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damik

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Posts posted by damik

  1. @damik

    You should consider giving out a bunch of promotional free keys to reviewers/streamers quick, while you are in release, since since the indie apocalypse your default visibility is greatly reduced. Somewhere in Steam there is even a function to do that, where you can select curators and send them free keys.

     

    Thanks, I did this. But it did not give many effects - from 110 curators only 5 made review.

    Well better than nothing and you are not supposed to spam all of them, just chose those who might be interested,

     

    Search gave me 1500 curators and I chose only 110

  2. @damik

    You should consider giving out a bunch of promotional free keys to reviewers/streamers quick, while you are in release, since since the indie apocalypse your default visibility is greatly reduced. Somewhere in Steam there is even a function to do that, where you can select curators and send them free keys.

     

    Thanks, I did this. But it did not give many effects - from 110 curators only 5 made review. I think graphics of assets not so good for this genre in 2018. :roll:

  3. Oh, very cool with the Fog of War bit. Nice work!

     

    Thanks, but i think this not universal solution and with not good code. Just example how i maked it in my game.

  4. that would be amazing!! please do as it would go along way to helping me finish my RTS game, its literally the only thing holding me back now that i have sorted out the audio :)

     

    https://www.dropbox.com/s/ymae2kf6by2k2ia/FogOfWar.zip?dl=0


    1. In debug build NOT work !!!!


    2. Use WinMerge program to see what change.


    3. Example datablocks of different teams:


    datablock PlayerData( AiBotGreen )

    {

    indTeam = 0;

    Icon = "art/gui/minimap/Bot_green.png";

    };


    datablock PlayerData( AiBotRed )

    {

    indTeam = 1;

    Icon = "art/gui/minimap/Bot_red.png";

    };


    4. Example make visible on minimap: In game\scripts\server\player.cs


    function PlayerData::damage( %this, %obj, %sourceObject, %position, %damage, %damageType )

    {

    .

    .

    %obj.setVisibleForEnemyOnMiniMap();

    .

    .

    }

  5. thank you!! that works perfectly! im looking to make a new version of this for rts games with a fogofwar

     

    tomorrow or the day after tomorrow I will find a version with a fogofwar

    screenshot_007-00004.jpg?dl=1

  6. I now know how it works, the ( often very short ) time after release it almost all that matters for your games ranking.


    The best thing you can do marketing wise that does not cost you much is to give free copies to some selected testers and curators.

     

    thanks for the info :)

  7. I don't think people adding to wishlist will have any effect, what matters is conversion rates of how many that see it also buy it.

     

    I do not know how this affects the shows in Steam, but I think it will not be worse :?

  8. ver. 3.7

    function Func( %var )
    {
       echo( %var );
    }
    schedule( 100, 0, "Func", 1 );

     

    ALL GOOD



     

    function Test::Func( %var )
    {
       echo( %var );
    }
    schedule( 100, 0, "Test::Func", 1 );

     

    In c++ mStackPos not decrement. If repeat 1024 times - will be an AssertFatal(false, "Console Value Stack is empty");

    in bool ConsoleValueStack::reserveValues(U32 count, ConsoleValueRef *outValues)

  9. Thank you guys for you feedback.


    @damik It seems for jessie use a old library, con you update to stretch?

     

    i can't do dist upgrade - in my job i need this version of libs.

    solution:

    1. download https://packages.debian.org/stretch/libstdc++6

    2. unpack

    3. create symlink for unpacked_folder/../usr/lib/x86_64-linux-gnu/libstdc++.so.6

    4. copy symlink in same folder with game binary and rename symlink to libstdc++.so.6

    5. run game

  10. debian 8.9

    error: ./t3d_linux_x64: /usr/lib/x86_64-linux-gnu/libstdc++.so.6: version `GLIBCXX_3.4.21' not found (required by ./t3d_linux_x64)

    for run need upgrade system.

    current install version:

    strings /usr/lib/x86_64-linux-gnu/libstdc++.so.6 | grep GLIBCXX

    GLIBCXX_3.4

    GLIBCXX_3.4.1

    GLIBCXX_3.4.2

    GLIBCXX_3.4.3

    GLIBCXX_3.4.4

    GLIBCXX_3.4.5

    GLIBCXX_3.4.6

    GLIBCXX_3.4.7

    GLIBCXX_3.4.8

    GLIBCXX_3.4.9

    GLIBCXX_3.4.10

    GLIBCXX_3.4.11

    GLIBCXX_3.4.12

    GLIBCXX_3.4.13

    GLIBCXX_3.4.14

    GLIBCXX_3.4.15

    GLIBCXX_3.4.16

    GLIBCXX_3.4.17

    GLIBCXX_3.4.18

    GLIBCXX_3.4.19

    GLIBCXX_3.4.20

    GLIBCXX_DEBUG_MESSAGE_LENGTH

  11. @damik

    Then why are you posting that here? We are trying to compare different blending algorithms on the same scenes with same settings.

     

    Some more tests on another map:

    Thanks for all the examples. If anyone else wants to test it but doesn't like dealing with git, just pm or something and i'll chuck up a binary for testing with these changes, i can supply a windows, linux or mac binary.

    sorry, up images is default blending

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