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vladislavbelov

WFG Programming Team
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Everything posted by vladislavbelov

  1. 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: a26-fix-atlas.1.pyromod Reported only after release here:
  2. Yep, it looks correct. Are your NVIDIA drivers up-to-date?
  3. 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.
  4. Thanks! Could you add the following lines into your user.cfg file: forceglversion = "true" forceglprofile = "compatibility" forceglmajorversion = 2 forceglminorversion = 1
  5. Hi! Which OS do you have? Also could you attach hwreport/systeminfo from the same folder after running A25?
  6. Does it happen on each re-opening? Could you attach matchsettings.json then?
  7. 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
  8. Could you attach mainlog.html after the error appeared? Also which map did you play right before?
  9. 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.
  10. 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 .
  11. How did you measure the difference? Usually unit lag = frameTime (~16.6ms) + simulationTurnDuration (200ms).
  12. 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.
  13. 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).
  14. Please enable Feedback (it really helps us) on the bottom right in the main menu if possible
  15. 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. That process might last for a week for some distros.
  16. Via JS - yes, but mouse tracking isn't implemented.
  17. Camera related code is C++. Only interfaces to switch modes are JS.
  18. Yep, it might be added there. Thanks for the help!
  19. Which FAQ do you mean? Thanks for the testing.
  20. If something needs a change in 0 A.D. it has to be reviewed. That means time, though it's less than creating a patch. But a bigger patch more time to review (and dependence isn't linear). For that we have Trac: https://trac.wildfiregames.com/report.
  21. It might be, but no promises. Because we have limited time and few active people to fix everything.
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