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vladislavbelov

WFG Programming Team
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Posts posted by vladislavbelov

  1. 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!

  2. 1 hour ago, ivicok said:

    Still, this would be only switching, while here you have an additional texture. Isn't possible/more resource-effective without a second mesh?

    If you don't render both meshes at the same time (frame) then it's ok. Especially if you use the same material for them.

  3. 17 minutes ago, Carltonus said:

    Last week, the whole game windowed flickered black for a few milliseconds, instantly stopping any recording with Xbox Game Bar:

    screenshot0002.thumb.png.779ddf4b0eee2a6fb80a274ba076fc19.png

    Is that screenshot made via F2 in the game?

    21 minutes ago, Carltonus said:

    Attached is most recent of both: system_info.txt and userreport_hwdetect.txt

    Could you try to switch to OpenGL backend?

     

    I also found the following quote from https://docs.microsoft.com/en-us/gaming/game-bar/known-issues:

    Quote

    In many cases Xbox Game Bar cannot be shown when a game uses or Vulkan or OpenGL in full-screen mode. Vulkan or OpenGL games should use a "windowed" mode that shows a desktop-owned window border. Depending on video card driver implementation a game running in any kind of full-screen mode will potentially be rendered without Desktop Window Manager (DWM) involvement; this prevents Game Bar from showing over the game window.

    So it might mean that the game bar might not work correctly on some drivers.

    • Thanks 1
  4. 33 minutes ago, Karmo said:

    Profiled a25 with high shadows due to shadow map issue there.
    profile.txt

    A26 profile.txt is also with high shadows, right?

    A25 profile.txt says that it has everything faster, not particularly graphics (and pretty stable magnitude for mostly everything).

    1 hour ago, Karmo said:

    This fix: https://code.wildfiregames.com/rP26983
    I'm quite sure at this commit performance was equal between a25 and a26.

    There were no graphics or engine related commit after that one. So it seems more related to AppImage itself (maybe some optimizations are missed in the build). Could you attach system_info/hwreport for A25 too?

  5. 11 minutes ago, Karmo said:

    Something must have happened after I did the the shadow map logic fix.

    Which fix do you mean?

    11 minutes ago, Karmo said:

    I remember having a very smooth 60-75 fps all maxed out but now it's only around 25.

    There might be multiple reasons (including driver updates). Could you run the game, get 25FPS and press Shift + F11? There will appear a profile.txt file in logs folder, could you attach it here.

    Also do you have installed A25 to compare?

  6. Stack:

    Spoiler
    CPatchRData::AddBlend(std::vector<CPatchRData::SBlendVertex,std::allocator<CPatchRData::SBlendVertex> > & blendVertices, std::vector<unsigned short,std::allocator<unsigned short> > & blendIndices, unsigned short i, unsigned short j, unsigned char shape, CTerrainTextureEntry * texture) Line 323
    CPatchRData::BuildBlends() Line 267
    CPatchRData::CPatchRData(CPatch * patch, CSimulation2 * simulation) Line 71
    TerrainRenderer::Submit(int cullGroup, CPatch * patch) Line 113
    CSceneRenderer::Submit(CPatch * patch) Line 982
    CGameView::EnumerateObjects(const CFrustum & frustum, SceneCollector * c) Line 256
    CSceneRenderer::RenderScene(Renderer::Backend::IDeviceCommandContext * deviceCommandContext, Scene & scene) Line 1106
    CGameView::Render() Line 238
    CRenderer::RenderFrameImpl(const bool renderGUI, const bool renderLogger) Line 462
    CRenderer::RenderFrame(bool needsPresent) Line 431
    AtlasViewGame::Render() Line 233
    AtlasMessage::fRenderLoop_wrapper(AtlasMessage::IMessage * msg) Line 220
    MessagePasserImpl::Query(AtlasMessage::QueryMessage * msg, void(*)() __formal) Line 68

     

    • Thanks 1
  7. 45 minutes ago, wowgetoffyourcellphone said:

    I don't know how long this has been the case.

    That should be pretty old bug.

    45 minutes ago, wowgetoffyourcellphone said:

    I just remember it used to not hard crash like this, just paint a magenta color instead.

    Magenta happens when you have XML for the terrain type, but not the DDS/PNG texture. It crashes when PMP refers to a not existing XML file for terrain IIRC.

    • Thanks 1
  8.  

    20 minutes ago, cantfind said:
    LANG=en_US.UTF-8
    LC_CTYPE="en_US.UTF-8"
    LC_NUMERIC=en_US.UTF-8
    LC_TIME=en_US.UTF-8
    LC_COLLATE="en_US.UTF-8"
    LC_MONETARY=en_US.UTF-8
    LC_MESSAGES="en_US.UTF-8"
    LC_PAPER=en_US.UTF-8
    LC_NAME=en_US.UTF-8
    LC_ADDRESS=en_US.UTF-8
    LC_TELEPHONE=en_US.UTF-8
    LC_MEASUREMENT=en_US.UTF-8
    LC_IDENTIFICATION=en_US.UTF-8
    LC_ALL=

    It looks ok. That's strange why the text is encrypted. Seems like XMessage reinterprets it as Unicode or vice versa.

    18 minutes ago, cantfind said:

    So this bug was solved after rev 27067?

    I'm using a build from 7 of July (25860).

    Yes, it's solved in r27067 and in the upcoming release as well.

    • Thanks 1
  9. 3 hours ago, Carltonus said:

    This is as soon as I start a normal 1v1 game. If I did this on full-screen the Xbox Game Bar would instantly stop recording immediately when black bars or flickers appear at random times. Begins when doing a snap-in at opposing center, was about to go back to my base to actually place the house somewhere around mine.

    Could you make a screenshot via F2? Does it contain black bars?

    Also could you attach your system_info and hwreport (you might find them by paths from https://trac.wildfiregames.com/wiki/GameDataPaths#VistaWindows10)?

    Is freezing reproducible?

  10. On 29/08/2022 at 3:08 PM, lilBacon said:

    I'm playing on a Raspberry Pi 4 Model B on Raspian OS and I was wondering if there was a way to turn down the detail of trees/bushes and texture quality. The GPU can barely handle it and it's repeatedly crashing the game.

    Hi! In the upcoming A26 release will appear an option to decrease texture quality and disable anisotropic filtering. Plus disabling variation randomization might help a bit.

    • Like 1
  11. 16 minutes ago, smiley said:

    This is the current plan. Make some nice mountains in Atlas and import the heightmap.

    We can add slow brushes/algorithms to Atlas. And add a heightmap export function.

    17 minutes ago, smiley said:

    Or using an actual actor mesh like in AoE2 (but that always looked a bit weird, like it was glued on or something).

    I think using an actor mesh gives the best quality. But it requires an experienced artist to adopt to avoid things you described.

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