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Everything posted by historic_bruno
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Surely a graphics driver problem, try different or newer drivers if possible. Some Linux users have reported success by uninstalling and reinstalling their drivers.
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Crash when trying to host game on Mac OS X
historic_bruno replied to drlandrews's topic in Bug reports
We need to know more information, what version of OS X, which version of the game, which bundle if you downloaded one, and preferably a call stack of the error. If you get an error report window, choose to view the report and paste the full contents in your reply, as it contains a lot of helpful info. -
Shader programming: where to start?
historic_bruno replied to niektb's topic in Game Development & Technical Discussion
A few 0 A.D.-specific resources to get you started: 0 A.D. Modding Guide - explains about modding the game and mentions some popular tools Material system - technical details about the game's shader and material system, including what versions we use. No doubt it won't answer every question, then you'll have to delve into the engine source code or ask someone Personally, I'm on Windows most of the time, and I just use Notepad++ to modify the shaders. A tool that can be priceless in debugging your work is gDEBugger. -
Glad you were able to figure out the problem
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The -dbg packages are usually just debug symbols for gdb, I'm extremely skeptical that having those would fix the build, or that not having them would break the build. As I understand, they are excluded to save download time and hard drive space since most people don't want them. So probably it was some other dependency that was missing or perhaps the packages are broken. It would help to see the build output in that case.
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I don't think it's anything related to 0 A.D., more likely a driver issue. As AdJaGu says, that is where I would begin. Asking on a forum or mailing list for your distro might uncover a solution more quickly, since we're not experts on Debian here
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Thanks! The error code -1 means DISP_CHANGE_FAILED, according to MSDN: That code hasn't changed in a long time, so it looks like something about your graphics driver or local settings. Can you provide a mainlog.html and system_info.txt from the game's log folder?
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See also ReportingErrors for what to do if no crashlog is created
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r14325 adds some debugging info, please try again after the next autobuild and let's see what ChangeDisplaySettings returns.
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The AIs receive lots of updates about the gamestate, but not everything. However, they are designed to run asynchronously to the simulation, so they don't directly modify it, but send commands instead. Currently, AIs are restricted to the same commands that a human player could send, with most of the same checks in place. They can't arbitrarily place units and buildings, though I think this would be a useful feature for some AIs. The available commands aren't really documented anywhere, but they are handled in the big switch block in /binaries/data/mods/public/simulation/helpers/Commands.js.
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Build environment and deployment on the Mac
historic_bruno replied to Yves's topic in Game Development & Technical Discussion
Looks like a hack for clang support was added to premake-dev earlier this year: https://bitbucket.org/premake/premake-dev/commits/6f77b0d18774eec7440d4f621c701b47fb8cbae8 It's not yet merged into the stable branch, and it's probably not usable as-is due to API differences from our old version of Premake. I haven't confirmed that. But needless to say it's more complicated than I had hoped We would need updated stats from Philip to know that. It's not impossible to support OS X as far back as 10.5, like we've been doing, it means continuing to release two separate bundles and keeping a build machine with an old SDK on it. -
Build environment and deployment on the Mac
historic_bruno replied to Yves's topic in Game Development & Technical Discussion
So I upgraded and now have a Mavericks test system, and got the command line build working on there after some tinkering. Apple only includes clang in their latest command line tools, so gcc and llvm-gcc are merely symlinks to clang, which is a confusing hack. More relevant is that as of Mavericks, clang uses libc++ as the default C++ library, before it was always libstdc++. It's likely that some libraries (e.g. Boost) are detecting that change and configuring to use libc++ and possibly C++11, which causes errors later in the game build. One workaround is to use clang explicitly instead of "gcc", and tell clang to use libstdc++ via flags (-stdlib=libstdc++). That seems best for backward compatibility, clang actually gives an error if a deployment target < 10.7 is used with -stdlib=libc++. I think for this to work properly in Xcode as well, Premake will need to be modified to add those flags and use clang instead of gcc on OS X. clang is available even back to Xcode 3.x on Snow Leopard, so I'm not worried about losing compatibility there. Another problem is that even with the above workaround, I was unable to build with a target < 10.7, since SDL fails to build when using some formerly deprecated functions and types (distinct from the errors mentioned and fixed previously). I don't really care to fix SDL's OS X SDK compatibility at the moment, so instead I will look into the best way to support 10.5-10.9 with our release bundles if possible. -
Do you mean modifying their stats as part of a mod?
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[RESOLVED] Game shuts down my computer
historic_bruno replied to Major Bobbicus's topic in Bug reports
Good to hear the problem is solved -
The posted screenshot shows a failure loading a saved game, not saving it Did you try saving the game with one version, then update SVN, and try loading with another version? As others have said, that won't work - we don't yet make any effort for saved games to be compatible between different versions, the game changes too frequently. If you saved and loaded with the same version, that would indicate some other problem.
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Language support
historic_bruno replied to ZeL4EverTR's topic in Game Development & Technical Discussion
I'm sure we'll get those issues resolved, as we did for gloox and the multiplayer lobby, even if it's a pain. I don't think many others have been testing the translation patch due to other priorities for A15. I've not looked at this, but if I remember from reading IRC logs, there may be similar problems with the libraries APIs using STL types, which will break the Windows build the same way as gloox? If so, it's a bit more complicated to solve, if not, great -
I think sleeping/crouching animation is a great idea for big cats, I don't know how much control UnitAI currently gives us over animal behaviors, I think it's a very coarse control. Eventually it would be nice to have more, but it would also be nice if it wasn't hardcoded into UnitAI
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The game certainly doesn't search for monitors and even if we wanted, SDL 1.2 has no mechanism for that. To me it sounds like an OS or possibly hardware problem, since turning off monitors is beyond the game's control. In addition to your graphics drivers, I would make sure your OS and packages are completely up to date. Do other CPU- and GPU-intensive 3D games seem to work? Even better if you can test one that uses SDL too. I wonder if the GPU overheating could cause something like this, can you monitor its temperature?
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It should be in C:\Users\<your username>\AppData\Local\0ad\logs\system_info.txt, or you can type the following in the start menu: %localappdata%\0ad\logs\system_info.txt
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The funds will go toward paid development, regardless of who it is, we will make sure it's the best value for the money (since besides being important to donators, it's important to us to develop the best game possible).
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Looks like bad drivers, make sure you have the correct drivers installed for your graphics card and version of Ubuntu.
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That indicates you're on a laptop, do you use multiple displays (have an external monitor connected)?
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We'll need some more information. Which OS are you using? Can you provide the system_info.txt from the game's log directory?
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qBot is no longer maintained and will be removed in a future release, basically we are going to focus on a single AI (Aegis). The reason is that as we add more gameplay features, they require updates to the AIs, and that is complicated by having more than one.
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That's strange, it may indeed have something to do with how you've modified the OS. Which mods/tools have you installed? I don't suppose it could be as simple as the taskbar being on top of the screen instead of the bottom? Are you starting the game in fullsceen mode (the default)? If so, try setting it to start windowed as described here. Another thing to check is that you have the latest graphics drivers installed for your system, and can you provide system_info.txt from the game's log folder?