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Stan`

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Posts posted by Stan`

  1. 10 hours ago, rm -rf said:

    In case you set vulkan as rendererbackend by mistake, please comment it in ~/.config/0ad/config/user.cfg.

    Else you will crash 0ad in a infinite loop without any way to clear the settings via GUI.

     

    My card was supposed to work vs vulkan (My fault?) but here is the dump

    ERROR: CCacheLoader failed to find archived or source file for: "shaders/spirv/overlayline.xml"
    ERROR: Program 'spirv/overlayline' with required defines not found.
    ERROR:   "USE_DESCRIPTOR_INDEXING": "1"
    ERROR:   "USE_OBJECTCOLOR": "1"
    ERROR: Failed to load shader 'spirv/overlayline'

    .. + ..

    Assertion failed: "0 <= pass && pass < static_cast<int>(m_Passes.size())"
    Location: ShaderTechnique.cpp:59 (GetGraphicsPipelineState)

     

    You need to compile the shaders yourself or use the 0ad-spirv mod on mod.io. or you can use the tarballs instead of compiling from source.

    5 minutes ago, Grapjas said:

    Simply put; it's an alternative way to render the game. It often provides better performance but is also more unstable in my experiences in most games that use it.

    Right now the framerate is more stable with it. Macos users on M1 (when I finish to understand why signing is such a nightmare) might see a 200-400fps increase on some maps.

    • Like 1
  2. 21 hours ago, Mercos said:

    I would Like it to have an Openstreetmap integration in 0AD.

    It would be nice If could use on OSM mapped castles and ruins they would be available as starting point in 0AD.

    In such a Map an Import of rivers, forests and hills would be enough.

    You can already use json data in random maps see => https://github.com/0ad/0ad/blob/bbae4080acaf09e2716cde8027c7a3c2cd3eaff4/binaries/data/mods/public/maps/random/elephantine.js#L1

    You can probably bind the tree data to existing assets (you won't be able to import actual geometry though)

  3. Here is the first 'Release Candidate' of Alpha 27 - Agni

    Downloads - Current bundles are for SVN revision r27645/bbae4080acaf09e2716cde8027c7a3c2cd3eaff4

    Things to note:

    • Mind your mods -> they might introduce issues or Out Of Sync.
    • Save your A26 config file somewhere, ideally. or use -writableRoot.

    What changed: Alpha27 – Wildfire Games

    How to port my mod  PortA26ToA27 – Wildfire Games

    What to do if I have an error or notice something weird?

    Post your commands.txt (replay) and the interestinglog.html file from your folder. You can also reply to this thread.

    What to do if the game crashes?

    Upload your crashlog.dmp and crashlog.txt  see https://trac.wildfiregames.com/wiki/GameDataPaths

    What to do if I have an Out Of Sync?

    You should go in your logs folder, find the replay (commands.txt at least), the mainlog/interestinglog and find the OOS dump folder. Zip all these files and upload them here.
    We need the reports from two players to compare them: One OOS and one non-OOS players at least should upload their oos_dump files.

    Things you may want to test (non-exhaustive)

    1. Test Vulkan performance.
    2. Enable feedback and see if it works (Main menu) See this  video
    3. Launch a random game
    4. Launch a skirmish.
    5. Connect to the lobby
    6. Play on the lobby with someone
    7. Play in LAN
    8. Launch Atlas and try things out there
    9. Open Unit tests demo (To see if there any breakage in displaying entities) (It's in scenarios)
    10. Connect to and use mod.io
    11. Test replaying new games
    12. Test multiple game modes (e.g. Regicide)
    13. Test Atlas terrain previews.
    14. Test Screenshots (F2)
    15. Test deleting all saved games
    16. Test Big Screenshots (Maj+F2)
    17. Test hotkeys
    18. Test Saving and loading a game.
    19. Test Quickload/Quicksave

    And of course playing games.

    • Like 12
    • Thanks 5
  4. 7 hours ago, hyperion said:

    https://en.wikipedia.org/wiki/MacOS_High_Sierra says unsupported since 2020, not familiar enough with mac land but this sounds like we might be able to drop support as well. Similarly Windows 7 and soon Windows 8 as well a 32 bit builds.

    Sadly anything above that 10.14 also triggers random unpredictable lags with the game causing massive frame rate drops and huge ram and swap usage (up to 29GB last time someone let it run) And diagnosing that is tricky at best..

    IIRC 10.13 might be enough. 

    For Windows we'll see but we're not ready any time soon.

  5. 25 minutes ago, phosit said:

    IIRC Scenarios and Skirimish map's  don't contain scripts 

    That's incorrect :) You can load scripts (in fact I do it a lot in my trailer tools mod) And there is also also a special script tag in the map xml you can use.

     

    14 minutes ago, hyperion said:

    First of all you need to add mod unloading support, but rewriting larger portions VFS without <filesystem> seems not attractive enough to me.

    Yeah as long as we keep supporting macos 10.13 we're kinda stuck. Not sure what's the minimum gcc we support, iirc gcc8 

  6. Hey @LordStark

    It depends if they do models and textures or if they do the integration. If they do the integration, manipulating text files might be an (although short) steep learning curve.

    If the cannon are turrets, they should be modeled separately. There isn't (as far as I'm aware) currently a way to restrict turret rotation, so if they are they will be able to shoot 360°. 

    Another thing to take into account is the way to make muzzle flash for cannons. You have to work some quirks with anims to be able to do that.

  7. The reason the map is reset is not to trigger errors or break gamesetup. I think wraitii patched the symptoms, but joining a match where you didn't have the map used to make the UI broken.

    39 minutes ago, phosit said:

    There are GUI mod's which edit the main menu for those a restart is required. But they likely don't make/mark the game as incompatible. So those are not a problem.

    Mod's which only add a map or change the gameplay, should be (automaticly) loaded when entering a (pre-)game.

    Changing the scripts means possibly you would get into an in between state if they have global state and isn't great IMHO. Also the VFS doesn't really support adding new files automatically.

  8. 1 hour ago, Rens Pols said:

    The first impression is very important, and the play0ad.com website is hopelessly outdated and painfully slow. I can't however see the website's source code anywhere, and I think it would be a good idea to let the community help with that because it will not be worse than what it is now.

    That's because it's a wordpress. But I think the source code is here. https://github.com/0ad/play0ad.com

    Unfortunately the person in charge @implodedok doesn't have the time to supervise the creation of a new website currently. A few people have offered in the past, but we never got past proof of concepts.

    Thanks for the offer though.

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