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gameboy

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Everything posted by gameboy

  1. @aeonios: Do you optimize the water surface texture code? This looks great.You have solved the problem of black and red fish? Can you provide your patch, let us all to help you test, this is OK?
  2. @historic_bruno :Never see the sky before, it does not work. Why do you need to open the developer mode to cancel the camera? Why choose to show the sky in the game options menu, the sky does not show, all around is dark, there is no show the sky.
  3. This is a strange question, is this function does not exist? when I press Ctrl + W, did not show the sky. I can't see the sky.
  4. I have a problem, maybe you have encountered such a problem, please take the time to look at. thank you.

    https://wildfiregames.com/forum/index.php?/topic/20446-vanishing-sky/

  5. Press the button in the game under ALT + Z, the sky does not show. I didn't see the sky. Why? I tested the latest SVN17724
  6. Has been over a month, this function is still not achieved, @nikagra: my friends, where are you, your latest work progress? Please let us see the complete implementation of this SMAA function, thank you.
  7. My friend, MIMO, I am very sorry about this problem! Today I tested the latest SVN17711, the problem still exists.
  8. This is a temporary fix patch, is my friend MIMO provided, please test it, maybe a few days there will be the final fix the problem. Thank you everyone. http://trac.wildfiregames.com/attachment/ticket/3751/ticket3751.patch
  9. Today, I tested the latest SVN17702, this error again, I put the game file upload file upload, please help me. savegame-0113.0adsave
  10. I tested SVN17685, when I used More than ten farmers and soldiers to build a municipal center, the city center after the establishment of an error message: ERROR: Script message handler OnGlobalEntityRenamed? failed ERROR: Error in timer on entity 4368, IID 90, function TimerHandler?: TypeError?: "target" is read-only RallyPoint?.prototype.OnGlobalEntityRenamed?@simulation/components/RallyPoint.js:100:4 Foundation.prototype.Build@simulation/components/Foundation.js:346:68 Builder.prototype.PerformBuilding?@simulation/components/Builder.js:73:3 UnitAI.prototype.UnitFsmSpec?.INDIVIDUAL.REPAIR.REPAIRING.Timer@simulation/components/UnitAI.js:2707:6 FSM.prototype.ProcessMessage?@simulation/helpers/FSM.js:274:29 UnitAI.prototype.TimerHandler?@simulation/components/UnitAI.js:3856:68 Timer.prototype.OnUpdate?@simulation/components/Timer.js:100:4 commands.txt
  11. @wowgetoffyourcellphone :You provide the download MOD, I tried it, it does not seem to have this effect: a ceasefire time, you can provide a look at this ceasefire time mod, thank you.
  12. @wowgetoffyourcellphone:You can download this fire timer?
  13. This question is really cannot be fixed?
  14. Just 10 minutes ago, I've fixed the problem. BTW: I'm not modifying the program code.
  15. @niektb:How do we change the method, and then apply it to the code?
  16. I found a way, but how to apply this method into the code, still ask everybody to help me. Virtual is kept within area is based on 64 KB. In the area of the page can be submitted from page to page (translator note: when it comes to each page in the Windows CE is in front of the 4096 - byte or 1024 bytes). You can directly submit a page or pages rather than a full page of the reserved area. But for page or pages, directly submit is still a 64 - KB (translator note: may submit the number of pages until it is enough to fill 64 KB really commit), for this reason, the best to keep a 64 - KB of virtual memory, and then submit the page to areas of need. Because the virtual memory address space to each process 32 MB limit, it has a maximum of 32 MB / 64 KB - 1 = 511, this is before the existence of memory can be retained within the virtual maximum. Next, an example, the code is as follows: 1024 / / # define PAGESIZE Assume we 'r e on a 1 - KB page machine For (I = 0; I < 512; i++) PMem [I] = VirtualAlloc (NULL, PAGESIZE, MEM_RESERVE │ MEM_COMMIT, PAGE_READWRITE); Virtual memory code assigned 512 single page. Do you have half of the available system RAM, even VirtualAlloc will also fail to complete before distribution. Because of its running is beyond the application of the virtual address space. This happens because every 1 - KB block takes up 64 - KB, then the stack, the application code and the local heap is mapped to the same 32 MB virtual address space, the available virtual distribution area is usually not more than 475. A better distribution of 512 pieces of special memory method is to do it: 1024 / / # define PAGESIZE Assume we 'r e on a 1 - KB page machine. / / Reserve a region first. PMemBase = VirtualAlloc (NULL, PAGESIZE * 512, MEM_RESERVE, PAGE_NOACCESS); For (I = 0; I < 512; i++) PMem [I] = VirtualAlloc (pMemBase + (I * PAGESIZE), PAGESIZE. MEM_COMMIT, PAGE_READWRITE); Code first retained an area, the page will be submitted in the future. Because the region has been preserved, first submit page is not restricted by a 64 - KB page (translator note: only retain the minimum restricted by 64 KB), and so on, if you have 512 KB available memory in the system, allocation will be successful. Although I showed you just now is an artificial example (and virtual memory is better than direct allocation method to allocate memory block 1 KB), an important memory allocation method is verified in the different (for other Windows). In the desktop version of Windows, the work of the application has a full 2 GB virtual address space. In Windows CE, a programmer must understand that each application is kept only a smaller 32 - MB virtual address space.
  17. This problem asks everybody to help me to tell me how to solve? Thank you!
  18. @nikagra: my friend, have you already realized SMAA? I am looking forward to your new patch release, please allow us all to test, let us all to see this amazing effect.
  19. This problem seems to be similar to the existence, but it has not been solved.
  20. On this issue, I feel very strange: the main interface in the game can be used with the button shift+f2 can be screenshots, but the start of a game, the screenshot will appear error.
  21. Today, I tested the latest SVN17557 and found a problem: when I press the key shift+f2 in the game, the game appears the wrong message: My operating system is Win8 64bit. my memory is 8G ERROR: Error writing screenshot to 'screenshots/screenshot0010.bmp' Out of address space (64-bit OS may help) Location: wvm.cpp:297 (vm::AddressRangeDescriptor::Allocate) Call stack: (error while dumping stack: No stack frames found) errno = 0 (No error reported here) OS error = 8 (?????????????) commands.txt
  22. @wackyserious:Very beautiful work, I have a suggestion, the game background if it is a dynamic picture will be better, thank you.
  23. @wackyserious:What time will you finish this mod, and when will the mod be released?
  24. Why wackyserious has got the Mod: Millennium A.D. ? http://wildfiregames.com/forum/index.php?showtopic=18164
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