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Everything posted by Stan`
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Yeah sorry about that, we only updated one spot during FOSDEM.
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Is 0ad going to die?
Stan` replied to king reza the great's topic in Introductions & Off-Topic Discussion
Cause that's where you should report issues. Unlike trac issues are not global -
I might even want to try to do it but : is it possible to make the selection more smooth with async js? Like would it even be possible to load minimal entity datas (maybe even without using getEntityState / using a alternative), THEN load entity datas next frame(s)? I can think of using mouse over event handler to load tooltip datas, but i guess the performance gain aren't worth pursuing, all the datas would be loaded on later frames? You can try js promises that were added in A27 but as I said it's the same thread so it still gonna wait after everything in the thread is done You still need to load all the datas for whatever you have selected.
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HELP! I just killed my 0ad...
Stan` replied to Emacz's topic in Game Development & Technical Discussion
It should always be compressed. If it isn't it means something or someone meddled with it and we don't support this. Your best bet is to uninstall wipe the folder, then reinstall. -
mod LocalRatings mod - evaluate players' skills based on previous games
Stan` replied to Mentula's topic in Game Modification
I'm still missing the last chart btw, but i don't know how to implement it. PRs to do that and to implement the latest local ratings features are welcome. -
In our case asynchronously, would still be on the same thread. We discussed this with @phosit and @bb_ Node has the same issue. What we actually need to do is run the GUI code in another thread completely. But the main issue with selecting units is that it sends a lot of data. Like basically everything we know about these units. EDIT: See https://code.wildfiregames.com/D1618
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Guide: Running AutoCiv Mod on 0 A.D. Alpha 27 (Temporary Workaround)
Stan` replied to Tulughma's topic in Game Modification
So far there is no pull request to integrate the features. It will require some work toadapt the code. Also not all features might make the cut. At the beginning autociv was just the game setup addon now there are a lot of features that need to be split and rewritten so they can be maintenable in the long run. -
You can download any version of the game
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Can you take a picture? You can also try to disable gpu skinning in the options
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downloading/cloning parts of 0ad repo
Stan` replied to Emacz's topic in Game Development & Technical Discussion
You could install git and clone the repo ? -
@Itms told me he'd look into it. I gave him access to a win7 VM.
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Without F11 it's hard to tell if it's simulation lag or graphics lag. Right maybe someone has a copy somewhere. Else might be possible to recompile
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I guess this deservers a whole lot bigger discussion but why would it make the Zapotecs easier to include? Their inclusion is not dictated by the time frame but rather the team's reluctance to add new civs in general as it adds a significant load on balancing, download size, and scrutiny. Mods are usually perfect until they need to get into the game then every body starts dunking on them To add to this creating empires besieged is just creating a new repo and starting dumping assets we don't have yet in it. Then it would be available through mod.io as any other mod.
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We might add a workaround for this which could be interesting if we know the hierarchical structures, we could add a chief, high priest and maybe some intermediary level. Those would work as heroes. Unlike other civs they wouldn't have a 1 time limit (only max 1 alive) Bonus points if we could have dynamic specific name matching how they named people back then.
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It would interesting to compare the first RC of last year with the release. From the measurements it would seem the simulation is to blame not the graphics which is a bit weird but might be due to the spidermonkey update. The rc from last year would be closer than the release. Testing that might help us narrow it down more. So far I don't think there we have a clue. On macos I get up to 5 times the framerate of A26 with vulkan
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How to compile A23 (and other released alphas)?
Stan` replied to Seleucids's topic in Game Development & Technical Discussion
Yeah you won't be able to compile spidermonkey without python 2.7. and just that alone will be too hard to fix Your gcc will be too new so you'll have to fix a shitton of errors -
Oh I'm sorry. I didn't elaborate because I thought you'd use the game's shader and that would solve your issues. The vulkan pipeline is a bit complicated. You need to have GLSLC installed and present in path FileNotFoundError: [Errno 2] No such file or directory: 'glslc' python3 source/tools/spirv/compile.py ^ -d binaries/data/mods/mod ^ -d binaries/data/mods/public ^ binaries/data/mods/moderngui ^ source/tools/spirv/rules.json ^ binaries/data/mods/moderngui Could be that that last folder is not where it expects it to be (next to the public folder) and instead is in My documents or somehting.
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Is 0ad going to die?
Stan` replied to king reza the great's topic in Introductions & Off-Topic Discussion
Beat me to it -
Is 0ad going to die?
Stan` replied to king reza the great's topic in Introductions & Off-Topic Discussion
Actually this was due to something else. And the whole server went down not just the lobby. During the Covid we reached 500 simultaneous player in the lobby. -
I think you should be able to replace it with https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/art/materials/basic_glow_norm_spec.xml. So replace <material>basic_glow_nu.xml</material> by: <material>basic_glow_norm_spec.xml</material> You might also replace <texture file="props/hero_selectorA.dds" name="normTex" /> <texture file="props/hero_selectorA.dds" name="specTex" /> with <texture file="default_norm.png" name="normTex"/> <texture file="null_white.dds" name="specTex"/> (Lighter cheaper texture) Indeed it was not updated after @vladislavbelov committed Vulkan. Basically those materials define combinations, like "USE_SELF_LIGHT". In GLSL that's no problem, because the shader files (.vs and .fs) support any number of combinations, at the expense of performance. In vulkan however, you need one file per combination. So if you have USE_SELF_LIGHT and USE_TRANSPARENCY you've got four SPIR-V files. Add one more and you got 8 and another one 16. To save space, and make the compilation faster, we only generate a certain number of combination we know. So when you run the release with a combination we do not support boom. To compile the shaders you need to run these commands: Mod mod python source/tools/spirv/compile.py -d binaries/data/mods/mod binaries/data/mods/mod source/tools/spirv/rules.json binaries/data/mods/mod Public mod python source/tools/spirv/compile.py -d binaries/data/mods/mod binaries/data/mods/public source/tools/spirv/rules.json binaries/data/mods/public Your mod python source/tools/spirv/compile.py -d binaries/data/mods/mod binaries/data/mods/public binaries/data/mods/your_mod source/tools/spirv/rules.json binaries/data/mods/your_mod
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What do you need that new material for ? If you want it to work you'll have to recompile vulkan shaders
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Usually vulkan should have more stable fps than GL. I guess the users which will see the biggest difference are mac users (up to x5 fps)
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Do you use GL or Vulkan?
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Yeah that's correct. Although if your repos still have it you might install it from there