- Topic: Suggestion of a way how to implement dependent probabilities
- Replies: 12
- Views: 3346
Re: Suggestion of a way how to implement dependent probabilities
Does the API respect metatables/prototypes? If so, you may be able to do it like that. I unconditionally return "42" but you can do what you want in the "__index" method inside the metatable/prototype. > Foo = {} > Foo.mt = {} > function Foo.new(self) setmetatable(self, Foo.mt); ...
- Tue May 15, 2018 5:07 pm
- Forum: General discussion
- Topic: efficiency of dragon's teeth on biters
- Replies: 32
- Views: 16231
Re: efficiency of dragon's teeth on biters
To elaborate on pathfinding obstruction effects - see this video with Starcraft pathfinding when other units are ordered to "hold position" over the entry points. Now, imagine the units turned due to other moving units, not just having all paths obstructed. In this case, units only stop if...
- Tue May 15, 2018 3:15 pm
- Forum: General discussion
- Topic: efficiency of dragon's teeth on biters
- Replies: 32
- Views: 16231
Re: efficiency of dragon's teeth on biters
This is how pathfinding is done. The "cost" of a single node is how long it takes to traverse it. Except that when units of the same faction run into one dragon's teeth area, they block each other. The blocked one then recomputes a very long path and suddenly goes into the other direction...
- Tue May 15, 2018 3:02 pm
- Forum: Ideas and Requests For Mods
- Topic: biter pathfinding collision box mod
- Replies: 2
- Views: 916
Re: biter pathfinding collision box mod
Thank you very much.
- Tue May 15, 2018 2:15 pm
- Forum: Modding help
- Topic: overriding existing prototypes
- Replies: 1
- Views: 581
overriding existing prototypes
Hey, I can't understand modifying existing entities and their parameters. I'd like to change the collision box for some biters. Does it work (and is supported API usage) to find the entity in data.raw and replace the values? Otherwise, would that work? - make an object with given value set to what I...
- Tue May 15, 2018 2:11 pm
- Forum: Ideas and Requests For Mods
- Topic: biter pathfinding collision box mod
- Replies: 2
- Views: 916
biter pathfinding collision box mod
Hey, Could you please write a short mod modifying existing entities, as follows? Let me provide a list of entity names as an array and a value by which I can multiply their collision box. I'd like to multiply collision box elements by that value, making the box bigger or smaller, for testing. This c...
- Tue May 15, 2018 1:59 pm
- Forum: General discussion
- Topic: efficiency of dragon's teeth on biters
- Replies: 32
- Views: 16231
Re: efficiency of dragon's teeth on biters
Why not simply give tiles a cost proportional to the time it takes to cross it? So paved road is cheap, desert is moderate and tiles with walls on it are rather expensive. The path finding will prefer to use the road for quickest travel. But if chewing through the wall is quicker than walking the m...
- Mon May 14, 2018 9:27 pm
- Forum: General discussion
- Topic: efficiency of dragon's teeth on biters
- Replies: 32
- Views: 16231
Re: efficiency of dragon's teeth on biters
To serve their purpose.Hedning1390 wrote:Why do you want biters to have better pathfinding?
- Mon May 14, 2018 1:10 pm
- Forum: General discussion
- Topic: efficiency of dragon's teeth on biters
- Replies: 32
- Views: 16231
efficiency of dragon's teeth on biters
Hey, The pathfinding issues aren't directly addressable through Lua without the heavy cost of doing pathfinding in a scripting language. Please discuss how it affect you in your playthroughs and whether you observe the same problems. There are wall layouts having a high degree of confusing biter pat...