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vladislavbelov

WFG Programming Team
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Posts posted by vladislavbelov

  1. 12 minutes ago, hyperion said:

    Alpha channel of spec map can be used for emission with corresponding material definition, eg see basic_glow_norm_spec.xml

    By glow we usually understand post-processing filter which adds a bloom-like effect.

    14 minutes ago, hyperion said:

    Vladislav has plans to move to PBR at some point, so you'd be somewhat future proof and have a probably better time using modern tools.

    Yeah, I'm working on that, and that will allow to add an adjustable glow effect.

  2. Hi!

    50 minutes ago, Eastler said:

    1) what files seems to be missing/seems to have wrong permissions,
       so that the cursorkeys and mousekeys for move / zoom in/out won't work ?

    Maybe it's caused because it can't read the default hotkey configuration file. Usually it's located at binaries/data/config/*.*, if not see below.

    50 minutes ago, Eastler said:

    2) while try download mod-files comes "Assertion failed: "0 && "Failed to decode base64 public key"
       what do you mean is the error? Assertion from 0  or 'decode base64'
       is there also a file not in system/has a file wrong permissions, which results in 0
       or isn't the user not allowed to decode base64 public key.

    You can find directories (beside the main one with 0ad-data) used by the game here (where it can read or write): https://trac.wildfiregames.com/wiki/GameDataPaths#Linux

  3. 16 minutes ago, Obelix said:

    Today I reported four threads. Is it helpful for forums moderators if those got reported

    I believe it's useful for posts that aren't on the first page already (when a lot of activity on the forum), because it makes a search faster.

    17 minutes ago, Obelix said:

    or do you get mailbombed after every appearance?

    I think it depends on a mail service and how to arrange groups. I don't get mailbombed.

  4. On 11/10/2023 at 1:34 AM, Ben Phegan said:

    @vladislavbelov is the required MacOS/SDK version documented anywhere?  I can always drop a machine back to an early MacOS and SDK to get building, or even just use a VM.  Also, can confirm that it does not work on later MacOS and SDK/toolchain (lots of breakage).  I have a branch locally tracking required changes for when you are looking at this.

    I was able to build with https://code.wildfiregames.com/D5092 and few fixes in premake. I was testing with M2 and Ventura 13.4. I will investigate further.

  5. 23 hours ago, Nobbi said:

    Hey,

    I also have the Problem that the game does not work anymore. I changed my processor with integrated graphic card and now 0AD does not start anymore. Ryzen 3400G -> 5700G

    Hi! Could you post your mainlog.html and system_info.txt from the log folder?

  6. It was a great time to work with you! You've done uncountable amount of things to improve 0 A.D. in many areas. It was taking a lot of time and energy, it wasn't simple for you but you've made much further than many others in that situation. Thank you for all you've done! I wish you a nice journey and to only do things you really enjoy :) 0 A.D. development is keep going and I'll be always glad to hear your feedback if you came to say hello :)

    • Like 6
  7. 32 minutes ago, panda said:

    Is it possible to make the link for creating an account only accessible via the game?

    It doesn't seem to work. For example if a person plays on a computer without an internet connection and uses a phone to download files and visit websites.

    21 minutes ago, rossenburg said:

    the best and easier way to stop this gummies seller bots is captcha on login form too

    If they can pass registration captcha why they wouldn't for login?

    Also we don't have a reliable way to distinguish a real person from a prepaid person to spam until they post.

  8. 49 minutes ago, Ben Phegan said:

    Is 0-AD still buildable on modern Mac software/hardware?

    Currently we build with an older macOS & SDK because of compatibility (also https://trac.wildfiregames.com/ticket/6193). Ideally it should be compiled on modern macOS, but I'm not sure it works for newest updates.

    49 minutes ago, Ben Phegan said:

    Does anyone have this working?

    I'll be able to test it on M1 or M2 in a few weeks.

  9. 1 hour ago, Riesi said:

    I guess there are plans to include the shaders when 0.27 finally hits.

    Yeah, we include those shaders in release and release candidate builds.

    1 hour ago, Riesi said:

    Yeah I understand that the workforce is already limited, so new features takes time. Still the quality and amount of content of 0ad is really great!

     

    Thanks for the answers.

    Thank you for the feedback!

  10. Hi!

    4 hours ago, Riesi said:

    Main reason being that a friend had issues with the latest automated build and I wanted to try fixing things maybe.

    What were the issues?

    4 hours ago, Riesi said:

    Now my main question is, if such a Github action would be wanted or useful for upstream 0ad?

    We don't plan to have the main repo on github, so adding its actions isn't in our priority (especially its support). Currently our goal is to decide and perform (if finally decided) the transition from svn to git (on our server). After that we might want to setup similar actions on our server. Currently we have autobuild for Windows, and for Linux/macOS we automatically build releases and RC. We have thoughts about nightly/weekly builds for all platforms. But we're really limited in free hands (for creating and reviewing), so it's not going to happen soon.

    Also you might take a look at @andy5995 appimage work: https://github.com/0ad-matters/0ad-appimage

  11. 6 minutes ago, Baelish said:

    Unfortunately I'm not an android app developer, but I'm interested to learn, so if I can be helpful doing something, count me in.

    You might take a look at old docs: https://trac.wildfiregames.com/wiki/AndroidPort and related files in the repo: https://trac.wildfiregames.com/browser/ps/trunk/build/android

    6 minutes ago, Baelish said:

    Anyway I think that create a new app with a touch input is very difficult and it mean recreate all the game for ARM64 arch;

    We should have no problem with the arch itself since we build the game for macOS ARM64.

    10 minutes ago, Baelish said:

    so we can create a new windows version optimized for android emulator and play it with external mouse.

    I think it might be possible (especially if it can be done in a fork to avoid support cost for us, at least for now).

    • Like 1
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