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vladislavbelov

WFG Programming Team
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Everything posted by vladislavbelov

  1. Could you attach userreport_hwdetect and mainlog from your logs folder when it happens? You can find path to it here: https://trac.wildfiregames.com/wiki/GameDataPaths Did you get any error/warning before that happened?
  2. Do fullscreen/vsync/borderless.fullscreen options change something? Do fullscreen/borderless.fullscreen options change something? Do you use Wayland?
  3. Does it happen with OpenGL ARB at all? Does it happen when the game is running the only main menu? Also could you update video drivers if it's possible?
  4. It's a different option, there is view.scroll.mouse.detectdistance.
  5. Could you run a clean SVN (without the fix) with enabled validation? (You need to add the following lines to enable it) renderer.backend.debugcontext = "true" renderer.backend.debuglabels = "true" renderer.backend.debugmessages = "true" renderer.backend.debugscopedlabels = "true" After that could your replace source/renderer/backend/gl/DeviceCommandContext.cpp:160 if (color && (framebuffer->GetAttachmentMask() & GL_COLOR_BUFFER_BIT)) by if (false && color && (framebuffer->GetAttachmentMask() & GL_COLOR_BUFFER_BIT))?
  6. Could you try to update NVIDIA drivers and try SVN without the fix? It might be just a noticeable delay between window creation and first frame rendered.
  7. Thank you! I have few ideas now. Are you able to reproduce it with SVN? If so could you change source/renderer/backend/gl/Device.cpp to always assign false to device->m_UseFramebufferInvalidating and recompile?
  8. Do you use a custom installation or something like that? Because RC shouldn't require the spirv mod to be present.
  9. Could you post your user report with OpenGL enabled? Also is it possible to record it?
  10. There are plans to fix the font rendering problem. I've already added the freetype library. The next step is to add font pre-rendering in the game (via freetype directly or via cairo/pango). I think it's a reasonable restriction, as well as for emails one. You can use the player name option if you want to customize the name.
  11. In a properly installed game it should present (as well as SPIR-V shaders), but there're cases: a low memory or any other internal error to read the public mod: https://wildfiregames.com/forum/topic/107066-missing-mods-and-mods-that-dont-exist/?do=findComment&comment=549829 an installed mod which doesn't provide shaders for GL
  12. In a proper way - no. And it won't help much, because GL will crash without shaders as well.
  13. Currently - yes, especially CPU for low-end hardware.
  14. Could you attach mainlog.html after this error happened? (a path to it you can find here: https://trac.wildfiregames.com/wiki/GameDataPaths)
  15. IIRC we don't have it. Yeah, that also can be the reason.
  16. It seems it happens because game resources (particularly modmod and public mods) aren't available for the game. Do you have any antivirus software that might block access to it? Also do you have space on disk C (unlikely the reason but just in case)?
  17. Could you attach interestinglog.html and userreport_hwdetect.txt as well?
  18. JFYI hiding something just from mainlog.html won't make the game more secure, only a bit more complicated for abusers (because of the code compilation). Your goal should be done somewhere on the network code side (maybe to not send enemy chat at all, but what should we do for observers? An abuser can open multiple clients). Though you can't truly hide host IP from clients without expensive (at least for us as an open-source community) server infrastructure.
  19. Have you tried the borderless.fullscreen option?
  20. You're welcome! I've figure out the issue already, it's a problem inside GNOME (mutter): https://gitlab.gnome.org/GNOME/mutter/-/issues/2740 And now in SVN we have options to control that behavior.
  21. Could you attach mainlog with that error?
  22. Have you tried renderactors = "false" in your user.cfg?
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