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Everything posted by historic_bruno
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[FIXED] Assertion failed: "Validate()"
historic_bruno replied to il.sakroch.le.raskal's topic in Bug reports
Thanks. Can you try running the cpuid tool and attaching its full output here? -
[FIXED] Assertion failed: "Validate()"
historic_bruno replied to il.sakroch.le.raskal's topic in Bug reports
Hi, is it possible to Continue past the error window? If so, can you try that and if the game loads, attach your system_info.txt here (located in the game's log directory). -
Further AI development
historic_bruno replied to wraitii's topic in Game Development & Technical Discussion
Aegis is working much better in SVN I saw a few notifications though, using alpha123's new change player control, one was about an embassy having a build limit of one (apparently it's ignoring the limit), the other was about building a field on invalid terrain. That reminded me of running a game with command debugging turned on in Commands.js, here are examples of some interesting warnings: WARNING: Invalid command: repair target is not owned by ally of player 3: ({type:"repair", entities:[7569], target:7844, autocontinue:false, queued:false}) WARNING: Invalid command: build restrictions check failed with 'Field cannot be built on invalid terrain' for player 4: ({type:"construct", entities:[7230], template:"structures/spart_field", x:898, z:970, angle:2.356194490192345, autorepair:false, autocontinue:false, queued:false}) WARNING: Invalid command: build limits check failed for player 2: ({type:"construct", entities:[7410], template:"structures/cart_embassy_italiote", x:414, z:166, angle:2.356194490192345, autorepair:false, autocontinue:false, queued:false}) The repair failures have been around for a long time, but they are almost constant and should definitely be fixed at some point to avoid wasted CPU cycles/network bandwidth. None of these appear to be release blockers though. -
Would this replace the current in-game settings dialog? Sometimes it is useful to only toggle certain options for testing, so I think individual settings should remain, maybe on a separate screen (there could be an Advanced button for that). And it would be nice if the main menu had a link to the same settings screen/dialog (i.e. factor it out of the session UI).
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OpenCOLLADA (that Blender uses to import Collada documents) silently fails to load some models, especially ones exported from 3DS Max, which apparently the berry bush was. I think to make it work you should open the DAE in a text editor and remove the <ambient>, <diffuse>, and <transparent> effects (any that contain textures). There may be other errors or warnings, that exporter is not very good at following the Collada spec.
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Moving units across the water
historic_bruno replied to tk1234's topic in Game Development & Technical Discussion
Actually, that was possible, at least in AoK. The default AIs weren't very effective with land invasions on water maps, but they did use transports to some extent. -
===[TASK]=== Athena Parthenos Statue
historic_bruno replied to Mythos_Ruler's topic in Official tasks
That looks awesome! Good thinking to take photos while you were there -
Attack notification
historic_bruno replied to zoot's topic in Game Development & Technical Discussion
Ok, it would be a nice improvement to have for A14 (feature freeze in a few days), but we need time to test -
Multiplayer lobby
historic_bruno replied to Badmadblacksad's topic in Game Development & Technical Discussion
That sounds like an insane amount of work for a negligible gain. Also, not everyone registered on the forum plays 0 A.D. and of those who do, only some will ever play multiplayer. Likewise, many people will play 0 A.D. but don't even know the forum exists. So rather than trying to integrate the lobby server and the forum software somehow, if we want game accounts with web profiles, we should just design that separately. Then people can link to them in their forum signature or something -
User Interface concepts
historic_bruno replied to Pureon's topic in Game Development & Technical Discussion
I don't think it's critical that a GUI redesign wait for git. Sure it would help, but there will be a transition period while everyone gets used to the new system and bugs are worked out, so we should limit how many things we delay for that unknown period of time. -
===[COMMITTED]=== Blacksmith Buildings
historic_bruno replied to Mythos_Ruler's topic in Completed Art Tasks
Does this documentation help? http://trac.wildfiregames.com/wiki/Actor_Editor Also I don't know what OS you're using, but actor editor is broken on Linux / OS X. Even on Windows, it may be easier to use something like Notepad++ to edit the actor XML files. -
Welcome, Matt I've played 0 A.D. for years and am still really bad, so a month is nothing
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Ahem Known Problems (Please read before posting) Do you mean when creating maps in Atlas? That's a planned feature, since it's annoying to spend hours creating maps only to lose them due to a crash.
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At first, it will be like a chat room where players can meet and arrange games. You can host and join games listed on the lobby server, and clients won't have to enter the host IP directly, but otherwise it's exactly like a LAN or internet match. Later we want to add features like UPnP and NAT punch-through to make it even easier to host, avoiding the need to configure routers. I'm sure we could add other features too (different levels and types of rooms, profiles, rankings), but we have to start with the basics and that is proving more difficult than it seemed.
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Attack notification
historic_bruno replied to zoot's topic in Game Development & Technical Discussion
Any progress on fixing the last issues? -
[RESOLVED?] Game cannot start (Ubuntu 12.04 LTS)
historic_bruno replied to buro9's topic in Bug reports
Can you install the 0ad-debug package to get debug symbols, then try again? That call stack doesn't tell us much yet. -
Floating props
historic_bruno replied to sanderd17's topic in Game Development & Technical Discussion
AO and props is yucky and a major flaw of the current system Prop variants are maybe even worse? Almost as bad as having to rebake the AO texture (which is not really an intuitive process) when the model is updated. -
Setting compiling arguments
historic_bruno replied to Bitiquinho's topic in Game Development & Technical Discussion
You could also pass --minimal-flags to update-workspaces, which disables most of what premake4.lua adds, then set whatever options you want in CXXFLAGS/LDFLAGS as you said. -
One with more than Intel HD graphics (it's not a bad budget option but will never be great for gaming) You should read reviews and check benchmarks if you're in the market for a new laptop, plus there are so many other factors to consider like screen and keyboard quality, size, battery life, etc. that I personally would consider at least as important as GPU.
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Even with an older (2011) desktop you can get decent framerates. I've got a Radeon HD 6850 which is far from being top of the line, and it would probably get 50-60 fps on that scene with the same settings.
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This might help: https://wiki.ubuntu.com/Backtrace
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You need a graphics card that supports GLSL (1.10, I believe), which should be almost any from the past 6 years or so. It's probably more complicated than that, but a decent graphics card should do the trick. You can enable all the fancy water settings by editing the game's config file or using the in-game settings menu.
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It may only be a driver issue, we can't be sure until we know what graphics card and drivers you have. Could you attach the system_info.txt from each of the computers that doesn't work? It's located in the game's log folder, see GameDataPaths
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[RESOLVED] Game shuts down my computer
historic_bruno replied to Major Bobbicus's topic in Bug reports
Right, and if GPU and CPU are on the same die, overheating would be even more of a concern IMO. Maybe the GPU temperature can be monitored? -
Floating props
historic_bruno replied to sanderd17's topic in Game Development & Technical Discussion
Right, that's what I was referring to. We could use a special texture and material for fields, to tell the shaders to render something like wheat there with terrain conforming. Maybe we wouldn't want exactly the grass effect from myconid's example, but still it seems appropriate for shaders to deal with.