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Posts posted by vladislavbelov
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Hi! Could you attach logs? You can find a path to them for your platform here: https://trac.wildfiregames.com/wiki/GameDataPaths#Windows
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1 hour ago, Gurken Khan said:
Well, if you put it like that... Yeah, I think that accurately describes that session. Don't know if you can see that as well: it was Random Random maps.
Thanks!
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5 hours ago, Gurken Khan said:
@vladislavbelov I literally did nothing in that game! I paused at the loading screen (as I usually do) and then just looked at the screen for a moment (deciding if I want to play that). I don't think I even moved the mouse. No unit selection, no order, no camera action...
I think some kind of steps were (according to mainlog.html):
- Open the game
- Start Lower Nubia
- Exit to the main menu
- Start Alpine Lakes
- Pause the game
Do they make sense?
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Hi!
You can disable atlas for update-workspaces.sh (pass --disable-atlas argument) if you don't need it or install wxWidgets (search for your platform here: https://trac.wildfiregames.com/wiki/BuildInstructions).
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12 hours ago, Gurken Khan said:
Assertion failed: "textureToBind->IsInitialized()"
Do you have steps to reproduce?
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6 hours ago, zyli said:
I wish I had come up with it myself.
Sorry for the confusion.No problem
6 hours ago, zyli said:Thank you!
You're welcome!
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Could you run make clean and compile again to make sure that there's no outdated files? (It'll take some time to recompile the game)
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On 25/06/2023 at 3:06 PM, borg- said:
Hello everybody.
I was testing my patch with some changes for athens and when sending the unit around the map, the unit went into the fog of war. The map opened shortly after.If it happened in the SVN version then it's very likely the LOS bug: https://trac.wildfiregames.com/ticket/6844
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Hi! The active zone size is a known bug of Gnome: https://gitlab.gnome.org/GNOME/mutter/-/issues/2740
You could try to workaround the cursor offset by adding borderless.fullscreen = "false" in your user.cfg (configuration file), you can find it in: ~/.config/0ad/. More options to try are available in the development version of the game (SVN) and will be included in the next release (A27).
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Does it happen on each run? Could you attach your mainlog?
Refs:
https://trac.wildfiregames.com/ticket/5667
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6 minutes ago, Purgator_ said:
I wanted to test latest 0ad commits on Debian 64bit, but svn checkout only gets Windows version?
Unfortunately we don't officially prebuild SVN binaries for Linux and macOS.
6 minutes ago, Purgator_ said:Is there any official instruction to test latest patches on Linux?
You could try to follow instructions here: https://trac.wildfiregames.com/wiki/BuildInstructions#Linux. To run the game with Vulkan you'll need to install the 0ad-spriv mod before switching to the backend: https://mod.io/g/0ad/m/0ad-spirv (also available in-game mod downloader).
BTW the game works in 64bits mode on Linux and macOS (if a host is 64bits).
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28 minutes ago, Purgator_ said:
someone mentioned more than 8 players in a match.
Currently it's just an idea. We have no stated plans to have more players.
29 minutes ago, Purgator_ said:Any progress on 64bit mode?
We're working on that, but the progress is very slow (because the task is complex). I'd like to have it done to the next release though it's a very optimistic goal.
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2 hours ago, gameboy said:
I am using the latest SVN27740,I used the file update workspaces. bat to release a new workspace.
You might need to cleanup the solution.
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7 hours ago, Lierbex said:
looks like game get a worst performance when i get vulkan.
What's about the same scene but with the OpenGL backend?
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40 minutes ago, tuxayo said:
Sorry
No problem
40 minutes ago, tuxayo said:Ok so for now everyone should just use use the spir-v mod or the zip manually I guess.
Not for RC and releases, spirv is prebuilt there.
41 minutes ago, tuxayo said:The thing in the main menu right? Not the validation you mention in the 1st post.
Yep.
