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Everything posted by historic_bruno
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Font size configuration
historic_bruno replied to Jarl Arntzen's topic in Game Development & Technical Discussion
Honestly, it would be nice if the fonts included some metadata about size and style, then they could be linked to other variations. That would make dynamically increasing or decreasing font size (which is pretty essential in games, or UIs generally) easier and much better quality. It's a wish for the font system, one of many -
Build environment and deployment on the Mac
historic_bruno replied to Yves's topic in Game Development & Technical Discussion
For one thing, extern_libs4.lua doesn't have any OS X-specific handling for iconv, which looks problematic. I think when I tested, it at least had line 373 uncommented (probably commented out to not break Linux builds), but it needs more. We build iconv as part of build-osx-libs.sh, so extern_libs4.lua should be calling add_default_include_paths and add_default_lib_paths on OS X, similarly to on Windows (I don't know if the definitions are also needed). See how most other libs are being handled in extern_libs4.lua. Getting that straightened out should fix the iconv missing symbols, what the linker probably means is we didn't even bother to link iconv on OS X (it just can't be so explicit, since it doesn't know where the symbols might come from) That could be confirmed by doing "make verbose=1" or something and checking the linker flags when it fails - if there's no -L/path/to/iconv and -liconv, we know the problem. -
Build environment and deployment on the Mac
historic_bruno replied to Yves's topic in Game Development & Technical Discussion
The cxxtest warning always occurred and is completely harmless. I don't think arch has anything to do with it, the linker error is slightly ambiguous in that respect. If it can't find the symbols for x86_64, that doesn't mean they exist for i386. That can happen, but it's more likely that some libs simply haven't been linked. You could check the arch on compiled output with the file tool, and possibly nm, too (I did this in the past until I better understood the linker). -
Build environment and deployment on the Mac
historic_bruno replied to Yves's topic in Game Development & Technical Discussion
Philip might have fixed that in r15231, try latest SVN. -
This is a bug in wxWidgets 3.0.0, see #2356.
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Build environment and deployment on the Mac
historic_bruno replied to Yves's topic in Game Development & Technical Discussion
Sorry, I had to delete MishFTW's last post, it was too much data for the forum software to handle (hiding it didn't help). -
It's a 35 minute video, at what time does the bug occur?
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Build environment and deployment on the Mac
historic_bruno replied to Yves's topic in Game Development & Technical Discussion
This tells me that at least Boost is still using libc++ (notice the ../lib/c++/v1/vector in there?) Did you export the variables to set -stdlib=libstdc++? Note that if you close the terminal, reboot, etc. they will be lost and you have to set them again. Note also that if you change these flags, you need a full rebuild including build-osx-libs.sh In file included from ../../../source/renderer/ModelRenderer.cpp:1:In file included from /Users/Mishra/0ad/build/workspaces/gcc/../../../source/pch/graphics/precompiled.h:18:In file included from /Users/Mishra/0ad/build/workspaces/gcc/../../../source/lib/precompiled.h:76:In file included from /Users/Mishra/0ad/build/workspaces/gcc/../../../source/lib/pch/pch_boost.h:35:In file included from /Users/Mishra/0ad/build/workspaces/gcc/../../../libraries/osx/boost/include/boost/filesystem.hpp:16:In file included from /Users/Mishra/0ad/build/workspaces/gcc/../../../libraries/osx/boost/include/boost/filesystem/path.hpp:25:In file included from /Users/Mishra/0ad/build/workspaces/gcc/../../../libraries/osx/boost/include/boost/filesystem/path_traits.hpp:26:/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/../lib/c++/v1/vector:502:5: error: implicit instantiation of undefined template '__static_assert_test<false>' static_assert((is_same<typename allocator_type::value_type, value_ty... ^/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/../lib/c++/v1/__config:490:35: note: expanded from macro 'static_assert' typedef __static_assert_check<sizeof(__static_assert_test<(__>)> \ ^ -
