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vladislavbelov

WFG Programming Team
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Posts posted by vladislavbelov

  1. On 17.10.2017 at 11:29 PM, stanislas69 said:

    @elexis Vlad' had at least I guess that's what he meant by "I'll try some stuff".

    I've made some stuff, and it works, but it has hacky code, because we don't have a clear way to add custom matrices. So, I need to refract & test it. I think I'll post a diff to phab after refractoring to someone will be able to test it too.

    • Like 3
    • Thanks 1
  2. On 14.09.2017 at 12:57 AM, stanislas69 said:

    We need to have that feature in a non hacky way, I consider tweaking the camera not being one and I wouldn't mind it triggering sound changes and cloud tweaks. but that's just me. For the correct way I can't help though.

    I think it's possible, at least it shouldn't be hard. Because we just need to change the projection matrix. There are few corner cases with culling, but I hope they're easy to solve.

    I'll try to do some stuff.

    • Like 2
    • Thanks 2
  3. 23 hours ago, Andrej said:

    My OS is Windows 7 gpu is 750 vram my CPU Intel core is 530 2.9 GHz (something like that) and 2 GB RAM 

    The setup is quite well compatible. So I can suppose that it could be: 1) huge monitor for this setup, 2) driver issue. I think the full log have a chance to help.

  4. 1 minute ago, stanislas69 said:

    @vladislavbelov With full graphics quality, and no obstruction actors, I highly doubt it. All this grass make the game lag because of the high number of polygons, and the alpha transparency. This can be reproduced easily by using Lordgood old's corn field for zapotecs @Lion.Kanzen reported huge lag.

    I agree that it costs a lot, but not so much as the pathfinder. Instancing, deffered rendering and batching will help a lot.

    • Like 1
  5. 1 hour ago, fatherbushido said:

    cc1plus: warning: ‘void* __builtin_memset(void*, int, long unsigned int)’: specified size 18446744073709551612 exceeds maximum object size 9223372036854775807 [-Wstringop-overflow=]

    We don't use memset/__builtin_memset directly inside CInput at all. So it looks like a compiler issue (wrong message or something else):

    https://gcc.gnu.org/bugzilla/show_bug.cgi?id=79095

    1 hour ago, fatherbushido said:

    In file included from ../../../source/pch/atlas/precompiled.h:24:0:
    ../../../source/tools/atlas/GameInterface/Messages.h: In function ‘void AtlasMessage::fGetTerrainGroupPreviews(AtlasMessage::qGetTerrainGroupPreviews*)’:
    ../../../source/tools/atlas/GameInterface/Messages.h:285:8: warning: ‘#‘target_mem_ref’ not supported by dump_expr#<expression error>’ may be used uninitialized in this function [-Wmaybe-uninitialized]
     struct sTerrainTexturePreview
            ^~~~~~~~~~~~~~~~~~~~~~

    It looks like the compile can't follow some call stack. We use threads/events in Atlas (to send between wxWidgets/Pyrogenesis), so the compiler can't find a place where the var was really initialized. By the code there is only the one place where it has assigned AFAIK.

  6. 3 hours ago, eggbertx said:

    I tried to start 0 AD, but nothing showed up. When I ran it in the terminal, I got this:

    This happened when I used the 0ad package in the official repository, so I decided to download and built the source myself, but I had the same issue there. Has anyone else had this issue? Should I just file a bug report?

    We don't use DBus in a direct way, so the issue could be in the system configuration, drivers or libraries that we use. But I found few same issues (not really depended on the DBus using):

    https://bbs.archlinux.org/viewtopic.php?id=227587

    http://talk.maemo.org/showthread.php?t=34918

  7. 32 minutes ago, The Great Caesar said:

    @fcxSanya

    Me again. I'm having trouble creating another node using the insert key, is there a way for me to perhaps remap that option on my keyboard? Also, regarding the code, where do I copy-paste it to?

    Thanks,

    -TheGreatCaesar

    Currently we don't support remap for the Atlas. So if you want to change a key, you need to download sources and build the game with Atlas. About if you may build, it's in the source/tools/atlas/GameInterface/Handlers/CinemaHandler.cpp.

  8. 13 hours ago, stanislas69 said:

    Call stack 

    
    >	pyrogenesis.exe!CShaderTechnique::BeginPass(int pass=0) Line 134	C++
     	pyrogenesis.exe!CLogger::Render() Line 213	C++
     	pyrogenesis.exe!Render() Line 269	C++
     	pyrogenesis.exe!Frame() Line 372	C++
     	pyrogenesis.exe!RunGameOrAtlas(int argc=1, const char * * argv=0x00e60008) Line 581	C++
     	pyrogenesis.exe!SDL_main(int argc=1, char * * argv=0x00e60008) Line 623	C++
     	pyrogenesis.exe!main_utf8(int argc=1, char * * argv=0x00e60008) Line 126	C
     	pyrogenesis.exe!wmain(int argc=1, unsigned short * * wargv=0x00bdf4f8, unsigned short * wenvp=0x00bdeec8) Line 151	C
     	pyrogenesis.exe!__tmainCRTStartup() Line 623	C
     	pyrogenesis.exe!CallStartupWithinTryBlock() Line 364	C++
     	kernel32.dll!76e48744()	Unknown
     	[Frames below may be incorrect and/or missing, no symbols loaded for kernel32.dll]	
     	ntdll.dll!7744582d()	Unknown
     	ntdll.dll!774457fd()	Unknown

    I haven't seen that before @vladislavbelov

    Which line it crashes? And it's assert or access violation?

  9. 5. They are.

    6. No, we shouldn't because materials isn't a bottleneck.

    9. Yes, it could be renamed I think, because is uses normal map as usual. But in common terms bump != parallax.

    10. USE_HQ_PARALLAX and USE_VHQ_PARALLAX aren't used in shaders, so you could use it only if you add it (and add conditions)

    11. If a material requires something and engine doesn't have it, then the material should be applied. Currently there could be a warning or crash, I don't remember.

    12. No, it shouldn't, it's different things, normTex is a normal map, which could be used for different goals. And parallax just can use it if needed.

  10. To answer I'm using shaders sources and my additional knowledge.

    1. USE_SPECULAR requires specular power and specular color.
    2. No, because USE_SPECULAR works without specular texture, but USE_SPECULAR_MAP with, also USE_SPECULAR_MAP requires specular effects.
    3. No, because effects are available only for USE_NORMAL_MAP, USE_SPECULAR_MAP, USE_PARALLAX or USE_AO.
    4. <required_texture name='specTex' define=''SPECULAR_MAP"/> is better, because you define connected things together.
    5. Where from comments? If materials, I think no, because it allows faster fix/add/improve shaders.
    6. No. It uses for conditional alternatives, i.e. basic_trans_ao.xml, if quality < 2 it switch to basic_trans.xml. Also it could be used when the material can't be supported, but it's not used, if I'm not mistaken.
    7. It's used for the triplanar texture mapping (vec3 instead of vec2). Currently It's used for the terrain.
    8. sim_time just a time since the game started, it's used for the water rendering (waves, etc) and for the wind animation.
    9. Where? It's not used in materials.
    10. I don't think so, only if add conditions.
    11. Yes, it's required.
    • Like 1
  11. Just now, Lion.Kanzen said:

    Where can find the example? 

    The game session GUI code is in "binaries/data/mods/public/gui/session/". There's a "diplomacy_window.xml", it describes how it looks like. The code hides this window is in "menu.js". How phase handling works you could see in the tutorial script "binaries/data/mods/public/maps/tutorials/starting_economy_walkthrough.xml".

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