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Re: Some fun Screenies

Posted: 05 Apr 2014, 12:55
by wushin
On my local dev box.

*I need to fix that over*

Re: Some fun Screenies

Posted: 05 Apr 2014, 13:00
by wushin
And I do that about 1000-2000s times a day to make content.

Re: Some fun Screenies

Posted: 05 Apr 2014, 23:16
by bugs
wushin wrote:And I do that about 1000-2000s times a day to make content.
What's that? :0 Tulimshar/Port City? :D

Re: Some fun Screenies

Posted: 06 Apr 2014, 00:17
by wushin
Thats the new Tonori I'm working on.

Re: Some fun Screenies

Posted: 07 Apr 2014, 07:37
by EJlol
the cloth roof thing (I'm not sure what it is called in english) stands out way too much. Almost like it is giving light itself.

Also wood is very expensive in the desert. And even though it is a fantasy game, and Tulimshar seems to have lots and lots of wood, having wood between the wall is just weird IMO.

And ofcourse the stone floor needs a good replacement. But I assume you are still working on that.

Re: Some fun Screenies

Posted: 09 Apr 2014, 15:01
by Lota
EJlol wrote:Also wood is very expensive in the desert. And even though it is a fantasy game, and Tulimshar seems to have lots and lots of wood, having wood between the wall is just weird IMO.
Good point. But I don't think it's a problem, since Thulimshar is an harbour city. The wood can easily be imported from Hurnscald.

To wushin : I like the fact that you can sit beside Elanore, litterally saying "Hi, free healings !" I remember spending a lot of time asking players if they needed to be healed when I did the magic quest (Because Lifestones were expensive. Or at least that's what I tought).
Maybe we could even think of a dedicated spot where high-level players would sit to help or cure the newbies.

Re: Some fun Screenies

Posted: 10 Apr 2014, 01:11
by wushin
Stalls were a bit to bright, but I have Zero plans for replace the brick, as I didn't pull all the green castle out either.

Since Tonori already references an Old and New town I can use both together. Similiar to how Rome or Cairo are a mix of the ages. By Virtue of it "clashing" it's perceived as either "part of old" or "part of new" and the players brain does that so I don't even have too.

Re: Some fun Screenies

Posted: 13 Apr 2014, 00:27
by bugs
Not sure...

Re: Some fun Screenies

Posted: 13 Apr 2014, 00:28
by Villain
There's some good lookin' guys in that screenie, bugs! Good post! :alt-6:

Re: Some fun Screenies

Posted: 14 Apr 2014, 19:46
by bugs
Yes, Indeed! :wink:

Re: Some fun Screenies

Posted: 18 Apr 2014, 04:37
by Chicka-Maria
I'm in the process of making new covers for each soundtrack in the game, here is a screenshot we took today together for the process :)

regards,

Re: Some fun Screenies

Posted: 18 Apr 2014, 06:19
by bugs
Nice work guys :D

Re: Some fun Screenies

Posted: 08 May 2014, 04:11
by Hello=)
Sometimes I'm getting curious. Then some strange pictures could appear...
screen.png
screen.png (1.2 MiB) Viewed 50665 times

Re: Some fun Screenies

Posted: 08 May 2014, 15:03
by wushin
Very interesting. Would like to see how it changes going from map to map.

Re: Some fun Screenies

Posted: 09 May 2014, 14:05
by Hello=)
wushin wrote:Very interesting. Would like to see how it changes going from map to map.
Yeah, quite interesting stuff. To my surprise I've got many questions how I did that. Surprised to see how many people want to profile bottlenecks/troubleshoot slow clients/etc. I think I owe some explanation.

What is it? This is MESA feature in Gallium 3D drivers - "Gallium HUD". Those who failed to understand this phrase probably can stop reading at this point. So, getting such picture takes quite specific setup: it have to be Linux, it have to be opensource graphic stack and then you have to run recent MESA. And then it have to be Gallium3D driver (R600/RadeonSI/nouveau should be ok, not sure about Intel).

This particular screen has been generated with the following command line (using HD5770 GPU):
GALLIUM_HUD="cpu:100,fps;draw-calls,requested-VRAM+requested-GTT,primitives-generated" ./manaplus

Top "offenders" causing very much draw calls so far were:
1) Particle effects. Just stand near menhir and enjoy 1000+ draw calls per second (for reference, heavy 3D engines like Xonotic running in FullHD with good settings would issue about 300-500 calls/second, so 1000+ is a lot).
2) Somehow, opening inventory or storage makes things *much* worse. Not sure why, but amount of draw calls skyrockets from 200 to 1000 once you open inventory or storage windows in bank building.
3) Arrow hail. If you use it on map where client does 300 draw calls per second, it skyrockets to 1000-1200. Now I understand why some people with crappy graphic drivers or weak computers complain it "lags".