Build environment and deployment on the Mac
historic_bruno replied to Yves's topic in Game Development & Technical Discussion
That link is dead, please post directly on the forum next time The "-std=c++11" flag looks out of place, since we don't use it anywhere else, mixing that with libstdc++ could be a problem. Actually, I don't think I had a chance to test the build after internationalization was merged in (which brought the ICU dependency), on Mavericks anyway, I did test it as a git branch, but I believe it was on Lion or Mountain Lion. So it may well be the ICU build needs tweaking. -
Build environment and deployment on the Mac
historic_bruno replied to Yves's topic in Game Development & Technical Discussion
1) Why are you building a bundle? 2) Why is it using 10.6 as the API version? You can't just run the scripts, you have to change the options according to your system I'm pretty sure you can't use the 10.6 (maybe not even 10.7?) API anymore with the 10.9 SDK. Even though it should be no problem in theory. If you're on Mavericks, you should set it for 10.9 SDK and 10.9 API. Anything else is only for compatibility with older systems, which you might not care about. -
Ok, but make a separate topic for them or better yet, use Trac
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Scenario Editor crashes if I put over a hundred objects
historic_bruno replied to Keaton the Wise's topic in Help & Feedback
I doubt it. More likely a bug in the engine. Do you really mean over "100" objects? That's not very many, what were you doing when placing them? Also you should post the logs after the crash (using the above link) and any error messages you received. Is this a consistent crash, or does it only happen sometimes? That may not be relevant anymore, since the SpiderMonkey upgrade and changes to its memory allocation. New tests would be needed for A16. Then again, there is the RangeManager crash/assertion failure that was introduced some time ago, you can encounter that with large numbers of densely packed entities, but you would know if you saw that. -
[RESOLVED] Game Crashes When Starting
historic_bruno replied to Dylan46703's topic in Help & Feedback
Did you change anything? -
Hmm, sounds like it might have crashed in the background or have been slow to close. It can continue running if it's in a debug loop or if it's waiting for a background thread to finish. Maybe we need to check if an instance of pyrogenesis.exe is already running and warn the user before continuing the game startup (at least on Windows where this is most problematic)
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E: is surely not the Windows system drive? Did you install there due to lack of space on C:, by chance? If so, be aware that the game puts temporary files on C: during installation, maybe that failed. It could be a permissions issue as well, so you might check that if drive space isn't a problem. I would advise installing to the default directory in the user local app directory (of course I would like to solve any installer or runtime issues with installing other places, crashing is never a good option, but this is a workaround until we can troubleshoot that).
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Missing and unused data files
historic_bruno replied to Ykkrosh's topic in Game Development & Technical Discussion
Sure, which ones? -
Missing and unused data files
historic_bruno replied to Ykkrosh's topic in Game Development & Technical Discussion
