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Posts
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Everything posted by nwtour
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Not. This is the correct in-game building data for an italian-speaking reader of your documentation
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@Angelica_B It's problematic to create a wiki page here. Created on github. https://nwtour.github.io/compare-0ad/it.html Data taken from game settings, translation from transifex. I think you can add a link to your translation - for those who want to know the differences in factions
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Can I have a page too https://trac.wildfiregames.com/wiki/Buildings_i18n Thanks
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Yes, I suggest just skipping the table comparing buildings and units (do not waste time on translation). If you translate nothing bad happens, the data will simply become outdated over time Within a few days I will try to suggest the correct way to automatically create it right away in Italian
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https://trac.wildfiregames.com/wiki/Translation_IT/Strategy_Guide ;-) I marked with a number "2" parts that quickly become obsolete
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There are two parts - one is a literary text, the second is a structured part with numbers from the game. It makes no sense to translate only the second. Free text will be relevant for a long time. Translate long blocks of text, and I'll try to write a converter to the wiki format that will generate a table with numbers from the game
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Translate buildings/units cost its Sisyphean All this data is translated within the game and the balance can change at any time. I can make an analog http://s06eye.co.uk/0ad/techtree-v2/ just picking up on Italian localization and comparing between factions. Then only literary text remains to be translated. Otherwise, your work may become obsolete by the end of the work.
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Now permission WIKI_CREATE not available for all (only WIKI_MODIFY)
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All options starts "-autostart" - are for profiling by developers (without interface). They do not affect the usual game with GUI
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I have a low-spec computer. I am slowly exploring options for minimizing memory. First, create a minimalistic map for yourself in Atlas. This will immediately halve memory consumption. In section "Special" minimalistic monotone textures
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file_system.cpp(122): Function call failed: return value was -1
nwtour replied to JPRuehmann's topic in Bug reports
Do not pay attention. There, a buggy code was added for x86/unix - it defines a different number of logical cores on processors (on Intel processors without hypertrading), depending on random situations. Compiler switches, code blocks - everything can be enabled/disabled by this window. Thanks -
file_system.cpp(122): Function call failed: return value was -1
nwtour replied to JPRuehmann's topic in Bug reports
If possible, write the exact model of the processor. This will help resolve this issue cat /proc/cpuinfo -
file_system.cpp(122): Function call failed: return value was -1
nwtour replied to JPRuehmann's topic in Bug reports
known bug on x32. it also works for me. my bugnotes https://trac.wildfiregames.com/ticket/6028 https://code.wildfiregames.com/D3575 -
file_system.cpp(122): Function call failed: return value was -1
nwtour replied to JPRuehmann's topic in Bug reports
In short, in the game, the maximum (off_t) file size is allocated on your system = 2147483647 bytes. But public.zip file 2644800852 byte -
file_system.cpp(122): Function call failed: return value was -1
nwtour replied to JPRuehmann's topic in Bug reports
31012 openat(AT_FDCWD, "/usr/share/games/0ad/mods/public", O_RDONLY|O_NONBLOCK|O_LARGEFILE|O_CLOEXEC|O_DIRECTORY) = 7 31012 fstat64(7, {st_mode=S_IFDIR|0755, st_size=4096, ...}) = 0 31012 getdents(7, /* 3 entries */, 32768) = 56 31012 stat64("/usr/share/games/0ad/mods/public/public.zip", {st_mode=S_IFREG|0644, st_size=2644800852, ...}) = 0 31012 write(1, "file_system.cpp(122): Function call failed: return value was -1 (Function failed (no details available))\n", 105) = 105 The game doesn't like the file /usr/share/games/0ad/mods/public/public.zip -
file_system.cpp(122): Function call failed: return value was -1
nwtour replied to JPRuehmann's topic in Bug reports
There the stat() starts. Here are the options when -1 is returned https://pubs.opengroup.org/onlinepubs/009695399/functions/stat.html Try to start the game from strace: strace -o debug.txt -f -s 1000 /usr/games/pyrogenesis and attach the output: grep -E '(open|stat)' debug.txt -
mod that provides backward compatibility for map objects. How it works: In the history of the repository, we find all the renamed files (xml,png,dae,dds) and copy them to a mod directory with the current contents but the old name. Old maps should display objects instead of errors in the js-console. https://github.com/nwtour/0ad_path_backward_capability
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DPI decreases towards the invisibility of one pixel, and the stratification of devices is only growing (mobile devices, monitors with non-standard geometry, huge 8k TVs) Pixel perfect UI - this movement is in the opposite direction
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[POLL] Corpse Removal Option
nwtour replied to Stan`'s topic in Game Development & Technical Discussion
Excellent Plan for Victory -
[POLL] Corpse Removal Option
nwtour replied to Stan`'s topic in Game Development & Technical Discussion
Since it works on video, it's very cool. Perhaps you should only exclude unique units from the list - their death is important for gameplay -
[POLL] Corpse Removal Option
nwtour replied to Stan`'s topic in Game Development & Technical Discussion
I see the creation of a mod here (for example "wildfiregames") - a director's vision. Options that override all custom options. As soon as the user disables this mod (activated by default for new users), all customizations in the game are opened for him. The mod will only contain hardcoded configuration values - the game will be fully functional without it. This will close a lot of discussions about what is the author's vision and what is the function of the engine. For example, I have the option view.rotate.x.max = "90". From the point of view of the engine, this is the correct decision by default, from the point of view of game-design, it is wrong. So in the engine it will be possible to make 90, and in the mod "wildfiregames" - 60 (0ad is not a 2D game) -
>I have a patch for it D2936. But I need profiling data to show it's an improvement But how to do it? On my low-spec system, fps is completely correlated with the number of units in the screen scope. An excellent patch may show worse results depending on the player's camera movements (Replay does not remember the position of the camera).
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I commented out in my local copy: //this.CreateDeathSpawnedEntity () in binaries/data/mods/public/simulation/components/Health.js and replaced <DeathType>corse</DeathType> with <DeathType>vanish</DeathType> in binaries/data/mods/public/simulation/templates/template_unit.xml It became faster and more convenient to play without a heap of corpses, blood and ruins I think it would be a good idea to make it a config option. IMHO Vulkan only benefits engine developers. Allowing to optimize autogenerated code. In 0 A.D. is hardcoded GL calls - nothing to optimize. We'll just get compatibility problems without any performance gain
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I haven't studied it deeply yet. Playing with the bot -> Save -> Exit -> Load -> Win -> Press Replay. It will turn out to be an invalid Replay (the bot is playing, but the player's units are just standing)