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Everything posted by hyperion
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Vulkan - new graphics API
hyperion replied to vladislavbelov's topic in Game Development & Technical Discussion
I already do, but don't get extra output unlike with gl. Anything you want me to look out for / you expect to see? Anyway, I opened the atlas and found it to still use gl. There I played with various textures and nubia dirt 1 2 3 but not 4 all show the same shadowing behavior, it's just a lot less obvious with gl than with vulkan. Ie less dark and can barely pass as just wet. -
Vulkan - new graphics API
hyperion replied to vladislavbelov's topic in Game Development & Technical Discussion
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Vulkan - new graphics API
hyperion replied to vladislavbelov's topic in Game Development & Technical Discussion
Thanks, two new errors, the texture decode issue possibly not related to vulkan specifically: ERROR: Texture failed to decode; "art/textures/terrain/types/india/grass_02_norm.png" Unknown error (-120101, 0xFFFFFFFFFFFE2ADB) ERROR: Program 'spirv/model_solid_tex' with required defines not found. ERROR: "MODE_SILHOUETTEOCCLUDER": "1" ERROR: "RENDER_DEBUG_MODE": "RENDER_DEBUG_MODE_NONE" ERROR: "SHADOWS_CASCADE_COUNT": "1" ERROR: "USE_DESCRIPTOR_INDEXING": "1" ERROR: "USE_INSTANCING": "1" ERROR: "USE_SHADOW": "1" ERROR: "USE_SHADOW_PCF": "1" ERROR: "USE_SHADOW_SAMPLER": "1" ERROR: "USE_FOG": "1" ERROR: "USE_SPECULAR_MAP": "1" ERROR: "USE_NORMAL_MAP": "1" ERROR: "USE_TRANSPARENT": "1" ERROR: "USE_AO": "1" ERROR: "REQUIRE_ALPHA_GEQUAL": "0.4" ERROR: Failed to load shader 'spirv/model_solid_tex' -
Vulkan - new graphics API
hyperion replied to vladislavbelov's topic in Game Development & Technical Discussion
Thanks! after update: ERROR: Program 'spirv/model_solid' with required defines not found. ERROR: "MODE_SILHOUETTEOCCLUDER": "1" ERROR: "RENDER_DEBUG_MODE": "RENDER_DEBUG_MODE_NONE" ERROR: "SHADOWS_CASCADE_COUNT": "1" ERROR: "USE_DESCRIPTOR_INDEXING": "1" ERROR: "USE_SHADOW": "1" ERROR: "USE_SHADOW_PCF": "1" ERROR: "USE_SHADOW_SAMPLER": "1" ERROR: "USE_FOG": "1" ERROR: "USE_SPECULAR_MAP": "1" ERROR: "USE_NORMAL_MAP": "1" ERROR: "USE_PARALLAX": "1" ERROR: Failed to load shader 'spirv/model_solid' ERROR: Program 'spirv/model_solid_tex' with required defines not found. ERROR: "MODE_SILHOUETTEOCCLUDER": "1" ERROR: "RENDER_DEBUG_MODE": "RENDER_DEBUG_MODE_NONE" ERROR: "SHADOWS_CASCADE_COUNT": "1" ERROR: "USE_DESCRIPTOR_INDEXING": "1" ERROR: "USE_SHADOW": "1" ERROR: "USE_SHADOW_PCF": "1" ERROR: "USE_SHADOW_SAMPLER": "1" ERROR: "USE_FOG": "1" ERROR: "USE_SPECULAR_MAP": "1" ERROR: "USE_NORMAL_MAP": "1" ERROR: "USE_TRANSPARENT": "1" ERROR: "REQUIRE_ALPHA_GEQUAL": "0.4" ERROR: Failed to load shader 'spirv/model_solid_tex' ERROR: Program 'spirv/model_waterfall' with required defines not found. ERROR: "MODE_SHADOWCAST": "1" ERROR: "PASS_SHADOWS": "1" ERROR: "RENDER_DEBUG_MODE": "RENDER_DEBUG_MODE_NONE" ERROR: "SHADOWS_CASCADE_COUNT": "1" ERROR: "USE_DESCRIPTOR_INDEXING": "1" ERROR: "USE_INSTANCING": "1" ERROR: "USE_SHADOW": "1" ERROR: "USE_SHADOW_PCF": "1" ERROR: "USE_SHADOW_SAMPLER": "1" ERROR: "USE_FOG": "1" ERROR: "USE_TRANSPARENT": "1" ERROR: Failed to load shader 'spirv/model_waterfall' ERROR: Program 'spirv/model_water' with required defines not found. ERROR: "RENDER_DEBUG_MODE": "RENDER_DEBUG_MODE_NONE" ERROR: "SHADOWS_CASCADE_COUNT": "1" ERROR: "USE_DESCRIPTOR_INDEXING": "1" ERROR: "USE_INSTANCING": "1" ERROR: "USE_SHADOW": "1" ERROR: "USE_SHADOW_PCF": "1" ERROR: "USE_SHADOW_SAMPLER": "1" ERROR: "USE_FOG": "1" ERROR: "USE_NORMAL_MAP": "1" ERROR: "USE_TRANSPARENT": "1" ERROR: "REQUIRE_ALPHA_GEQUAL": "0.05" ERROR: "USE_SPECULAR": "1" ERROR: Failed to load shader 'spirv/model_water' ERROR: Program 'spirv/model_solid_player' with required defines not found. ERROR: "MODE_SILHOUETTEDISPLAY": "1" ERROR: "RENDER_DEBUG_MODE": "RENDER_DEBUG_MODE_NONE" ERROR: "SHADOWS_CASCADE_COUNT": "1" ERROR: "USE_DESCRIPTOR_INDEXING": "1" ERROR: "USE_SHADOW": "1" ERROR: "USE_SHADOW_PCF": "1" ERROR: "USE_SHADOW_SAMPLER": "1" ERROR: "USE_FOG": "1" ERROR: "USE_SPECULAR_MAP": "1" ERROR: "USE_NORMAL_MAP": "1" ERROR: "USE_PARALLAX": "1" ERROR: "USE_PLAYERCOLOR": "1" ERROR: Failed to load shader 'spirv/model_solid_player' -
Vulkan - new graphics API
hyperion replied to vladislavbelov's topic in Game Development & Technical Discussion
ERROR: Program 'spirv/model_solid_tex' with required defines not found. ERROR: "MODE_SILHOUETTEOCCLUDER": "1" ERROR: "RENDER_DEBUG_MODE": "RENDER_DEBUG_MODE_NONE" ERROR: "SHADOWS_CASCADE_COUNT": "1" ERROR: "USE_DESCRIPTOR_INDEXING": "1" ERROR: "USE_INSTANCING": "1" ERROR: "USE_SHADOW": "1" ERROR: "USE_SHADOW_PCF": "1" ERROR: "USE_SHADOW_SAMPLER": "1" ERROR: "USE_FOG": "1" ERROR: "USE_SPECULAR_MAP": "1" ERROR: "USE_NORMAL_MAP": "1" ERROR: "USE_TRANSPARENT": "1" ERROR: "USE_AO": "1" ERROR: "USE_PARALLAX": "1" ERROR: "REQUIRE_ALPHA_GEQUAL": "0.4" ERROR: Failed to load shader 'spirv/model_solid_tex' Maybe time to update shader mod so as not to loose track which were already reported and allow me to test decent looking water. *wink* -
Vulkan - new graphics API
hyperion replied to vladislavbelov's topic in Game Development & Technical Discussion
Fixed! -
Vulkan - new graphics API
hyperion replied to vladislavbelov's topic in Game Development & Technical Discussion
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Vulkan - new graphics API
hyperion replied to vladislavbelov's topic in Game Development & Technical Discussion
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Vulkan - new graphics API
hyperion replied to vladislavbelov's topic in Game Development & Technical Discussion
ERROR: Program 'spirv/model_water' with required defines not found. ERROR: "RENDER_DEBUG_MODE": "RENDER_DEBUG_MODE_NONE" ERROR: "SHADOWS_CASCADE_COUNT": "1" ERROR: "USE_DESCRIPTOR_INDEXING": "1" ERROR: "USE_INSTANCING": "1" ERROR: "USE_SHADOW": "1" ERROR: "USE_SHADOW_PCF": "1" ERROR: "USE_SHADOW_SAMPLER": "1" ERROR: "USE_FOG": "1" ERROR: "USE_SPECULAR": "1" ERROR: "USE_NORMAL_MAP": "1" ERROR: "REQUIRE_ALPHA_GEQUAL": "0.05" ERROR: "USE_TRANSPARENT": "1" ERROR: Failed to load shader 'spirv/model_water' ERROR: Program 'spirv/model_solid_player' with required defines not found. ERROR: "MODE_SILHOUETTEDISPLAY": "1" ERROR: "RENDER_DEBUG_MODE": "RENDER_DEBUG_MODE_NONE" ERROR: "SHADOWS_CASCADE_COUNT": "1" ERROR: "USE_DESCRIPTOR_INDEXING": "1" ERROR: "USE_INSTANCING": "1" ERROR: "USE_SHADOW": "1" ERROR: "USE_SHADOW_PCF": "1" ERROR: "USE_SHADOW_SAMPLER": "1" ERROR: "USE_FOG": "1" ERROR: "USE_AO": "1" ERROR: "USE_NORMAL_MAP": "1" ERROR: "USE_SPECULAR_MAP": "1" ERROR: "USE_PARALLAX": "1" ERROR: "USE_PLAYERCOLOR": "1" ERROR: Failed to load shader 'spirv/model_solid_player' ERROR: Program 'spirv/model_solid' with required defines not found. ERROR: "MODE_SILHOUETTEOCCLUDER": "1" ERROR: "RENDER_DEBUG_MODE": "RENDER_DEBUG_MODE_NONE" ERROR: "SHADOWS_CASCADE_COUNT": "1" ERROR: "USE_DESCRIPTOR_INDEXING": "1" ERROR: "USE_SHADOW": "1" ERROR: "USE_SHADOW_PCF": "1" ERROR: "USE_SHADOW_SAMPLER": "1" ERROR: "USE_FOG": "1" ERROR: "USE_NORMAL_MAP": "1" ERROR: "USE_SPECULAR_MAP": "1" ERROR: "USE_PLAYERCOLOR": "1" ERROR: Failed to load shader 'spirv/model_solid' Switching from fullscreen to windowed stretches the view horizontally possibly by gui.scale Edit: add missing horizontally in above sentence. -
Vulkan - new graphics API
hyperion replied to vladislavbelov's topic in Game Development & Technical Discussion
Slightly increase framerate and almost no simulation stalls. Edit: ergo playable vs unplayable -
Vulkan - new graphics API
hyperion replied to vladislavbelov's topic in Game Development & Technical Discussion
Combat demo huge runs much better than using gl. So except for missing shaders probably ok. -
Vulkan - new graphics API
hyperion replied to vladislavbelov's topic in Game Development & Technical Discussion
ERROR: Program 'spirv/terrain_blend' with required defines not found. ERROR: "BLEND": "1" ERROR: "PASS_REFLECTIONS": "1" ERROR: "RENDER_DEBUG_MODE": "RENDER_DEBUG_MODE_NONE" ERROR: "SHADOWS_CASCADE_COUNT": "1" ERROR: "USE_DESCRIPTOR_INDEXING": "1" ERROR: "USE_SHADOW": "1" ERROR: "USE_SHADOW_PCF": "1" ERROR: "USE_SHADOW_SAMPLER": "1" ERROR: "USE_FOG": "1" ERROR: Failed to load shader 'spirv/terrain_blend' -
Vulkan - new graphics API
hyperion replied to vladislavbelov's topic in Game Development & Technical Discussion
Crashed due to missing shader when starting the game, no issues up and including gamesetup. Will do more testing later. -
Vulkan - new graphics API
hyperion replied to vladislavbelov's topic in Game Development & Technical Discussion
Fixes the segfault for me. So next one ERROR: Program 'spirv/water_high' with required defines not found. ERROR: "RENDER_DEBUG_MODE": "RENDER_DEBUG_MODE_NONE" ERROR: "SHADOWS_CASCADE_COUNT": "1" ERROR: "USE_DESCRIPTOR_INDEXING": "1" ERROR: "USE_REAL_DEPTH": "1" ERROR: "USE_REFLECTION": "1" ERROR: "USE_REFRACTION": "1" ERROR: "USE_SHADOW": "1" ERROR: "USE_SHADOW_PCF": "1" ERROR: "USE_SHADOW_SAMPLER": "1" ERROR: "USE_FOG": "1" ERROR: Failed to load shader 'spirv/water_high' -
Vulkan - new graphics API
hyperion replied to vladislavbelov's topic in Game Development & Technical Discussion
with user.cfg: sharpening = "disabled" antialiasing = "disabled" same result vulkaninfo.txt userreport_hwdetect.txt -
Vulkan - new graphics API
hyperion replied to vladislavbelov's topic in Game Development & Technical Discussion