r15164 was another art cleanup. Now here are the remaining missing art files reported by checkrefs.pl (the list is much more manageable than it used to be!): Missing file 'art/actors/props/structures/iberians/iber_corral_nature.xml' referenced by: 'public/art/actors/structures/iberians/corral.xml'Missing file 'art/animation/biped/inf_jav_atk_a.psa' referenced by: 'public/art/actors/temp/hele_siege_operator.xml'Missing file 'art/meshes/structural/celt_crannog_rocks.dae' referenced by: 'public/art/actors/props/structures/britons/crannog_rocks.xml'Missing file 'art/meshes/temp/plac_helmet_e.dae' referenced by: 'public/art/actors/props/units/heads/rome_helmet_b.xml'Missing file 'art/textures/skins/gaia/Medit_farm_decal.png' referenced by: 'public/art/actors/structures/plot_field_medit.xml', 'public/art/actors/structures/plot_field_tropic.xml', 'public/art/actors/structures/plot_field_tropic.xml', 'public/art/actors/structures/plot_field_tropic.xml'Missing file 'art/textures/skins/gaia/cliff_desert_a.dds' referenced by: 'public/art/actors/geology/cliff_face_desert.xml'Missing file 'art/textures/skins/gaia/wrld_med_plant.dds' referenced by: 'public/art/actors/flora/trees/grass_1.xml'Missing file 'art/textures/skins/gaia/wrld_palm.dds' referenced by: 'public/art/actors/flora/trees/palm_d.xml', 'public/art/actors/flora/trees/palm_e.xml'Missing file 'art/textures/skins/null_check.dds' referenced by: 'public/art/actors/temp/temple_test.xml'Missing file 'art/textures/skins/selections/select_blue_infantry.png' referenced by: 'public/art/actors/props/units/selection_infantry.xml'Missing file 'art/textures/skins/selections/select_red_infantry.png' referenced by: 'public/art/actors/props/units/selection_infantry.xml'Missing file 'art/textures/skins/skeletal/pers_ijv_b_2.dds' referenced by: 'public/art/actors/units/persians/infantry_javelinist_a.xml'Missing file 'art/textures/skins/structural/rome_struct.dds' referenced by: 'public/art/actors/structures/romans/civic_house.xml'Missing file 'art/textures/ui/global/button/arrowbox_lt.dds' referenced by: 'public/gui/common/sprite1.xml'Missing file 'art/textures/ui/global/button/arrowbox_lt_over.dds' referenced by: 'public/gui/common/sprite1.xml'Missing file 'art/textures/ui/global/button/arrowbox_rt.dds' referenced by: 'public/gui/common/sprite1.xml'Missing file 'art/textures/ui/global/button/arrowbox_rt_over.dds' referenced by: 'public/gui/common/sprite1.xml'Unused animations: Unused file 'public/art/animation/biped/inf_2_hand_sword_attack_a.dae'Unused file 'public/art/animation/biped/inf_2_hand_sword_ready_b.dae'Unused file 'public/art/animation/biped/inf_spear_attack_a.dae'Unused file 'public/art/animation/biped/inf_spear_attack_b.dae'Unused file 'public/art/animation/biped/inf_spear_attack_c.dae'Unused file 'public/art/animation/biped/inf_spear_attack_d.dae'Unused file 'public/art/animation/biped/inf_spear_attack_e.dae'Unused file 'public/art/animation/biped/not used/backflip.psa'Unused file 'public/art/animation/biped/not used/fem_idle_a.psa'Unused file 'public/art/animation/biped/not used/fem_walk_b.psa'Unused file 'public/art/animation/biped/not used/idle.psa'Unused file 'public/art/animation/biped/not used/ijv_01.psa'Unused file 'public/art/animation/biped/not used/inf_2hspear_attack_a.psa'Unused file 'public/art/animation/biped/not used/inf_2hspear_attack_b.psa'Unused file 'public/art/animation/biped/not used/inf_2hspear_attack_c.psa'Unused file 'public/art/animation/biped/not used/inf_2hspear_attack_d.psa'Unused file 'public/art/animation/biped/not used/inf_2hspear_attack_e.psa'Unused file 'public/art/animation/cavalry/javelin/attack/rider_javelin_atk_a.psa'Unused file 'public/art/animation/infantry/general/dude/dudeattack.psa'Unused file 'public/art/animation/infantry/general/dude/dudeattack1.psa'Unused file 'public/art/animation/infantry/general/forage_fem.psa'Unused file 'public/art/animation/infantry/general/orchard.psa'Unused file 'public/art/animation/infantry/general/run.psa'Unused file 'public/art/animation/infantry/spear/idle/hoplite_idle_1.dae'Unused file 'public/art/animation/infantry/support/idle/fem_01.psa'Unused file 