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historic_bruno

WFG Retired
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Everything posted by historic_bruno

  1. Thanks for more testing It probably doesn't like that there's a local variable there called 'color' and also a function, maybe some shader compilers can handle that. fix-hqdof-error.patch
  2. There's a ticket for this bug but I never looked into it until now http://trac.wildfiregames.com/ticket/2111 High Quality Depth of Field, it's a post-processing effect that requires GLSL shaders. You can try it out in Atlas, on the environment tab under "Post effect", if you have all the fancy graphics settings enabled.
  3. Thanks! It seems your drivers are very strict now. Here's an updated patch to test: fix-hqdof-error.patch
  4. Hi, can one of you apply the following patch: fix-hqdof-error.patch and see if that fixes it?
  5. That warning has been around for a long time, since myconid modified the terrain loading I think.
  6. It's a great initiative, thanks for looking into it It would be best to have at least one Windows server, at least one Linux server, and at least one OS X server. The first two I think are pretty easy, Windows and Linux VMs can be run on many servers, are plentiful and cheap. Not so for the OS X server due to Apple's licensing, there are some virtualization/cloud services for Macs out there, but maybe we can find a community member with a Mac they are willing to setup and "donate" as a server. Anyway, that's further down the line and just having any Jenkins autobuild/testing server setup would be an awesome first step. Philip's work on this was quite promising and interesting, so I'm glad to see it moving forward again.
  7. Why not use a non-breaking hyphen (U+2011)? It's supported by our fonts and won't break the word.
  8. There's a ticket for it on Trac: http://trac.wildfiregames.com/ticket/1088
  9. Ah, that's actually below our minimum requirements (only 64 MB memory on the Mobility Radeon 7500). Still, it might be possible to get into the lobby, but I doubt anyone tests such an old GPU anymore. The GL error would be interesting to see, can you find it in the logs (interestinglog.html) and post it here?
  10. Do you only want to run it, or have it playable as well? You could provide your system sepcs, the important parts are CPU, RAM, and GPU. If you manage to install and run 0 A.D., you can post the system_info.txt it generates in the log folder. "Older" is always relative of course, but for laptops, it's even more of a concern as they will have lower-end hardware compared to a desktop of the same age. Eventually, it would be nice to get to a point where our minimum system requirements (http://play0ad.com/download/) are playable, but it needs a lot of work before that point.
  11. That error message by itself isn't useful at all. You need to provide the crashlogs from the log folder, as the message says.
  12. The error as reported here doesn't give enough detail to determine whether you have the same error. Have you reported it and attached the logs somewhere? (they *must* be the logs after the error/crash, as they are overwritten each time) http://trac.wildfiregames.com/wiki/ReportingErrors
  13. That depends on your OS, are you using Windows or something else?
  14. You only need the express edition of Visual C++, you can go back to 2008, if that helps. No other IDE really makes sense, if you're going to be modifying the game's C++ source on Windows.
  15. Go for it And if you're interested, check out the discussion(s) Philip and Redfox had on IRC last year. Philip's idea was kinda weird and maybe no one else understands it enough to implement it, but it may be worth a try.
  16. That could be improved, but we're somewhat limited by the proposed minimap UI design, which has buttons fitted tightly around a circular map. For example, the background texture could be changed from solid black to something more coherent, and the rest of the minimap UI adapted. Internally of course, all maps are rectangular grids and we assume in lots of places that the grid is square (so we don't support rectangles generally). Still, I think it would be more effort to remove square map support, than to continue to support them as an option.
  17. For patches related to optimization, I recommend looking at http://trac.wildfiregames.com/wiki/EngineProfiling and for all patches you'll want to look at http://trac.wildfiregames.com/wiki/SubmittingPatches (when the site is back up).
  18. Awesome looking map I bet it would help to be able to brush clumps of trees and whatnot, instead of placing them individually? Maybe I will find inspiration to reapproach the patch I was working on for that...
  19. No. If you looked closely in a profiler, you would notice a difference when range queries are at their worst (but we need like a 10x improvement there to matter, which you won't get by hardcoding all kinds of limits in the data structure). I would actually love to kick that change to the curb, it's been in the back of my mind for a while now.
  20. That's a good point and now that you mention it, I've heard that too. But the installer really should fail in that case, that's a kind of serious bug
  21. There is no error in that log, did it crash? It says "engine exited successfully." I need logs from when it fails to start per the original post.
  22. Can you confirm that all the files (except logs, etc. created when the game runs) get installed on D:? I wonder if people run out of disk space on C:, so choose to install on another drive/partition, but the installer fails somehow. It's strange that this error has been reported so often.
  23. Hi, the error is identical to the one reported here. Where did you install the game? Can you check if uninstalling, then reinstalling (in the default path on the C drive) fixes this?
  24. That's interesting, maybe it doesn't support installing on other drives than C:, will look into that more.
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