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Stan`

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Everything posted by Stan`

  1. I think there is a template for that stone bridge while we should just use the actor.
  2. It's not. It's usually off by one between windows and other oses. But since there were no cpp changes the person making the RC did not bother recompiling the game on windows hence the big gap you saw. It's guaranteed however that all the rc files are compatible for a given rc.
  3. Not really because of a dumb bug in the sdl iirc. We don't have a true fullscreen mode so we can't set the resolution. There is a new hidpi option added by vladislav in A24 not sure what it does (Only works on windows) You cannot rejoin at all. So if you play with AI and get disconnected the game is lost.
  4. Do you try to rejoin with AIs cause that's not supported. Only in the config file. It's gui.scale. 150% meants 540p of height which is inferior to 768 the minimum res. We don't really support Highdpi but we're working on it. What do you mean by ugly ?
  5. You need to port them to A24 anyway though since thar's where the biggest breaking changes are.
  6. They can but not through the game installer. E.g. you can have 5 svn copies. Or five extracted installer versions. I think that 7zip might be able to extract the data from the installer. @wraitii is it possible that transform.js forgets to set the seed or something ? What's the window resolution ?
  7. Currently you can't play through the lobby on LAN. This will be fixed in the next release. You need to use the other two buttons see
  8. Can you reproduce consistently? What are the steps? Can you upload the logs of that day along with the userreport.txt and system_info.txt ?
  9. Does this one work https://releases.wildfiregames.com/rc/0ad-0.0.25-rP25782-alpha-win32.exe
  10. Looks like a nvtt crash. Can't show the full callstack cause it's a custom build and I don't have the exe and pdb. > nvtt.dll!nvtt::Surface::setImage(nvtt::InputFormat format, int w, int h, int d, const void * data) Line 682 C++ nvtt.dll!nvtt::Compressor::Private::compress(const nvtt::InputOptions::Private & inputOptions, const nvtt::CompressionOptions::Private & compressionOptions, const nvtt::OutputOptions::Private & outputOptions) Line 263 C++ nvtt.dll!nvtt::Compressor::process(const nvtt::InputOptions & inputOptions, const nvtt::CompressionOptions & compressionOptions, const nvtt::OutputOptions & outputOptions) Line 115 C++ pyrogenesis.exe!0056b9fc() Unknown pyrogenesis.exe![Frames below may be incorrect and/or missing, no symbols loaded for pyrogenesis.exe] Unknown pyrogenesis.exe!0056bc72() Unknown pyrogenesis.exe!003baaea() Unknown pyrogenesis.exe!003ba8ea() Unknown ucrtbase.dll!76b84f9f() Unknown kernel32.dll!776bfa29() Unknown ntdll.dll!77ba7a9e() Unknown ntdll.dll!77ba7a6e() Unknown
  11. cc @wraitii sounds like we missed some cases ? ^
  12. Yes and no. You can play around with the lock cull camera option and see that some shadows are rendered outside.
  13. @vladislavbelov asked me to create this poll to discuss the new cascade shadow feature. The goal of this poll is to determine whether it's better to have a good performance and good quality shadows BUT a visible line of shadows. or whether it's better to have a lower shadow quality, a bigger distance, and worse performance You can check this by setting the shadow cutoff distance to 500. https://trac.wildfiregames.com/ticket/6221#comment:3
  14. See: https://code.wildfiregames.com/D368 for a possible implementation.
  15. Fixed in https://code.wildfiregames.com/rP25773 thanks.
  16. You're welcome! Hope the kids still enjoy it!
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