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Posts posted by vladislavbelov
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32 minutes ago, Scallact said:
There are still many blurry textures on my side, for example, the majority of "Biome Alpine", and many others.
Thanks for the report! It seems it doesn't like DDS for some reason. I fixed the mod and uploaded the new version. Could you try it?
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On 27/09/2022 at 7:00 AM, leopard said:
I cannot see textures all green or grey in new alpha @Stan`
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In Alpha 26 due lack of Atlas testers we have a minor bug (doesn't affect you if you don't paint terrain in Atlas). The bug is terrain textures previews are blurried:
To fix that you need to download and install the attached mod. Note: you need to put the mod before the public mod in the enabled mods list to make the fix working:
SpoilerOld versions:
Reported only after release here:
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2 minutes ago, Outis said:
Hey @vladislavbelov, I just updated my NVIDIA drivers and now it works! Thank you very very much
You're always welcome
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19 minutes ago, Outis said:
Hey @vladislavbelov, i added the lines to the user.cfg, but I see the same behavior. Can you check my user.cfg file attached? Does it look correct?
Yep, it looks correct. Are your NVIDIA drivers up-to-date?
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Hi!
Currently we have only 32-bit version for Windows. So the game might use up to 4GB there. But on Linux we support 64-bit. So the whole free RAM should be available to the game. Usually the game doesn't need so much RAM. But 4GB for some matches might be not enough.
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33 minutes ago, Outis said:
Hello @vladislavbelov thank you very much for the quick response . The OS is Windows 7. I am attaching the hwdetect and the systeminfo.
Thanks! Could you add the following lines into your user.cfg file:
forceglversion = "true" forceglprofile = "compatibility" forceglmajorversion = 2 forceglminorversion = 1
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Hi! Which OS do you have? Also could you attach hwreport/systeminfo from the same folder after running A25?
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49 minutes ago, Graham1 said:
Yes, when selecting "Single-player" and "Matches". There is also a matchsettings.mp.json.
Thank you! I'm able to reproduce now
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2 hours ago, Graham1 said:
Now the RPM version of 0 A.D. is causing this error (updated from Gnome Software). It seems that closing and re-opening 0 A.D. causes the error. I have attached the mainlog.html.
Does it happen on each re-opening? Could you attach matchsettings.json then?
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6 minutes ago, Graham1 said:
so I have attached mainlog.html.
Thanks for the logs, but I need mainlog.html that contains mentioned errors, so it needs to be attached right after these errors are reproduced
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3 hours ago, Graham1 said:
Just tried 0 A.D. now and got the same screen after select "Single-Player" and "Matches" again.
Could you attach mainlog.html after the error appeared? Also which map did you play right before?
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17 minutes ago, Kampot said:
I noticed it quite clerly, intel integrated graphic, all gfx effects to none or low still ui responses and units reaction time is like slide-show movie.. with seconds steps..
It's pretty hard to make any improvement without statistics. Could you retrieve Shift + F11 statistics (profiler.txt) for A25 and A26 for the same scene? And attach logs and hwreport as well, you might find paths to them here: https://trac.wildfiregames.com/wiki/GameDataPaths.
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18 minutes ago, Sennacherib said:
I have lag with A26 (none with A25), especially when i play with the Han civ. I tried all the available settings, I can't get rid of this lag.
Could you share your logs (system_info.txt, userreport_hwdetect.txt, mainlog.html, interestinglog.html)? You might find paths to them here: https://trac.wildfiregames.com/wiki/GameDataPaths.
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5 minutes ago, thankforpieOfficial said:
According to the game clock it takes a little bit more than one second for units to react after i click, in multiplayer. One second and few miliseconds.
How did you measure the difference?
Usually unit lag = frameTime (~16.6ms) + simulationTurnDuration (200ms).
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40 minutes ago, thankforpieOfficial said:
as above. havent been able to figure it out
It depends. If a mouse input happened during simulation or rendering phases then it won't be processed until a frame is done. So it's kind of correlated things.
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9 minutes ago, Lion.Kanzen said:
Looks like the emblem from the Witcher.
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6 hours ago, chrstgtr said:
The minimap is really busy now. I used to be able to easily discern what was occurring on the other side of the map, but now I have no clue because the map feels so busy. For anyone else who felt this way--it can be undone in Options-->Game Session-->Minimap Icons-->unchecked
There are another two parameters that didn't fit into the main options (you need to set them in user.cfg) but might help you to not disable icons at all:
gui.session.minimap.icons.opacity - how transparent icons are (0.0 - 1.0, default: 1.0).
gui.session.minimap.icons.sizescale - multiplies the icon size by that value (should be greater than zero, default: 1.0).
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Please enable Feedback (it really helps us) on the bottom right in the main menu if possible
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9 minutes ago, Norse_Harold said:
I have noticed that professional game developers avoid releasing updates near the weekend. This is wise because it gives time to release a subsequent hotfix in case game-breaking bugs are discovered post-release, something that has happened to even the best developers. It also gives time for server administrators and mod developers to update their areas of responsibility.
That also happens because those developers are paid, it means they don't work at that time. We're volunteers. And usually we have more free time during a weekend. So the point isn't so useful for us.
11 minutes ago, Norse_Harold said:And, we need to give Linux distribution maintainers time to update their packages of the game.
That process might last for a week for some distros.
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4 minutes ago, Stan` said:
Then he can switch mode at game start no?
Via JS - yes, but mouse tracking isn't implemented.
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2 hours ago, Stan` said:
I think it's all JS.
Camera related code is C++. Only interfaces to switch modes are JS.
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8 hours ago, Norse_Harold said:
The FAQ that's here, linked from the front page of the wiki.
Yep, it might be added there.
8 hours ago, Norse_Harold said:It would help the wiki updater(s) if we had a link to more details about why SDL is at fault and which version(s) are affected.
For the wiki updater(s), the problem description can be something along the lines of, "mouse cursor jumps to a different monitor when scrolling the camera or map".
Thanks for the help!
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1 hour ago, Norse_Harold said:
Can these be added to the FAQ, please?
Which FAQ do you mean?
1 hour ago, Norse_Harold said:On another system where the problem did not occur, the version of SDL was version 2.0.14.
Thanks for the testing.
Set full-screen resolution on game start with -xres=.. -yres=... doesn't work?
in Game Development & Technical Discussion
Posted
Not sure that it's true when borderless.fullscreen is false. Though not sure, if it's true it can be improved in A27.