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Everything posted by vladislavbelov
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Patch's author still works on it. You can install it on SVN (with a nearest to patch version, because it may have conflicts with the current version). Download patch (diff) from https://code.wildfiregames.com/D825 and apply it on the repo (how to get repo): patch -p1 < patch.diff And compile the game.
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It looks strange to add a rasterised image to the vector image (it has the big size), why not PNG/JPG?
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It looks like a known issue: #4181, #4864. Is your Intel video-card the single on your computer?
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Hi, @TheIllusionistMirage, what did you do in the game before the crash? Was the game successfully launched or it crashed on the launch?
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It's the known problem, Itms already has a patch: D946. I hope, I'll make some progress there.
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There is a tutorial for tilemaps: http://www.meandmark.com/tilingpart1.html (as PDF: http://www.meandmark.com/tiling.pdf).
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I've built 0ad successfully on a clean Kubuntu 17.10. wxWidgets packages: > dpkg -l | grep wx ii libwxbase3.0-0v5:amd64 3.0.3.1+dfsg2-1 amd64 wxBase library (runtime) - non-GUI support classes of wxWidgets toolkit ii libwxbase3.0-dev 3.0.3.1+dfsg2-1 amd64 wxBase library (development) - non-GUI support classes of wxWidgets toolkit ii libwxgtk3.0-0v5:amd64 3.0.3.1+dfsg2-1 amd64 wxWidgets Cross-platform C++ GUI toolkit (GTK+ runtime) ii libwxgtk3.0-dev 3.0.3.1+dfsg2-1 amd64 wxWidgets Cross-platform C++ GUI toolkit (GTK+ development) ii wx-common 3.0.3.1+dfsg2-1 amd64 wxWidgets Cross-platform C++ GUI toolkit (common support files) ii wx3.0-headers 3.0.3.1+dfsg2-1 amd64 wxWidgets Cross-platform C++ GUI toolkit (header files)
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Opening internet tabs through the game breaks the game
vladislavbelov replied to Kangran67's topic in Bug reports
Does it work in the window mode? -
Help for making a "manual"
vladislavbelov replied to av93's topic in Introductions & Off-Topic Discussion
I highly recommend Overleaf (the link has my referer, but you can remove it, if needed), you can use it as full free, it has online viewer/editor, templates and you can work with it through git. -
Do you have any mods?
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So, it crashes immediately after the start, right? It looks like the game file is broken, so I can suggest to reinstall the game.
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It looks like the map (default.xml) what you (actually atlas on start) try to open is invalid or broken. Did you open the atlas before without error?
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Hi @lukamas! Did the editor show any error window/message?
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Game Setup Rooms aka games creation room UI "overhaul"
vladislavbelov replied to Dade's topic in General Discussion
What's the problem? May I see a screenshot? -
Did you build the game after update?
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Multi-threading has own overhead: more complicated code (may crash and dead-locks) and time to sync data between threads/processes. So it needs to be very carefully. Btw, I have some ideas about a threaded rendering.
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Hello @jeffnz! First of all, I shall recommend you to add a Reamde file with a description and instructions how to compile it (i.e., you need SDL to compile). Because currently it's just a set of files. You could add Code::Blocks .cbp files, CMake file or Makefile, any what you want. Also it'd be good to have few screenshots, as you want to share the game. I can suggest to read http://lazyfoo.net/tutorials/SDL/, it's has a good code style enough and basic SDL principles. Also it'd be good to have knowledges about the game architecture at all: http://www.gameenginebook.com/ (on Google Books), or something like that.
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Hello! Did the compiler build something or it crashed after start? Also, do you have enough memory for the compiler? Did you try to restart studio, computer?
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Fixed in rP20382. Thank you for the bug report!
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Aha! Thank you! I've missed the Renderer.cpp changes in the patch (initialisation mentioned by @stanislas69). I'll fix it at the evening.
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[Fixed]Allow to restore lost wall turrets !
vladislavbelov replied to gameboy's topic in Bug reports
I could suggest to make broken foundations be clickable, then select it and press repair. Then the position will be restored from the previous one. Or use alignment, when you move a new wall near the old one, it auto attaches to this place. -
I have thoughts, that we shouldn't just rewrite the engine, I think, we need to make an interface, and then implement it for different renderers (OpenGL 2, OpenGL 4+, Vulkan).
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Yeah, it seems right.
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@fcxSanya helped me with this problem: