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Stan`

0 A.D. Project Leader
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Everything posted by Stan`

  1. Usually if you build with sudo then the game will throw you a tantrum https://trac.wildfiregames.com/browser/ps/trunk/build/workspaces/update-workspaces.sh#L3 For wx-config you need an env variable https://trac.wildfiregames.com/browser/ps/trunk/build/premake/extern_libs5.lua#L668
  2. As far as I can see no :/ Indeed, I thought I closed all of them
  3. Known bugs. Typing the /clear command will trigger errors.
  4. The release candidate is here! Revision: rP24875 https://releases.wildfiregames.com/rc/0ad-0.0.24rc1-24875-alpha-win32.exe https://releases.wildfiregames.com/rc/0ad-0.0.24rc1-24875-alpha-osx64.dmg PLEASE READ THIS BEFORE POSTING & TESTING The RC will overwrite the current installed version. The RC will use your current config including mods, so make sure to disable EVERYTHING (fgod, autociv, and badosu's mod are not supported) You might get warnings about hotkeys, we redesigned completely the system, so you might have to fix some of them (you may want to backup your config file if your intend to play A23B again It goes without saying but even though we are really close to a release, this is an experimental version. If you want to help more you can also perform those steps Launch a random game Test your language's translations and fix them on Transifex. Launch a normal skirmish. Connect to the lobby Play on the lobby with someone Launch Atlas See if everything works there. Open Unit tests demo (To see if there any breakage in displaying entity's) (It's in scenarios) Try mods through modio only. (A23B MODS WILL NOT WORK) If you need any help ping me Enable feedback and see if it works (Main menu) Connect to and use mod.io Test replaying new games Test Saving and loading a game. Changelog
  5. We're building the first A24 release candidate revision: rP24875 Will upload links when it's done. @Dizaka here is a good place for balance questions @borg- should be the person you should talk to.
  6. Hey everyone! Translation Freeze will be on Saturday 23:59 UTC. Make sure your language will be included by getting it below the 470 remaining words to translate. So far 17 languages will be included. Greek, Chinese and Italian are almost there. https://www.transifex.com/wildfire-games/0ad/
  7. Do you get it as soon as you open the game? or when launching a game?
  8. 1) Do you have any mods installed? If so which 2) Can you open the task manager and look if there is pyrogenesis.exe still running there 3) can you upload the crashlog.txt and crashlog.dmp from %localappdata%\0ad\logs
  9. Maybe you broke it with your changes in shaders (just spitballing here) Else could be something more pernicious, e.g the game Hwdetect.js detecting your machine is not fast enough to run them, and disabling it, but that would be strange, since it would disable GLSL in the option as well.
  10. Well they should be in that exact folder, else something is wrong with your repository... They're called player_trans_parallax_spec.xml and player_trans_ao_parallax_spec.xml (forgot the extension in my message) They are these kinds of files https://trac.wildfiregames.com/wiki/MaterialFormat and they are referenced in the <material> tags of files in art/actors/* Well as you saw it works on my machine, and I don't have done anything special with those files...
  11. I'm on Windows, but I prefer to limit the number of tools I use Well according to what I said earlier you should already see it, so I'm not sure what you mean? you can add that to your config file in ~/.config/0ad/config/user.cfg gpuskinning = true But it shouldn't change anything
  12. Since 2.5 I think you could bake with both internal and cycles.
  13. I'm not sure that's how it works, they probably only handle tickets on their Phabricator. We might be faster by writing a plugin. https://www.blendernation.com/2018/01/03/textools-for-blender/ might be interesting Probably not, since I don't know where it is, and for what renderer it is present.
  14. I have used XNormal for a while, sadly it's not cross platform. Also we still need blender to merge the meshes (cc has a few props such as the statues for instance), generate the UV's export, import as obj in xnormal reexport, split model by materials in blender, and reexport everything.
  15. Might want to try with Cycles, it's as white as you want it to be.
  16. /** * Renders all non-alpha-blended models with the given context. */ void CallModelRenderers(const CShaderDefines& context, int cullGroup, int flags) { CShaderDefines contextSkinned = context; if (g_RenderingOptions.GetGPUSkinning()) { contextSkinned.Add(str_USE_INSTANCING, str_1); contextSkinned.Add(str_USE_GPU_SKINNING, str_1); } Model.NormalSkinned->Render(Model.ModShader, contextSkinned, cullGroup, flags); if (Model.NormalUnskinned != Model.NormalSkinned) { CShaderDefines contextUnskinned = context; contextUnskinned.Add(str_USE_INSTANCING, str_1); Model.NormalUnskinned->Render(Model.ModShader, contextUnskinned, cullGroup, flags); } } void CallTranspModelRenderers(const CShaderDefines& context, int cullGroup, int flags) { CShaderDefines contextSkinned = context; if (g_RenderingOptions.GetGPUSkinning()) { contextSkinned.Add(str_USE_INSTANCING, str_1); contextSkinned.Add(str_USE_GPU_SKINNING, str_1); } Model.TranspSkinned->Render(Model.ModShader, contextSkinned, cullGroup, flags); if (Model.TranspUnskinned != Model.TranspSkinned) { CShaderDefines contextUnskinned = context; contextUnskinned.Add(str_USE_INSTANCING, str_1); Model.TranspUnskinned->Render(Model.ModShader, contextUnskinned, cullGroup, flags); } } Renderer.cpp Seems like INSTANCING is true for everything that's not transparent, or not skinned (read not having animations): buildings fit that criteria. You guessed it str_1 is = "1" Interned in the memory.
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