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Everything posted by nwtour

  1. 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.
  2. Now permission WIKI_CREATE not available for all (only WIKI_MODIFY)
  3. All options starts "-autostart" - are for profiling by developers (without interface). They do not affect the usual game with GUI
  4. 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
  5. 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
  6. If possible, write the exact model of the processor. This will help resolve this issue cat /proc/cpuinfo
  7. known bug on x32. it also works for me. my bugnotes https://trac.wildfiregames.com/ticket/6028 https://code.wildfiregames.com/D3575
  8. In short, in the game, the maximum (off_t) file size is allocated on your system = 2147483647 bytes. But public.zip file 2644800852 byte
  9. 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
  10. 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
  11. 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
  12. 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
  13. 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
  14. 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)
  15. >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).
  16. 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
  17. 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)
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