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Stan`

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

  1. Do you use a custom zoom?
  2. A user suggested Yona or Yavana which was the term used by Mauryas? to designate the Greek. https://en.wikipedia.org/wiki/Yona
  3. Everything else? I think units are slower to rotate to prevent dancing.
  4. 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.
  5. 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?
  6. https://trac.wildfiregames.com/ticket/6053
  7. If you disable them in the civ.json visible false or whatever it doesn't work?
  8. It released you can download it already.
  9. 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.
  10. 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
  11. They are brought together by code. I think we create a GL cube that's dependant of camera position
  12. 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
  13. #version 777 ? Needs to be 130 or whatever we use else some drivers will crash because unknown opengl version iirc
  14. Can you attach crashlog.txt and crashlog.dmp? They are in %localappdata%\0ad\logs. Also try disabling mods.
  15. Not sure there is a ticket for it. Should be somewhat easy to debug and patch if someone has the time
  16. Yeah I noticed that. Changing them work though unnasigning them doesn't.
  17. 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
  18. Try this (sorry about the french, it's properties, then compatibility tab) dpi.mp4
  19. You can also right click on them to get details :?
  20. 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
  21. PPA is outdated. See it's missing the Alpha name.
  22. 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
  23. I have updated some on the webpage but maybe I missed it somewhere else.
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