'public/art/animation/infantry/support/move/walk/fem_01.psa'Unused file 'public/art/animation/infantry/sword/idle/isw_idle_02_neck.dae'Unused file 'public/art/animation/infantry/sword/idle/isw_idle_b_01.dae'Unused file 'public/art/animation/infantry/sword/move/run/isw_s_def_em_off.dae'Unused file 'public/art/animation/mechanical/hele_siege_tower_idle.dae'Unused file 'public/art/animation/mechanical/ship_idle.psa'Unused file 'public/art/animation/mechanical/ship_move.psa'Unused file 'public/art/animation/quadraped/elephant_african_walk_new.dae'Unused file 'public/art/animation/quadraped/elephant_idle.psa'Unused file 'public/art/animation/quadraped/elephant_walk.psa'Unused file 'public/art/animation/quadraped/gallop.psa'Unused file 'public/art/animation/quadraped/horseidle.psa'Unused file 'public/art/animation/quadraped/peacock_feeding_death.dae'Unused file 'public/art/animation/test/jav2.dae'Unused materials: Unused file 'public/art/materials/objectcolor_spec.xml'Unused file 'public/art/materials/rock_bump_spec_test.xml'Unused file 'public/art/materials/terrain_grass.xml'Unused file 'public/art/materials/trans_wind.xml'Unused meshes: Unused file 'public/art/meshes/gaia/campaign_trees_palms.dae'Unused file 'public/art/meshes/gaia/campaign_trees_pines.dae'Unused file 'public/art/meshes/gaia/campaign_trees_pines_2.dae'Unused file 'public/art/meshes/gaia/l_oak1.dae'Unused file 'public/art/meshes/gaia/l_oak2.dae'Unused file 'public/art/meshes/gaia/l_oak3.dae'Unused file 'public/art/meshes/gaia/palm_a.dae'Unused file 'public/art/meshes/gaia/palm_b.dae'Unused file 'public/art/meshes/gaia/palm_c.dae'Unused file 'public/art/meshes/gaia/palm_desert_a.dae'Unused file 'public/art/meshes/gaia/palm_desert_b.dae'Unused file 'public/art/meshes/gaia/palm_desert_c.dae'Unused file 'public/art/meshes/gaia/palm_desert_d.dae'Unused file 'public/art/meshes/gaia/quarry_a.dae'Unused file 'public/art/meshes/gaia/quarry_a_base.dae'Unused file 'public/art/meshes/gaia/quarry_b.dae'Unused file 'public/art/meshes/gaia/quarry_b_base.dae'Unused file 'public/art/meshes/gaia/tree_apple_top_e.dae'Unused file 'public/art/meshes/gaia/tree_apple_top_f.dae'Unused file 'public/art/meshes/gaia/tree_apple_top_g.dae'Unused file 'public/art/meshes/gaia/tree_apple_top_h.dae'Unused file 'public/art/meshes/gaia/tree_apple_trunk_c.dae'Unused file 'public/art/meshes/gaia/tree_apple_trunk_d.dae'Unused file 'public/art/meshes/props/cape_hd_transparent.dae'Unused file 'public/art/meshes/props/celt_barracks_decal.dae'Unused file 'public/art/meshes/props/celt_fortress_gravel.dae'Unused file 'public/art/meshes/props/celt_fortress_keep.dae'Unused file 'public/art/meshes/props/celt_fortress_props_1.dae'Unused file 'public/art/meshes/props/celt_fortress_props_new.dae'Unused file 'public/art/meshes/props/celt_fortress_struct.dae'Unused file 'public/art/meshes/props/celt_fortress_studs.dae'Unused file 'public/art/meshes/props/celt_fortress_weapons.dae'Unused file 'public/art/meshes/props/celt_mc.dae'Unused file 'public/art/meshes/props/celt_sb_mud.dae'Unused file 'public/art/meshes/props/celt_temple_cauldron.dae'Unused file 'public/art/meshes/props/chin_merch_sail.dae'Unused file 'public/art/meshes/props/chin_tri_sail.dae'Unused file 'public/art/meshes/props/decal_celt_farmstead.dae'Unused file 'public/art/meshes/props/decal_stone_medit_a.dae'Unused file 'public/art/meshes/props/decal_struct_2x2.dae'Unused file 'public/art/meshes/props/decal_struct_3x6.dae'Unused file 'public/art/meshes/props/decal_struct_4x4.dae'Unused file 'public/art/meshes/props/decal_struct_5x5.dae'Unused file 'public/art/meshes/props/decal_struct_6x6.dae'Unused file 'public/art/meshes/props/decal_struct_small.dae'Unused file 'public/art/meshes/props/decal_struct_theatron.dae'Unused file 'public/art/meshes/props/decal_struct_wall_long.dae'Unused file 'public/art/meshes/props/decal_struct_wall_med.dae'Unused file 'public/art/meshes/props/hele_corral_decal.dae'Unused file 'public/art/meshes/props/hele_house_a_props.dae'Unused file 'public/art/meshes/props/hele_house_b_gables.dae'Unused file 'public/art/meshes/props/hele_house_b_props.dae'Unused