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Stan`

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

  1. 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
  2. I guess this deservers a whole lot bigger discussion but why would it make the Zapotecs easier to include? Their inclusion is not dictated by the time frame but rather the team's reluctance to add new civs in general as it adds a significant load on balancing, download size, and scrutiny. Mods are usually perfect until they need to get into the game then every body starts dunking on them To add to this creating empires besieged is just creating a new repo and starting dumping assets we don't have yet in it. Then it would be available through mod.io as any other mod.
  3. We might add a workaround for this which could be interesting if we know the hierarchical structures, we could add a chief, high priest and maybe some intermediary level. Those would work as heroes. Unlike other civs they wouldn't have a 1 time limit (only max 1 alive) Bonus points if we could have dynamic specific name matching how they named people back then.
  4. It would interesting to compare the first RC of last year with the release. From the measurements it would seem the simulation is to blame not the graphics which is a bit weird but might be due to the spidermonkey update. The rc from last year would be closer than the release. Testing that might help us narrow it down more. So far I don't think there we have a clue. On macos I get up to 5 times the framerate of A26 with vulkan
  5. Yeah you won't be able to compile spidermonkey without python 2.7. and just that alone will be too hard to fix Your gcc will be too new so you'll have to fix a shitton of errors
  6. Oh I'm sorry. I didn't elaborate because I thought you'd use the game's shader and that would solve your issues. The vulkan pipeline is a bit complicated. You need to have GLSLC installed and present in path FileNotFoundError: [Errno 2] No such file or directory: 'glslc' python3 source/tools/spirv/compile.py ^ -d binaries/data/mods/mod ^ -d binaries/data/mods/public ^ binaries/data/mods/moderngui ^ source/tools/spirv/rules.json ^ binaries/data/mods/moderngui Could be that that last folder is not where it expects it to be (next to the public folder) and instead is in My documents or somehting.
  7. Actually this was due to something else. And the whole server went down not just the lobby. During the Covid we reached 500 simultaneous player in the lobby.
  8. I think you should be able to replace it with https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/art/materials/basic_glow_norm_spec.xml. So replace <material>basic_glow_nu.xml</material> by: <material>basic_glow_norm_spec.xml</material> You might also replace <texture file="props/hero_selectorA.dds" name="normTex" /> <texture file="props/hero_selectorA.dds" name="specTex" /> with <texture file="default_norm.png" name="normTex"/> <texture file="null_white.dds" name="specTex"/> (Lighter cheaper texture) Indeed it was not updated after @vladislavbelov committed Vulkan. Basically those materials define combinations, like "USE_SELF_LIGHT". In GLSL that's no problem, because the shader files (.vs and .fs) support any number of combinations, at the expense of performance. In vulkan however, you need one file per combination. So if you have USE_SELF_LIGHT and USE_TRANSPARENCY you've got four SPIR-V files. Add one more and you got 8 and another one 16. To save space, and make the compilation faster, we only generate a certain number of combination we know. So when you run the release with a combination we do not support boom. To compile the shaders you need to run these commands: Mod mod python source/tools/spirv/compile.py -d binaries/data/mods/mod binaries/data/mods/mod source/tools/spirv/rules.json binaries/data/mods/mod Public mod python source/tools/spirv/compile.py -d binaries/data/mods/mod binaries/data/mods/public source/tools/spirv/rules.json binaries/data/mods/public Your mod python source/tools/spirv/compile.py -d binaries/data/mods/mod binaries/data/mods/public binaries/data/mods/your_mod source/tools/spirv/rules.json binaries/data/mods/your_mod
  9. What do you need that new material for ? If you want it to work you'll have to recompile vulkan shaders
  10. Usually vulkan should have more stable fps than GL. I guess the users which will see the biggest difference are mac users (up to x5 fps)
  11. Yeah that's correct. Although if your repos still have it you might install it from there
  12. Did you run: $ sudo apt update Before installing 0ad ? Else it might not have picked it up. Also it might depend on which version of Ubuntu you have.
  13. You can replace this by following what was done here https://gitea.wildfiregames.com/0ad/0ad/commit/281bb0b2ecfc21b1cdac5e53b1f76e4f944a0fa8 Which would probably be: Engine.ConfigDB_SaveChanges("user");
  14. Play smaller maps. Or wait for a 64 bits build for 0 A.D. Or play on Linux.
  15. You can look at profiler2 see https://gitea.wildfiregames.com/0ad/0ad/wiki/Profiler2 But most importantly we need to compare with A26 or at least maybe the first RC before the release was cancelled last year.
  16. You might check if there are “zombie” 0 A.D. processes still running by opening the task manager and lookinf for pyrogenesis.exe You might try to run the game with -conf=rendererbackend:vulkan Did you play on a big map with many units when the crash occured?
  17. Hey could you do this: It looks like you ran out of memory. Is it possible you ran out of disk space as well ?
  18. Relevant discussion https://irclogs.wildfiregames.com/%230ad-dev/2025/02/2025-02-03-QuakeNet-%230ad-dev.log
  19. @technocrat @psypherium tested and the box selection but seems to be fixed in SDL3.2.2
  20. As in for Release 28 yeah if we don't find the culprit. It would nice to diagnose the source though. Are people using Vulkan or OpenGl, what kind of GPU they have etc.
  21. Splat the thread as it is a different issue. Could you go into the event viewer from windows ? There might be errors indicating what goes wrong when you start the installer You can launch a run command and type evtvwr IIRC.
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