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Showing content with the highest reputation on 2023-01-12 in all areas

  1. I was doing different refactorings of our engine for last 1.5 years. It's allowed me to add a new backend (graphics API) - Vulkan. It's relatively new API (as D3D12) which allows us to have a more predictable and stable performance. And in some cases even better performance. But not always as we use it in a single thread yet. Vulkan drivers from different vendors are usually much lighter than GL ones. That's the way to have less driver bugs and crashes. But we still need testing how it works on different hardware. So everyone who has a Vulkan compatible device please try to enable it in options (along with feedback). If you're able to run SVN then you already can test it. Else wait for the next RC. Note: to run the game you'd need to download and install a separate mod with precompiled shaders (it'll be bundled in RCs and the Release): https://releases.wildfiregames.com/rc/0ad-spirv.zip. Vulkan can't run pure GLSL shaders (which we use for GL), it uses a special binary format for shaders: SPIR-V. Vulkan allows us to use different interesting features. For example it allows to select the most appropriate GPU to use. It means no more crashes because of wrong GPU, I hope Also Vulkan supports multithreading. If you still have some time you could run the game with validation enabled. It makes the game slower but validates a lot more different internal things. It should help to make Vulkan stable for the release. To enable validation you need to add the following lines to your usef.cfg: renderer.backend.debugcontext = "true" renderer.backend.debuglabels = "true" renderer.backend.debugmessages = "true" renderer.backend.debugscopedlabels = "true" Known issues: Screenshots aren't implemented yet, but going to be during Feature Freeze rP27552 Some precompiled shaders are missing, please report if the game says so macOS isn't supported yet, but we have plans to do so via MoltenVk rP27488 Missing silhouettes rP27418 Unsupported depth formats cause an assertion rP27421 Stretching on window resize after fullscreen switch rP27422
    4 points
  2. The Syracusans The Syracusans are a Greek faction known for their innovation, cultural contributions, and energetic history. They tussled with the Carthaginians, Athenians, and Romans for control of Sicily. For a time, Syracuse was one of the largest, most powerful Greek states in the Mediterranean basin. The famous mathematician Archimedes was a son of Syracuse and helped his city with many inventions and mathematical innovations. In the game, they are a "Greek City-States" faction (Hoplite-focused army, a buildable Stoa, etc.), but with a "Successor States" access to the Library ("Archimedean Academy"), Siege Weapons, and Quinquereme warship.
    2 points
  3. Admiral Lysander? A naval hero for Spartans.
    2 points
  4. Hello! My monitor (no 4K) is connected to the PC via HDMI cable, and Windows 10 sound is ok. When playing 0 A.D. 0.0.24b-alpha in fullscreen mode, there is no sound. When playing in windowed mode, there is sound. I found a possible explanation for this, but I am unsure whether this is the root cause here as well. See what Intel says about it: When I alternatively connect the monitor via Thunderbolt 3/USB-C - HDMI - Adapter to the PC, there is 0 A.D. game play sound also in fullscreen mode. Could the explanation provided by Intel be plausible? Do you developers think you can further look into this and maybe find a solution? Thank you so much for this great game and your huge efforts!
    1 point
  5. It's alright. There are two types of simulation components C++ ones (in source/simulation2/components) and JavaScript ones (in binaries/data/mods/public/simulation/components). Components ids, in this case IID_Identity usually match the file they represent, here Identity.js (JavaScript hence the second type) Engine.QueryInterface returns an interface to an Identity object in that case, allowing you to call of its methods. One of them is GetClassesList. You can find the definition here. https://code.wildfiregames.com/source/0ad/browse/ps/trunk/binaries/data/mods/public/simulation/components/Identity.js$140
    1 point
  6. Thanks Stan for your detailed reply. And since I have the opportunity, thanks for your work on 0ad! So many compliments to say about the game! You hinted me in the right direction. It doesn't work as is, and I can't figure out where I should look for details on the methods like: engine.GetClassesList(); Where can I find the code where they are defined and how does one usually get the list of methods available? I may have missed something obvious in the documentation, if so, sorry, I'm clueless.
