Jump to content

maroder

WFG Programming Team
  • Posts

    779
  • Joined

  • Last visited

  • Days Won

    10

Everything posted by maroder

  1. sounds like: https://code.wildfiregames.com/D1971
  2. IIRC @Grapjas has that built into the Grapejuice mod: so yes it is possible, just requires some work
  3. sure ERROR: Program 'spirv/model_waterfall' with required defines not found. ERROR: "ALPHABLEND_PASS_BLEND": "1" ERROR: "IGNORE_LOS": "1" ERROR: "RENDER_DEBUG_MODE": "RENDER_DEBUG_MODE_NONE" ERROR: "USE_SHADOW_SAMPLER": "1" ERROR: "USE_FOG": "1" ERROR: "USE_SHADOW_PCF": "1" ERROR: "SHADOWS_CASCADE_COUNT": "1" ERROR: "USE_INSTANCING": "1" ERROR: "USE_DESCRIPTOR_INDEXING": "1" ERROR: "USE_SHADOW": "1" ERROR: "USE_TRANSPARENT": "1" ERROR: Failed to load shader 'spirv/model_waterfall' This is all that shows up in the logs - Happens e.g. for the Han Forge _______________ 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
  4. sounds like a fun thing that could be explored in a mod. Could even go as far and require all buildings (- walls -towers) to be connected to a territory root via a road. That might lead to some interesting gampleay. Much more strategic planning of the city layout.
  5. thanks for the update the water one is fixed, the waterfall one still seems to exist for me ERROR: Failed to load shader 'spirv/model_waterfall'
  6. I think he's referring to censorship through you. I.e. if you comment out the xml lines which define the buttons to declare someone as enemy -> there are no buttons anymore and the functionality is gone (hidden/ censored)
  7. they can be placed dynamically, but that sounds mostly confusing doing that based on the current background. no/ not that I know of. But that being said, the base game has a somewhat coherent art style regarding all the menus. for the most part: yes
  8. yeah, that's also what I thought when I wrote it.
  9. svn rev 27535 w/ 0ad-spirv version: 0.27.15 ERROR: Program 'spirv/model_waterfall' with required defines not found. ERROR: "ALPHABLEND_PASS_OPAQUE": "1" ERROR: "IGNORE_LOS": "1" ERROR: "RENDER_DEBUG_MODE": "RENDER_DEBUG_MODE_NONE" ERROR: "USE_SHADOW_SAMPLER": "1" ERROR: "USE_FOG": "1" ERROR: "SHADOWS_CASCADE_COUNT": "1" ERROR: "USE_INSTANCING": "1" ERROR: "USE_DESCRIPTOR_INDEXING": "1" ERROR: "USE_SHADOW": "1" ERROR: "USE_SHADOW_PCF": "1" ERROR: "USE_TRANSPARENT": "1" ERROR: Failed to load shader 'spirv/model_waterfall' ERROR: Program 'spirv/model_water' with required defines not found. ERROR: "IGNORE_LOS": "1" ERROR: "MODE_SHADOWCAST": "1" ERROR: "PASS_SHADOWS": "1" ERROR: "RENDER_DEBUG_MODE": "RENDER_DEBUG_MODE_NONE" ERROR: "USE_INSTANCING": "1" ERROR: "USE_SHADOW": "1" ERROR: "USE_SHADOW_PCF": "1" ERROR: "USE_SHADOW_SAMPLER": "1" ERROR: "USE_FOG": "1" ERROR: "USE_DESCRIPTOR_INDEXING": "1" ERROR: "SHADOWS_CASCADE_COUNT": "1" ERROR: "USE_NORMAL_MAP": "1" ERROR: "USE_TRANSPARENT": "1" ERROR: "USE_SPECULAR": "1" ERROR: "REQUIRE_ALPHA_GEQUAL": "0.05" ERROR: Failed to load shader 'spirv/model_water'
  10. You can't do official "Pull requests" But my understanding based on this SO answer: https://stackoverflow.com/a/15057469 by Eevee (CC-BY-SA) is that people could just fork the gh/gitlab repository, do whatever pull request they want over there in separate feature branches (we can even use the free "actions" to run some test) and the we could just merge those manually or automatically back into the gitea one. The question is more: do we want to accept pr's from there/ does it make sense to split the development discussion in even more places/ is this worth the effort.
  11. those are all for now. more may come if I have motivation, time and high quality cc0 models of other cultures (which tend to be harder to find) stargate - now that you say it; loI indeed. Regarding a vertical layout: I have gotten that feedback from several people. Generally I tend to like the horizontal layout more, imo it fits better to the screen ratio (and allows for easy drop-down menus). But I'm not opposed to try a vertical layout if more people would favor that. But .... that would still block the center of the image. So Davids head would need to be moved either way and the current temple of Vesta as well. I do agree tho, the buttons are a bit unfavorably placed for option 1.
  12. Hey everyone, A27 is getting ready, so I am planning to update this mod to have it available at the release. So now would be a good time for some feedback / feature requests/ any bug reports. ______________________ Besides the request for bug reports - I do like some visual novelty once in a while (and I have looked the the temple of vesta for quite some time now). So I have some drafts for new background images that could be included in the next (A27) version if you (i.e the users of the mod) find any of them nice enough. (Note: they are not 100% finished, but should give a good impression of how they will look like) If you like any of these options and want to see them in the mod let me know - and if you don't like any of them and none should be included let me know as well. Option 1: David / the victor Option 2: Athena & ruins Option 3: Road to victory
  13. In case you have not stumbled upon it yet, you may find the following thread interesting:
  14. I'll plan to get it ready in time for the new release
  15. Thanks for the bug report! That's weird. As the mod doesn't change anything sim related and as seen in the screenshot, I have set "ignoreInCompatibilityChecks": true @Stan` that is also true for the version that is on mod.io So it should work? As far as I remember I did play some multiplayer games with the mod enabled, but maybe I am misremembering things.
  16. that makes sense then (Edit: Off-topic, but do we have some kind of memory leak somewhere? Those out of memory errors only occur in long games)
  17. yesterday the game crashed while testing. Seems like it was just an out of memory problem on windows. Assertion failed: "0 && (L"FYI: WARN_IF_FALSE reports that a function failed. Feel free to ignore or suppress this warning.")" Location: wdbg_sym.cpp:91 (InitDbghelp) Call stack: While generating an error report, we encountered a second problem. Please be sure to report both this and the subsequent error messages. errno = 0 (No error reported here) OS error = 8 (Not enough memory resources are available to process this command.) Call stack: 7744BB1F errno = 13 (Insufficient access rights to open file) I am mentioning it tho, since the last thing in the mainlog was ERROR: Failed to create VkBuffer: -2
  18. yes, I'm not a fan of it. For reference: But at least in that poll it seems like other people enjoy it.
  19. you can set a password which prevents people from joining when they don't know it.
  20. Ah my bad, forgot about the preview. Unfortunately the preview are stored in a deeply nested folder, so they need to be in: your_mod/art/textures/ui/session/icons/mappreview/your_map_preview.png The second one. You need to create a .zip that contains on the top level a file called mod.json. (If you would change the extension of the .zip to .json that just invalidates the .zip). What you don't want to do is to create a zip : "my_mod.zip" that contains a folder "my_mod". You just want a zip that contains 1) the mod.json file and 2) the folders/files you've added/changed in the correct directories. The mod.json is basically only a text file that specifies how your mod is called and what dependencies it has. It needs to be set up in a valid json syntax. The links I posted earlier contains some examples for reference. (Hope this helps, but feel free to ask more questions)
  21. this should then be installed by just dragging and dropping it in the game. But you can also just copy the unzipped folder into the mods directory and it should work (as long as you've set up the mod.json correctly: How to do that) See here for where to find the directories: https://trac.wildfiregames.com/wiki/GameDataPaths
  22. you basically need to create this folder structure: my_map_mod.zip |_____ mod.json (e.g. https://github.com/0ADMods/han_china/blob/master/mod.json) |_____maps |_____skirmishes |_________my_map.xml |_________my_map.pmp
  23. yes, I planned to do that (just didn't have the motivation yet)
×
×
  • Create New...