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Everything posted by Stan`
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Do you have all the latest windows updates and the microsoft visual c++ 2017 redistributables ?
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Do you have either gpu skinning or resolution scaling enabled in the options ?
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Do you use Arch Linux? If so this is a known bug of them trying to use SDL3 instead of SDL2 through sdl compat. You might use the workaround described at https://gitea.wildfiregames.com/0ad/0ad/issues/7569
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No git tag in SVN where all the shaders are...
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On macOS they are hidden folders so it will be hard to access them via the UI. You can however open a terminal and use a command like so open /Users/{YOUR USERNAME}/Library/Application\ Support/0ad/
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Can you disable GPU Skinning ?
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It's hard to say. There shouldn't be any roadblocks this time, so it might be fast. They have just been notified today though.
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Hello @KeepThinkin Can you give us more information about your mac and the version you are playing ? See ReportingErrors and GameDataPaths. Hopefully interestinglog.html will contain some useful logs to us.
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Can we take control of the Flathub repo?
Stan` replied to ShadowOfHassen's topic in General Discussion
https://github.com/flathub/com.play0ad.zeroad/issues/130 -
What are your favorite songs in 0 A.D.?
Stan` replied to ShadowOfHassen's topic in General Discussion
@Samulis made 24 of the 26 that were added in A26 -
Did you pull lfs assets ?
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When it breaks™. Basically each new version you need to check if the file was changed. You can go on Gitea to see the last modification dates and see what changed by looking at the commit message. Each release has two pages. A list of major changes and a small porting guide. https://gitea.wildfiregames.com/0ad/0ad/wiki/Alpha27 You can help by enriching the later https://gitea.wildfiregames.com/0ad/0ad/wiki/PortA26ToA27 Every errors are logged in a file called interestinglog.html See this page for where to find it https://gitea.wildfiregames.com/0ad/0ad/wiki/GameDataPaths This file is wiped on each game start.
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That's why using >= is bad because each new version might break everything
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In the mod.json you specify dependencies. You can use <= or >= there although I would not recommend it because you do not know if your mod will be compatible with the future version.
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I think you'll find something better than this is coming this week.
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Welcome back!
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Ranged cavalry should be at the back of formations
Stan` replied to Atrik's topic in Gameplay Testing
Merged. -
Usually when you use rustup it either installs it itself in path or you have to edit your bashrc. Could also be you installed the wrong toolchain.
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Atlas - Problem with placing vegetation on steep slopes
Stan` replied to Vantha's topic in Help & Feedback
Batching can mean many things but IIRC in our case we're just ordering the models so that we render them one by one by texture combination in order to save some time copying textures and mesh data to the gpu buffers. While instancing would mean that if you have 6 identical barrels to render they can be rendered multiple times with different transformations (position, rotation, scale) and material properties in a single draw call instead of 6 -
Atlas - Problem with placing vegetation on steep slopes
Stan` replied to Vantha's topic in Help & Feedback
As mentioned on the ticket I believe we do have batch rendering, but not instancing. I could not get instancing to work from previous work from @wraitii sadly. It can be picked up at https://gitea.wildfiregames.com/Stan/0ad/src/branch/GL_ARB_Instancing/ (anyone feel free) This will significantly reduce the number of drawcalls, but it might not make a big difference, since we have a lot of different models. Might work with the limit variation option.