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Itms

WFG Retired
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Posts posted by Itms

  1. Good morning.

    We develop for fun the game 0 A.D., which is a strategy game in which multiplayer is an essential component. However, the childish and toxic behavior of a minority of lobby players has always been an issue and a cause of distress for developers. I see with disgust that this continues to be the case. I suppose it cannot be avoided, since professional game developers also face a lot of verbal abuse from their players, but unlike them, we do not receive compensation for our work. Thus, it should be expected that most WFG developers, especially me, are not aware of the daily developments in the MP community, and are not interested in knowing more about them.

    Since a few days, I have been receiving complaints from several accounts, who harassed me and other devs in order to get Norse_Harold removed from his position. I have also been added to a conversation about one specific offender, in which Norse_Harold has provided convincing data backing his decision. There are probably other discussions I am not aware of, I am merely giving the context in which I write this post.

    The only complaint I agree with is the need for transparency around the rules (currently materialized as a draft Code of Conduct, which is not yet published). This is the team's fault for not publishing this CoC in a timely manner. For the record, Norse_Harold has been the one pushing the team for a publication, he does not withhold the CoC on purpose, quite the contrary. Sadly, we in the development team are notoriously inefficient at publishing rules, terms, or legal stuff. It is our fault that rules applied to the community are not clearly communicated and make moderation appear arbitrary.

    However, this does not justify the current situation. The method used by players to denounce the alleged abuse (spamming devs with copies of the same message, childish comparisons between totalitarian regimes and a silly video game) are jerk methods (not to say extremely cringe-worthy) which are just pushing me into backing the moderators. By the way, there are several moderators with identical powers. I heard no complaints of Norse_Harold alleged power trip from his fellow moderators. I just see the current wave of copy-pasted criticism as a concerted attack towards the most active and efficient moderator.

    I must say I am concerned about the variety of back channels used to harass people (including me during a weekend I wanted to take for myself...) If you are temporarily blocked on the lobby or the forums, just close your computer and go touch some grass. Or fire up a different game if you have no outside life, which is OK. Opening Insta or Discord to harass, complain, and start a concerted attack is gross misbehavior. In my opinion, this extends to what I read about the use of Element: while I find the idea of restorative justice extremely interesting in principle, I find it unhealthy to actively reach out to offenders, using different platforms, to burden them with injunctions. I would prefer to push people into disengaging from the community for a while and, I insist, going to touch some grass.

    This is the last input I deign to give in this thread, as I have more important work to do on 0 A.D., including helping to publish the CoC.

    • Like 5
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    • Confused 1
  2. 10 hours ago, vladislavbelov said:

    Could you run a clean SVN (without the fix) with enabled validation?

    With enabled validation, the flickering still happens. I don't know where I should look for debug output. Graphics-related, I only saw this in stdout:

    OpenGL | notification: other source: the API id 131185: Buffer detailed info: Buffer object IndexBuffer (Default, 2) (bound to GL_ELEMENT_ARRAY_BUFFER_ARB, usage hint is GL_STATIC_DRAW) will use VIDEO memory as the source for buffer object operations.

    and this in the mainlog:

    Info when compiling shader 'shaders/glsl/fxaa.fs': 0(618) : warning C7555: 'varying' is deprecated, use 'in/out' instead 0(626) : warning C7533: global variable gl_FragColor is deprecated after version 120
    Info when linking program 'shaders/glsl/simple.vs'+'shaders/glsl/fxaa.fs': Fragment info ------------- 0(618) : warning C7555: 'varying' is deprecated, use 'in/out' instead 0(626) : warning C7533: global variable gl_FragColor is deprecated after version 120 

     

    10 hours ago, vladislavbelov said:

    After that could your replace source/renderer/backend/gl/DeviceCommandContext.cpp:160

    With this change, still with validation, the flickering does not happen. (y) The logs contain the same things as above.

    9 hours ago, Dizaka said:

    Winner winnner, chicken dinner.  That totally fixed it.

    Thanks for the report. I filed a ticket at #6807 because I think it is a regression from A26 for mac users. In the worst case, this workaround of disabling TLS exists.

    9 hours ago, Dizaka said:

    When changing "Menu" -> "Game Session" -> "Batch training size" to 1 (or any number) and clicking "Save" then "Close."  On clicking "Close" you get an error message saying you have unsaved changes, even though the literal click beforehand was "Save".  However, changes are saved when ignoring the warning prompt.

    This is expected, as some game settings cannot be changed during a game. However, the situation you describe is confusing: the user should have the information that those settings are unavailable. I also filed a ticket #6808, but it will not be fixed for A27.

