Publicación 271–279 de 279
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Fireflyhace 25 días
@Loki The Witful: Thanks for the detailed reports! I had specifically tested for claim names disappearing while in-air. It's an ancient bug previously reported by @obi-. It was fixed, but it's back indeed, even after I specifically tested for it and confirmed it was gone. Weird. The minimap bug is in both versions. I have a pretty good idea of why it's happening (EDIT: this used to say I didn't know). And I still like 'Lost at sea' :D
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Fireflyhace 24 días
Updated WebGL version: https://angeldu.st/static/webgl 1.) This fixes the minimap missing previously-known terrain as reported by @Loki The Witful. 2.) This fixes land owner names disappearing while looking up as reported by @Loki The Witful. 3.) This introduces render engine changes to improve performance in certain builds. An updated 'WebGL New' version will be out later, I want to spend more time on that.
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Loki The Witfulhace 24 días
Excellent, No more bugs... at least for now :D I have to test the rendering.
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Fireflyhace 9 horas
Another new WebGL version: https://angeldu.st/static/webgl-gpu 1.) The entire game world is now buffered and animated on the GPU, leading to much lower CPU utilization. Expensive internal calculations are now cached and reused where possible. 2.) Because of different GPU animation algorithms the appearance and dynamic behavior of some materials is now different than before. 3.) GPU code is now lazily loaded and compiled when first used in the game, leading to shorter startup times. 4.) Hero, creature and other entity sprites are now rendered in one pass on the GPU. This fixes sprite color flickering and removes about 1.6 MiB of data (0.6 MiB compressed) from the main WebGL binary. 5.) In-world creature and hero glow effects now match status bubble colors ("@Angelio numbers"): healing creatures glow blue and suffering heroes glow orange. 6.) To match hero glow colors, the player health bar now flashes orange when being hit. 7.) Particles like feathers, scales and fur now initially glow to visually tie them to the creature they spawned from. 8.) In-world sprite glow effects now affect the entire sprite, including black lines. 9.) Creature hit sparks now fly in random directions to make them more visible and lively. 10.) The main hero sprites on the sign-in form and world map now reuse earlier animation frames when data is still loading. This greatly reduces sprite flickering. 11.) Chat messages and on-screen labels for hidden heroes and heroes that reappear into view after being absent for a while now always show up with the correct color instead of it sometimes being random. 12.) Fixed many water and ice reflection bugs and removed dithering to make water and ice reflections look more solid and realistic. 13.) Handling of game world chunk data is much improved, leading to fewer disk accesses and engine stalls. 14.) Improved performance of the main render loop, especially at large render distances. 15.) Weather particles now render faster. Known issues to be fixed in the future: A.) When flying on a drakeling in first-person its back wing obscures your view. B.) Sometimes the main hero sprite on the sign-in form still flickers, especially when playing the 'flourish' animation. C.) Water is untextured. More than usual any and all testing and feedback on this version is appreciated. I expect it to break on every system that is not mine as there is some genius-level new code in here as well as the dumbest code ever to make it work across all the different GPUs that I have. Once we iron out the kinks this new engine will serve as the technical foundation for 'New Angeldust', so thank you all in advance for helping build the future of Angeldust!
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(GM) SodaMeowhace 8 horas
The update looks amazing, will use it and report if anything is weird. So far I see that the map and quest creature are in pixels- I thought it will just align after a while, but its still like this: https://imgur.com/Ofr1iCo And for the new sprite flickle- so these look right? Player turn purpose when being healed https://imgur.com/OjSUyMA Creatures turn blue when being hit https://imgur.com/Qo3652y I guess I have lots more to explore, anyway the pictures to help everyone to see what I mean and if they see the same. Way to go Firefly, lots of updates. heh!
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(GM) SodaMeowhace 6 horas
Some flickering on using texts: https://imgur.com/80R28kE https://imgur.com/Vo5qXXr On app: ( for comparison) https://imgur.com/GbJzBs2
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Fireflyhace 4 horas
@(GM) SodaMeow: Your 3D sprites look good, exactly as intended. Your 2D sprites on the quest notice and world map are totally cooked, those black and color artifacts are not intended. I'll have to see if I can replicate and fix this. I can't tell if the flickering on the text is wrong. Your text is glowing and and sometimes the glow is a bit uneven. That is intended, but it might not be the most aesthetically pleasing effect.
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hace 2 horas
Colors over sprites are too strong, I would prefer a lighter overlay and a stronger outline. It loses the color and shadows. An option is to make the hit anim shorter. The current angeldust version of this is more easy on the eyes. It works better in light colored creatures, darker ones (the most common) worksnt lol. Had a weird bug on the login hero: https://imgur.com/a/EDAM8zF
Publicación 271–279 de 279