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Showing content with the highest reputation on 2023-01-14 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
    2 points
  2. I think one of the biggest downsides to garrisoning walls is how few positions for units there are. I know that 8 units looks good visually, but 20 would be much more useful for gameplay purposes. Perhaps 2 rows of 8 for a total of 16 would make the most sense.
    1 point
  3. You mean the turrets? Those do nothing--it was changed a few alphas ago and I think it was a mistake.
    1 point
  4. That solves it. Thank you. Seems to Vulkan is a bit faster than OpenGL for me. Sahyadri Vulkan 20fps vs OpenGL 18fps (reproducible.
    1 point
  5. Well those aren't components, they are GUI files, so either they have a functional style or they use ES2015 class syntax. To override them you need to create a file that will be called after the one you wanna change and just add the variables you wanna change.
    1 point
  6. Unfortunately system won't work, because it's likely vendored it with an older icu version (maybe 69). Source: Yesterday someone tried to build it with ArchLinuxARM, and got a lot of undefined reference to icu_69::Locale::getUS() See [Differential] D3127 Change when system-provided mozjs headers are searched (wildfiregames.com) The problem is the game won't go look for /usr/include/mozjs-91/unicode and it shouldn't anyway. You can still try after the [Diffusion] rP27440 (wildfiregames.com) commit.
    1 point
  7. 0ad is one of the best open-source RTS games I've ever played. It brings me hours of fun. However, these hours of fun cannot be easily shared with friends if we need to start over every time, either as a result of connection failure, or because of our spare time running out. Proposals for multiplayer saves have existed as far back as in 2012, with a bountysource issue that has stayed unsolved since then. Although 0ad comes with an impressive AI, it has an even better gameplay experience with friends. Without enough time, one cannot afford to enjoy a full game with friends. Is the multiplayer save and load feature difficult to implement? Or is it a work in progress? Are there any current workarounds for enabling I will be able to get more of my friends to play 0ad with us if we don't need to start over.
    1 point
  8. it is work in progress https://code.wildfiregames.com/D4770
    1 point
  9. Lysander fits so well as he ended the Peloponnesian War. From gameplay point of view, he gives an option to improve the navy and match other existing (Themistocles) or potential naval heroes.
    1 point
  10. 1 point
  11. Thanks to your explanations, I had fun modding components! Juste in case, for archives, I wanted to customize the Alert system to filter out or in specific buildings, I could modify the component: simulation/components/AlertRaiser.js let holder = cmpRangeManager.ExecuteQuery(unit, 0, +this.template.SearchRange, mutualAllies, IID_GarrisonHolder, true).find(ent => { const classes = Engine.QueryInterface(ent, IID_Identity).GetClassesList(); //Filter only buildings from a class if (classes.indexOf("House") === -1) return false; [Other conditions...] let cmpGarrisonHolder = Engine.QueryInterface(ent, IID_GarrisonHolder); if (!reserved.has(ent)) reserved.set(ent, cmpGarrisonHolder.GetCapacity() - cmpGarrisonHolder.OccupiedSlots()); return cmpGarrisonHolder.IsAllowedToGarrison(unit) && reserved.get(ent) >= size; });
    1 point
  12. Of course not. There are ways to add more culture to the game that don't prevent players from achieving military success. I don't understand your line of reasoning at all. Then let's drop the pretense of attempting to depict historical cultures.
    1 point
  13. @BeTe Thank you for your reports. Yes it makes sense to report here since these reports are valuable information for everyone. Also, once one of your reports is verified the points that should have been awarded will be given to you.
    1 point
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