Jump to content

andy5995

Community Members
  • Posts

    505
  • Joined

  • Days Won

    9

Posts posted by andy5995

  1. 10 minutes ago, vladislavbelov said:

    Maybe it's unavailable from AppImage? Is it possible to run vulkaninfo from AppImage envrionment?

    On both systems I was running 0ad from an AppImage. On the desktop it worked.

     

    @Jammyjamjammanhad a similar problem. His graphics card has an AMD chipset. He was able to use Vulkan with the Refresh2025 program I mentioned. But it didn't work with the 0ad AppImage. He may report here later himself with his details.

  2. 7 hours ago, fabio said:

     

    Do you have installed mesa-vulkan-drivers package?

    I don't see that package is available for Manjaro. I have vulkan-intel installed on my Laptop, nvidia-dkms on my desktop.

    @vladislavbelovI was on my laptop when I gave you those logs yesterday. On my desktop, Vulkan with the 0ad AppImage worked.

     

    Laptop:

    0000:00:02.0 VGA compatible controller: Intel Corporation TigerLake-LP GT2 [Iris Xe Graphics] (rev 01) (prog-if 00 [VGA controller])

     

    Desktop:

    01:00.0 VGA compatible controller: NVIDIA Corporation GP107 [GeForce GTX 1050] (rev a1) (prog-if 00 [VGA controller])

     

    The distro on both systems is Manjaro. I didn't have to install anything extra yet.

    Same output on both systems when I run:

    Quote

    $ vulkaninfo | grep VK_KHR_surface
        VK_KHR_surface                         : extension revision 25
        VK_KHR_surface_protected_capabilities  : extension revision 1

     

    I ran Refresh 2025_Linux  (Binary will attempt to run in Vulkan), on my Laptop and it worked (images attached)

     

    Quote

    ../mesa-22.3.1/src/intel/isl/isl.c:2235: FINISHME: ../mesa-22.3.1/src/intel/isl/isl.c:isl_surf_supports_ccs: CCS for 3D textures is disabled, but a workaround is available.

    For the config, I set the res to 1920x1080 and quality to Ultra.

    Screenshot_2023-01-17_10-02-08.png

     

  3. I got this from running the AppImage I made. More detailed logs attached.

     

    Quote

    FILES| Main log written to '/home/andya/.config/0ad/logs/mainlog.html'
    FILES| Interesting log written to '/home/andya/.config/0ad/logs/interestinglog.html'
    TIMER| CONFIG_Init: 3.40999 ms
    Sound: AlcInit success, using OpenAL Soft
    ERROR: Unable to create device for Vulkan backend, switching to GL.
    FILES| UserReport written to '/home/andya/.config/0ad/logs/userreport_hwdetect.txt'

     

    vulkan_andy5995_r27455_appimage.zip

  4. On 14/01/2023 at 11:44 AM, andy5995 said:

    On Ubuntu bionic, the build fails. These are the packages I'm installing

     

    https://github.com/0ad-matters/0ad-appimage/blob/trunk/Dockerfile

    Chatting with @Stan`helped me figure out the problem

     

    core.h isn't in the bionic libfmt-dev package (though it must have been at some point because I'm using the same build environment as I was using for the a26 appimage)

     

    https://packages.ubuntu.com/bionic/amd64/libfmt-dev/filelist

     

    It's in the corresponding Debian buster package though

    https://packages.debian.org/buster/amd64/libfmt-dev/filelist

  5. On Ubuntu bionic, the build fails. These are the packages I'm installing

     

    https://github.com/0ad-matters/0ad-appimage/blob/trunk/Dockerfile

     

    Quote

    PostprocManager.cpp
    In file included from ../../../source/renderer/InstancingModelRenderer.cpp:28:
    ../../../source/ps/containers/StaticVector.h:24:10: fatal error: fmt/core.h: No such file or directory
     #include <fmt/core.h>
              ^~~~~~~~~~~~
    compilation terminated.
    In file included from ../../../source/renderer/HWLightingModelRenderer.cpp:30:
    ../../../source/ps/containers/StaticVector.h:24:10: fatal error: fmt/core.h: No such file or directory
     #include <fmt/core.h>
              ^~~~~~~~~~~~
    compilation terminated.
    graphics.make:438: recipe for target 'obj/graphics_Release/HWLightingModelRenderer.o' failed
    make[1]: *** [obj/graphics_Release/HWLightingModelRenderer.o] Error 1
    make[1]: *** Waiting for unfinished jobs....
    graphics.make:441: recipe for target 'obj/graphics_Release/InstancingModelRenderer.o' failed
    make[1]: *** [obj/graphics_Release/InstancingModelRenderer.o] Error 1
    Makefile:126: recipe for target 'graphics' failed
    make: *** [graphics] Error 2

