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Stan`

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Everything posted by Stan`

  1. We use ESLint the config file is there https://trac.wildfiregames.com/browser/ps/trunk/build/arclint/configs/eslintrc.json If you use arcanist it will try to run ESlint. On windows it's a bit of a mess, since you have to npm install eslint in the root folder of 0ad.
  2. You might be interested by https://code.wildfiregames.com/D2382 For the ability to produce other non moving entities see https://code.wildfiregames.com/D2657 https://code.wildfiregames.com/D2658 might also be of interest That's js. You need to change commands.js to create such a command but I suppose it should work yes.
  3. entity_id_t is a C++ type designating an entity of the simulation. It's a unique number used to designate an entity; You can query that entity's components by using Engine.QueryInterface(entity, IID_Component) SYSTEM_ENTITY is a special entity_id_t which points to an entity that works kinda like a singleton
  4. Ah right! Thought the sky was in the PMP. Mostly worried about the terrain textures references which should be in the PMP files.
  5. I know, right? They found some kind of workaround which obviously works halfway. Oh btw Windows is totally hating all the mingw binaries. It keeps looking for viruses in those.
  6. You need to pass -mod=mod and -md=public too else you gonna run into trouble (badly compressed dds for the former som gui texture.xml files are in mod mod and bad animations for the later. Those should be fixable but that's a strange limitation 2^0 is pow of two This one is a disgrace. Mappreview can be fixed easily. Terrain and skies are gonna be a pain though... (Would crash if they are missing iirc)
  7. Well if you create a component that spawn other entities and put it on special map entities you can already do it. (Might have some limitations @Freagarach might know more)
  8. I believe most of the functions are in place on the "low level" code but the cmpVisual interface and CCmpVisualActor.cpp component file don't provide any access to it. I had a patch https://code.wildfiregames.com/D1989
  9. alttab.mp4 Basically the window sticks on top of the desktop while it should go to the background. Relevant issue https://github.com/libsdl-org/SDL/issues/4039 Got a list ? What's the DAE? To convert a model from DAE to PSA you need to have the public mod loaded with the skeletons We changed a lot of stuff in our collada. Most of RDB's fixes are in already. https://trac.wildfiregames.com/ticket/5907 was created for the remaining two. See also the discussion here https://github.com/rdb/fcollada/pull/4
  10. Then no its not currently possible because it requires C++ changes. All the prop handling code is there. The only exception would be the projectile prop point. That is because all the art is purely visual, it has no impact on gameplay whatsoever it's completely decorelated
  11. I suppose you can bookmark the link it gives you when you try to share said post ?
  12. You can already do that using variants in actor files. That's how we switch weapons/gathering tools. That's also how we add garrison flags Also works for health levels in carthaginian buildings. Units meshes have 53 prop points.
  13. No I mean tweaking the relevant panel in gui/session/ and adding such little markers For that I'd suggest making a better tutorial
  14. With some gui modding I suppose it could be done.
  15. Combo better intel drivers + lighter os and optimizations I suppose. I was quite surprised too. If you could upload the binaries somewhere I could compare on Windows.
  16. I suppose they are grouped to facilite unloading. You can get more info about the unit by right clicking on it I believe. As for screenspace might depend on resolution which is still 1024x768 minimum.
  17. Then might be better actually. Because i've seen 40fps difference between the same machine (one was on arch and the other on windows) Strange I thought wine64 was able to run 32bit software too (No need to check :P) You might also gain from the fact gcc might be able to write sse3 instructions from code (while msvc cannot (max we use is SSE2))
  18. @Freagarach worked on some herding beahvior at some point.
  19. Hey there, We have got some reports (From this thread and one of the Spring engine developers) that AMD APUS (maybe some GPUS too) do not seem to support OpenGL 2.1 in compatiblity mode anymore on Windows. We stick to that version because macOS does not seem to support anything else. To be fair, they do not support OpenGL at all. It might have happened in a recent driver update. Sadly nobody in the team has access to such hardware and we would like to assess whether we can do something about it. The game has those five config options ; Allows to force GL version for SDL forceglversion = false forceglprofile = "compatibility" ; Possible values: compatibility, core, es forceglmajorversion = 3 forceglminorversion = 3 Would be great if someone could test in their user.cfg (See wiki:GameDataPaths for where to find it) with forceglversion=true and try to play with the other settings like preferglsl = false Of course anyone that can compile the code and debug it is gladly welcome to do so. If you think your game is using the wrong GPU have a look here wiki:SwitchingToYourPCsDedicatedGPU
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