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Posts posted by Josh
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I'm not sure what exactly gets changed on a regular basis you'd probably have to ask them to be sure. Either way, this is the version of the game that is being worked on and it gets updated often. So if you want to play on SVN you probably have to check for updates every day (perhaps every time you play).
This page lists all recent changes.
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It might be helpful to know Alt+Enter switches to windowed mode.
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I would suggest making Petra the default bot in A17. Aegis hasn't been really updated in A16, and Petra seems to me like the most resilient and efficient bot at this point.
Done in r15282.
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The GUI scripting reference might be helpful. The only feasible way to do a graph with the current system would be by using the <repeat> element with some size manipulations similar to what options.js does during initialization. That said; at best the graph drawing code would be a mess. The best solution would be a C++ extension, but if you aren't familiar with C++ this might work in the mean time.
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There was some testing awhile ago, and if I remember correctly, the improvements by optimizing the build flags were within the margin of error.
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It would be nice to see if we could make the shaders behave properly (there might be other similar chips with the same issues).
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I think big screenshot has been fixed now. The errors from your log are:
ERROR: Failed to link program 'shaders/glsl/terrain_common.vs'+'shaders/glsl/terrain_common.fs': Fragment shader(s) failed to link, vertex shader(s) linked.ERROR: Failed to link program 'shaders/glsl/terrain_common.vs'+'shaders/glsl/terrain_common.fs': Fragment shader(s) failed to link, vertex shader(s) linked.ERROR: Failed to link program 'shaders/glsl/terrain_common.vs'+'shaders/glsl/terrain_common.fs': Fragment shader(s) failed to link, vertex shader(s) linked.ERROR: Failed to link program 'shaders/glsl/model_common.vs'+'shaders/glsl/model_common.fs': Fragment shader(s) failed to link, vertex shader(s) linked. Fragment Shader not supported by HWERROR: Failed to link program 'shaders/glsl/model_common.vs'+'shaders/glsl/model_common.fs': Fragment shader(s) failed to link, vertex shader(s) linked. Fragment Shader not supported by HWERROR: Failed to compile vertex program 'shaders/arb/overlayline.vp' (line 1):ERROR: Failed to compile vertex program 'shaders/arb/overlayline.vp' (line 1):ERROR: JavaScript error: (eval) line 1 ReferenceError: help is not defined @(eval):1ERROR: JavaScript error: (eval) line 1 ReferenceError: ss is not defined @(eval):1ERROR: Failed to link program 'shaders/glsl/model_common.vs'+'shaders/glsl/model_common.fs': Fragment shader(s) failed to link, vertex shader(s) linked. Fragment Shader not supported by HWERROR: Failed to link program 'shaders/glsl/model_common.vs'+'shaders/glsl/model_common.fs': Fragment shader(s) failed to link, vertex shader(s) linked. Fragment Shader not supported by HW
It looks like a hardware issue, and according to Wikipedia (first paragraph in the linked section) your graphics card doesn't support hardware vertex processing. Maybe what you are seeing is artifacts of doing the vertex processing on the CPU?
It would be nice if someone else who is more familiar with the renderer could jump in.
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All the art assets in SVN are available licensed under CC-BY-CA 3.0.
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Whoa, whoa, whoa, lets not even go there. There is no way we are going to dump our open-source pyrogenesis engine with 10+ years of development behind it for an expensive proprietary system.Hey just thought I would chime in on this.
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I was heavily involved in the lobby, but I'm not exactly volunteering to make a mod manager (my hands are quite full at the moment). As far as functionality goes, I would suggest starting with a simple offline in-game mod enabler/disabler before going into more complex use cases (online functionality is a lot more complex than you may think).
Again though, starting with a clear design is a big part of making great software.
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If you'd like a mod manager implemented, some design mockups and functionality guidelines would be a good start.
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Stanford has some really good introductory programming lectures on youtube that I'd recommend watching. They use Java, but the techniques are applicable to almost any language.
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I've added support for using the scrollwheel in SVN.I usually use the mouse wheel to choose from dropdowns (though that didn't work in our GUI last time I tried).
Personally, I agree with FeXoR on the civilization selection issue and I think that a good contextual help system would work better over a dedicated page. But I think this discussion is on the brink of descending to a heated argument which is silly because:
- The GUI department doesn't have the resources to implement major features any time soon.
- This is a trivial issue. Come on, 28 posts on this alone. Really?
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If I can add something would be nice to have some kind of hover on the menus arrows.
Currently the dropdowns are entirely made up of placeholder sprites. They'll look much better once pureon creates a style for them.
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I can't seem to edit it either. HenryJia: Could you please drop by #0ad-dev on quakenet to debug your issue? Trying to sort this out over the forums doesn't work so well. Here's a preconfigured link to the online IRC client.
