Hi Thanx for feadback!
> I remember that cloulds and water were controlled alike. they were linked by using the same integer value CloudMovment or so. If you changed the incrementation of that, it affects both. > So I ended up with rivers all along changing their flow pattern. > Check that you don't make the same mistake. checked. > I can't run the map editor with "high graphics" any more without opengl. > With glob2-0.8.21 it works fine. Might be your changes that > cause the segmentation fault. A custom game also crashed after a > while. It might be that this error is in sdl and not glob2. > Last time this simply vanished when I installed newer sdl versions. > Please try the editor once without opengl. thanks. i will check that tomorrow. today i'll be home very late. > When your already changing the weather, make the over all cloud movement > slower. That's fine tuning. I set it to "very turbulent" so you guys see what i mean by "dynamic clouds" ;) I've put variables with self explainig names. To drive my aproach even further i'd like to aply locally differing wind speeds but that would maybe look better on the water. > In glob2 we're alwayes having storms. This makes me uneasy, > so I always use low grophics. Look out of the window and compare the > time a cloud needs from one edge to the other, to the time a glob2 cloud > needs to vanish from the screen. I'd say the times differ by magnitudes. When I look out the window I see a house beeng built. That takes at least 8 months now ;) > It is too dark. > It is much too dark. I know. i will test performance and look with max(0,min(255,alpha)) How about bigger clouds? The smaller they are the finer i have to paint them and the slower it gets. Greetings, Leo Wandersleb _______________________________________________ glob2-devel mailing list [email protected] http://lists.nongnu.org/mailman/listinfo/glob2-devel
