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Posts posted by vladislavbelov
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On 25/05/2023 at 12:49 AM, Gurken Khan said:
Yes.
Do fullscreen/vsync/borderless.fullscreen options change something?
On 25/05/2023 at 7:25 AM, real_tabasco_sauce said:One thing I have noticed is a very subtle flicker when hitting enter to open the chat window. you can see it more clearly when looking at the FPS counter.
Do fullscreen/borderless.fullscreen options change something?
3 hours ago, Palaiologos said:Do you use Wayland?
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35 minutes ago, Gurken Khan said:
OpenGL ARB seems to fare better
Does it happen with OpenGL ARB at all?
35 minutes ago, Gurken Khan said:Vulkan has a problem waking up:
Does it happen when the game is running the only main menu?
Also could you update video drivers if it's possible?
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46 minutes ago, seeh said:
i dont think so. i tried (in Graphics general) this to change, but it does something else:
It's a different option, there is view.scroll.mouse.detectdistance.
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1 hour ago, Gurken Khan said:
Yup. (OpenGL was flickering.)
You could try Vulkan.
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1 hour ago, Gurken Khan said:
The rim of the map on Lion's Den is detached.
It seems you're using OpenGL ARB.
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9 hours ago, Itms said:
With enabled validation, the flickering still happens. I don't know where I should look for debug output. Graphics-related, I only saw this in stdout:
Thanks! I've made a patch: https://code.wildfiregames.com/D5003.
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12 hours ago, Itms said:
With updated NVIDIA drivers (here is the new userreport after the upgrade: userreport_hwdetect (2).txt), the flickering stills happens with the RC or with a clean SVN.
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))?
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43 minutes ago, Itms said:
I am able to reproduce with SVN; and setting this to false does fix the issue
Could you try to update NVIDIA drivers and try SVN without the fix?
44 minutes ago, Itms said:Note: with the change, when starting the game, it "blinks" once with a black screen (during something like 0.1 second), I assume that's some kind of buffer being updated (it isn't an issue at all, just figured I'd tell you in case this gives you information about what happens in the code).
It might be just a noticeable delay between window creation and first frame rendered.
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On 20/05/2023 at 1:17 AM, Itms said:
Hi Vlad, here is my userreport: userreport_hwdetect.txt
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?
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On 20/05/2023 at 1:27 AM, Yekaterina said:
If you use A26, then run A27, A27 will crash with the following error:
Do you use a custom installation or something like that? Because RC shouldn't require the spirv mod to be present.
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On 18/05/2023 at 7:49 PM, leopard said:
This Happens in OPENGL with GLSL
ARB is ok
Vulkan is ok
but OPENGL is broken22 hours ago, Itms said:I can also reproduce the flickering issue with A27 using the OpenGL backend. Please let me know if I can give useful information to debug this
On 18/05/2023 at 9:11 PM, Gurken Khan said:Ah ja. Changed it from OPENGL and the flickering immediately stopped.
Could you post your user report with OpenGL enabled?
Also is it possible to record it?
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13 hours ago, Sevda said:
Currently, there are already many language pack mods, can we implement them into public?
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).
13 hours ago, Sevda said:In addition, can we add more possible characters to people's usernames? Would be fun to allow letters like ü, chars like !"£$%^&*()+=\|/
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.
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7 minutes ago, Stan` said:
Gl always have them though?
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
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20 minutes ago, Silier said:
Would it be possible to catch errors from missing vulkan and switch to gl instead of crashing?
In a proper way - no. And it won't help much, because GL will crash without shaders as well.
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9 hours ago, alre said:
question: has this any impact on performances?
Currently - yes, especially CPU for low-end hardware.
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Could you attach mainlog.html after this error happened? (a path to it you can find here: https://trac.wildfiregames.com/wiki/GameDataPaths)
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3 hours ago, Gurken Khan said:
Wasn't this info in the logs somewhere? I couldn't find it.
IIRC we don't have it.
3 hours ago, Gurken Khan said:~1.8 GB free RAM doesn't seem a lot though.
Yeah, that also can be the reason.
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8 hours ago, josephfs said:
It's happened again!
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)?
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13 minutes ago, josephfs said:
I don't think the log files were overwritten.
Could you attach interestinglog.html and userreport_hwdetect.txt as well?
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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.
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8 hours ago, Graham1 said:
The issue in Fedora 38 is slightly different in that I can move the cursor within the whole (physical) screen. When set to full screen, the whole screen is not being used (only 3/4)
Have you tried the borderless.fullscreen option?
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5 minutes ago, Graham1 said:
Hi vladislavbelov. Thanks for the suggestion above.
You're welcome!
5 minutes ago, Graham1 said:I am now using Fedora's default driver with Xorg so this isn't an issue for me anymore.
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.
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Could you attach mainlog with that error?
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12 hours ago, Yekaterina said:
I like this. We can add a button to hide all eyecandy and unecessary stuff.
Have you tried renderactors = "false" in your user.cfg?
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Rare bug: when loading the game, the textures of some units and items disappeared.
in Bug reports
Posted
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?