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vladislavbelov

WFG Programming Team
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Everything posted by vladislavbelov

  1. Could you attach interestinglog.html and userreport_hwdetect.txt as well?
  2. 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.
  3. Have you tried the borderless.fullscreen option?
  4. 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.
  5. Could you attach mainlog with that error?
  6. Have you tried renderactors = "false" in your user.cfg?
  7. Hi! I think we might make a dynamic layout: if we have width <= 1024 (or some min_width property) then we stick to the current layout else we extend a table accounting preferred widths of its columns (preferred means translated text width + some padding).
  8. Technically it's not true, 0ad adjusts some parts of UI for a window size (for example replay lists or centering options window). But I agree we have enough space for improvements. According to your logic it's also the not supported resolution as we have some problems for it as well
  9. It's irrelevant to 0 A.D. We don't use mesh shaders and don't plan to in the near future.
  10. Could you try to add the following line to your user.cfg then? smoothlos = "false"
  11. Could you try to add the following lines to your user.cfg (path to the configuration file you might find here: https://trac.wildfiregames.com/wiki/GameDataPaths)? renderer.backend.debugcontext = "true" renderer.backend.debuglabels = "true" renderer.backend.debugmessages = "true" renderer.backend.debugscopedlabels = "true" Also is the issue reproducible for both OpenGL backend and OpenGL ARB backend (it's an option inside the advanced graphics tab)?
  12. Thanks! Yeah, that's intentional else the mod would be ~5 times bigger.
  13. It should be fixed in the next build (there was a fix for that kind of glitch: rP27511).
  14. It's the mod version (to keep tracking changes) not the SPIR-V version. Currently we're targeting SPIR-V 1.3.
  15. @cantfind @Graham1 I've came up with another random idea: https://trac.wildfiregames.com/ticket/6649#comment:7, but it needs to compile the game.
  16. That's expected. There is a new build that might fix the problem: https://code.wildfiregames.com/rP27519
  17. Thank you for the feedback! I think I found a possible reason. I'll add a fix to the code.
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