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vladislavbelov

WFG Programming Team
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Posts posted by vladislavbelov

  1. 8 hours ago, woodpecker said:

    So it is still kind of strange. I cant remember when or what changes was made when the flickering was seen first time. Its been a month or two maybe more. Have not played much lately. Partly because of this but also lack of time.

    Could you enable VSync or set FPS throttling in menus/in games to a value not more than 60 in graphics options?

  2. 52 minutes ago, woodpecker said:

    I have feldmap, autociv and community mod installed.

    Could you disable them to test?

    On 16/12/2023 at 1:27 AM, woodpecker said:

    but A26 has been good earlier.

    Do you remember how it started? (Maybe after system update or another installation)

    12 minutes ago, woodpecker said:

    Here is what it looks like after editing user.cfg adding cursorbackend = "system" to the end of the file.

    Could you post logs for that run with edited user.cfg?

     

    • Like 1
  3. On 2/12/2023 at 2:01 PM, sternstaub said:

    Perhaps this would be a good option to implement into atlas? Random object placement rotation?

    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.

    • Thanks 1
  4. 1 hour ago, nifa said:

    Does the normal map with this material only work if there is a spec texture as well? When I add just a normal texture but no spec texture I don't get any error message, but I don't see any effects.

    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.

    1 hour ago, nifa said:

    Sure, I'm thankful for any tips. This was just a first try, using desaturation and filter-> general -> normal map on the diffuse texture in Gimp. I will try to dive deeper into it. This tutorial https://i.imgur.com/lpC4V6B.jpg tells me I should edit the grey picture accordingly.

    Let me know if you have any further guidance

    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

    • Like 1
  5. 58 minutes ago, MirceaKitsune said:

    I presume this is the same issue I've been having? I could compile well on Linux for a long time, but suddenly the process no longer works! I thought it's an update in 0 A.D. Git, it may as well be something that changed in my Linux distro (I use Manjaro KDE). For me the error is:

    make: *** [Makefile:271: output/debug/FCollada/FUtils/FUXmlDocument.o] Error 1
    make: *** Waiting for unfinished jobs....
    ./build.sh: line 28: die: command not found
    ERROR: FCollada build failed

    It seems different from the original post. Could you share a full log (with the Collada compilation error)?

  6. 1 hour ago, Riesi said:

    Ok it was not -pendantic but just the compiler telling me that its related to -permissive.

    Could you share your OS and compiler version?

    On 24/11/2023 at 6:00 PM, Riesi said:

    I was reading in the git transition thread that Gitea and CI is coming together, so a commit breaking Linux compilation should be less likely after that.

    That shouldn't affect the compilation process, since it depends on a platform not CI infrastructure itself.

  7. On 19/11/2023 at 7:19 PM, JPower said:

    OAD keeps crashing every time I load into singleplayer or tutorial. It will let me play for 3-5 seconds, but then doesn't respond. I have tried lowering the graphics, but the same problem occurs.

    That might indeed happen because of low amount of free memory. Could you also try to update your videocard drivers and switch to OpenGL ARB backend?

  8. On 20/11/2023 at 9:09 PM, AGamer said:

    The cel-shading is there but the borders are upside down for some reason...

    Which version of the game are you using?

    1 hour ago, AGamer said:

    Not necessarily what I am trying to do (cel-shading) but I can use it to better understand 0 A.D.'s shader structure.

    Post-processing stage might be too late for you do cel shading. Because ideally it requires normal and light information. So adjusting model and terrain shaders might give a better result (though it's more complex than post-processing). Also keep in mind that we now support Vulkan, it means GLSL shaders won't work there, they require precompilation (if you'd like to support Vulkan backend ping me).

    • Like 1
  9. 1 hour ago, Baelish said:

    Approximately, I find map center at (1024, 1024), but maybe it's wrong because my calculations aren't precise. About the radius, I agree but I don't find a method to remove entities in the corners quickly. I can build a tool in python that read x and z, square sum them and remove if radius is higher than 1008. Please confirm me if radius and center information are correct, because I need them to use a formula.

    It depends on a map size. I think the easiest way (without looking to the code) is to place 4 entities on an empty map with your size (their sum divided by 4 would be the center):

    image.png

    Another way to get a coordinate of some point is to place a camera there and print its current position:

    Misc hacks > JS console > Enter warn(uneval(Engine.GetCameraPosition()));

  10. 4 hours ago, man_s_our said:

    it would be reproduced whenever is in infinite recursion. in my case infinite state switching. when I detected the bug I fixed it and now working on fixing other bugs.

    In that case the error might happen because of stack overflow/out of memory. If you replace it by a loop (with the same number of steps like for the recursion) in theory it shouldn't fail.

  11. On 13/11/2023 at 1:01 AM, Baelish said:

    1) I try to remove them with map editor, but isn't possible to select things in the black parts of the map (I mean the corners).

    Indeed, maybe we need a tool to cleanup such entities.

    On 13/11/2023 at 1:01 AM, Baelish said:

    2) So I decide to manually remove from the .xml file all the entities with coordinate x or z higher than a certain number and to find this number I put some entities in the Cardinal points.

    Just high values aren't enough because maps are circular. So ideally you need to find coordinates of a map center and remove all entities which are further than a map radius (maybe with some bias). (0, 0) isn't a map center but the one of its corners.

  12. 3 minutes ago, Baelish said:

    I suppose that I use too much trees or too near. It is only a theory. It can be a problem?

    We have the same assertion when there're entities placed too close to a map border, particularly their shape intersects the border. Known bug: https://trac.wildfiregames.com/ticket/6486

    15 minutes ago, Baelish said:

    I attach files of the map

    Thank you, we'll use it for 6486 when there'll be a fix.

    Maybe when you deleted all entities some of them remained behind/close to a map border.

  13. 44 minutes ago, Baelish said:

    In map editor I selected all with "Move/Rotate object", I used it to select all maps and the I clicked "delete" on keyboard

    Could you try it for a map present in the game?

    44 minutes ago, Baelish said:

    I try it, but same error

    It says also:

    Does it show a resolved stack? Could you type bt there and press enter?

  14. Hi and welcome to the forum!

    On 2/11/2023 at 11:25 AM, Zwelf said:

    I didn't get a stand in 2023 (and I didn't see a 0ad stand).

    We had our stand before, just haven't submitted our application this year.

    On 2/11/2023 at 11:25 AM, Zwelf said:

    All the approved stands were from really big open-source projects, so I though maybe a joined submission might have higher changes of success.

    We had no problem to get a stand in previous years (according to Stan we had no rejections at all).

    On 2/11/2023 at 11:25 AM, Zwelf said:

    Any thoughts?

    We haven't considered to have a stand yet.

    Personally I plan to give a lightning talk (like I did in 2019-2021) and I'd like to have a stand. But I need to have my visa approved first.

    • Like 3
    • Thanks 1
  15. 47 minutes ago, Norse_Harold said:

    I found discussion from other Invision Community forum system administrators about how they're fighting spam. I like the idea of enabling content moderation for the first 1 or first 3 posts for all new users. Some admins said that it stopped nearly all of the spam posts. Also, check out the paid cleartalk module. And, there are additional tips, even how to try to prevent spam in profiles.

    That sounds interesting, I'll try to reach implodedok directly.

    The only downside I see that we'll need to dig through those spams to find a valid account of newcommers.

    • Like 2
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