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Everything posted by Stan`
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A new git-based development environment
Stan` replied to Itms's topic in Game Development & Technical Discussion
I really wish we had a one click build operation like godot does with his scons file. My scripts take care of that for linux bsd and macos but it still feels like a workaround. Anyway I think @Itms scripts are a step in the good direction, and their implementation can change. One big Windows issue is that dlls need to be in the binaries/system folder so they cannot be self contained in the libraries/** folders. The debug symbols in theory needs not, but without debugger you still need them in the same folder to print a stacktrace. -
A new git-based development environment
Stan` replied to Itms's topic in Game Development & Technical Discussion
I suppose submodules support branches? -
A new git-based development environment
Stan` replied to Itms's topic in Game Development & Technical Discussion
I think they do bring another upside: we need to patch the source of some dependencies, like SpiderMonkey. If we used submodules instead of the curl+tar+patch dance, we could provide an already patched source instead of maintaining patches in the 0ad repository. That would work better for NVTT and Fcollada which are now solely maintained by us, although we still support distro provided nvtt (but the last version before the github repo being archived is broken) Also the patching is OS specific... -
Apparently not. @Langbart did an awesome job with that. I'm sad he got eventually frustrated of me/0ad development.
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So is this what RTS UIs should look like now?
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A new git-based development environment
Stan` replied to Itms's topic in Game Development & Technical Discussion
Are you looking for the words cohesive and reproductible ? -
A new git-based development environment
Stan` replied to Itms's topic in Game Development & Technical Discussion
The inclusion condition vary from release to release from 85% translated to 90% translated, excluding Bengali and CJK translations. Not sure we can automate this. Windows dynamic link librairies (.dll) are next to the executable. (Macos has dylibs but they are built by users currently). As mentioned on IRC font generation could be part of the nightly until we finally use the currently useless Freetype dependency. Sadly there aren't that many left. I haven't heard of @vladislavbelov of late. I suppose @wraitii needs to be asked directly about it. -
Ah yeah but it's the definitive edition so they probably have some stuff cartoonized.
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It got similar to AOE4, I suppose it's the same engine? They probably have studies that tell them it's what player want. I'm happy the units look like the cinematic models we had back then
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The egyptian fortress looked a bit flat/bland.
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A new git-based development environment
Stan` replied to Itms's topic in Game Development & Technical Discussion
You do not need to add your name at the top of the page. Since everything is versioned you are credited in the history. If you feel there should be another place for wiki credits, maybe we should have a dedicated page. Or maybe we could pull them @Dunedan @Itms from the wiki and add them to the game... -
It's weird, most stuff looks way better, but some of it seems to have lost its soul.
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Do you use Windows scaling ? E.G desktop scaling at 200% ? I don't think Anti Aliasing affects the GUI. Do you play the release or SVN ? You could try to set https://code.wildfiregames.com/source/0ad/browse/ps/trunk/binaries/data/config/default.cfg$30 borderless.fullscreen = false in user.cfg you can also try hidpi = true Please try them one at a time to avoid problems and false positives.
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Can you set everything to controlado por la application. Or maybe just restaurar for everything, not just 0 A.D.
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Mmh did you play with the NVIDIA control panel? Maybe you forced antialiasing in there to override all apps?
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Maybe it's geometry instead of alpha, but we need instancing for that.
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Can you upload your logs ? System info and hw userreport Do you get any warning when changing sample number ? And 0 A.D. supports 4K no problem so it's something else.
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AMD GPU ? Use 8x your GPU doesn't support more
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A new git-based development environment
Stan` replied to Itms's topic in Game Development & Technical Discussion
I'd like to add some precisions to this. (@vladislavbelov might correct me) Vulkan shaders (Also called spir-v shaders) are artifacts produced by compiling the GLSL code (text files) into SPIR-V files (binary files). They only should get rebuilt if new shaders are added or old are modified. That compilation process takes one hour on a fast machine, and about 5 on the CI. The produced output also differs depending on the version of GLSLC (This caused a few disagreements). There is no incremental build. So you might wonder if we're doing something stupid when compiling them. And actually it's the converse. We're optimizing the number of files we have to generate using these files: https://releases.wildfiregames.com/spir-v/ You see, unlike GLSL which support conditional macro execution using #if and the like, spirv does not and you have to compile every single permutation of those macros. (and there are a lot) Those json files only list the ones that are actually used in order to prevent generating too much useless code. Bruteforcing the generation would add a couple gigabytes of shaders. When Vulkan was first added the generation script and the relevant rule files were not present anywhere and so we couldn't automate the process. That's one of the things that caused a delay because I didn't want to go the easy route and just dump the spir-v mod as is in the release bundles. In the future we probably should rebuild the shaders only if something in binaries/data/mods/**/shaders changed, or if the rules file changed (could store a hash of the file or something) That's still a significant size. The mod itself has the advantage of being compressed -
A new git-based development environment
Stan` replied to Itms's topic in Game Development & Technical Discussion
Looking at the scripts here https://svn.itms.ovh/nightly-build/trunk/libraries/ I'm not sure their behavior can be replicated using submodules, but I could be wrong. One of the expectations that some people including me had at the time was that we would be able to split the engine from the game because a few people wanted to contribute to engine solely without having to clone the big repo, and that's partially solved by LFS, but that hasn't happened. Currently atlas is still heavily depending on the public mod. All the other needed engine resources are in the mod mod now. Another one was to lower the contribution entry with Pull requests and no longer requiring a third party too like arcanist. -
A new git-based development environment
Stan` replied to Itms's topic in Game Development & Technical Discussion
There is some stuff on the Github for the website. Not sure how relevant it still is though. I wonder wether we should version feedback, docs and other websites we have. -
I mean most of it is covered by the guide already.
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What would you add to the English style guide in fine ?
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About the names it would be nice to have the greek name next to the latinised version, just like specific and generic names for units For the numbers I'm not familiar with what we do in the game
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Sounds like it's compatible with our English style guide. I guess I can make a "community writer" badge. https://code.wildfiregames.com/differential/ On that page click create diff: Paste the raw diff generated by git diff -x -U5000 Set the repository to rDD 0 A.D. Design Document, then fill the form Now for reviews that's a bit trickier, since there is no one in charge. But unless it's huge changes, it should be okayish. You can see the generated version here https://docs.wildfiregames.com/design/ More stuff here https://docs.wildfiregames.com/