Jump to content

Stan`

0 A.D. Project Leader
  • Posts

    17.023
  • Joined

  • Last visited

  • Days Won

    525

Everything posted by Stan`

  1. It is indeed fixed in SVN as far as I know, with a better fix, from what I've read of the matter.
  2. To play multiplayer in good conditions you'll need fgod mod you can find instructions on how to install it there -> Sorry for the inconvience.
  3. Constructive feedback is always appreciated. Hope you'll enjoy the game nonetheless
  4. A little less I believe. I don't think it's official. They never supported OpenGL and they want to push metal so I don't think they would support molten vk.
  5. That would work, but won't it result into spaghetti code ?
  6. @Sundiata He can't, him fixing the Mac was me fixing a dumb mistake I made and him making a mod with that fix.
  7. Don't run games in a VM it's not worth it. We will support Mac as long as we find a way to make the game compatible on it. OpenGL deprecation doesn't mean it will be removed just yet. So here are the current reason why Mac Support is complicated right now that we can do something about. Im planning to buy the most recent mac 500€ can get so that might be a 2012 version. I can't really afford a more expensive Mac as I'm going to buy a new laptop to do art stuff and mac won't do ... No one building the game on mac No one testing the SVN version often No one testing the Multiplayer of SVN often Here are the reasons that might make Mac really hard to develop on in the future. OpenGL suppression. If they delete OpenGL libraries from MacOs, new macs and new version of MacOs won't allow you to run the game without huge graphic engine changes on our side. Mac ditching Intel for ARM, if they do that, it will be way harder to compile the game for Mac. Because 0 A D code + All the libraries + All the external libraries will have to be tested on a complete different platform where things might be really different. Here are the things we can do to to fix the three first bullet points. Gather as much Mac Players in the community as we can, how many are you guys ? 5 ? Explain how to compile the game / make it more straightforward. (It's really about opening the terminal, and typing a few commands there getting in touch with us and helping us debug stuff out) Here are the things we can do for the rest Find two motivated devs that want to work together review each others patches, and switch from OpenGL to Vulkan, and Molten VK on Mac. That will mean anyone with a Graphics card older than 5 or 6 years won't be able to play the game anymore. Find someone on an ARM platform that's willing to go through the process of making our code compatible. It's not starting from scratch as stuff as been done for Android (though not finished) but it's gonna be tough, and currently we simply don't have the man power.
  8. Would look weirder with off scale units :/ I guess make it the same than the other triremes.
  9. I can't tell @elexis and @tobbi are working together to make it work. I don't know much more so I can't really say.
  10. Mac issues is mainly the lack of developers using a Mac...
  11. Atlas is the map editor. As long as you don't want to create or edit maps you should be fine without it
  12. Nice work on that bridge ! You have got to fix the UV stretching though Happy Modding !
  13. What version of WxWidgets do you have ? Yeah it should be 3+
  14. https://github.com/bitcoin/bitcoin/issues/10910 https://github.com/openframeworks/openFrameworks/issues/5035 This one reinstalled boost after purging it (It appears he had a conflict between two versions) https://stackoverflow.com/questions/13467072/c-boost-undefined-reference-to-boostsystemgeneric-category This one created symbolic links to boost. because it had the wrong name when being installed
  15. I've discussed with Itms IRL and we are trying to make things go better. We will have another talk in Toulouse on the 17th and 18th of November at the Capitole du Libre. As always there is stuff going on behind the scenes, and communication could have been better. Sorry for the inconvenience. Meh. I've never been really fond of monkeys.
  16. That's gonna be a pain, but that will be good for artist work. Cleaning up will be nice. Some models might get some fixes as well I count on @Alexandermb to make some anims, and I have a new boar ready, and enrique's fox to commit.
  17. I can't remember but I think the rendering is like 20% of the frame time time. Pathfinder goes way higher than that. Doing instancing might help more than LODS. I was thinking of stripping every prop from the structures so that multiple meshes can be reused all over.
  18. Well it depends on who is going to do it. There are a few things to take into account. One code. There is no code that switches objects depending on graphic options. Two actors. It's still code but it will have to be done by artists by either adding model variants to every actor files. Three models. In general LODS are made manually by artists. That's a time consuming process. The only automatic LoD system I saw was taleworlds. A few years I guess assuming we start now. It would only help on older computers. I thought of making a low polygon mode with the old units old horse old camels etc but it's a lot of work.
  19. Here is mine LIBS += -Wl,--start-group ../../../binaries/system/libmocks_real.a ../../../binaries/system/libnetwork.a ../../../binaries/system/libtinygettext.a ../../../binaries/system/liblobby.a ../../../binaries/system/libglooxwrapper.a ../../../binaries/system/libsimulation2.a ../../../binaries/system/libscriptinterface.a ../../../binaries/system/libengine.a ../../../binaries/system/libgraphics.a ../../../binaries/system/libatlas.a ../../../binaries/system/libgui.a ../../../binaries/system/liblowlevel.a ../../../binaries/system/libmongoose.a -Wl,--end-group -lGL -lSDL2 -lpng -lz -lmozjs38-ps-release -lxml2 -lboost_filesystem -lboost_system -lenet -lcurl -licui18n -licuuc -lsodium -lX11 -lXcursor -lopenal -lvorbisfile -lnvcore -lnvmath -lnvimage -lnvtt -lgloox -lminiupnpc -lrt -ldl Try adding to yours -lboost_filesystem -lboost_system
  20. It would be in build/workspaces/GCC/pyrogenesis.make. but in my case I already have them line 25 (LIBS+=)
  21. By default you only have one mod. This mod is the base game and is called the public mod. This mod should always be loaded first. Then you can add another mod let's say Terra Magna and enable it. If you want to play milleniumad disable Terra Magna and enable MillenniumAd
  22. Are you sure you disabled all mods save for the public mod ? There are a lot of incompatible mods on mod.io because they change gameplay, and sometimes the same files. Delenda Est and Hyrule Conquest are mods that you shouldn't try to combine with any other mods for this reason. The order of mods matters a lot.
×
×
  • Create New...