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Stan`

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Everything posted by Stan`

  1. 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.
  2. 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.
  3. https://github.com/flathub/com.play0ad.zeroad/issues/130
  4. @Samulis made 24 of the 26 that were added in A26
  5. It's an issue with compute shaders. It might be hard to reproduce since we now disabled them for nouveau and GL
  6. 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.
  7. That's why using >= is bad because each new version might break everything
  8. 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.
  9. I think you'll find something better than this is coming this week.
  10. This looks like broken gpu skinning. Could you disable that option in the settings ?
  11. Can you show a screenshot ? Ideally provide ~/.config/0ad/logs/userreport_hwdetect.txt
  12. 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.
  13. 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
  14. 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.
  15. If you're playing in wifi you might consider an ethernet cable. It might also be that macOS is angrily trying to save power by shutting down the wifi causing intermittent lag. What did you play on before ?
  16. Can you enable the public (0ad) mod at the bottom ?
  17. It would be nice to be able to override this as well in the <prop tag as well>
  18. There should be a button on the right you click there and then the terms will appear. Once you accept enable feedback will be enabled
  19. Can you clarify ? Did you accept the terms ?
  20. Would be interesting to know if you have the same issue with other games using the sdl like super tux kart, battle for wesnoth, warzone 2100
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