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Stan`

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

  1. I think you'll find something better than this is coming this week.
  2. This looks like broken gpu skinning. Could you disable that option in the settings ?
  3. Can you show a screenshot ? Ideally provide ~/.config/0ad/logs/userreport_hwdetect.txt
  4. 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.
  5. 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
  6. 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.
  7. 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 ?
  8. Can you enable the public (0ad) mod at the bottom ?
  9. It would be nice to be able to override this as well in the <prop tag as well>
  10. 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
  11. Can you clarify ? Did you accept the terms ?
  12. 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
  13. I see, thanks for the explanation. On Windows this is less likely to happen since the game keeps an exclusive access to the files it uses. E.g. you would not be able to override the public mod while the game is running. If bad things like this does happen though it might be nice to have an issue tracking that. The reason we do not install it there but rather in %LocalAppData% which resolves to C:\Users\yourname\AppData\Local is not all users have admin rights and are able to put it in program files. Also I imagine the game might have some issues with the space in the folder name
  14. Any reason not to use the -writableRoot param ? This would store all the files installed and created by the game in the corresponding app folder. That's what the portable version of 0 A.D. uses.
  15. Thanks for testing. Do you know use Gnome/Mutter? If you do, you might try a different DE.
  16. @zyli can you please upload the replay as well ?
  17. Everything is down currently sorry for the inconvenience
  18. The diff https://code.wildfiregames.com/D1905
  19. IIRC Silier had a patch that allowed hiding the vision depending on terrain. Not sure it worked with walls though.
  20. 0.27 does not exist yet. Have you tried the native package ?
  21. It would be nice indeed but there is a Gitea bug https://github.com/go-gitea/gitea/issues/33291
  22. To be honest, its really not that many. The situation could be greatly improved without removal with: better organizing map categories like I tried to do ("Default" category problem), and folding 2,4,6, and 8 player versions of skirmish maps into one map. I think the redundant maps could be removed entirely, and maybe some of the niche maps like snowflake sea rocks could be a good fit for community maps. Maybe I misread but are you advocating for removal without advocating for it ? I'm confused. It's not that many yes. But if you consider ten maps per alpha updated with an alpha every year that's still about 25 years of upgrade. My point isn't to burn all maps and start again. It's just let's consider the fun and most played maps and make them the prettiest we can and keep the rest in the community mod for people who need more. Hiding maps behind options is as good as putting them in a mod IMHO. It also makes the download smaller which reduces costs with the bandwith and our finite server space. Also most scenarios are broken and not really playable. A three map campaign by @Vantha would be a much better advertisement than 70 maps Another problem we have is that most people making videos always pick the worst looking ones which is terrible for the game's image >< (Ducks behind the alpha label)
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