Gpu: amd vega 11 ERROR: Format 129 doesn't support sampling for optimal tiling. Thread 1 "main" received signal SIGSEGV, Segmentation fault. Renderer::Backend::Vulkan::CFramebuffer::Create (device=0x55555681b310, name=0x555555cbdedb "PostprocCaptureFramebuffer", colorAttachment=0x7fffffffc040, depthStencilAttachment=0x7fffffffc030) at ../../../source/renderer/backend/vulkan/Texture.h:50 50 uint32_t GetWidth() const override { return m_Width; } (gdb) bt #0 Renderer::Backend::Vulkan::CFramebuffer::Create (device=0x55555681b310, name=0x555555cbdedb "PostprocCaptureFramebuffer", colorAttachment=0x7fffffffc040, depthStencilAttachment=0x7fffffffc030) at ../../../source/renderer/backend/vulkan/Texture.h:50 #1 0x00005555559d9a05 in Renderer::Backend::Vulkan::CDevice::CreateFramebuffer (this=<optimized out>, name=<optimized out>, colorAttachment=<optimized out>, depthStencilAttachment=<optimized out>) at ../../../source/renderer/backend/vulkan/Device.cpp:711 #2 0x0000555555978822 in CPostprocManager::RecreateBuffers (this=0x555556cb8758) at ../../../source/renderer/PostprocManager.cpp:244 #3 0x0000555555978d12 in CPostprocManager::Initialize (this=0x555556cb8758) at ../../../source/renderer/PostprocManager.cpp:155 #4 0x000055555597f03c in CRenderer::Open (height=<optimized out>, width=<optimized out>, this=0x555556d13480) at /usr/lib/gcc/x86_64-pc-linux-gnu/11/include/g++-v11/bits/unique_ptr.h:173 #5 CRenderer::CRenderer (this=this@entry=0x555556d13480) at ../../../source/renderer/Renderer.cpp:325 #6 0x00005555558333e8 in InitGraphics (args=..., flags=flags@entry=0, installedMods=std::vector of length 0, capacity 0) at ../../../source/ps/GameSetup/GameSetup.cpp:680 #7 0x000055555560f1fc in RunGameOrAtlas (argv=...) at ../../../source/main.cpp:682 #8 0x00005555555fa6d8 in main (argc=1, argv=0x7fffffffd688) at ../../../source/main.cpp:740 -
Vulkan - new graphics API
hyperion replied to vladislavbelov's topic in Game Development & Technical Discussion
Thank you! -
Not yet another Greek civ is something I strongly agree with. Xiongnu, Maya, Zapotec, Yayoi are all fine by me. As for assets, it's perfectly fine if there is only one variant, on the other hand I dislike shared assets between civs. So those listed as crib models from civs already in the game are a no go for me.
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The sole purpose is obviously to trigger the bot, this really feels like arguing with my 10 years old nice.
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What is really kafkaesque is the issue as was recently demonstrated in the forums. And if people do something in an attempt to fix this they get criticized or even attacked. It's very obvious that all those mentions weren't in context were will to fight would be used in abbreviated form normally. Seriously just get used to use w2f in future. It doesn't really matter where you set the bar, just handle it consistently. That being said, the list of offensive terms or it's source should be publicly maintained.
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The simplest would be to always garrison trained units in ships without the need of a mechanic to set garrison point.
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Walls don't obstruct vision either. Also trees, mountains, structures et al don't inhibit ranged attacks either, so why should walls?