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Everything posted by vladislavbelov
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0 A.D. 0.0.24b-alpha crashes under Windows 10
vladislavbelov replied to Ceres's topic in Bug reports
For Windows it's a complete game installer made for the current development version. -
0 A.D. 0.0.24b-alpha crashes under Windows 10
vladislavbelov replied to Ceres's topic in Bug reports
I mean not the A24b release, but a release build for the SVN version. Yeah, you need to go step-by-step and build. But the good thing is that you can use binary search: if you have a range [A, B], when on the revision A the game is broken and B is fixed you need to check the revision (A + B ) / 2. And then depending on results you need to go to [A, ( A + B ) / 2] or [( A + B ) / 2, B]. That feature is built-in in git, but maybe there is something similar for svn. -
0 A.D. 0.0.24b-alpha crashes under Windows 10
vladislavbelov replied to Ceres's topic in Bug reports
Ideally I'd like to have answers for the two following questions: Is it really fixed or is it still reproducible for a release build of the game? If it's indeed fixed which commit is the reason? -
0 A.D. 0.0.24b-alpha crashes under Windows 10
vladislavbelov replied to Ceres's topic in Bug reports
Not necessary, just select all projects with Shift and then open properties once. -
0 A.D. 0.0.24b-alpha crashes under Windows 10
vladislavbelov replied to Ceres's topic in Bug reports
Could you try svn version (https://trac.wildfiregames.com/wiki/BuildInstructionsGettingTheCode)? -
0 A.D. 0.0.24b-alpha crashes under Windows 10
vladislavbelov replied to Ceres's topic in Bug reports
Are installed GPU drivers up-to-date? -
Experimenting with icons
vladislavbelov replied to Stan`'s topic in Eyecandy, custom projects and misc.
They have the same style but they don't share a single palette -
Experimenting with icons
vladislavbelov replied to Stan`'s topic in Eyecandy, custom projects and misc.
I think all our icons are unrelated in visual term. They don't have neither the same palette nor style. For it me it looks like random images. -
0 A.D. 0.0.24b-alpha crashes under Windows 10
vladislavbelov replied to Ceres's topic in Bug reports
Currently I don't need dumps, first I need to find an option that triggers the crash. @feneur could you remove the post limit? -
0 A.D. 0.0.24b-alpha crashes under Windows 10
vladislavbelov replied to Ceres's topic in Bug reports
Could you try to disable all options step-by-step except GLSL (GLSL should be always enabled)? -
Again, try disable other options first, non-glsl shaders will be removed.
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With Vulkan our art isn't so slow since Vulkan allows to submit data via command lists - less app/driver time per each draw call. And all this stuff should be supported, have unified interface between new and old APIs.
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That does work in general, but it won't solve the performance issue. Our art is unoptimized for old hardware/API, we can't have a lot of drawcalls there. That's true that a cut helps. But in our case it's not enough. We have no strict technical rules and tools to control the engine usage. Without strong cooperation the game won't be faster. All results will be publisheb on the page https://feedback.wildfiregames.com/results/.
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===[COMMITTED]=== Macedonian wonder
vladislavbelov replied to Tomcelmare's topic in Completed Art Tasks
I'm worrying only about how many meshes on a visible scene at once. In case of wonder if it doesn't completely reuse existing textures for other buildings then the best implementation is to use a single mesh with a single texture with a maximal side not more than 2048 pixels (atm). -
===[COMMITTED]=== Macedonian wonder
vladislavbelov replied to Tomcelmare's topic in Completed Art Tasks
It depends on how it's going to be used. How many different meshes are going to use these textures. Will be these meshes always rendered together or they're unrelated. -
[POLL] Corpse Removal Option
vladislavbelov replied to Stan`'s topic in Game Development & Technical Discussion
The "Off" option has maximum performance. Supporting intermediate states means additional cost of support for graphics. We also could render only half of objects in reflection/refraction maps, but it also requires additional support. I don't mind for that solution. It won't help in the only case when many units are killed at the same time and many units have been already completed in queues. -
file_system.cpp(122): Function call failed: return value was -1
vladislavbelov replied to JPRuehmann's topic in Bug reports
Hi @JPRuehmann! Could you attach logs and system_info from the logs folder. You might find it for your system at https://trac.wildfiregames.com/wiki/GameDataPaths#Linux -
tutorial Add new resource on Summary screen
vladislavbelov replied to azayrahmad's topic in Tutorials & Guides
I don't remember, maybe some code is unified between tabs. So you need to use different widths for different tabs. -
[POLL] Corpse Removal Option
vladislavbelov replied to Stan`'s topic in Game Development & Technical Discussion
I notice the popping even with 200, when a battle is big enough, like 200vs200. Bigger battles make them even more noticeable. I can feel the irritation in your words. I'm not against feature, I'm against the intermediate numbers. Why? Because the current implementation adds coupling (which is bad) and adds visual degradation. Since we have nobody to be responsible for overall visual impression of 0 A.D. I'm worrying about that, since I'm doing graphics. It's a biasing, please do not present your opinion as a truth. Why do you need corpses if your computer isn't powerful enough for them? Why not icons with number of lost units? -
[POLL] Corpse Removal Option
vladislavbelov replied to Stan`'s topic in Game Development & Technical Discussion
Have you read the posts above? About inconsistent popping in a case of intermediate numbers?