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nwtour

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Posts posted by nwtour

  1. 2 hours ago, vladislavbelov said:

    Could you try Deep forest Large?

    Map: Deep forest
    Size: Large
    Reveal map: on
    vulkaninfo:
    deviceName        = AMD Radeon RX 6400 (RADV NAVI24)
    Vulkan Instance Version: 1.3.211

    glxinfo:
    Device: AMD Radeon RX 6400 (navi24, LLVM 11.0.1, DRM 3.48)
    OpenGL core profile version string: 4.6 (Core Profile) Mesa 22.3.1

    Render Vulkan: ~34 avg fps
    Render OpenGL: ~78 avg fps
    Render OpenGL ARB: ~49 avg fps

  2. Hello. Good news!
    But after changing render:

     

    Assertion failed: "IsFramebufferFormatSupported(format)"
    Location: Device.cpp:850 (GetPreferredDepthStencilFormat)
    
    Call stack:
    
    (0x555555bc97c1) /binaries/system/pyrogenesis(+0x6757c1) [0x555555bc97c1]
    (0x555555b79ec1) /binaries/system/pyrogenesis(+0x625ec1) [0x555555b79ec1]
    (0x555555b7b973) /binaries/system/pyrogenesis(+0x627973) [0x555555b7b973]
    (0x555555b7be07) /binaries/system/pyrogenesis(+0x627e07) [0x555555b7be07]
    (0x5555559c986e) /binaries/system/pyrogenesis(+0x47586e) [0x5555559c986e]
    (0x55555599dc17) /binaries/system/pyrogenesis(+0x449c17) [0x55555599dc17]
    (0x55555588f8e1) /binaries/system/pyrogenesis(+0x33b8e1) [0x55555588f8e1]
    (0x555555892b1e) /binaries/system/pyrogenesis(+0x33eb1e) [0x555555892b1e]
    (0x5555558205e5) /binaries/system/pyrogenesis(+0x2cc5e5) [0x5555558205e5]
    (0x555555b7b989) /binaries/system/pyrogenesis(+0x627989) [0x555555b7b989]
    (0x555555b7be07) /binaries/system/pyrogenesis(+0x627e07) [0x555555b7be07]
    (0x555555937c8a) /binaries/system/pyrogenesis(+0x3e3c8a) [0x555555937c8a]
    (0x55555593a467) /binaries/system/pyrogenesis(+0x3e6467) [0x55555593a467]
    (0x555555a725a7) /binaries/system/pyrogenesis(+0x51e5a7) [0x555555a725a7]
    (0x555555a734f4) /binaries/system/pyrogenesis(+0x51f4f4) [0x555555a734f4]
    (0x55555596d412) /binaries/system/pyrogenesis(+0x419412) [0x55555596d412]
    
    errno = 0 (No error reported here)
    OS error = ?
    
    
    [Detaching after fork from child process 65031]
    Warning: Cannot convert string "vlines2" to type Pixmap
    Redirecting call to abort() to mozalloc_abort
    