file 'public/art/meshes/props/hele_house_c_gables.dae'Unused file 'public/art/meshes/props/hele_house_c_props.dae'Unused file 'public/art/meshes/props/hele_house_d_props.dae'Unused file 'public/art/meshes/props/hele_house_e_props.dae'Unused file 'public/art/meshes/props/hele_mer1.dae'Unused file 'public/art/meshes/props/hele_well_props.dae'Unused file 'public/art/meshes/props/hele_well_struct.dae'Unused file 'public/art/meshes/props/hele_well_structb.dae'Unused file 'public/art/meshes/props/helmet/celt_helmet_j.dae'Unused file 'public/art/meshes/props/helmet/celt_helmet_k.dae'Unused file 'public/art/meshes/props/helmet/celt_helmet_l.dae'Unused file 'public/art/meshes/props/helmet/celt_helmet_m.dae'Unused file 'public/art/meshes/props/helmet/hele_helmet_a.dae'Unused file 'public/art/meshes/props/helmet/hele_helmet_p.dae'Unused file 'public/art/meshes/props/helmet/helmet_thracian_2.dae'Unused file 'public/art/meshes/props/helmet/kart_helmet_a.dae'Unused file 'public/art/meshes/props/helmet/kart_helmet_b.dae'Unused file 'public/art/meshes/props/helmet/kart_helmet_c.dae'Unused file 'public/art/meshes/props/helmet/kart_helmet_d.dae'Unused file 'public/art/meshes/props/helmet/mace_helmet_i.dae'Unused file 'public/art/meshes/props/helmet/mace_helmet_j.dae'Unused file 'public/art/meshes/props/helmet/mace_helmet_l.dae'Unused file 'public/art/meshes/props/helmet/rome_attic_a.dae'Unused file 'public/art/meshes/props/iber_boat_trisail.dae'Unused file 'public/art/meshes/props/iber_gate_door_1.dae'Unused file 'public/art/meshes/props/iber_hc_fancy.dae'Unused file 'public/art/meshes/props/iber_mc.dae'Unused file 'public/art/meshes/props/iber_scout_tower_b.dae'Unused file 'public/art/meshes/props/jav_loaded_iron.dae'Unused file 'public/art/meshes/props/pers_alt_build_01.dae'Unused file 'public/art/meshes/props/pers_barracks_props_b.dae'Unused file 'public/art/meshes/props/pers_cc_props_a.dae'Unused file 'public/art/meshes/props/pers_cc_props_b.dae'Unused file 'public/art/meshes/props/pers_fortress_b.dae'Unused file 'public/art/meshes/props/pers_fortress_eagles.dae'Unused file 'public/art/meshes/props/pers_wall_tower.dae'Unused file 'public/art/meshes/props/poly.dae'Unused file 'public/art/meshes/props/rome_fc.dae'Unused file 'public/art/meshes/props/rome_hc.dae'Unused file 'public/art/meshes/props/rome_storehouse_props_1.dae'Unused file 'public/art/meshes/props/rome_storehouse_props_2.dae'Unused file 'public/art/meshes/props/rome_tc.dae'Unused file 'public/art/meshes/props/shield/gerron_b_f.dae'Unused file 'public/art/meshes/props/shield/hex_b_f.dae'Unused file 'public/art/meshes/props/shield/oval_s_b.dae'Unused file 'public/art/meshes/props/shield/round_b_b.dae'Unused file 'public/art/meshes/props/shield/round_f_b.dae'Unused file 'public/art/meshes/props/shield/round_f_f.dae'Unused file 'public/art/meshes/props/shield/round_h_b.dae'Unused file 'public/art/meshes/props/shield/round_n_b.dae'Unused file 'public/art/meshes/props/shield/round_n_f.dae'Unused file 'public/art/meshes/props/shield/round_r_b.dae'Unused file 'public/art/meshes/props/shield/round_r_f.dae'Unused file 'public/art/meshes/props/shield/scutum_d_b.dae'Unused file 'public/art/meshes/props/shield/scutum_d_f.dae'Unused file 'public/art/meshes/props/shield/scutum_i_f.dae'Unused file 'public/art/meshes/props/shield/tall_a_b.dae'Unused file 'public/art/meshes/props/shield/tall_a_f.dae'Unused file 'public/art/meshes/props/special/campfire_decal.dae'Unused file 'public/art/meshes/props/temple_foundation.dae'Unused file 'public/art/meshes/props/tool_mallet.dae'Unused file 'public/art/meshes/props/trans.dae'Unused file 'public/art/meshes/props/weap_falcata_f.dae'Unused file 'public/art/meshes/props/weap_jav_a.dae'Unused file 'public/art/meshes/props/weap_jav_e.dae'Unused file 'public/art/meshes/props/weap_sling_b.dae'Unused file 'public/art/meshes/skeletal/crocodile.dae'Unused file 'public/art/meshes/skeletal/deer_mesh_skeleton.dae'Unused file 'public/art/meshes/skeletal/dude.pmd'Unused file 'public/art/meshes/skeletal/dudette.pmd'Unused file 