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I found Google translate did a slightly better job translating from Russian:
English:Kind all time of the day, I'm from Russia, I have some remarks about the game and offer in general the proposal to make Russian localization (I wanted to put myself but did not find the file with the language), the remark at a skirmish with the enemy war like vysnut ie as game lag, but I think the animation or something like that
To reply to you comment on game lag, we are aware that the game can slow down significantly in large battles and are working to make it faster.
Russian (via Google Translate):
Чтобы ответить вам комментировать игру лагом, мы понимаем, что игра может существенно замедлится в крупных сражениях и работаем, чтобы сделать это быстрее.
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I would be amazing if we could get this working, it's been something we have been wanting far too long now. As far as how to handle failed tests, maybe we could just run it on the main branch and revert failing commits? (That might be a better use case for git though)
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I like the sound, it brings to mind the sound of a metal gate being locked. Could you perhaps try another variation adding a more "woody" sound (for the lack of a better word). Perhaps some sort of thunk of a metal lock hitting wood? (I don't make any of the game's sounds so it's just a suggestion)
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Found a pretty comprehensive and well-written article about C++ good usage: http://www.agner.org/optimize/optimizing_cpp.pdf
It's slightly old, but most of the things I've read still apply, particularly about memory.
I've added it to the Wiki.
It's really good! It is not actually that old, it refers to "today" as 2013.
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I think Linux Mint is similar enough to Ubuntu that you should be able to just use the Ubuntu installation instructions on trac.I use Linux Mint but I haven't problem with this Nature. The only main problem I have is I haven't sound..
A question for Dev. Team. How I can have the SVN in Linux Mint 16 is build over Ubuntu is almost a Ubuntu .
You can use Alt+Enter to switch between windowed mode and full screen. If you don't suppress the warning and just click continue, does it keep popping back up? Also, it would be nice to know how you installed 0AD (package manager or compiled from source).So as soon as i start a game i get a crash. But if i supress the BUG i can still play. Only thing is the screen will not return to full screen.
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At this point 0AD should "run" on just about any computer. But, I put run in quotes because on anything older than a few years, 0 A.D. would be painfully slow.
Edit: I looked up the specs on your laptop... and I have a nearly identical laptop (Shipped with Win 98 I think) with only a few different perprentials (floppy drive in a laptop FTW!), faster clock speeds (Overclocking!), and more RAM (Salvage!). 0 A.D. barely managed to start on it. I would really recommend getting a new laptop, I think ~3 year old laptops off ebay or craigslist go for pretty cheap.
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Is the error constantly repeating? In the last month or so I changed the selection system to use SpatialSubdivison and I think there were some issues at one point where the query would be larger then the map size when using the dev overlay which got the SpatialSubdivison angry.
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The problem is, someone is using his name and is destroying his reputation by enabling "cheats" on his server whereas the original LeRag can't host. This scares me a bit too that someone could use my name. I would like to know that if a name in capitol letters and the same name in small letters will get registered separately? For example: My name in game is MMMTheGamer. So, if someone uses the name mmmthegamer to register, will he be successful??
And +1 for "Ready" system.
All usernames are actually lowercase on the backend, the lobby just automatically displays using the casing you typed in on the login screen. For example, if I registered with the username "Josh", I could login using "josh", "jOsH", or even "JOSH". And as the nick system is obfuscated in SVN, you should have much less reason to worry in the next release.
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That's a topic we have to dig into anyway for our MOD - or rather kind of feature development branch.
IBM:
I have found this too, that's our best bet:
As a start: Windows VisualStudio -> Windows Eclipse (keeping up compatibility)
http://www.drdobbs.com/cpp/cross-platform-cc-development-with-eclip/232300575?pgno=2
Then it's becoming more difficult: Win VS -> UNIX and Win Eclipse (keeping up compatibility is difficult here due to the GUI that pyrogenesis uses, but we must give it a try).
http://www.drdobbs.com/cpp/cross-platform-cc-development-with-eclip/232300575?pgno=3
We might not succeed very quickly in keeping up compatibility to Visual Studio, but we will get pyrogenesis to work in Eclipse on Linux somehow (as historic_bruno said this will require heavy changing where the VisualStudio libraries were used).
If we fail, we still have a Virtual machine where we can run VisualStudio. 0 A.D. should not use VisualStudio because it's not Open source, but I understand that this is for historical reasons and I'm not angry or such, because no doubt VStudio might not be a bad choice.
I think you might be a little confused here, most of the dev team actually uses Linux and compiles 0 A.D. with a completely open source toolchain. See BuildInstructions#Linux. (as a side note towards some of your quotes, we don't use Visual Studio's UI development stuff at all)
C++11 Migration: Discussion
in Game Development & Technical Discussion
Posted
The reality is that we have to switch to C++11 if we want to use updated libraries and that our C++11 feature set will be limited because people (including me) will still compile on GCC 4.6/VS 2010.