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Stan`

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Everything posted by Stan`

  1. You need to patch all your maps as @vladislavbelov removed some js functions for ambient and unit colors. If they are skirmishes you need to pass https://code.wildfiregames.com/P232 as well.
  2. We didn't in fact it was slightly worse from what I recall. We did include a 15% perf improvement due to incorrect polling though. https://code.wildfiregames.com/D2919 According to wraitii though spidermonkey 91 will have a bigger boost.
  3. Hi Mark, Where did you get the appimage?
  4. You are using SVN, he is trying with the release, which is packaged (and precached NVTT remember?) in a single zip for faster file access on Windows HDDs so he has to uncompress the whole game @maroder note that if you uncompress it correctly you won't have to recompress it since the game will just pick up the files. I would have suggested OBS but your call
  5. The game natively loads anything in art/textures/ whether it's TGA or PNG and turns it into a DDS file with mipmaps unless something else is specified in a texture.xml file. BUT for skyboxes it's utterly hardcoded and only dds can be used and, as you noticed some of them don't have LODS (mipmaps) https://github.com/0ad/0ad/blob/83e81362d850cc6f2b3b598255b873b6d04d5809/source/renderer/SkyManager.cpp#L54 Hardcoding https://github.com/0ad/0ad/blob/83e81362d850cc6f2b3b598255b873b6d04d5809/source/renderer/SkyManager.cpp#L93 Funny comment https://github.com/0ad/0ad/blob/83e81362d850cc6f2b3b598255b873b6d04d5809/source/renderer/SkyManager.cpp#L76
  6. The sound attenuation is made for the current max zoom of 200 which might be overriden by mods. It was tested by @Samulis a sound artist, which assured me it was fine, so it would be interesting to know in which situation it's different. Note also that most of the sounds were changed to remove the 1998' AOE feeling of them, reducing clipping and trying to harmonize them. The bow sounds are lower than normal to match those of other games like AOE3
  7. It only does so if the file is a png, and if there is a texture.xml somewhere either in the public or in mod mod. HOWEVER skyboxes are a bit special since they do not go through that, everything is uglily hardcoded (Which means you can't use a png as a skybox for now) Those files are old, I haven't seen them changed in the past 10 years.
  8. Do you use a custom zoom?
  9. A user suggested Yona or Yavana which was the term used by Mauryas? to designate the Greek. https://en.wikipedia.org/wiki/Yona
  10. Everything else? I think units are slower to rotate to prevent dancing.
  11. ig9icd32.dll!71ce6c7d() Inconnu ig9icd32.dll![Les frames ci-dessous sont peut-être incorrects et/ou manquants, aucun symbole chargé pour ig9icd32.dll] Inconnu ig9icd32.dll!7176f06b() Inconnu ig9icd32.dll!71e4fd5d() Inconnu ig9icd32.dll!71f452f8() Inconnu pyrogenesis.exe!CShaderProgramGLSL::Bind() Ligne 515 C++ pyrogenesis.exe!CShaderProgramGLSL::Link() Ligne 390 C++ pyrogenesis.exe!CShaderProgramGLSL::Reload() Ligne 494 C++ pyrogenesis.exe!CShaderManager::NewProgram(const char * name=0x00c220e4, const CShaderDefines & baseDefines, std::shared_ptr<CShaderProgram> & program={...}) Ligne 272 C++ pyrogenesis.exe!CShaderManager::LoadProgram(const char * name=0x00c220e4, const CShaderDefines & defines) Ligne 69 C++ pyrogenesis.exe!`anonymous namespace'::GetOverlayLineShader(const CShaderDefines & defines) Ligne 53 C++ pyrogenesis.exe!OverlayRenderer::RenderTexturedOverlayLines() Ligne 448 C++ pyrogenesis.exe!OverlayRenderer::RenderOverlaysAfterWater() Ligne 425 C++ pyrogenesis.exe!CRenderer::RenderSubmissions(const CBoundingBoxAligned & waterScissor={...}) Ligne 1399 C++ pyrogenesis.exe!CRenderer::RenderScene(Scene & scene) Ligne 1714 C++ pyrogenesis.exe!CGameView::Render() Ligne 240 C++ pyrogenesis.exe!Render() Ligne 240 C++ pyrogenesis.exe!CGame::ReallyStartGame() Ligne 319 C++ pyrogenesis.exe!ProgressiveLoad() Ligne 309 C++ pyrogenesis.exe!Frame() Ligne 394 C++ pyrogenesis.exe!RunGameOrAtlas(int argc=1, const char * * argv=0x0130b418) Ligne 692 C++ > pyrogenesis.exe!SDL_main(int argc=1, char * * argv=0x0130b418) Ligne 743 C++ pyrogenesis.exe!___delayLoadHelper2@8() C [Cadre en ligne] pyrogenesis.exe!invoke_main() Ligne 90 C++ pyrogenesis.exe!__scrt_common_main_seh() Ligne 288 C++ pyrogenesis.exe!CallStartupWithinTryBlock() Ligne 365 C++ kernel32.dll!777ffa29() Inconnu ntdll.dll!77aa76b4() Inconnu ntdll.dll!77aa7684() Inconnu Try disabling GLSL and postprocessing.
  12. Sounds like a feature that could be interesting for @The Undying Nephalim & @Exodarion How hard would it be @Freagarach to add another property visible for ai or something?
  13. https://trac.wildfiregames.com/ticket/6053
  14. If you disable them in the civ.json visible false or whatever it doesn't work?
  15. It released you can download it already.
  16. No the map references the individual terrain texture actors in https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/art/terrains Those terrain texture actors reference the actual textures in https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/art/textures/terrain Each of those textures has mipmaps (if they are png a dds file is generated in your cache folder) auto mipmap generation bv NVTT is pretty bad though and @vladislavbelov wants to fix it.
  17. dds texture are images files (I believe gimp can open them) Maps are in binaries/data/mods/public/maps/ https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/maps There are three types of maps, Random (Procedurally generated using javascript), Skirmishes, and Scenarios. The last too are mostly the same apart from the fact they are in a different folder. Some maps have trigger scripts, which are scripts used to generate specific actions (eg spawning units regularly, or adding a different victory condition) "Normal" maps use an XML file and a PMP file (The xml contains map settings, lighting, water height, entity positions). The pmp contains height data, and texture data. wiki:PMP_File_Format
  18. They are brought together by code. I think we create a GL cube that's dependant of camera position
  19. We have mipmaps in DDS files if that's your question. Might or might not point you somewhere. https://code.wildfiregames.com/D3023 https://code.wildfiregames.com/D3020
  20. #version 777 ? Needs to be 130 or whatever we use else some drivers will crash because unknown opengl version iirc
  21. Can you attach crashlog.txt and crashlog.dmp? They are in %localappdata%\0ad\logs. Also try disabling mods.
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