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Posts posted by maroder
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35 minutes ago, Ceres said:
Would it be possible to tweak scenarios likewise, so they offer playing with 4-5 (e.g. 3 humans vs. 1-2 AIs)
IIRC @Grapjas has that built into the Grapejuice mod:
so yes it is possible, just requires some work
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47 minutes ago, vladislavbelov said:
Could you post the full message (with all missed defines)?
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
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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
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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.
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8 hours ago, vladislavbelov said:
These errors should be fixed in the new version: 0.27.16.
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'
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2 hours ago, Ceres said:
What do you mean by "censorship to the max"? (I'm not an English native speaker and may have missed the point, sorry)
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)
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2 hours ago, Ceres said:
Do the buttons have to be centered, or could you place them dynamically
they can be placed dynamically, but that sounds mostly confusing doing that based on the current background.
2 hours ago, Ceres said:Is there some generally agreed upon harmonised and documented UX theme?
no/ not that I know of. But that being said, the base game has a somewhat coherent art style regarding all the menus.
2 hours ago, Ceres said:Or are all UX items placed hardcoded as they seem to fit in respective menus?
for the most part: yes
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10 minutes ago, Stan` said:
My answer is no ^^
yeah, that's also what I thought when I wrote it.
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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'
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On 10/02/2023 at 1:38 PM, Stan` said:
Don't think you can do cross website pull requests either.
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.
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10 hours ago, Lopess said:
do we have more of these for other cultures too?
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)
9 hours ago, hyperion said:For option 1 and 2 the button placing is a bit unfavorable. Option 2 is still in the realm of ok-ish. Maybe placing the main buttons vertically would make it much easier on art. The stargate (option 3) works tho
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.
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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
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In case you have not stumbled upon it yet, you may find the following thread interesting:
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1 hour ago, Stan` said:
BTW still waiting for a version with the new backgrounds
I'll plan to get it ready in time for the new release
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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.
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22 minutes ago, vladislavbelov said:
Did you pass --large-address-aware to update-workspaces.bat?
ah no, forgot about that. I will try with that next time.
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1 hour ago, vladislavbelov said:
Do you use autobuild or build by yourself?
build yourself
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7 minutes ago, vladislavbelov said:
-2 is VK_ERROR_OUT_OF_DEVICE_MEMORY.
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)
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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
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5 minutes ago, hyperion said:
The only sensible thing is to remove the diminishing returns for all civs, @maroder had such a plan
yes, I'm not a fan of it. For reference:
But at least in that poll it seems like other people enjoy it.
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you can set a password which prevents people from joining when they don't know it.
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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
1 hour ago, poised said:Also, Do I compress the directory as .zip and then just manually change the extention name to .json or are you saying to put the .json into a .zip? Trying to interpret your hierarchy
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)
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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
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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
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11 minutes ago, hyperion said:
a branch in a 0ad fork would probably be better for later merge. A script to create a mod from a branch is trivial to write.
yes, I planned to do that (just didn't have the motivation yet)
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archer attack ground? (archer battalions)
in Gameplay Discussion
Posted
sounds like:
https://code.wildfiregames.com/D1971