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vladislavbelov

WFG Programming Team
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Everything posted by vladislavbelov

  1. We already do that, so it should work (if installed properly via msi files): https://trac.wildfiregames.com/browser/ps/trunk/source/tools/dist/0ad.nsi#L192. It didn't work for you?
  2. It should work right now. Yeah, it has some infrastructure problems, we hope to fix it.
  3. It's also recommended to run clean-workspaces.sh to be sure. Since the error was in missing wx/wx.h installing the one of *wx*-dev helped.
  4. If you just want dropdown values then you might take a look at binaries/data/mods/public/gui/options/. We add dropdown values dynamically via JS for options. If I'm not mistaken the question is about many values not many dropdowns.
  5. Do you have other games to check if they're running correctly? (Like SuperTuxKart, Warzone2100 or OpenTTD)
  6. I finally got it and I'm going to give a talk: https://fosdem.org/2024/schedule/event/fosdem-2024-3615-0-a-d-game-vulkan-api/
  7. It seems kind of fatal, as SDL can't figure out the WM backend and setup cursors. We can workaround it but in theory it might lead to UB. Not only decent but also the lowest one. Logs indeed could give us some information. Also knowing WM could help (type "echo $XDG_SESSION_TYPE" in the console).
  8. Maybe cached? But I need steps to reproduce to tell more
  9. That's just an impression. Because textures and lighting affect perception greatly. That smoothing is free for our rendering. Because it mostly affects directions of normals. And flat shading instead might even increase the number of vertices to be able to have sharp edges (because smooth shading reuses vertices).
  10. We have kind of a changelog here: https://trac.wildfiregames.com/wiki/Alpha27, but indeed we might have a more user friendly one.
  11. You can get the latest SVN here: https://svn.wildfiregames.com/public/ps/trunk/ We haven't done transitioning yet, only mirror and test repositories. GitHub mirror is https://github.com/0ad/0ad. Yeah, currently all repositories except the SVN one are mirrors (or test mirrors).
  12. Wildfire Games would like to send you its best wishes for 2024! May you have a prosperous New Year! On behalf of the Wildfire Games team, Vladislav
  13. Just for clarification: Alpha 27 isn't released yet, we have only release candidates Have you tried the ones mentioned in the first post? And which Apple platform do you have and which macOS version?
  14. Because we use it for GUI where the Z axis is inverted (and never thought to use it somewhere else before refactorings).
  15. m_Camera.SetOrthoProjection(m_ViewFar, m_ViewNear, 256.f); might also work. Yes, it's a start. Then we need: Add a separate camera controller to be able to configure the orthogonal mode properly Add an option in GUI Adjust zooming code with visible bounds to fit/to be similar to the perspective mode Choose camera position to have proper sounds on all zooms Check reflections and refractions Check shadows (w/ and w/o cover the whole map mode) Test regular and big screenshots and adjust their code if it doesn't work Think what do we need to do in Atlas (autoswitch to the perspective mode or something else) Test for z-fighting for all backends (OpenGL, OpenGL ARB, Vulcan)
  16. They're errors. So it won't compile if versions are mismatched. But indeed different versions (especially major) might potentially cause OOS.
  17. We have a ticket for that: https://trac.wildfiregames.com/ticket/3653. I believe it's doable, it just needs a pair of free C++ hands. It's not really a problem for our engine. We can automatically switch them for cutscenes. We have a separate method to set an ortho projection (a classic isometric view is a special case of an orthographic projection).
  18. No, it's not intentional. It seems like consequences of trying to fix notifications or maybe space related problem. I hope trac will be back soon. And we'll definitely make a post in case of any major change to our services (like shutdown or address change).
  19. Could you enable VSync or set FPS throttling in menus/in games to a value not more than 60 in graphics options?
  20. Could you disable them to test? Do you remember how it started? (Maybe after system update or another installation) Could you post logs for that run with edited user.cfg?
  21. Is it a system hourglass cursor or in-game one? Do you have any mod installed? Could you record a short video? Another way to possibly solve it is to change the type of the cursor. For that you need to add the following line cursorbackend = "system" to your user.cfg (you can find a path to it here: https://trac.wildfiregames.com/wiki/GameDataPaths)
  22. It seems a bit less readable to me and it'll be inconsistent anyway as we can't use such approach everywhere. But I don't mind in that particular case.
  23. Yeah, that'd be good. Unfortunately it's in a low priority right know. But! I wrote a script to do simple batch updates. So if you have Python 3 installed (or you're able to), you can use it (don't forget to backup your map files before running the script and resave the map from Atlas to format the file correctly after the changes by the script): python3 path/to/entities.py path/to/map.xml --pattern your/tree/name --list --rotate random entities.py You might run the script without the rotate argument just to test the list of matched entities.
  24. IIRC we should log such cases, maybe it's in log files. The game uses normal and specular textures together, so we don't support separate materials anymore (that's the way to go PBR). But you always can set a default texture to norm or spec. I can recommend to avoid too sharp normal textures (when neighbor pixels have opposite values, in other words normals look in opposite directions). See also technical art requirements (made by me, converted to wiki format by Stan): https://trac.wildfiregames.com/wiki/TechnicalArtRequirements
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