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Posts
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Everything posted by andy5995
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Vulkan - new graphics API
andy5995 replied to vladislavbelov's topic in Game Development & Technical Discussion
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: I ran Refresh 2025_Linux (Binary will attempt to run in Vulkan), on my Laptop and it worked (images attached) For the config, I set the res to 1920x1080 and quality to Ultra. -
Vulkan - new graphics API
andy5995 replied to vladislavbelov's topic in Game Development & Technical Discussion
@vladislavbelov I rebuilt after adding 'LOGWARNING("%s", SDL_GetError());' and this was the new message in the console: WARNING: Installed Vulkan doesn't implement the VK_KHR_surface extension That was built in Ubuntu bionic with the available libvulkan-dev package from the bionic repo. -
Vulkan - new graphics API
andy5995 replied to vladislavbelov's topic in Game Development & Technical Discussion
I got this from running the AppImage I made. More detailed logs attached. vulkan_andy5995_r27455_appimage.zip -
Vulkan - new graphics API
andy5995 replied to vladislavbelov's topic in Game Development & Technical Discussion
Done. -
Vulkan - new graphics API
andy5995 replied to vladislavbelov's topic in Game Development & Technical Discussion
Thanks. I checked and saw that core.h wasn't even included in the 4.0.0 upstream version of fmtlib. -
Vulkan - new graphics API
andy5995 replied to vladislavbelov's topic in Game Development & Technical Discussion
I filed a bug report -
Vulkan - new graphics API
andy5995 replied to vladislavbelov's topic in Game Development & Technical Discussion
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 -
Vulkan - new graphics API
andy5995 replied to vladislavbelov's topic in Game Development & Technical Discussion
On Ubuntu bionic, the build fails. These are the packages I'm installing https://github.com/0ad-matters/0ad-appimage/blob/trunk/Dockerfile -
Vulkan - new graphics API
andy5995 replied to vladislavbelov's topic in Game Development & Technical Discussion
I'll see if I can get an AppImage for a dev build available within a few days. https://github.com/0ad-matters/0ad-appimage/pull/18 -
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: But when I ran make -C gcc -j5 I got a failure very quickly:
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Also tried with an a26 self-build, which actually links to the SDL2 library installed on Manjaro. I still can't reproduce the issues mentioned above.
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Actually I just tried reproducing this again but I am not able to. @Freagarachhow about you? DISTRIB_ID=ManjaroLinux DISTRIB_RELEASE=22.0.0 Using 0ad-0.0.26-alpha-2210110407-x86_64.AppImage
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mod shiny - alternative main menu & UI theme
andy5995 replied to maroder's topic in Game Modification
@CeresThe README is at https://github.com/0ad-matters/gh-action-build-pyromod and a thread here with extra info -
@norjayFor that test, I setup 3 AI vs 3 AI and then set the game speed to 20x. In other tests, yes, sometimes I make all the AI players opponents.
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From my initial test, it seems kind of cluttered, with too many bottlenecks. Note in the mini-map, the AI doesn't even try to build (or they can't build) in a significant portion of the map. Though I definitely like the concept and general uniqueness of this map @norjay
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@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.
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Waterfall on random maps using particle effects
andy5995 replied to andy5995's topic in Eyecandy, custom projects and misc.
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! -
New Map: Aegean Archipelago (Skirmish)
andy5995 replied to Yavin's topic in Scenario Design/Map making
I've added this to the Community Maps mod and it will be included with v0.26.5. Thanks @Yavin -
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.
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After more experimenting, I got this, which I think is pretty good but maybe the pattern is too visible?
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It seems like there's not enough ice textures for terrain. I found this public domain ice texture and like it, but it seems to have some jagged outcroppings. I like that it's not completely smooth, but I think it needs *some* smoothing otherwise it looks funny when units walk across it. Can anyone touch this up or make a texture based on it? The shiny, smooth but somewhat ripply ice texture is what I like, and the color. The third pic is where I tried to modify the first one, and made it 2048x2048 but probably lost some resolution... It looks nice in-game but I think it could be improved.
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Congratulations