    1 point
  7. You can have a look at https://docs.wildfiregames.com/entity-docs/trunk.html for (let unit of units){ // SYSTEM_ENTITY is a special entity that holds all the *manager classes // We query its component by its id IID_TemplateManager. let cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager); // We ask the component to give us the template of a specific entity id. const unitTemplate = cmpTemplateManager.GetCurrentTemplateName(unit); // Note here that you are referencing a "root" template. There is very little chance it will match. // Instead you should use Identity classes. if (unitTemplate != "template_structure_civic_house") continue; } // Identity classes example. for (let unit of units){ // We query the identity component by its id IID_Identity for unit. const cmpIdentity = Engine.QueryInterface(unit, IID_Identity); // It might not have one. if (!cmpIdentity) continue; // A unit has a certain number of classes you can define in the template. const classes = cmpIdentity.GetClassesList(); if (cmpIdentity.GetClassesList().indexOf("house") === -1) continue; }
    1 point
  8. I have to admit, before I started modding the Syracusans, I was very ignorant of their exciting history. They're actually a very dynamic faction that easily rivals or surpasses Sparta, Athens, and Briton.
    1 point
  9. The new version is now available at the same URL.
    1 point
  10. https://en.m.wikipedia.org/wiki/Sileraioi https://www.pnas.org/doi/10.1073/pnas.2205272119 https://www.academia.edu/49167813/Mercenaries_and_their_Commanders_under_the_Sicilian_Tyrants_from_Gelon_to_Dionysius_II https://www.jstor.org/stable/25660726
    1 point
  11. Intentional (by design of the session UI, not the Structure Tree), and dates back to this Revision. Easily changed by altering this line of code. Note the same thing occurs in the game setup screen (also by design, and also that Revision, but behaviour defined in a different file).
    1 point
  12. Naval battle between a Liburna and a Picenian fleet according to the Novilara tablets: 6th or 5th century BC. J.-C.
    1 point
  13. I agree. Awhile back I was working on a Team Bonuses mod that required actions for teammates to receive team bonuses, rather than the innate buffs we have now. A lot of that involved new civic units and structures. I came to the conclusion that all that coordination and added micromanagement would likely end up losing to people who, instead of making said units and structures, make extra cavalry javelineers and raid you.
    1 point
  14. Yes, I love your animals, I would love to have you send them to me!
    1 point
  15. Slightly increase framerate and almost no simulation stalls. Edit: ergo playable vs unplayable
    1 point
  16. @Dream Wanderer Hello, You cannot import PMDs or PSAs in blender. You need a custom plugin for it, but none have been written. The pyromods are pre-packaged mods for speed and size. If you want the DAE files you can import in Blender, you need to ask @The Undying Nephalim
    1 point
  17. Sure, so maybe a new movement speed tech? Can help melee infantry engane on cavalry/range inf
    1 point
  18. Centurions added to the game for the Romans: https://trac.wildfiregames.com/changeset/27400
    1 point
  19. Spitballing here, I was thinking the choice of political systems could go like this: Democracy + Bonus in Citizen health and train time + Hoplites trained at the Advanced rank from the beginning + Champion is a Hoplite-class infantryman + Hero is the Demagogue unit, whose aura grants more capture points (i.e., Loyalty) to capturable units and buildings - Penalty in Technology cost Oligarchy + Bonus in Cavalry health and speed + Bonus in Farming income + "Champion" is an Elite Cavalryman + Hero is the Aristocrat unit, whose aura grants stronger resource gathering to nearby gatherers - Penalty in Infantry speed Tyranny + Additional Mercenaries unlocked at the barracks/range/stable + Additional Technology for Coin income, "Open Markets" + Champion is a Heavy Swordsman "Tyrant's Guardsman", who costs only Coin (most champions usually cost Food and Coin) + Hero is the Tyrant unit, whose aura grants stronger attack and capturing to nearby champions and mercenaries - Penalty in Citizen health and Slave loyalty Any thoughts?
    1 point
  20. In this thread, I'd like to share some custom biomes I made for the random map generator. I would also appreciate suggestions for future biomes. The first is "Congo", a tropical biome with African wildlife (including forest elephants). The second is "Maghrebi Coast", representing the Mediterranean coast of northwestern Africa. maghreb.json maghreb.js congo.json congo.js
    1 point
  21. First, I'm not very experienced with Blender. I'm using Blender 3.2.2 My goal is to enlarge the females (for the no-gather mod) by 1.25%. I have basic rescaling skill in Blender. I was successful when importing art/meshes/skeletal/new/f_dress.dae and rescaled it, and exported it. When I import art/meshes/props/new/head_female_c.dae, there are no visible objects. I also tried importing the _d and _e file. The same result. Can someone tell me why there are no objects? How many dae files would ultimately need to be altered so that the female support worker citizen from each civ is rescaled?
    1 point
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