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Everything posted by FeXoR
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That would be nice! Following a "serched" unit is nice in some cases (if it moves you still know which unit it is) but the following mode can be anoying.
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With preferglsl and novbo = true I still got the same 3 "minor" issues: - Distant ground textures look strange, - Sometimes black polygones on the ground. - Sometimes building parts are seen-through. I'm pretty sure it will work all right with the official drivers. Will let you know... You'r welcome, Thanks for yours.
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I do: Change local.cfg to: gentangents = true preferglsl = true # novbo = true # silhouettes = true # smoothlos = false - Bash console: Go to [sVN-Path]/binaries/system - Bash console: gdb --args ./pyrogenesis -editor - gdb console: r -> Atlas opens - Generate NEW RMS Test -> Atlas gets stuck but stays open grayed off (not reacting) - Take a sceen shot: - gdb console: bt -> got some output - gdb console: q -> Askes to kill Atlas - I agree -> Atlas closes, back to bash console. - Copy output:
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Not sure if that worked. Atlas didn't open. Here's the console output: fexor@gosarus:~/dat/projekte/0ad-linux/binaries/system$ gdb --args ./pyrogenesis -editor GNU gdb (Ubuntu/Linaro 7.4-2012.04-0ubuntu2) 7.4-2012.04 Copyright (C) 2012 Free Software Foundation, Inc. License GPLv3+: GNU GPL version 3 or later <http://gnu.org/licenses/gpl.html> This is free software: you are free to change and redistribute it. There is NO WARRANTY, to the extent permitted by law. Type "show copying" and "show warranty" for details. This GDB was configured as "i686-linux-gnu". For bug reporting instructions, please see: <http://bugs.launchpad.net/gdb-linaro/>... Reading symbols from /media/dat/projekte/0ad-linux/binaries/system/pyrogenesis...done. (gdb) bt No stack. (gdb) q fexor@gosarus:~/dat/projekte/0ad-linux/binaries/system$
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It only crashes when gentangents = true and preferglsl = true no matter the 8 possible combination of turning on/off novbo/silhouettes/smoothlos. Sometimes the coloured lines are seen-through though. If I turn off GLSL it seams stable but not much can be seen (No matter what combination of novbo/silhouettes/smoothlos chosen). Here we go: Best results gives just setting preferglsl = true (with gentangents = false despite what the default.cfg documentation sais): Some parts of buildings are seen-through at some view angle/zoom. The strange looking distant ground texture and sometimes black rectangular structures on the ground. It seams to run stable. Any combination of novbo/silhouettes/smoothlos doesn't change any of the issues as far as I noticed. How do I do/get the stacktrace?
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I thought about that too but tested it and commenting out works. If I comment some in: gentangents = true preferglsl = true # novbo = true # silhouettes = true smoothlos = false ...I see the ground testure again and when generating the map the coloured triangles appear again and Atlas exits by itself after a sec. I managed to take a screen shot: Console output: I testet with default.cfg only: smoothlos = false And it's the same as with everything else commented out.
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SVN at revision 12436. [svn-Path]/binaries/data/config/default.cfg [svn-Path]/binaries/data/config/local.cfg Actions: Open Atlas (3D area is just black) -> Generate NEW RMS Test (Player borders can be seen, otherwise black) -> Scroll a bit to sea a unit (at least partial) -> Take screen shot (It stays open and seam stable): -> Then I close Atlas, Console output:
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My SVN default.cfg ([sVN-Path]/binaries/data/config/default.cfg) does not seam to prefer ARB: If I turn preferglsl = false (using ARB if I get it right) This error message occurs when trying to generate NEW RMS Test: If I choose "Suppress" it closes (I see those strange coloured polygones for a sec but can't make a screen shot): With the SVN version I can't see anything. It closes to fast. Same as above but I only see some player borders and some parts of units (Not sure, closes very quick). I ran the game on windows befor and everything worked fine. My windows is broken ATM but I hope to get time to reinstall it at the weekend. I cannot test the actual fglrx drivers because they don't support my Graphic Card. The latest official drivers for Radeon Xpress 1250 are only compatible with very old kernel and XOrg. I can try to downgrade my old linux system though I doubt that would make any sense since noone would use those drivers anyway.
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I get the exsactly same problems with an empty local.cfg with this SVN version. The default.cfg is unchanged. NOTE: There are 2 default.cfg files: - /usr/share/games/0ad/config/default.cfg (I guess for the packaged installation Alpha 10) - [sVN-Path]/binaries/data/config (I guess for the SVN version) Alpha 10 with local conf: gentangents = true preferglsl = true ...gives this: ...so terrain is totally black. ...so some areas of the buildings are seen-through at some view angles/zoom. Alpha 10 without local.cfg gives this: ...so some black rectangular artefecs on the ground at some view angles/zoom and distant textures look strange. ...so some areas of the buildings are seen-through at some view angles/zoom. In general much better than then the SVN version though. default.cfg sets it to false and I never used it in my local.cfg I from now on use this script to open the SVN version of Atlas: EDIT: Some more infos: lspci -nn | grep -i vga 01:05.0 VGA compatible controller [0300]: Advanced Micro Devices [AMD] nee ATI Radeon Xpress 1250 [1002:7942] sudo lshw -C display dmesg | grep drm LIBGL_DEBUG=verbose glxinfo The drivers info page on Ubuntu Comunity Documentation for the one I use: https://help.ubuntu....ty/RadeonDriver It states to support my graphic card... Found this: "For anyone also having this issue, ensure that Optimus (Nvidia's graphics card switching technology) is disabled in the BIOS." Is there any chance that this will help?