    
    Thread 1 "main" received signal SIGSEGV, Segmentation fault.
    mozalloc_abort (msg=msg@entry=0x7ffff7b49580 "Redirecting call to abort() to mozalloc_abort\n") at /home/nwtour/ff/new0ad/libraries/source/spidermonkey/mozjs-91.13.1/memory/mozalloc/mozalloc_abort.cpp:33
    33	  MOZ_CRASH();
    (gdb) bt
    #0  mozalloc_abort (msg=msg@entry=0x7ffff7b49580 "Redirecting call to abort() to mozalloc_abort\n") at /home/nwtour/ff/new0ad/libraries/source/spidermonkey/mozjs-91.13.1/memory/mozalloc/mozalloc_abort.cpp:33
    #1  0x00007ffff70fbd58 in abort () at /home/nwtour/ff/new0ad/libraries/source/spidermonkey/mozjs-91.13.1/memory/mozalloc/mozalloc_abort.cpp:86
    #2  0x00005555555ed6cb in try_gui_display_error (no_continue=<optimized out>, allow_suppress=<optimized out>, manual_break=<optimized out>, text=<optimized out>) at ../../../source/lib/sysdep/os/unix/unix.cpp:197
    #3  sys_display_error (
        text=text@entry=0x555555df4720 <(anonymous namespace)::g_MessageBuffer> L"Assertion failed: \"IsFramebufferFormatSupported(format)\"\r\nLocation: Device.cpp:850 (GetPreferredDepthStencilFormat)\r\n\r\nCall stack:\r\n\r\n(0x555555bc97c1) /home/nwtour/ff/new0ad/binaries/system/pyrogenesi"..., flags=flags@entry=6) at ../../../source/lib/sysdep/os/unix/unix.cpp:216
    #4  0x0000555555b7bd0b in CallDisplayError (flags=6, 
        text=0x555555df4720 <(anonymous namespace)::g_MessageBuffer> L"Assertion failed: \"IsFramebufferFormatSupported(format)\"\r\nLocation: Device.cpp:850 (GetPreferredDepthStencilFormat)\r\n\r\nCall stack:\r\n\r\n(0x555555bc97c1) /home/nwtour/ff/new0ad/binaries/system/pyrogenesi"...) at ../../../source/lib/debug.cpp:374
    #5  debug_DisplayError (description=0x7fffffffa540 L"Assertion failed: \"IsFramebufferFormatSupported(format)\"", flags=6, context=<optimized out>, lastFuncToSkip=<optimized out>, pathname=<optimized out>, line=850, 
        func=0x555555cad660 "GetPreferredDepthStencilFormat", suppress=0x555555df2570 <Renderer::Backend::Vulkan::CDevice::GetPreferredDepthStencilFormat(unsigned int, bool, bool) const::suppress__>) at ../../../source/lib/debug.cpp:460
    #6  0x0000555555b7be07 in debug_OnAssertionFailure (expr=expr@entry=0x555555cc0620 L"IsFramebufferFormatSupported(format)", 
        suppress=suppress@entry=0x555555df2570 <Renderer::Backend::Vulkan::CDevice::GetPreferredDepthStencilFormat(unsigned int, bool, bool) const::suppress__>, file=file@entry=0x555555cb3b00 L"../../../source/renderer/backend/vulkan/Device.cpp", 
        line=line@entry=850, func=func@entry=0x555555cad660 "GetPreferredDepthStencilFormat") at ../../../source/lib/debug.cpp:547
    #7  0x00005555559c986e in Renderer::Backend::Vulkan::CDevice::GetPreferredDepthStencilFormat (this=0x5555569584d0, depth=<optimized out>, stencil=<optimized out>) at ../../../source/renderer/backend/vulkan/Device.cpp:850
    #8  Renderer::Backend::Vulkan::CDevice::GetPreferredDepthStencilFormat (this=0x5555569584d0, depth=<optimized out>, stencil=<optimized out>) at ../../../source/renderer/backend/vulkan/Device.cpp:831
    #9  0x000055555599dc17 in WaterManager::RecreateOrLoadTexturesIfNeeded (this=0x555556c1ed40) at ../../../source/renderer/WaterManager.cpp:236
    #10 0x00005555559741b6 in CSceneRenderer::Resize (this=<optimized out>) at ../../../source/renderer/SceneRenderer.cpp:282
    #11 0x00005555559689b3 in CRenderer::Resize (this=<optimized out>, width=width@entry=1024, height=height@entry=768) at ../../../source/renderer/Renderer.cpp:383
