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vladislavbelov

WFG Programming Team
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Posts posted by vladislavbelov

  1. 5 minutes ago, ShadowOfHassen said:

    Do we have an ETA for the move?

    Unfortunately not yet, @Itms was the last one with plans on the migration. Currently he is very busy to have some ETA.

    I have a plan for writing a script to detect the trac is down and log recent events or even try to restart it.

    • Like 1
  2. 55 minutes ago, Dr.Ahmadinejad said:

    but it was .exe file not .msi file.

    Yeah, I meant this one. Just not some external (including some package managers) installation.

    56 minutes ago, Dr.Ahmadinejad said:

    I installed by downloading the game from https://play0ad.com/download/win/ a few months ago

    So, it didn't work?

    56 minutes ago, Dr.Ahmadinejad said:

    Following your link, I see this:

    It's a known problem, trac is down time-to-time for some internal reason. See 

     

  3. 22 minutes ago, Baelish said:

    cd build/workspaces ./update-workspaces.sh -j12 cd gcc make clean make -j12

    It's also recommended to run clean-workspaces.sh to be sure.

    22 minutes ago, Baelish said:

    When I ran

    sudo apt install wx3.0-headers libwxbase3.0-dev libwxgtk3.0-gtk3-dev libwxbase3.0-0v5 libwxgtk3.0-gtk3-0v5

    it returned the all packages were updated.

    Since the error was in missing wx/wx.h installing the one of *wx*-dev helped.

  4. 3 hours ago, Vantha said:

    The problem is that I want to have more than ten items in the dropdown, and preferably add them from a JavaScript script instead of listing all of them in the XML. How can I do that?

    If you just want dropdown values then you might take a look at binaries/data/mods/public/gui/options/. We add dropdown values dynamically via JS for options.

    30 minutes ago, Stan` said:

    You can't add dynamic GUI objects.

    If I'm not mistaken the question is about many values not many dropdowns.

    • Like 2
  5. 2 hours ago, hyperion said:

    isn't fatal but would be nice to sort out as

    It seems kind of fatal, as SDL can't figure out the WM backend and setup cursors. We can workaround it but in theory it might lead to UB.

    2 hours ago, hyperion said:

    it prevents you from using a decent graphics backend

    Not only decent but also the lowest one.

    Logs indeed could give us some information. Also knowing WM could help (type "echo $XDG_SESSION_TYPE" in the console).

  6. 33 minutes ago, hyperion said:

    Hard to tell even with a crafted example but noticeably different than in blender.

    That's just an impression. Because textures and lighting affect perception greatly.

    34 minutes ago, hyperion said:

    Much weaker effect which might come down to a much cheaper algorithm. Could some tweaking get us closer to blender without ramping up computation time?

    That smoothing is free for our rendering. Because it mostly affects directions of normals. And flat shading instead might even increase the number of vertices to be able to have sharp edges (because smooth shading reuses vertices).

  7. 3 hours ago, Boston said:

    I've read that the best place to download the latest source is on SVN

    You can get the latest SVN here: https://svn.wildfiregames.com/public/ps/trunk/

    3 hours ago, Boston said:

    I've also read that you have transitioned to hosting the latest source on GitHub, so which is it?

    We haven't done transitioning yet, only mirror and test repositories. GitHub mirror is https://github.com/0ad/0ad.

    2 hours ago, wowgetoffyourcellphone said:

    Each is a mirror of the other as far as I know. @Stan`?

    Yeah, currently all repositories except the SVN one are mirrors (or test mirrors).

    • Thanks 1
  8. 12 minutes ago, allalongthetower said:

    Do we have a working Alpha 27 for Mac yet? I remember reading that, when it first came out, we'd only be able to install it but it wouldn't run. I installed the "Debug" version, and it runs, but freezes when I try to start a game. Is that normal? Is there a working version?

    Just for clarification: Alpha 27 isn't released yet, we have only release candidates :) Have you tried the ones mentioned in the first post? And which Apple platform do you have and which macOS version?

  9. 4 hours ago, Boston said:

    m_Camera.SetOrthoProjection(-m_ViewNear, -m_ViewFar, 256.f);

    m_Camera.SetOrthoProjection(m_ViewFar, m_ViewNear, 256.f); might also work.

    3 hours ago, wowgetoffyourcellphone said:

    @vladislavbelov You think this is the direction to go to add an orthographic option? 

    Yes, it's a start. Then we need:

    • Add a separate camera controller to be able to configure the orthogonal mode properly
    • Add an option in GUI
    • Adjust zooming code with visible bounds to fit/to be similar to the perspective mode
    • Choose camera position to have proper sounds on all zooms
    • Check reflections and refractions
    • Check shadows (w/ and w/o cover the whole map mode)
    • Test regular and big screenshots and adjust their code if it doesn't work
    • Think what do we need to do in Atlas (autoswitch to the perspective mode or something else)
    • Test for z-fighting for all backends (OpenGL, OpenGL ARB, Vulcan)
    • Like 2
  10. 9 minutes ago, Norse_Harold said:

    Also note the warning about the need for testing with any other version of mozjs, which distro maintainers aren't doing. They run the bundled FCollada tests, but they don't do testing of multiplayer or running replays and comparing the final hash.

    They're errors. So it won't compile if versions are mismatched. But indeed different versions (especially major) might potentially cause OOS.

  11. On 21/12/2023 at 9:01 AM, wowgetoffyourcellphone said:

    That would be awesome. It's been a desired feature for the game as well, ever since there was a big positive reaction to my "Isometric" videos.

    We have a ticket for that: https://trac.wildfiregames.com/ticket/3653. I believe it's doable, it just needs a pair of free C++ hands.

    12 hours ago, Boston said:

    It would be hard to add an isometric camera to 0 A.D. because sometimes you would want the isometric camera and other times (such as during cutscenes) you'd want the perspective camera.

    It's not really a problem for our engine. We can automatically switch them for cutscenes.

    On 14/12/2023 at 9:12 AM, Boston said:

    new:          camera.SetPerspectiveProjection(1, 512, 0.1);

    We have a separate method to set an ortho projection (a classic isometric view is a special case of an orthographic projection).

    • Like 2
  12. 20 minutes ago, ShadowOfHassen said:

    Now unfortunately, it seems that the https://trac.wildfiregames.com/ is out. This could be intentional (Moving to Git?) but I just thought I would let people know.

    No, it's not intentional. It seems like consequences of trying to fix notifications or maybe space related problem. I hope trac will be back soon.

    And we'll definitely make a post in case of any major change to our services (like shutdown or address change).

  13. 8 hours ago, woodpecker said:

    So it is still kind of strange. I cant remember when or what changes was made when the flickering was seen first time. Its been a month or two maybe more. Have not played much lately. Partly because of this but also lack of time.

    Could you enable VSync or set FPS throttling in menus/in games to a value not more than 60 in graphics options?

  14. 52 minutes ago, woodpecker said:

    I have feldmap, autociv and community mod installed.

    Could you disable them to test?

    On 16/12/2023 at 1:27 AM, woodpecker said:

    but A26 has been good earlier.

    Do you remember how it started? (Maybe after system update or another installation)

    12 minutes ago, woodpecker said:

    Here is what it looks like after editing user.cfg adding cursorbackend = "system" to the end of the file.

    Could you post logs for that run with edited user.cfg?

     

    • Like 1
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