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Yes, there are similar problems in Alpha 10. Closed the game -> deleted ~/.cache/0ad (but mods where my rmgen stuff is). So all jit compiled files should be removed (If I get it right) -> Restarted Atlas. Still I got: If I get it right I cannot use Alpha 10 and the SVN without emptying the cache between programm starts?
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I don't know if this is a bug caused by 0ad or the Driver (more likely the driver) but I hope to get some help here anyway. Alpha 10 seams to work fine mostly but have some minor graphic errors, too. My local.cfg: gentangents = true preferglsl = true When I open Atlas with the SVN revision 12394 it opens fine and shows the floor of the empty map properly. When I zoom out some artefecs appear: Black rectangles sometimes at random places depending on zoom and distant textures look like only parts of them are drawn: When I generate "NEW RMS Test" and the first players Civil Centre comes into view polygones flip all over the 3D area of atlas: Console outpot: Any ideas how to fix this?
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Sheep production is to slow to make it a good choice for an early food source.
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Indeed. "Vegetarian tend to be healthier" is more like a wild guess then a evident fact. The problem starts with the vague word "healthy". What exsactly should that mean? Longer agerage live span compared to the average in general? More contented? Theres better evidence that food rich of proteines make you build mustles faster (That would be meat, eggs, milk products and some vegetarian products that are artificially made proteine rich). Iron rich food makes you feel more alive/active - you can actually sleep better (That would be some guts like liver or kidney and some vegetables like shugar beet sirup or pumpkin seeds). Vegeterian lipids are granting a slightly longer lifetime in average. But the best way to improof your life span is extreme abrosia - which conflicts getting tall and build mustles fast. Back than desease where quite often and more animals near the setlements meant a risen chance for that. So I don't think there are many good advices for food consumption fitting for everyone. However. IF any effect would be added depending on the food ratio for me it would be: - More meat -> more stamina (faster mustle gain) - More vegetables -> more health (reduced chance of desease)
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I like the general idea of it. Please keep in mind though that farms where and are the main food source for man kind since the Neolithic Revolution.
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I opened a new ticket for accessing entity templates from RMGEN/RMS to make entity placement more tidy: http://trac.wildfire...com/ticket/1589 Please let us know if you have any ideas. Spahbod: I think the following ticket should be closed again: http://trac.wildfiregames.com/ticket/1449 Please tell me what you think about this and how you would deal with the problem in this ticket: http://trac.wildfiregames.com/ticket/1565 THX.
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Giving a civilization 100 different siege engines doesn't break the balance. Giving one civilization one uber unit (like perhaps hanibal ATM) breaks the balance.
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Since gates work now it would even be possible to completely remove gates from the Iberian civ bonus walls. That way the player would have to set them manually and loose some stones what might make things a bit more balanced as well. Keep in mind that on some maps some parts of the wall will be blocked by cliffs or other environmental stuff. Just tell me how you'd like it.
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Quote from http://irclogs.wildf...-%230ad-dev.log: 17:55 * F00 throws shoe at the fortress map 17:55 < Spahbod> F00: why ? 17:56 < F00> I'm fixing gate closing behaviour (close as long as there are no collisions), using cmpObstruction's GetConstructionCollisions function 17:57 < F00> Works great for player-built gates, but the fortress map has lots of overlap 17:58 < Spahbod> We should ask FeXoR to look at it then. It seams that the cart/celt/brit/gaul gate has been redone and now have the proper width. They were shorter before so I added an exception for those cases to set the width properly. Removing the exception fixes that as far as I can see: SVN patch: http://fexor.dyndns....2012-7-29.patch The new wall_builder.js: http://fexor.dyndns....er2012-7-29.zip
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Now that gates work I added a patch that uses gates as default for the wall_builder.js: http://trac.wildfire...com/ticket/1533 This includes the default Iberian civ bonus wall on all random maps. Perhaps now that long walls can be converted to gates the number of gates initially placed in the Iberian civ bonus walls should be reduced? Have a nice day! BTW: On random map Latium build with seed 463, small, 1 Iberian player bottom left is an unreachable area with trees. The players base don't provide not enough space for the wall as well. I don't really mind to only grant towers on most random maps as the Iberian civ bonus but I think in general players need about that space to build their base anyway.
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I agree. Keep in mind though that implementing it for random maps means you would have to generate a random map and save it as a scenario to use a random map ability for non random maps. Is there any part of the code that can be accessed by both (Atlas and rms)?