    #12 0x000055555588f8e1 in CVideoMode::UpdateRenderer (w=w@entry=1024, h=h@entry=768) at ../../../source/ps/VideoMode.cpp:773
    #13 0x0000555555892b1e in CVideoMode::SetFullscreen (this=0x555555df10c0 <g_VideoMode>, fullscreen=fullscreen@entry=false) at ../../../source/ps/VideoMode.cpp:734
    #14 0x00005555558205e5 in psDisplayError () at ../../../source/ps/GameSetup/GameSetup.cpp:125
    #15 psDisplayError () at ../../../source/ps/GameSetup/GameSetup.cpp:113
    #16 0x0000555555b7b989 in CallDisplayError (flags=6, 
        text=0x555555df4720 <(anonymous namespace)::g_MessageBuffer> L"Assertion failed: \"IsFramebufferFormatSupported(format)\"\r\nLocation: Device.cpp:850 (GetPreferredDepthStencilFormat)\r\n\r\nCall stack:\r\n\r\n(0x555555bc97c1) /home/nwtour/ff/new0ad/binaries/system/pyrogenesi"...) at ../../../source/lib/debug.cpp:371
    #17 debug_DisplayError (description=0x7fffffffb780 L"Assertion failed: \"0 && (L\"Can't find a usable technique\")\"", flags=6, context=0x7fffffffbdc0, lastFuncToSkip=<optimized out>, pathname=<optimized out>, line=269, 
        func=0x555555ca6692 "LoadTechnique", suppress=0x555555df1ac0 <CShaderManager::LoadTechnique(std::shared_ptr<CShaderTechnique>&)::suppress__>) at ../../../source/lib/debug.cpp:460
    #18 0x0000555555b7be07 in debug_OnAssertionFailure (expr=expr@entry=0x555555ca67c0 L"0 && (L\"Can't find a usable technique\")", suppress=suppress@entry=0x555555df1ac0 <CShaderManager::LoadTechnique(std::shared_ptr<CShaderTechnique>&)::suppress__>, 
        file=file@entry=0x555555ca6710 L"../../../source/graphics/ShaderManager.cpp", line=line@entry=269, func=func@entry=0x555555ca6692 "LoadTechnique") at ../../../source/lib/debug.cpp:547
    #19 0x0000555555937c8a in CShaderManager::LoadTechnique (this=0x5555575476c8, tech=std::shared_ptr<CShaderTechnique> (use count 1, weak count 1) = {...}) at ../../../source/graphics/ShaderManager.cpp:269
    #20 0x000055555593a467 in CShaderManager::LoadEffect(CStrIntern, CShaderDefines const&, std::function<void (Renderer::Backend::SGraphicsPipelineStateDesc&)> const&) (this=0x5555575476c8, name=name@entry=..., defines=..., callback=...)
        at ../../../source/graphics/ShaderManager.cpp:138
    #21 0x0000555555a725a7 in (anonymous namespace)::CreateShader (name=..., defines=..., depthTestEnabled=<optimized out>) at ../../../source/renderer/OverlayRenderer.cpp:83
    #22 0x0000555555a734f4 in OverlayRendererInternals::Initialize (this=0x55555696bf80) at ../../../source/renderer/OverlayRenderer.cpp:266
    #23 0x0000555555a74c8f in OverlayRenderer::Initialize (this=<optimized out>) at ../../../source/renderer/OverlayRenderer.cpp:322
    #24 0x0000555555974168 in CSceneRenderer::Initialize (this=<optimized out>) at ../../../source/renderer/SceneRenderer.cpp:273
    #25 0x000055555596d412 in CRenderer::Open (height=<optimized out>, width=<optimized out>, this=0x5555571279b0) at /usr/include/c++/10/bits/unique_ptr.h:173
    #26 CRenderer::CRenderer (this=0x5555571279b0) at ../../../source/renderer/Renderer.cpp:325
    #27 0x000055555582d0d8 in InitGraphics (args=..., flags=flags@entry=0, installedMods=std::vector of length 0, capacity 0) at ../../../source/ps/GameSetup/GameSetup.cpp:680
    #28 0x000055555560ce14 in RunGameOrAtlas (argv=...) at ../../../source/main.cpp:682
    #29 0x00005555555f84c8 in main (argc=1, argv=0x7fffffffe5e8) at ../../../source/main.cpp:740