'public/art/meshes/skeletal/elephant_asian_male_old.dae'Unused file 'public/art/meshes/skeletal/m_dress.dae'Unused file 'public/art/meshes/skeletal/m_pants_tunic-w.dae'Unused file 'public/art/meshes/skeletal/m_tunic_armor.dae'Unused file 'public/art/meshes/skeletal/rich_man.pmd'Unused file 'public/art/meshes/skeletal/skeleton.pmd'Unused file 'public/art/meshes/structural/celt_boat_fishing.dae'Unused file 'public/art/meshes/structural/celt_broch.dae'Unused file 'public/art/meshes/structural/celt_broch_top.dae'Unused file 'public/art/meshes/structural/celt_broch_wall.dae'Unused file 'public/art/meshes/structural/celt_corral_mud.dae'Unused file 'public/art/meshes/structural/celt_fortress_base.dae'Unused file 'public/art/meshes/structural/celt_gate.dae'Unused file 'public/art/meshes/structural/celt_mc.dae'Unused file 'public/art/meshes/structural/celt_tavern_mud.dae'Unused file 'public/art/meshes/structural/chin_merch.dae'Unused file 'public/art/meshes/structural/chin_tri.dae'Unused file 'public/art/meshes/structural/hele_gate.dae'Unused file 'public/art/meshes/structural/hele_pc.dae'Unused file 'public/art/meshes/structural/hele_roundtemple_props.dae'Unused file 'public/art/meshes/structural/hele_roundtemple_struct.dae'Unused file 'public/art/meshes/structural/hele_roundtemple_structB.dae'Unused file 'public/art/meshes/structural/hele_sp_p.dae'Unused file 'public/art/meshes/structural/hele_sr_p.dae'Unused file 'public/art/meshes/structural/hele_tric.dae'Unused file 'public/art/meshes/structural/iber_boat_fishing.dae'Unused file 'public/art/meshes/structural/iber_corral_02.dae'Unused file 'public/art/meshes/structural/iber_siege_ram.dae'Unused file 'public/art/meshes/structural/kart_farmstead.dae'Unused file 'public/art/meshes/structural/kart_fortress.dae'Unused file 'public/art/meshes/structural/kart_tri.dae'Unused file 'public/art/meshes/structural/maur_barracks.dae'Unused file 'public/art/meshes/structural/maur_civic_centre.dae'Unused file 'public/art/meshes/structural/maur_dock.dae'Unused file 'public/art/meshes/structural/maur_market.dae'Unused file 'public/art/meshes/structural/maur_merchant.dae'Unused file 'public/art/meshes/structural/maur_temple.dae'Unused file 'public/art/meshes/structural/pers_market.dae'Unused file 'public/art/meshes/structural/rome_armycamp.dae'Unused file 'public/art/meshes/structural/rome_civic_center.dae'Unused file 'public/art/meshes/structural/rome_civic_house1.dae'Unused file 'public/art/meshes/structural/rome_mc2.dae'Unused file 'public/art/meshes/structural/rome_scout_tower.dae'Unused file 'public/art/meshes/structural/rome_siege_gate.dae'Unused file 'public/art/meshes/structural/rome_siege_tower.dae'Unused file 'public/art/meshes/structural/rome_tc.dae'Unused file 'public/art/meshes/structural/rome_temple_2.dae'Unused file 'public/art/meshes/structural/sele_civ_center.dae'Unused file 'public/art/meshes/structural/sele_civ_center_roof.dae'Unused file 'public/art/meshes/structural/siege_tower.dae'Unused file 'public/art/meshes/structural/temp_blacksmith.dae'Unused file 'public/art/meshes/structural/wrld_bld_f2x2.dae'Unused file 'public/art/meshes/structural/wrld_bld_f3x3.dae'Unused file 'public/art/meshes/structural/wrld_bld_f4x4.dae'Unused file 'public/art/meshes/structural/wrld_bld_f5x5.dae'Unused file 'public/art/meshes/test/globaltest.dae'Unused particle: Unused file 'public/art/particles/blowing_dust.xml'Unused UI script: Unused file 'public/gui/common/functions_utility_test.js'Unused templates: Unused file 'public/simulation/templates/template_eyecandy.xml'Unused file 'public/simulation/templates/template_structure_gaia_settlement.xml'Unused file 'public/simulation/templates/template_unit_champion_ranged.xml'Unused file 'public/simulation/templates/template_unit_champion_siege.xml'Unused file 'public/simulation/templates/template_unit_fauna_breed.xml'Unused file 'public/simulation/templates/template_unit_fauna_breed_passive.xml'Unused file 'public/simulation/templates/template_unit_fauna_hunt_violent.xml'Unused file 'public/simulation/templates/template_unit_fauna_wild_defensive.xml'Unused file 'public/simulation/templates/template_unit_hero.xml'Unused file 'public/simulation/templates/template_unit_hero_ranged.xml' -
