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maroder

WFG Programming Team
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Posts posted by maroder

  1. 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

    _______________

    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

  2. 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)

    • Thanks 1
  3. 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

    • Like 1
    • Thanks 1
  4. 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'

     

  5. 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.

     

    • Thanks 1
  6. 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.

    • Like 1
  7. 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

    screenshot0742.png

     

    Option 2: Athena & ruins

    screenshot0745.png

     

    Option 3: Road to victory

    entry.PNG

     

    • Like 8
    • Thanks 3
  8. 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

     

  9. 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)

     

    • Thanks 1
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