     

    Linux 6.0.9/AMD Radeon RX 6400 (navi24, LLVM 11.0.1, DRM 3.48)

    vulkaninfo.txt

  3. Hm. Problem with file ~/git/0a26/binaries/data/mods/____#LocalRatings/LocalRatings

     

    openat(AT_FDCWD, "/home/seeh/git/0a26/binaries/data/mods/____#LocalRatings/", O_RDONLY|O_NONBLOCK|O_CLOEXEC|O_DIRECTORY) = 5
    getdents64(5, /* 6 entries */, 32768)   = 168
    stat("/home/seeh/git/0a26/binaries/data/mods/____#LocalRatings/___mod.json", {st_mode=S_IFREG|0664, st_size=293, ...}) = 0
    stat("/home/seeh/git/0a26/binaries/data/mods/____#LocalRatings/..", {st_mode=S_IFDIR|0775, st_size=4096, ...}) = 0
    stat("/home/seeh/git/0a26/binaries/data/mods/____#LocalRatings/LocalRatings", 0x7ffc51cdf3e0) = -1 ENOENT (No such file or directory)
    
    openat(AT_FDCWD, "/home/seeh/git/0a26/binaries/logs/crashlog.txt", O_WRONLY|O_CREAT|O_TRUNC, 0666) = 6
    write(6, "Function call fa", 16)        = 16
    write(6, "iled: return val", 16)        = 16
    write(6, "ue was -110301 (", 16)        = 16
    write(6, "Error during IO)", 16)        = 16

     

    • Thanks 1
  4. 5 hours ago, Li Chen said:

    /usr/bin/0ad: line 9: 727390 Segmentation fault      (core dumped) "$pyrogenesis" "$@"
    The coredump may not help because of missing debug info.
    #0  0x00007f72b0e1cfdb in ?? () from /usr/lib/0ad/libCollada.so

    libCollada.so - third-party software
    IMHO bisect will not help here - just build the game from git/svn - there may be no error in it

    ./build/workspaces/update-workspaces.sh
    make -C build/workspaces/gcc config=release verbose=1 -j2
    # Start game
    LD_LIBRARY_PATH=binaries/system:$LD_LIBRARY_PATH ./binaries/system/pyrogenesis

    Quote from https://aur.archlinux.org/cgit/aur.git/tree/PKGBUILD?h=0ad-git

      cd "$srcdir/${_pkgname}/libraries/source/fcollada/src"
      make # always keep uncommented

    These lines reset all compilation options set by the developers of the game for libCollada

    • Like 1
  5. function timeToString(time)
    {
            return Engine.FormatMillisecondsIntoDateStringGMT(time, time < 1000 * 60 * 60 ?
                    // Translation: Time-format string. See http://userguide.icu-project.org/formatparse/datetime for a guide to the meaning of the letters.
                    translate("mm:ss") : translate("HH:mm:ss"));
    }
                                                                               
    $ grep -A 1 'mm:ss' binaries/data/mods/mod/l10n/tr*
    msgid "mm:ss"
    msgstr "dd:ss"
    --
    msgid "HH:mm:ss"
    msgstr "SS:dd:ss"

    Turkish localization missing minutes in time template

  6. Hello @Emperior

    Look like local problem
     

    $ wget -d https://svn.wildfiregames.com/
    
    Connecting to svn.wildfiregames.com (svn.wildfiregames.com)|136.243.44.163|:443... connected.
    Created socket 3.
    Releasing 0x011d80b0 (new refcount 1).
    Initiating SSL handshake.
    Handshake successful; connected socket 3 to SSL handle 0x0120f2d0
    certificate:
      subject: CN=svn.wildfiregames.com
      issuer:  CN=R3,O=Let's Encrypt,C=US
    X509 certificate successfully verified and matches host svn.wildfiregames.com

    https://stackoverflow.com/questions/6115170/svn-error-validating-server-certificate
    People advise to execute the command

    svn list https://svn.wildfiregames.com

    and accept certificate by entering p

  7. @MontezumaRevenge
     

    Spoiler

    Изначально SpecificName придуман для построек. Городской центр афинян называется Agora, но новичку выучить эти специфические имена сложно и добавили универсальное для всех фракций GenericName (Городской центр). В игре можно отключить одно из них:
    2010828720__2022-02-19_20-31-53.png.2d3a0050dfb5e0f8ae46ed346b4396b2.png
    Есть разница между "международной системой идентификации" и "обычным человеком получающим удовольствие от игры".
    - Китайцы не используют латиницу в повседневной жизни. Они может её и знают, но даже для брендов используют собственные иероглифы. https://www.quora.com/Why-do-Chinese-companies-buy-advertising-space-in-Chinese-on-English-Premier-League-Football-games
    - Если человек в пятом классе выучил теорему Косинусов, то это абсолютно не означает что при виде треугольника он будет знать что там на что нужно умножать чтобы узнать длину стороны. Знаю несколько людей которые впринципе не могут прочитать текст на английском вслух (не говоря уже о переводе)

    Это я к тому что ваша логика по сути правильная, но я против безусловного удаления в коде перевода имен флоры и фауны. Переводчики конкретных языков должны сами решать "Pavo muticus" или "Павлин Синекрылый"

     

  8. 4 hours ago, MontezumaRevenge said:

    I live at Russia and it's to hard to explain this huge difference between local bio-name and russificated latin names of bio-groups. But no one in Russia call peakok as "PAVO CRISTATUS" in common life LOL!

