-
Posts
2.755 -
Joined
-
Last visited
-
Days Won
47
Everything posted by historic_bruno
-
Thanks! The crash is occurring in an OpenGL call in the terrain renderer, looks very similar to this. It's a long shot, but I don't suppose there are newer graphics drivers available for your Intel 82865G? At any rate, integrated Intel graphics will have terrible performance, you could always consider upgrading to a discrete card I don't know if we're doing anything wrong to trigger this crash.
-
Actually, I believe Zaggy has started using IK on his animations. It might be slightly more complicated but apparently leads to better results.
-
Build environment and deployment on the Mac
historic_bruno replied to Yves's topic in Game Development & Technical Discussion
That explains why I had problems clicking on it, I thought it was my mouse I didn't make the icns file, so I'll try to get the guy who did to adjust the alpha. -
Known Problems (Please read before posting)
historic_bruno replied to quantumstate's topic in Help & Feedback
I think this should be restructured into a sort of FAQ list, with concerns in order of importance/frequency. The question should be in layman's terms. Some examples: Q: The game is slow or lagging, what can I do? A: The game does not run as fast as we would like. Late in the game you will probably experience some lag, this is caused by a mixture of things, AI and pathfinding are big ones. One thing that can be helpful is giving us the profiler information, if you hit Shift-F11 this will be dumped into a file (location given at the top of the screen), the contents of which are useful for working out where the lag is coming from so please upload. Q: I have a fast computer with multiple cores and a fancy graphics card, so why is the game still slow? A: Currently most of the game engine is single threaded and so unable to take advantage of multiple cores. Eventually the more intensive parts of the game such as AI and pathfinding will be multi-threaded. The limiting factor on the game's speed is typically the processor, rather than the graphics card (since the game is designed to work even with older computers). Q: I see visual glitches, textures not loaded, etc. A: Sometimes this is a driver problem, make sure you have the latest drivers for your graphics card. If you have a custom build of the game, textures might be slow to cache, during which time they will appear grey. Otherwise submit a bug report with as much info as possible including screenshots. Q: The game has an error or crashes, what can I do? A: Report the error and provide as much information as possible. Unfortunately there are many possible causes of crashes and the game's error messages are not always sufficient. Please provide steps to reproduce the problem, if possible, and post relevant parts of the logs (interestinglog.html) and crash dumps if available. Q: Islands and water maps are very slow. A: AIs don't really support water maps currently, so try playing water maps against human players or else playing a land map against AIs. Q: There's no sound on OS X. A: Sound is currently disabled on OS X due to errors in our sound implementation. Q: Sound is choppy, sometimes I don't hear music. A: The game's sound system is currently very buggy and will be redesigned. Q: Units appear to glide around or don't have proper animations. A: Some animations are still missing, we have someone who is working on animal animations. It could even be split into sections, like "Performance", "Gameplay", "Graphics", "Sound", "Crashes/Errors". -
Can you attach the crash dump(s)? Unfortunately the error messages are not very helpful. The crash dumps are located in "%appdata%\0ad\logs".
-
Build environment and deployment on the Mac
historic_bruno replied to Yves's topic in Game Development & Technical Discussion
What do you mean by "void", the transparent part? -
It says as soon as you start the game "WARNING: Audio has been disabled, due to problems with OpenAL on OS X." Sound doesn't work yet on OS X, but will be fixed in the future.
-
Custom content deleted while updating to alpha9
historic_bruno replied to FeXoR's topic in Help & Feedback
That ticket only rearranges existing game directories into more logical locations, which is a good first step but we'll still have a problem. We actually need to add a new directory for user content and make the VFS save mod-related data into that directory. As it is, the VFS behavior is broken and we have little control over where files are written. -
This is quite a different situation, because units are able to move from a passable area into an impassable area but can't get back out, due to a mismatch in the behavior of the long and short range pathfinders. It would be better if they couldn't move into the impassable square to begin with, but also if the pathfinder could be more accurate in determining the gap between the trees. Philip's new pathfinder takes a completely different approach and this is one of the things it should prevent, as described here.
-
How are you launching the game? I wouldn't worry about the core usage yet, most of the engine is single threaded (easier for development and testing) and only takes advantage of one core. It only needs to cache the data if you build the game yourself, but for release packages the data should be archived/pre-cached. Which resources are duplicated? (Some have similar names but very distinct purposes)
-
Build environment and deployment on the Mac
historic_bruno replied to Yves's topic in Game Development & Technical Discussion
OS X package for Alpha 9 is now available at http://trac.wildfiregames.com/wiki/LatestReleaseMac -
Delete the old archive, an error occurs
historic_bruno replied to gameboy's topic in Game Development & Technical Discussion
Thanks for reporting the errors with steps to reproduce, very helpful Those crashes should be fixed in r11332 (or wait for an autobuild). -
Ah this is an interesting note: "WARNING: This project requires version 2.6.0 of CMake. You are running version 2.4.7." Why not try upgrading to CMake 2.6+? I don't know why it would suddenly stop working. Maybe some packages were changed due to an upgrade or something else being installed.
-
Ah, that's interesting. We probably just assume people are using 32-bit color
-
Delete the old archive, an error occurs
historic_bruno replied to gameboy's topic in Game Development & Technical Discussion
Found this error, it will be fixed soon (it's a different error than the one below) It also happened (produced the same error too) when you do the above steps, but instead of deleting an already deleted game, you try and load it up. This one's a bit more troubling, but I'll see if I can fix it -
Can you check that you have the latest drivers for the Radeon 9200SE? They'll be old unfortunately
-
Are you compiling from SVN?
-
Hmm that's a very old version of Ubuntu (8.04 from 2008), maybe no one has tested the NVTT build with it. Can you copy the complete output of the NVTT build, you've only posted part of it.
-
It sounds like this, a driver problem. Can you post the contents of system_info.txt here? It will tell us your graphics card, driver version, etc.
-
You need the mesa-common-dev package, can you see if it's installed or try installing it? (if it's not included already, then I guess we'll need to add it to our build instructions)
-
wxWidgets conversion to current Visual C++ format fails
historic_bruno replied to FeXoR's topic in Bug reports
I think the README is outdated, though technically 2.8 is the stable and 2.9 the development release, we've corrected all the build errors that used to occur with 2.9 and it works quite well (in fact you don't have a choice when building Atlas on OS X). You got the same error when opening the 2.9 project in VC++ 2010? It seems to work for someone on the wxWiki, are you using SP1? -
Which version of Ubuntu? I've compiled on an old-ish Ubuntu and never had a problem with NVTT. We need to find out what the difference is on your system.
-
Please post technical questions like this in Development & Technical Discussion forum. The following information would be helpful: OS, compiler version (gcc --version), SVN revision of the game's source code, and which steps you used to try compiling. Did you follow our build instructions?
-
wxWidgets conversion to current Visual C++ format fails
historic_bruno replied to FeXoR's topic in Bug reports
Please post technical questions like this in the Development & Technical Discussion forum The wxWiki says VC++ 2010 is not supported by wxWidgets 2.8, but you don't need to use 2.8, you can use 2.9 just fine and build with VC++ 2010.