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Posts posted by vladislavbelov
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14 minutes ago, Silier said:
0ad acts like it is maximum supported and will not adjust gui when more space is available.
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.
19 minutes ago, Silier said:Right now. 1024x768 is only resolution.
According to your logic it's also the not supported resolution as we have some problems for it as well
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18 hours ago, Sturm said:
Is this relevant for the upcoming Vulkan 0 ad version?
It's irrelevant to 0 A.D. We don't use mesh shaders and don't plan to in the near future.
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3 hours ago, farima4 said:
Also adding those lines to the user.cfg didn't work.
Could you try to add the following line to your user.cfg then?
smoothlos = "false"
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8 hours ago, farima4 said:
reset graphics to default and that also didn't fix it.
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)?
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15 minutes ago, Stan` said:
@wowgetoffyourcellphone reported
lots of errors like this ERROR: Failed to load shader 'spirv/model_common'
I need a full log to fix them.
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9 minutes ago, maroder said:
This is all that shows up in the logs - Happens e.g. for the Han Forge
Thanks!
9 minutes ago, maroder said:Sidenote: Note sure if this is expected/ intended or not, but when using the dev overlay -> render debug mode, the game crashes with vulkan enabled
Yeah, that's intentional else the mod would be ~5 times bigger.
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1 hour ago, maroder said:
ERROR: Failed to load shader 'spirv/model_waterfall'
Could you post the full message (with all missed defines)?
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On 11/02/2023 at 8:13 PM, zyli said:
From Rev. 27535 returned: "ERROR: Program 'spirv/model_common' with required defines not found."
On 12/02/2023 at 10:50 AM, maroder said:svn rev 27535 w/ 0ad-spirv version: 0.27.15
These errors should be fixed in the new version: 0.27.16.
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1 hour ago, real_tabasco_sauce said:
Nothing seemed out of the ordinary until I turned texture texture quality to high. At hight texture quality, it does something like this:
It should be fixed in the next build (there was a fix for that kind of glitch: rP27511).
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On 03/02/2023 at 9:50 PM, DarkPulsar said:
I update the 0ad-spirv mod to "0ad-spirv-0.27.14"
Could you try the new 0.27.15 version?
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2 hours ago, Sturm said:
0ad-spirv-0.27.14
It's the mod version (to keep tracking changes) not the SPIR-V version.
2 hours ago, Sturm said:Currently we're targeting SPIR-V 1.3.
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13 minutes ago, andy5995 said:
How is libvulkan being referenced normally when pyrogenesis is run?
SDL loads it (inside it might search for different paths).
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On 03/02/2023 at 9:50 PM, DarkPulsar said:
I update the 0ad-spirv mod to "0ad-spirv-0.27.14" (added 1 hour ago in: https://0ad.old.mod.io/0ad-spirv ) and I still have the same issue. Here is my latest main log:
Thanks! I'll check it.
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@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.
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7 hours ago, DarkPulsar said:
I encounter the following errors and the game does not show entities previews (for example when you try to build a house etc.), making the game nearly unplayable.
You need to update the 0ad-spirv mod to the last version.
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1 hour ago, DarkPulsar said:
Thanks a lot @vladislavbelov !
Thank you for reporting and testing!
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9 hours ago, andy5995 said:
If Vulkan is enabled in the config, but the 0ad-spirv mod is not enabled, the game crashes.
That's expected.
21 hours ago, DarkPulsar said:Please if you want something else, inform me.
There is a new build that might fix the problem: https://code.wildfiregames.com/rP27519
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6 hours ago, DarkPulsar said:
Thanks for all your effort! Please if you want something else, inform me. Thank you again
Thank you for the feedback! I think I found a possible reason. I'll add a fix to the code.
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11 minutes ago, maroder said:
build yourself
Did you pass --large-address-aware to update-workspaces.bat?
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6 minutes ago, maroder said:
but do we have some kind of memory leak somewhere? Those out of memory errors only occur in long games
Do you use autobuild or build by yourself?
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2 minutes ago, maroder said:
I am mentioning it tho, since the last thing in the mainlog was
ERROR: Failed to create VkBuffer: -2
-2 is VK_ERROR_OUT_OF_DEVICE_MEMORY.
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11 hours ago, DarkPulsar said:
I am waiting for the new build
Build is ready: https://code.wildfiregames.com/rP27514
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1 hour ago, DarkPulsar said:
Yes of course, here it is:
Thanks! I'll add more information to logs (currently it's not enough information to figure out the reason) and ping you when an autobuild will be ready.
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17 minutes ago, DarkPulsar said:
Hi all, I recently tested build 27504 of the game with 0ad-spirv shader mod installed, but when I switch to Vulcan, this error appears:
Hi! Could you attach your mainlog.html after running the game with Vulkan selected? Paths to logs you might find here: https://trac.wildfiregames.com/wiki/GameDataPaths
Too few space for (long) German words
in Bug reports
Posted
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).