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Stan`

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Everything posted by Stan`

  1. Well obviously rendering nothing or cubes is gonna be faster. No it should be in the public mod.
  2. These are valid error messages. (Sure not for the players) And sadly you cannot stop them from showing. https://code.wildfiregames.com/D3049
  3. You might just delete the animation folder (it will trigger error spam but it *should* not break.
  4. No, if you have access to the options, you can just set the renderer to vulkan in the game options, then restart.
  5. The loss of data sounds a bit weird, although replays and saved games are incompatible between versions. Regarding your crash, does it happen before reaching the main menu or before reaching a game. If it's the later, you could try to switch to the vulkan renderer, and or disable GPU skinning if the former doesn't work. Your error seems to be with the userreporter, can you check if a userreport_hwdetect was created ? You could also try to reset your config file by moving it somewhere else. See https://gitea.wildfiregames.com/0ad/0ad/wiki/GameDataPaths for where to find it. If the game doesn't start at all you might try to start it with vulkan with the -conf=rendererbackend:vulkan command line arg. If you need to upload bigger file, you might consider zipping them
  6. If done properly you could even switch between the two at runtime.
  7. You could try to replace them with meshes from a23
  8. There are some scripts, but I don't know about this specifically. One step might be to run checkrefs.py. People might contribute to https://gitea.wildfiregames.com/Stan/pyrogenesis-migration-scripts
  9. I see. Because it's based on arch you have a somewhat incompatible version of the SDL library. You could either try to update it, or you could use SDL_VIDEODRIVER=wayland 0ad if you do have wayland.
  10. You could rename the mod to file.pyromod and drag and drop it on the running game
  11. It could be that people like me who have a shared IP cannot access all the ports, because some of them are used for another router. STUN might try to use them though and give up? E.g. I cannot forward the 20595 port because it's given to another person with my IP
  12. Hey can you take a screenshot with F2 or a picture ? In the game options you might also switch to vulkan and or disable gpu skinning
  13. Can your rather make a gitea issue ? Thanks for the report though!
  14. See https://wildfiregames.com/forum/topic/128082-capture-buildings/?do=findComment&comment=593934
  15. https://trac.wildfiregames.com/export/28256/art_source/trunk/art/meshes and animations/skeletal/biped_meshes_and_animations.zip
  16. Because they were not accurate. Instead they should have been made a special upgrade to the Brit stable.
  17. That sounds like a bug. The limit should be global not per building. Also weren't kennels removed ?
  18. That sounds like the selection bug of Arch based linux using SDL3 through a compat layer (which is not supported by the game yet) Do you have evidence for this? https://code.wildfiregames.com/D1618
  19. I don't think it would make a big difference (Especially given you already replaced most of the textures in your mod). Do you have reason to believe the converse? The reason all meshes need all the maps now (though most of them use a very light 2x2 norm and spec), is because shader switching is expensive, and the game needed to switch many variants of the shame shaders depending on the texture maps. If you look at Godot or Unity (Godot is another FOSS engine) materials for instance, they all have all the maps. Since our engine is a bit different we're just a bit more explicit about it. Another big performance hit is the entity variation. Many different units means many different textures to load and unload on the GPU. In your case, if you force all the entities to use the same textures (not identical ones, the same file) you might see improved performance.
  20. I have a combat demo huge auto map here -> https://github.com/0ADMods/trailer_tools/tree/main/maps/scenarios (You can also tweak the script to change the units or to make a bigger battle.) Also if you want one player, you can just set the AI to unnasigned. IIRC just setting material quality to minimum will do that. Setting quality to lowest will also reduce the size of the textures by 8 or something.
  21. @Atrik @Seleucids @0 calories @MetaPhyZic Would you be so kind as to upload your userreport_hwdetect.txt there might be a hardware pattern. IIRC for instance @Dunedan only has an IGPU no dedicated. Maybe the performance improvement affected dedicated GPUs and not IGPUs. @Seleucids This is an SP game right ? So the stuttering cannot come from hash checks, since there aren't any. The snap will also run slower than the native package.
  22. Indeed. But it's a bit too good to be true. E.g. it doesn't explain this https://gitea.wildfiregames.com/0ad/0ad/issues/7589#issuecomment-112230 But that's the only SP report.
  23. Another interesting thing might be to drop them in a special a26 version and see if the game still performs better.
  24. Can you report this either in a gitea ticket or in langbarts ticket i linked in the other thread ? This way we can assign it to a28 and not forget about it in 8 months
  25. I mean does it show up as stuttering while it didn't in A26 or not. The question is whether there might be something else hiding
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