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vladislavbelov

WFG Programming Team
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Posts posted by vladislavbelov

  1. Hi!

    38 minutes ago, hyuuks said:

    is this a problem or i dont know how to scrool the list to the left

    It's a known problem. It needs a horizontal scroll support inside our engine. We don't have it yet.

    41 minutes ago, hyuuks said:

    and here's another problem on main screen, when on window mode not on full screen

    If the window has a height less than 768 then it's the expected behaviour. Because currently 768 is the minimal supported height.

    • Thanks 1
  2. Do the user has system_info/userreport from A25? The user could add the following lines to the user.cfg:

    forceglversion = "true"
    forceglprofile = "compatibility"
    forceglmajorversion = "2"
    forceglminorversion = "1"

    If it doesn't work might try lower versions:

    forceglversion = "true"
    forceglprofile = "compatibility"
    forceglmajorversion = "2"
    forceglminorversion = "0"

    And:

    forceglversion = "true"
    forceglprofile = "compatibility"
    forceglmajorversion = "1"
    forceglminorversion = "5"

     

    2 hours ago, hyperion said:

    Not sure but I think opengl 2.1 is now a requirement, so hardware older than ~2005 won't do anymore but maybe it's just the drivers which are to old or incomplete.

    We're still able to run OpenGL before 2.1 by using ARB shaders (if it has appropriate extensions), but it's deprecated in A26.

    • Thanks 1
  3. On 07/11/2022 at 11:33 PM, hyperion said:

    Guess adding scale wouldn't add any runtime cost as the models get converted to psa/pmd during build.

    Wasn't the suggestion about the runtime scaling when you can override the scale by editing an actor XML?

  4. Hi! Thanks for the report! My first thought is an out of video memory (because of new art). But not sure. Could you enable debug checks via adding the following lines to your user.cfg and reproduce the bug?

    renderer.backend.debugcontext = "true"
    renderer.backend.debugmessages = "true"
    renderer.backend.debuglabels = "true"
    renderer.backend.debugscopedlabels = "true"

    Also could try to decrease the textures quality in options to low?

    • Like 1
  5. Hi!

    On 02/11/2022 at 1:34 AM, Ziyuan Yao said:

    My current workaround is:

    • In %appdata%\0ad\config\local.cfg, add this line: gui.scale = "2"
    • Find pyrogenesis.exe in Windows Explorer, right-click it and choose "Properties" -> Compatibility-> High-DPI settings -> enable "overwrite high DPI scaling".

    Does your workaround fixes the right edge problem?

    Currently it sounds more like a SDL issue (the open-source library we use to interact with an OS), so it means it's harder to fix by ourselves. But you also can try disable borderless fullscreen by adding borderless.fullscreen = false to your config file.

    Could you also share your userreport.txt from the logs folder?

  6. 15 hours ago, seeh said:

    data/config/matchsettings.json (so maybe good idea to backup this or enabe a fileWatcher for this)

    There is not such file in the repository. If it's a config file in a user folder, then it isn't meant to be tracked.

    6 hours ago, seeh said:

    1 studio code.
    2 opened file data/mods/public/simulation/data/settings/game_speeds.json (did nothing)

    So the issue happens only when the file is opened in an editor?

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