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vladislavbelov

WFG Programming Team
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Posts posted by vladislavbelov

  1. 4 hours ago, Delfador said:

    When loading the game, the textures of stone and metal mines disappeared. It is likely that the trees from which wood is extracted could also disappear. Unfortunately, it is not clear.

    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. 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:

    realest_sauce.png

    Do you use Wayland?

  3. 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))?

  4. 43 minutes ago, Itms said:

    I am able to reproduce with SVN; and setting this to false does fix the issue (y)

    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.

  5. 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 broken

    22 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?

    • Like 2
  6. 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.

    • Like 1
  7. 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)?

  8. 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.

    • Like 1
  9. 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.

    • Like 1
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