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vladislavbelov

WFG Programming Team
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Everything posted by vladislavbelov

  1. It highly depends on HDD, some random access readings might trigger hundreds of milliseconds of delay. Though it should be measured for each particular HDD.
  2. The crash doesn't seem related to VSync. Could you also attach logs?
  3. Mmm? Maybe some JS code depends on FPS
  4. Hi! Could you open settings and enable "Prefer GLSL"?
  5. There is an important caveat: splitted repos should be in sync via some relation mechanism. Someone doubts?
  6. We'd like to, but it's not true yet: https://feedback.wildfiregames.com/results/display/. Most popular resolutions are 1366x768 (19.2%) and 1920x1080 (38.7%), and we still have visible amount of 1280x720 (3.6%). There is GUI scale for that in game settings, though it requires improvements.
  7. Could you make a screenshot via F2 in the game? To check that the renderer actually outputs a picture.
  8. Kinda known issue. I have plans to improve it, but not the top priority.
  9. I'd like to fix the glowing deep water and use a single color for absorption.
  10. It's solvable, just enable the skybox for screenshots
  11. The simplest approach is to render the skybox only for cinematics (sky reflection in water will present in both cases).
  12. I doubt it will help. The skybox is attached to the camera.
  13. DXT uses BC or it's an alias for BC (as well as S3TC). We can't AFAICS. ARB_texture_compression_bptc is supported only by ~83% of players: https://feedback.wildfiregames.com/results/gl/extensions/. Currently we don't use them for some meaningful reason. But we could. Usually a converter is written for different kinds of images. So we could use some custom algorithm for a specific texture to have less artifacts.
  14. I haven't chosen a final solution for 0ad, temporarily you could use Compressonator. But any different (from nvtt) solution requires a noticeable amount of code to integrate into 0ad.
  15. I don't think it'll look good. I see at least 3 possible solutions: Make water more transparent on all maps where the fish is invisible. It doesn't require engine changes, but the water won't look real for some maps (not so much dirt/mud as it should have). Make the fish selection ring visible always but more transparent than usual color. Add a semi-transparent fish icon over a fish area.
  16. Is the game installed on the same partition (disk, for example C:\) as the Windows or a separate one?
  17. Could you try to run it as an administrator?
  18. Does it crash immediately after a start? Or you might click on the main menu?
  19. Is it reproducible? And what's the steps if yes? Could you also attach mainlog.html?
  20. In current state it's pretty meaningful. It's unrelated to the check. When we use MAP_FAILED we don't care about its value. And only that particular place cares. MAP_FAILED is a standard constant for mmap on POSIX. And usually it's defined as (void*)-1. And here it's just defined using intptr_t, maybe for a more explicit type conversion.
  21. Allocation in case of failing returns MAP_FAILED, but also there is a code: *pp = 0; // make sure *pp won't be misinterpreted as an error cassert(MAP_FAILED); It just does check that MAP_FAILED != 0 to not misinterpret *pp == 0 as *pp == MAP_FAILED.
  22. Nah, just recommend to use Cool! Best wishes to your work UPD. Cool that you use it, not that you're not yet done x)
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