Jump to content

fabio

WFG Programming Team
  • Content Count

    980
  • Joined

  • Last visited

  • Days Won

    9

Everything posted by fabio

  1. A lot of work, impressive! You may want to contact Philips on IRC for some tips about opengl. Also historic_bruno ported it to iPhone simulator and did some work on gles iirc, no idea if his changes got committed in a public repository, however. Did you try it on at least a couple of different devices? Maybe the graphic driver is bugged and responsible for the memory usage, since the pyrogenesis engine is not used in other projects it may trigger some driver problem on some devices (Linux mesa drivers required a lot of fixes before being able to properly run 0 A.D.). For submitting patches, you should read http://trac.wildfiregames.com/wiki/SubmittingPatches and ask on irc.
  2. Hi, do you have any news on Android port progress?
  3. Why don't you use real stairs like other buildings but rather a flat texture? Would it require a lot more polygons? Other than that the work on Seleucids is great .
  4. It was alreday discussed in the past, at least in these threads, where you may find some useule ideas: http://www.wildfiregames.com/forum/index.php?showtopic=17142 http://www.wildfiregames.com/forum/index.php?showtopic=17759
  5. Also the win build uses it since alpha17. Linux still defaults to sdl1 due to some bugs, but I compile anyway with sdl2. More info here: http://trac.wildfiregames.com/wiki/BuildInstructions Edit: sdl2 bugs are here: http://trac.wildfiregames.com/query?status=assigned&status=new&status=reopened&description=~sdl2&or&status=assigned&status=new&status=reopened&summary=~sdl2&col=id&col=summary&col=status&col=type&col=priority&col=milestone&col=component&order=priority
  6. Cool Would be possible to make it dynamic? I mean to be able to access it during a game and see the researched techs coloured, while the one still to be researched on a grey scale. Maybe also adding the count of every building already built.
  7. Also you may try forcing a lower resolution than the screen native one and disable some graphics features that may trigger the problem.
  8. Great news You may want to upgrade libxml2 to 2.9.2, it fixes many leaks, probably not the ones that make the game crash. Which device are you using? How much RAM does it have? Maybe it's just too few for 0 A.D.. Also some Android graphics drivers are known to be buggy.
  9. Hi and welcome! There is already some form of Android support, you may want to have a look at these two resources: 0 A.D. Android port forum thread and 0 A.D. Android port wiki page.
  10. Another open source game, SuperTuxKart, now requires OpenGL 3.1+. Screenshots are really impressive: http://supertuxkart.blogspot.it/2014/12/merry-christmas-and-beta.html http://supertuxkart.sourceforge.net/Antartica_engine:_Overview http://supertuxkart.sourceforge.net/Antartica_engine:_Technical_Details
  11. I just noticed this news, where widelands game is now requiring opengl 2.1: https://wl.widelands.org/news/2014/12/2/20141202-time-flies-when-youre-having-fun/ There are also some other interesting news there: sdl2, c++11, ...
  12. If there is no compiled tests or pyrogenesis executable, build failed, check the full build log. When running pyrogenesis without a path you are running the system installed one, not the one just built. Make sure to read carefully the linked page, especially Debian section: http://trac.wildfiregames.com/wiki/BuildInstructions#DebianUbuntu
  13. You need a newer (>= 1.6) libminiupnpc, or you can also add --without-miniupnpc to update-workspaces.sh, disabling port forwarding. Also see http://trac.wildfiregames.com/wiki/BuildInstructions#DebianUbuntu
  14. It looks a conflict between libboost 1.54 and 1.55 packages. Make sure to remove all libboost*-dev packages and reinstall the two required generic libboost dev packages (which will you give the 1.55 versions): http://trac.wildfiregames.com/wiki/BuildInstructions#DebianUbuntu Then recompile, including update workspaces.
  15. Alpha 17 will be available in Ubuntu 14.10 which will be released next week.
  16. Nice, but what are those red and blue tints? Also the posted image has very low resolution, the details are unnoticeable. Maybe you should also open a new thread for this. Cool stuff anyway .
  17. Another feature requested by RR was particles relative to the unit, for jet airplanes, that was also added. So a jet would also be a nice to have unit for demo purpose, a Messerschmitt Me 262 ( http://it.wikipedia.org/wiki/Messerschmitt_Me_262 ) being good candidate for a WW2 mini-mod.
  18. It sounds as an issue with video drivers. Do other 3D games properly work?
  19. Mininum supported gcc is 4.4, but you can use a newer one. Usually you use the default one provided by your distro. SpiderMonkey 31 will require at least 4.6 (used by Ubuntu 12.04, oldest supported release). Dropping old compilers means dropping support for old distro. About the opt flag -O2 is the common choice for official release. -O3 may or not be faster, it makes the binary larger and sometime slower (e.g. uses more cache). Pyrogenesis already uses -O3, that change is for fcollada library only.
  20. Nice video indeed! I love the chinese style, also the music fits perfectly! You could also define the units path with shift+click and use the key 'F' to follow the units, while still being able to rotate the camera with WASD keys and zoom in/out, rather than manually follow them with the camera, to get a smoother video.
  21. You can force vsync in game options, this will limit fps to 60fps and will also eliminate tearing. But if you are already under 60fps, it won't make a difference.
  22. This is a known issue, there is also a ticket with a proposed patch reverting an optimization to fix it.
  23. Great! Since there are no compatibility issues, to avoid ambiguity I would suggest to support only a form (=).
×
×
  • Create New...