Robosturm

Results 78 comments of Robosturm

Technical DoR did this by moving forest to 3 defense stars and made wastelands a 2 terrain defense tile. And since CoW tilesets evolve around DoR i changed the forest...

The problems are: 1. Moving it to another spot makes them pretty much invisible 2. Having a sensible position for each mg type is nothing i want to do 3....

Not a terrible and neither a i want that idea. Depends on the sprites.....if they're good they're a good extension

Do you see something during the initial loading e.g. something like this? ![grafik](https://user-images.githubusercontent.com/48879701/184443043-e0e62a5e-0c2e-47e6-baf5-9b80648d8306.png)

If yes you may try to add some debug prints to the function void GameWindow::paintGL() in the file gamewindow.cpp to see if the rendering gets called. During the loading screen...

I went through the commits and the only commit i would say that changes something related to rendering is this one: 9a47fb56b2a621d122d1f758644c8a3bc2fbc546 Could you test if it worked before that...

You could also try if the function bool Actor::onScreen(RenderState& rs) in actor.cpp return's false and see what bounds it uses. My guess is that the commit somehow destroyed the clipping...

I thought about the code and my guess is that qt's devicePixelRatio() returns 0 on linux devices which would set the screen device to 0 and clipp everything that's not...

Last commit changes the active dpi factor to 1 in case it's 0, which may fix the issue. @wyykak @lonewolf19991 you could try to use that commit to see if...

@wyykak you're debug installation is damaged it doesn't contain the resource folder at the correct folder. You can fix that by changing the occurange of set(DEPLOY_RESOURCES_AS_FOLDER true) at the start...