     

    Spoiler

    Смотрите. В игре используется два поля GenericName и SpecificName. Название "Павлин" - используемое в обычной жизни это из блока GenericName. Насколько я понял тут проблем нет. По этому мы обсуждаем только поле SpecificName. Туда вставляется научное название. Официальное научное название в России:
    "Павлин обыкновенный (Pavo cristatus)"
    Как по мне и вариант "Павлин обыкновенный" и Pavo cristatus - правильные для этого поля. То есть переводчик решает какой стилистики придерживаться.
    Мне лично первый вариант больше нравится ибо игра становится более доступна для людей которые впринципе английские буквы не знают. Поверьте такие есть. Но если желаете Латынь - это конечно тоже правильный вариант


    634800840__2022-02-19_16-02-29.thumb.png.caf26811514494f7212c6cb32981a268.png

     

    5 hours ago, MontezumaRevenge said:

    Ok! Fine! If you give me ability to unblock blocked translations I would review and fix at least at Russian and Ukrainian languages

    In the Russian version, I do not see any problems - only the main elements of the interface are reviewed there. Flora and fauna can be easily changed

    @Stan` Can you help with the Ukrainian version

  9. 30 minutes ago, MontezumaRevenge said:

    Translator who will follow some one style and standard

    There is no standard. In different cultures, geographical, historical and biological terms may differ.

    Localization is the process of bringing to the local culture, and not about unification

    For example: If in the game the Greek center is called "ἀγορά" - those who speak only English will be unhappy. They don’t need such a standard if it’s impossible to read
     

    30 minutes ago, MontezumaRevenge said:

    Manually? That is useless, because I noticed, that my manual corrections were "rollback" into ding-dong-machine translation at every game text update

    When line changed, it returns to its original form (for plants, this is Latin)

    Machine translation is added by certain people - their nicknames are on the right in the interface.
     

    49 minutes ago, MontezumaRevenge said:

    but it still profanation practice, because so-called "local scientific name" already have it's own place under latin name.

    I have a Russian encyclopeia open - there is 50 percent Latin transliteration.

    The second half is words taken from Greek or own Russian words. I suspect that in cultures remote from ancient Rome - Chinese or Indian, the vast majority has its own scientific name

  10. @MontezumaRevenge
    The game has the concept of "SpecificName" - for plants this is the Latin language, for Greek buildings this is the Greek name in the English alphabet, for Egyptian buildings these are names with ancient Egyptian symbols

     

    The game does not separate them. The translator decides how to write correctly in the current language. You propose to completely disable the translation of "SpecificName" - IMHO this is a bad option. You can join the ranks of translators and replace incorrect transliterations in transiflex.

  11. @MontezumaRevenge I agree that there is confusion with translations and transliteration in the game. Greek names are written in Latin (although there is Cyrillic) and then they are translated again into Russian Cyrillic

    Every language has an official set of rules. Prooflinks are needed in order to indicate the rule by which we are guided directly in the code.

    I looked at the big biological Soviet encyclopedia of 1986 - the words in Latin are really not transliterated. But for each plant there is a Russian-language name

    1622554970__2022-02-18_20-43-28.thumb.png.09cecf016008b9d6d3d4dfae6f71f544.png

    I think it is up to the translator of each particular language to decide whether to copy the name of the Latin, transliterate or translate into the local scientific name.
     

    • Like 1
  12. 2 minutes ago, MontezumaRevenge said:

    But this is incorrect practice

    Please provide a link that this is incorrect practice

    I found books for doctors and philologists teaching the rules of Latin transliteration
    (for Russian language)
    https://dic.academic.ru/dic.nsf/ruwiki/1384874
    http://graecolatini.bsu.by/htm-different/latin-translit.htm
    https://kartaslov.ru/книги/А_И_Штунь_Латинский_язык_для_медиков_конспект_лекций/2

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