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Everything posted by Stan`
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Do you use a custom zoom?
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A user suggested Yona or Yavana which was the term used by Mauryas? to designate the Greek. https://en.wikipedia.org/wiki/Yona
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Everything else? I think units are slower to rotate to prevent dancing.
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Feel free to help us
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Does flatpack or snap work?
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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.
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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?
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https://trac.wildfiregames.com/ticket/6053
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If you disable them in the civ.json visible false or whatever it doesn't work?
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It released you can download it already.
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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.
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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
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They are brought together by code. I think we create a GL cube that's dependant of camera position
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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
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#version 777 ? Needs to be 130 or whatever we use else some drivers will crash because unknown opengl version iirc
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Can you attach crashlog.txt and crashlog.dmp? They are in %localappdata%\0ad\logs. Also try disabling mods.
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Upgrading a23 skirmish maps to be compatible with a24
Stan` replied to andy5995's topic in Scenario Design/Map making
Not sure there is a ticket for it. Should be somewhat easy to debug and patch if someone has the time -
Upgrading a23 skirmish maps to be compatible with a24
Stan` replied to andy5995's topic in Scenario Design/Map making
Yeah I noticed that. Changing them work though unnasigning them doesn't. -
Does the laptop where it lags have screen scaling ? Eg a 125*% zoom on windows. If so you need to disable scaling foe 0 A.D. by editing properties or disable it entirey
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Try this (sorry about the french, it's properties, then compatibility tab) dpi.mp4
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You can also right click on them to get details :?
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Spidermonkey 68 & 78 upgrade
Stan` replied to wraitii's topic in Game Development & Technical Discussion
Hey thanks for reaching out, The patch is here https://github.com/0ad/0ad/blob/83e81362d850cc6f2b3b598255b873b6d04d5809/libraries/source/spidermonkey/FixSharedArray.diff You can see all the patches we apply here https://github.com/0ad/0ad/blob/83e81362d850cc6f2b3b598255b873b6d04d5809/libraries/source/spidermonkey/patch.sh -
PPA is outdated. See it's missing the Alpha name.
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You cannot do that, because the drop shadow / glow effects are dependent on what's above, and that's a bit hard to implement. Maybe you could consider another display approach for them, like at the bottom
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I have updated some on the webpage but maybe I missed it somewhere else.