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Stan`

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Everything posted by Stan`

  1. Does the game work with OpenGL? The map editor is stuck with OpenGL.
  2. https://flathub.org/apps/com.play0ad.zeroad was updated and verified yesterday. There is a little quirk on the version on that page which might be why you don't see it
  3. You might try the 27 flatpak we recently updated see if it fixed your issue. I'm not sure popos 22:04 would work with a ubuntu 24:04 ppa but it might work to get a native package. @oSoMoN could you check Atlas with snap when you have some time?
  4. It's created on startup. https://gitea.wildfiregames.com/0ad/0ad/wiki/GameDataPaths should give you it's hidden location. Also my bad it's .txt Is it a flatpak, a snap, native package ? Can you launch the game in the terminal to see if you have any extra output? Can you run in gdb to get a backtrace ?
  5. Can you give more info? userreport_hwdetect.text what you're doing etc
  6. Hey congrats! don't forget to post some screenshots
  7. Use alt to select them Then you should be able to delete them.
  8. Don't think so. Might be doable with a mod though. Also with regards to this thread when sharing your user.cfg please mind that it contains your lobby password
  9. Then it sort of makes sense. The GUI is probably completely GPU bound, which means the game has nothing to do except requesting more frames. In the game though, You're probably being CPU bound, so the game is waiting for the data to send to your GPU. Note that if you are using VSYNC it will cap the fps at your monitor's refresh rate.
  10. @Seleucids Do you by any chance have tweaked the fps cap option ?
  11. He needed to be added to the docs or contributor group. That's done now.
  12. Yeah async is not a magical bullet It only works if you have threads, if you don't, might as well call it synchronously.
  13. Yeah sorry about that, we only updated one spot during FOSDEM.
  14. Cause that's where you should report issues. Unlike trac issues are not global
  15. I might even want to try to do it but : is it possible to make the selection more smooth with async js? Like would it even be possible to load minimal entity datas (maybe even without using getEntityState / using a alternative), THEN load entity datas next frame(s)? I can think of using mouse over event handler to load tooltip datas, but i guess the performance gain aren't worth pursuing, all the datas would be loaded on later frames? You can try js promises that were added in A27 but as I said it's the same thread so it still gonna wait after everything in the thread is done You still need to load all the datas for whatever you have selected.
  16. It should always be compressed. If it isn't it means something or someone meddled with it and we don't support this. Your best bet is to uninstall wipe the folder, then reinstall.
  17. I'm still missing the last chart btw, but i don't know how to implement it. PRs to do that and to implement the latest local ratings features are welcome.
  18. In our case asynchronously, would still be on the same thread. We discussed this with @phosit and @bb_ Node has the same issue. What we actually need to do is run the GUI code in another thread completely. But the main issue with selecting units is that it sends a lot of data. Like basically everything we know about these units. EDIT: See https://code.wildfiregames.com/D1618
  19. So far there is no pull request to integrate the features. It will require some work toadapt the code. Also not all features might make the cut. At the beginning autociv was just the game setup addon now there are a lot of features that need to be split and rewritten so they can be maintenable in the long run.
  20. You can download any version of the game
  21. Can you take a picture? You can also try to disable gpu skinning in the options
  22. @Itms told me he'd look into it. I gave him access to a win7 VM.
  23. Without F11 it's hard to tell if it's simulation lag or graphics lag. Right maybe someone has a copy somewhere. Else might be possible to recompile
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