Known Problems (Please read before posting)
historic_bruno replied to quantumstate's topic in Help & Feedback
And in the 80s, there were games that ran fine on a few KBs memory and 8-bit CPUs with speed in the MHz Obviously requirements change, I assume you're referring to commercial games, and one reason they run fine is the developers don't care at all about crossplatform compatibility, so they can write sloppy fast code that is unintelligible and only works on, say, Windows and x86. And they don't care much about supporting old hardware. And they tend to be paid a lot for their work, which is full-time, and spend significant time and effort optimizing the game. But actually, multiple cores or processors isn't a magic bullet, similarly 64-bit vs 32-bit CPUs aren't a magic bullet, the programmers have to understand how to take advantage of them, and there are a lot of design issues that are raised. In fact, a lot of commercial software struggles with this. It's a huge unresolved prickly problem in software development. The problems would be significantly worse if we didn't understand how to properly use multithreading, and did it anyway, than if we didn't even attempt it (debugging thread-related issues is a nightmare, for instance, and they can be very subtle). Most of the time, for most code, there's no advantage, so you're adding unnecessary complexity, but when there is you have to understand the pitfalls. -
Black ground textures and no unit textures
historic_bruno replied to RoekeloosNL's topic in Bug reports
It probably does some required init when the renderer is initialized, which only happens once (at the very start of the app). -
Black ground textures and no unit textures
historic_bruno replied to RoekeloosNL's topic in Bug reports
That is probably broken in a similar way as "Smooth LOS" (#2513), I also find that it crashes when enabling post-processing during a game. So there should be a ticket created for that. When the game crashes, please follow the instructions on ReportingErrors. Provide any messages that accompanied the crash, and upload the crashlog files as explained in the link. These files are overwritten after each crash, so they should be uploaded as soon as possible afterward, to avoid mixing different problems. That's not a known problem, so it would be interesting to have more info, and also know which options you have enabled at the time, maybe even which map you're playing. The in-game screenshot (F2 hotkey) doesn't work? Is there an error or what happens? -
If you see this happen, enable the developer overlay (Alt+D), select "Display selection state", and select the unit that appears stuck. You should see its UnitAI state listed about halfway down the list. That can help in debugging exactly what's going on. You can also provide the commands.txt from the game (in the game's log directory, see GameDataPaths). A saved game might even help.
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I'm not sure if those options were intended to be changed at runtime, as far as I know that wasn't even possible until recently (with the options menu). So assume they're not well tested and may have broken/unpredictable consequences. But I agree with Joshua that it's likely your hardware, it seems at or below the minimum specs needed for GLSL support, and probably some of our shaders go beyond that.
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Build environment and deployment on the Mac
historic_bruno replied to Yves's topic in Game Development & Technical Discussion
That looks like the new Spidermonkey lib failed to build. It shouldn't even get to the game build in that case, are you just test building the game separately? (make sure you re-run build-osx-libs.sh in that case, either with --force-rebuild or delete the .already-built file in libraries/source/spidermonkey - which is quicker. I created a ticket for that bug: #2551).