    • Like 1
  3. 51 minutes ago, vladislavbelov said:

    Thank you! I have few ideas now. Are you able to reproduce it with SVN? If so could you change source/renderer/backend/gl/Device.cpp to always assign false to device->m_UseFramebufferInvalidating and recompile?

    I am able to reproduce with SVN; and setting this to false does fix the issue (y)

    Note: with the change, when starting the game, it "blinks" once with a black screen (during something like 0.1 second), I assume that's some kind of buffer being updated (it isn't an issue at all, just figured I'd tell you in case this gives you information about what happens in the code).

  4. 3 hours ago, vladislavbelov said:

    Could you post your user report with OpenGL enabled?

    Also is it possible to record it?

    Hi Vlad, here is my userreport: userreport_hwdetect.txt

    I am not able to record the issue using OBS Studio: indeed, whenever the flickering happens, the frames captured by OBS Studio are blank. The capture shows the screen only when the flickering has stopped.

    Instead, here is a video of my screen using my phone.

     

    You can see that a few square parts of the game view are flickering. In this pathological example, a part of the dialog is missing, removing a button. The flickering always stops without intervention after a couple of seconds, then the game looks normal. The flickering doesn't always hit the same parts of the screen.

    I believe the issue only happens in fullscreen, but I'm not sure. It can be triggered by toggling fullscreen with Alt+Enter, but I found that the most reliable way to reproduce the issue was to enable fullscreen in the options. With this option enabled, flickering will happen at game start in the majority of cases.

    Hope this will help you.

    • Thanks 2
  5. Hi here! Sorry I didn't post here, @s0600204 thanks for the parallel investigation :D

    So basically I imported a fix from SM that fixes the extra "local" in paths. It is not as clean as the fix in your patch, but it is what was included in SM, so better follow them.

    However, the remaining issue is that on Debian, distutils proposes a path ending with "dist-packages" while it should be "site-packages" where things are actually installed. This is the part I don't really understand.

    If you have any idea @s0600204 I'd be interested, else I'll ask a Debian maintainer. In the worst case, it is easy to hack around this by changing "dist" by "site", the same way we remove "local/" from the path.

  6. Hi Yekaterina, please contribute those improvements on Transifex so that they get included in A25. In the meantime, you can make a mod with your translations (you can take apart the official zh-lang mod, replace the po files and rezip it) and upload it to mod.io as an unofficial zh mod, I'll gladly sign it!

    The hotkey page was not translated in A24, this has been fixed and it will be translated in A25

    The Atlas editor is not translated yet (apparently we don't have a ticket on Trac for this, or I couldn't find it).

  7. Hi Teiresias, this is very interesting! Our use of C++ unit testing to run JS tests is really subpar. If we can use jasmine through spidermonkey it would allow us to have a better tool for testing JS code.

    Would it be possible for you to demonstrate how to run, for instance, simulation component tests (in binaries/data/mods/public/simulation/components/tests/), using jasmine? Those tests rely on "Engine" methods which are defined in the 0ad engine, so I'd like to see how that works out.

    Coverage information would be nice to have. I wouldn't say it is mandatory (we have engine coverage and we don't really look at it) but if we have it it's definitely a plus, and it would push us into analyzing coverage information more often.

    Thanks a lot for your proposal!

  8. @gameboy (y)

    You must first discover how to build the game on Linux. You must use the Terminal (see https://ubuntu.com/tutorials/command-line-for-beginners)

    When you understand how the Terminal works, you can follow the instructions on Trac to build the game a first time: https://trac.wildfiregames.com/wiki/BuildInstructions#Linux

    If and only if everything works, you can run the packaging script in the terminal:

    cd source/tools/dist/
    ./build.sh

    The last step should fail because nsisbi is needed instead of makensis. You should then copy the export-win32 folder to Windows and then use nsisbi.

    If you figure out how to use nsisbi on Linux, you can send a patch; else we'll patch the script for the next release, but probably not before.

    • Thanks 1
  9. 5 hours ago, JasonFriday13 said:

    @Itms Just so you know, I've done work on cross platform support. So nsisbi is fully cross platform on linux (I use ubuntu), and bitness agnostic too so it doesn't matter if your OS is 32 bit or 64 bit. I know one of the other developers also packaged it for Homebrew on Mac too.

    Ah that is good, we will definitely use nsisbi from Linux if it works, instead of switching to Windows for the last step of packaging (y)

     

    @gameboy 我的中文不太好:pardon:你是对的,我们必须使用英文。为了packaging 0ad,你必须使用Linux。如果你没有Linux,不可以 ! ! 如果你不是 Wildfire Games member,你不需要作packaging, 你不需要有Linux ! :)

    • Like 2
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