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9 minutes ago, tuxayo said:
But the build instructions don't mention vulkan/spir/shader https://trac.wildfiregames.com/wiki/BuildInstructions
It's mentioned in the first message of this thread The final steps aren't established yet because we're tweaking stuff. But they'll be definitely published. Though I'm not sure about the BuildInstructions page, as it's more about packaging and running.
11 minutes ago, tuxayo said:Ho, the 0ad-spirv mod made it work! So false alert about the HD 4000 experimental support crashing the game. I will try to test with an AMD 7950 (GCN 1.0) so the 1st AMD GPUs with Vulkan support (but also experimental, I'm lucky with my GPUs XD).
Do not forget to enable feedback if possible
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1 hour ago, Delfador said:
The problem was solved by reloading this save.
Sounds like internal OOM but I'm not sure.
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17 minutes ago, Gurken Khan said:
What's the difference between the user.cfg in ...\Roaming\... and local.cfg in ...\Local\...?
IIRC local.cfg is for development to override values from default.cfg.
Did the renderer.backend.vulkan.disabledescriptorindexing = "true" line change something?
18 minutes ago, Gurken Khan said:Anyway, here you go:
2 hours ago, real_tabasco_sauce said:Yes they are still reproducible, they only appear for fewer frames.
Thanks! I'll include some changes into the next RC, will see then.
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On 27/05/2023 at 12:21 PM, Delfador said:
No warnings. Nothing.
Currently I have only two ideas: a) out of some internal memory, could you try to decrease the texture quality? b) some textures are loaded incorrectly, do you have any mod installed?
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18 minutes ago, Gurken Khan said:
Did so. The cube woke up fine. Anything else I can do (with that)?
Thank you! Yes, I have few ideas to check.
- add the following line to your user.cfg and run:
renderer.backend.vulkan.disabledescriptorindexing = "true"
- add the following lines to your user.cfg, run the game (it will be slower, it's ok) and attach userreport and mainlog after that:
renderer.backend.debugcontext = "true" renderer.backend.debugmessages = "true" renderer.backend.debuglabels = "true" renderer.backend.debugscopedlabels = "true"
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On 29/05/2023 at 11:48 PM, real_tabasco_sauce said:
yes
It is reproducible (big blue tear):
Thank you for testing! Is it reproducible if disable V-Sync but use FPS throttling?
On 29/05/2023 at 11:47 PM, Gurken Khan said:DL'ed, installed; guess it's Vulkan only, didn't find an option to change to/from. Notes I found only mention Vulkan for this release. Tried it three times and:
No, it doesn't happen with STK.
Did I understand correctly that it was reproduced only once for OpenGL ARB but not anymore?
Could you (if time permits) install Vulkan SDK? And run vkcube.exe from there?
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7 minutes ago, real_tabasco_sauce said:
Setting borderless fullscreen false does not fix it
Just to make sure: you used borderless.fullscreen = "false", right?
Does the only chat window trigger the tearing? Or any other in-game window like options or diplomacy? Is it reproducible in the main menu?
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On 27/05/2023 at 10:27 PM, Gurken Khan said:
I tried all three options and they don't have an effect on the problem.
Does it happen to any other OpenGL/Vulkan game (maybe SuperTuxKart or Warzone 2100)?
On 27/05/2023 at 8:34 PM, real_tabasco_sauce said:borderless.fullscreen = "false" did not fix it.
I do have a26 and a27 rc concurrently installed, but not running at the same time. I will try later with a26 uninstalled.
Does it happen in fullscreen and window mode?
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On 27/05/2023 at 12:21 PM, Delfador said:
No warnings. Nothing.
Could you attach userreport_hwdetect?
when can support Window 11?
in Game Development & Technical Discussion
Posted
We already support Windows 11. Could you attach what's the error you have and logs (you might find path to them here: https://trac.wildfiregames.com/wiki/GameDataPaths#Windows)?