     

     

     

     

     

     

     

  6. This is the first time I tried compiling with system mozjs. On Manjaro LInux, I've installed the js78 package.

    js78 --version

    reports 78.15.0

    In the 0ad workspaces directory, I ran

    ./update-workspaces.sh --with-system-mozjs  -j5

     

     

    It completed:

    Quote

     

    ...

    Generated ../workspaces/gcc/ActorEditor.make...
    Generated ../workspaces/gcc/Collada.make...
    Generated ../workspaces/gcc/cxxtestroot.make...
    Generated ../workspaces/gcc/test.make...
    Done (1636ms).

     

     

    But when I ran

    make -C gcc -j5

    I got a failure very quickly:

     

    Quote

    make: Entering directory '/home/andy/src/0ad-svn/build/workspaces/gcc'
    ==== Building mocks_real (release) ====
    Creating obj/mocks_real_Release
    mocks_real.cpp
    Linking mocks_real
    ==== Building network (release) ====
    Creating obj/network_Release
    precompiled.h
    In file included from ../../../source/network/NetMessages.h:27,
                     from ../../../source/network/NetMessage.h:26,
                     from ../../../source/pch/network/precompiled.h:26:
    ../../../source/scriptinterface/ScriptTypes.h:77:2: error: #error Your compiler is trying to use an incorrect major version of the SpiderMonkey library. The only version that works is the one in the libraries/spidermonkey/ directory, and it will not work with a typical system-installed version. Make sure you have got all the right files and include paths.
       77 | #error Your compiler is trying to use an incorrect major version of the \
          |  ^~~~~
    ../../../source/scriptinterface/ScriptTypes.h:85:2: error: #error Your compiler is trying to use an untested minor version of the SpiderMonkey library. If you are a package maintainer, please make sure to check very carefully that this version does not change the behaviour of the code executed by SpiderMonkey. Different parts of the game (e.g. the multiplayer mode) rely on deterministic behaviour of the JavaScript engine. A simple way for testing this would be playing a network game with one player using the old version and one player using the new version. Another way for testing is running replays and comparing the final hash (check trac.wildfiregames.com/wiki/Debugging#Replaymode). For more information check this link: trac.wildfiregames.com/wiki/Debugging#Outofsync
       85 | #error Your compiler is trying to use an untested minor version of the \
          |  ^~~~~
    make[1]: *** [network.make:138: obj/network_Release/precompiled.h.gch] Error 1
    make: *** [Makefile:79: network] Error 2
    make: Leaving directory '/home/andy/src/0ad-svn/build/workspaces/gcc'

     

     

  7. On 23/11/2022 at 7:06 AM, Outis said:

    I understand about historical battles but even for non-historical scenarios like Caribbean Island and Northern Islands? It would be good to have the freedom to chose by default rather than modifying the maps in Atlas.

    @Outis Already done, as of v0.26.5

     

    https://github.com/0ad-matters/community-maps-2/releases/tag/v0.26.5

     

    Those 2 you mentioned are included in the "6" I mentioned in the release notes.

  8. 13 hours ago, Stan&#x60; said:

    That's interesting, it looks okay, but a bit inferior to the current actors we have for waterfalls.

    I agree that it's inferior, but it hasn't been tweaked yet. The samples are just from an initial experiment. I don't really know how much it can be improved.

     

    Also.. I didn't know there were already existing waterfall actors... that's good to know! :)

    • Like 1
  9. On 09/11/2022 at 7:09 PM, wowgetoffyourcellphone said:

    We just have to make an executive decision and choose a number of levels. I think lowlands/midlands/highlands is more than enough abstraction levels. 

    I agree that three levels should be perfectly adequate.

     

    Seems like once the other details are worked out, this should be implemented on 2 or 3 maps before the next release, then changed as the feedback comes pouring in or bugs are discovered.

     

    Gotta figure out the heights yet for each of those levels though.

    • Like 1
×
×
  • Create New...