Jump to content

Stan`

0 A.D. Project Leader
  • Posts

    18.202
  • Joined

  • Last visited

  • Days Won

    591

Everything posted by Stan`

  1. 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.
  2. 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.
  3. 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))
  4. @Freagarach worked on some herding beahvior at some point.
  5. 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
  6. Yeah I am actually in favor of ditching it It was on the roadmap for A25, but @vladislavbelov had little time and focused on HiDPI instead, and we only got some part of that. I'm also not really happy of the fact we don't patch it correctly (as in its already patched) Gentoo doesn't use the bundled copy at all (Source I've been talking with a few of the maintainers on gentoo-games) They just go --without-nvtt for the most part and use the tarballs. Anyway. I'm curious to see how it'll go with compressonator. Might event try on Windows if I get the chance.
  7. I suppose it could be done by restricted classes. E.g. giving sharks the ability to attack but only fishing boats. I'm afraid however it might look a bit weird. Also I believe more people are killed by dolphins every year than by sharks.
  8. @hyperion did you see https://github.com/castano/nvidia-texture-tools/pull/306
  9. Split the topic. I suppose @Angen or @Freagarach might. I suppose it's a template issue.
  10. Do note that Linux and macOS builds are 64bits. Also, you need to pass --large-adress-aware when running update-workspaces.bat to be able to use up to 4GB of RAM. Else you'll be limited to 2GB. (Autobuilds have that flag)
  11. Yes but no errors != Fine. We need to keep actor files consistent for variants. This allows for instance a mod to replace all projectiles at once by changing one file not 300.
  12. You can also apply a global aura for all players that sets the loot to 0. Code changes should be similar to those. https://code.wildfiregames.com/D4250
  13. Automatically yes, immediately no. Translations need to be pulled first. Usually happens twice a week . I believe you can use the filters. Per resource. There is a way to see all strings but I never remember how.
  14. @Freagarach made a feature attack a specific area. Maybe we could have friendly fire for that when it's committed.
  15. I don't know why you touched the buildings at all they were totally working before XD. I restored the original ones who have their garrison flags There is still quite some work to be done for the hans - Remove all history strings, not any other civs have them and it might be weird - Use correct variants for building destruction eg. https://code.wildfiregames.com/rP24878 - Use correct variant for building projectiles https://code.wildfiregames.com/rP24907#change-QDyUhFFifgGT - Check units have approaching variants and animations are not broken.
  16. Well switching to a different versionning system is about commit access too. And I haven't heard from @LordGood and @Alexandermb and @wackyserious that they want to retire. @Enrique is definitely gone though.
  17. Indeed we could sed the svn status to see if we need to rebuild. We do need to have a test executable though. I did not know that, I've seen some cross people commits on Github and always wondered how they did it. I agree. I think we're in the later case. I think it's been there since before 2011 See Phab != SVN. The only way to upload images (or any binary really) with Phab is through arcanist. The point with SVN is there are barely ever merge conflicts you don't really have to worry about your next commit doing a merge on the branch or whether you need to rebase, or pull before you push etc. It does everything for you. You can also only clone the public mod or any sub part of the repo without having to clone the whole thing.
  18. No idea you need to contact your Ubuntu maintainer
  19. We could use the veiny metal texture, maybe. To make everything a mess one could make metal mines give both stone and metal
  20. It seems bigger than the example though. And it has to work for random maps as well. The challenge here is to keep a balance between organic rock formations and full fledged carries with tools and whatnot.
  21. I would guess that too, but there is some dependency between C++ and JS components (Not that much, but still, RallyPoints, Identity, Attack, possibly others) And also you can't run the game without the mod mod. https://www.perforce.com/blog/vcs/plastic-scm-vs-perforce (Obviously biased) I suppose proprietary isn't great but since my initial plan was to move to github.... Whatever we choose it should make it easier for people to contribute, and I think git fits that description. It's not like we attract a lot of industry professionals anyway, and they might be more familiar with git.
  22. In this case they might look a bit weird for such small objects
×
×
  • Create New...