Jump to content

Stan`

0 A.D. Project Leader
  • Posts

    17.575
  • Joined

  • Last visited

  • Days Won

    557

Everything posted by Stan`

  1. The inclusion condition vary from release to release from 85% translated to 90% translated, excluding Bengali and CJK translations. Not sure we can automate this. Windows dynamic link librairies (.dll) are next to the executable. (Macos has dylibs but they are built by users currently). As mentioned on IRC font generation could be part of the nightly until we finally use the currently useless Freetype dependency. Sadly there aren't that many left. I haven't heard of @vladislavbelov of late. I suppose @wraitii needs to be asked directly about it.
  2. Ah yeah but it's the definitive edition so they probably have some stuff cartoonized.
  3. It got similar to AOE4, I suppose it's the same engine? They probably have studies that tell them it's what player want. I'm happy the units look like the cinematic models we had back then
  4. The egyptian fortress looked a bit flat/bland.
  5. You do not need to add your name at the top of the page. Since everything is versioned you are credited in the history. If you feel there should be another place for wiki credits, maybe we should have a dedicated page. Or maybe we could pull them @Dunedan @Itms from the wiki and add them to the game...
  6. It's weird, most stuff looks way better, but some of it seems to have lost its soul.
  7. Do you use Windows scaling ? E.G desktop scaling at 200% ? I don't think Anti Aliasing affects the GUI. Do you play the release or SVN ? You could try to set https://code.wildfiregames.com/source/0ad/browse/ps/trunk/binaries/data/config/default.cfg$30 borderless.fullscreen = false in user.cfg you can also try hidpi = true Please try them one at a time to avoid problems and false positives.
  8. Can you set everything to controlado por la application. Or maybe just restaurar for everything, not just 0 A.D.
  9. Mmh did you play with the NVIDIA control panel? Maybe you forced antialiasing in there to override all apps?
  10. Maybe it's geometry instead of alpha, but we need instancing for that.
  11. Can you upload your logs ? System info and hw userreport Do you get any warning when changing sample number ? And 0 A.D. supports 4K no problem so it's something else.
  12. AMD GPU ? Use 8x your GPU doesn't support more
  13. I'd like to add some precisions to this. (@vladislavbelov might correct me) Vulkan shaders (Also called spir-v shaders) are artifacts produced by compiling the GLSL code (text files) into SPIR-V files (binary files). They only should get rebuilt if new shaders are added or old are modified. That compilation process takes one hour on a fast machine, and about 5 on the CI. The produced output also differs depending on the version of GLSLC (This caused a few disagreements). There is no incremental build. So you might wonder if we're doing something stupid when compiling them. And actually it's the converse. We're optimizing the number of files we have to generate using these files: https://releases.wildfiregames.com/spir-v/ You see, unlike GLSL which support conditional macro execution using #if and the like, spirv does not and you have to compile every single permutation of those macros. (and there are a lot) Those json files only list the ones that are actually used in order to prevent generating too much useless code. Bruteforcing the generation would add a couple gigabytes of shaders. When Vulkan was first added the generation script and the relevant rule files were not present anywhere and so we couldn't automate the process. That's one of the things that caused a delay because I didn't want to go the easy route and just dump the spir-v mod as is in the release bundles. In the future we probably should rebuild the shaders only if something in binaries/data/mods/**/shaders changed, or if the rules file changed (could store a hash of the file or something) That's still a significant size. The mod itself has the advantage of being compressed
  14. Looking at the scripts here https://svn.itms.ovh/nightly-build/trunk/libraries/ I'm not sure their behavior can be replicated using submodules, but I could be wrong. One of the expectations that some people including me had at the time was that we would be able to split the engine from the game because a few people wanted to contribute to engine solely without having to clone the big repo, and that's partially solved by LFS, but that hasn't happened. Currently atlas is still heavily depending on the public mod. All the other needed engine resources are in the mod mod now. Another one was to lower the contribution entry with Pull requests and no longer requiring a third party too like arcanist.
  15. There is some stuff on the Github for the website. Not sure how relevant it still is though. I wonder wether we should version feedback, docs and other websites we have.
  16. I mean most of it is covered by the guide already.
  17. What would you add to the English style guide in fine ?
  18. About the names it would be nice to have the greek name next to the latinised version, just like specific and generic names for units For the numbers I'm not familiar with what we do in the game
  19. Sounds like it's compatible with our English style guide. I guess I can make a "community writer" badge. https://code.wildfiregames.com/differential/ On that page click create diff: Paste the raw diff generated by git diff -x -U5000 Set the repository to rDD 0 A.D. Design Document, then fill the form Now for reviews that's a bit trickier, since there is no one in charge. But unless it's huge changes, it should be okayish. You can see the generated version here https://docs.wildfiregames.com/design/ More stuff here https://docs.wildfiregames.com/
  20. Well feel free to put your rules in writing so we can decide what we can agree on. Yes we're moving away from it, we're actually talking about it on IRC as I write these lines. It's not completely done yet, but it should be a matter of time. I can't promise it won't happen, but we'll try in good faith That's a git repo. Feel free to ask questions about how to use trac though
  21. I see. Well on Phabricator there is the https://code.wildfiregames.com/owners/package/11/ for templates, so that mean if you are asked as reviewer by someone making a patch, you'll get notified. We could create one for the encyclopedia maybe. I don't expect that many patches, unless they are coming from you and Vantha, so it would probably notify only you two and be kinda useless. Yeah they do, the goal was to deport the balancing responsibilities to the vocal, multiplayer community, in order to mitigate the frustration with slow releases, and allow experimentation. I believe @real_tabasco_sauce now has commit access on the community mod and can now make new releases. There is a significant amount of non technical docs on Trac The design document as it was made in the 2000 with updates is here https://code.wildfiregames.com/source/design/
  22. @Itms Does Gitea has the equivalent of https://code.wildfiregames.com/owners/package/11/ ?
  23. Well the need for those mirrors can be questionned after the migration as well. After all, they were there to offer a git workflow, but you still won't be able to use them to contribute... Both are fine to me, IIRC I went wildfire-games/pyrogenesis EDIT: Welcome back, blue Itms!
  24. https://gitea.itms.ovh/explore/repos (When you click the explore menu at the top)
  25. I don't think it did, it generated them instead. Regarding migrating them, I don't know if that personal data processing is GDPR compliant (not that migrating the account is either, but at least for data minimization) One could also use forums profile pictures in that case. IIRC some users have different account names between Phab, Trac and Gitea
×
×
  • Create New...