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phosit

WFG Programming Team
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phosit last won the day on December 22 2025

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  1. https://gitea.wildfiregames.com/0ad/0ad/issues/7682 There was a problem in 0.27.x with so that it erroneously loaded "Acropolis Bay (2)". It's related to the filter. Removing the keyword of your map should solve it. When i read correctly, you edit the map between the save and the load. That isn't supported.
  2. There is a new RC at https://releases.wildfiregames.com/rc/ There are small changes to the Germans and the warning in on the summary page has been fixed.
  3. Yes, I think that is correct. But @Vantha has more knowledge.
  4. Trigger-scripts are executed in the simulation js-interface. I took a look at the tutorial and saw that it uses Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface).PushNotification(...); to send a message to the gui. The gui receives the messages in "session/messages.js".
  5. That would require to move gui element around. This would require an engine change.
  6. How does one "set the trading ratios for ressources fixed for every game"?
  7. There is no open PR. So soonish there is no civilisation added. But most work on civilisations is either-way done in the forum and in mods.
  8. Currently the whole history-description of athens is: On my screen this covers 4 of 5 lines. If there is more then 5 lines there is a scrollbar. So don't worry about a too long text. While at it, the Seleucids could have a longer history-description. Currently it's only:
  9. We can't do that in string freeze. A PR for the next release would be welcome.
  10. There is a new RC at https://releases.wildfiregames.com/rc/ Two languages where added and some issues are fixed. Among them an issue in the new Germans' sandbox map. While there are hopefully no new ones introduced.
  11. We don't expect mayor issues any-more. So we built a release candidate. It can be downloaded here.
  12. Issues related to performance should have a label: https://gitea.wildfiregames.com/0ad/0ad/issues?type=all&state=open&labels=44
  13. For me typically 1/3 is spent for the simulation (that varies a lot), 1/4 is spent for rendering and 1/6 is spent for the gui. It's not easy to point exactly at one place where time is spent. For example there are allocations and virtual-dispatches all over the place. Indeed this looks interesting. To me the title is clear ^^. It's about catching exceptions. Initially that doesn't help performance but makes using threads simpler. (So more things might be moved to another thread in the long run.)
  14. Could you test this: https://gitea.wildfiregames.com/0ad/0ad/pulls/8528
  15. I don't think that the problem is on your side. But it's weird that nobody encountered this error. Which compiler do you use?
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