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Everything posted by vladislavbelov
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Yes but it might be enabled only for qualities more than Medium/High. Also there is a question do we specify that for a map or not and how if yes.
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I hope with PBR we won't need to bake GI into albedo texture
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Thanks for the report! We have an opened issue for that: https://gitea.wildfiregames.com/0ad/0ad/issues/8876. I want to fix the image in R29. Though the camera will be still "moving". A possible workaround for now is to set the resolution scale to 100%.
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I'd choose the first one for modern GPUs. Also it'll be simpler to optimize in the future (for example replacing by a single texture but with different parameters/colors) as we don't need to so many textures different only in some colors.
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Ideally - yes. Practically we need to choose appropriate number of polygons accounting how close camera in a regular game can be. Also I think baked AO shouldn't be so black as the human skin has significant subsurface scattering. So I'd make it warmer and leave darkening to normal maps. About normal maps in terms of the engine: they shouldn't contain noise as it's not good for compression quality and might lead to light flickering on our general scale.
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Does those hair spikes fall under the polycount limitation? https://gitea.wildfiregames.com/0ad/0ad/wiki/ArtPolyCountGuidelines
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Is it me or something with normals (the face is more gray than I expect)?
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Maybe make it a bit more granular (some stones are fully opaque on the radius and some fully transparent) to mask the pure circular alpha mask?
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It depends on a platform so generally we just provide options to control quality. About the first screenshots you could do the following: Disable Post-processing Disable Shadows Disable Unit silhouettes Disable Particles Set Model quality to Low Move the Shader rffects slider to the left Disable Water effects Set Texture quality to Low Set Texture anisotropic filter to 1x Also you could try to test different combinations of OpenGL/Vulkan (Renderer backend) + GPU skinning on/off
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Could you attach mainlog.html from your logs folder? You could find a path to logs here: https://gitea.wildfiregames.com/0ad/0ad/wiki/GameDataPaths
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Do you have multiple sound outputs (headphones, speakers)? Could you try to unplug the current one before starting the game and plug again after it started?
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Hi! Yes, all previous releases are available on https://releases.wildfiregames.com/
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0ad launches without window (likely GPU driver issue)
vladislavbelov replied to Seleucids's topic in Bug reports
It's also possible to switch backend in the options. Are there other affected applications? -
Build instructions for A28
vladislavbelov replied to Seleucids's topic in Game Development & Technical Discussion
So the main menu starts successfully but when you open any map it crashes, right? Could you also attach userreport_hwdetect.txt from your logs folder? -
Hi! There is the GUI scale option where you can choose UI scale: 100%, 150%, 200%, etc.
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Excuse me
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Phantaphstic
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Game launches, music plays, but no graphics come up - Fedora 42 KDE
vladislavbelov replied to mau's topic in Bug reports
OpenGL might not work because of some X11/Wayland bug, outdated drivers or security reasons, like AppArmor: https://gitea.wildfiregames.com/0ad/0ad/issues/7582. To help us you try to run any other game under OpenGL (like supertuxkart). -
Game launches, music plays, but no graphics come up - Fedora 42 KDE
vladislavbelov replied to mau's topic in Bug reports
Could you try to run the game with the following parameter? $ 0ad -conf=rendererbackend:vulkan -
Game launches, music plays, but no graphics come up - Fedora 42 KDE
vladislavbelov replied to mau's topic in Bug reports
Hi! Could you attach your /home/mau/.config/0ad/logs/userreport_hwdetect.txt? -
Working on a trailer/photo mode. It's not SS but raytraced AO, shadows and potentially GI.
