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fabio

WFG Programming Team
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Posts posted by fabio

  1. Looks like you have more than enough texture units on your GPU. Then it has to be an issue with the shader texture binding stage. Perhaps diffuse texture is the same as the blend texture (invalid sampler?).

    This is most likely, since it would be a programming bug in the Blend generation code. With a good debugger it would be pretty easy to figure it out. If the diffuse and blend textures match, it's a bug in the code.

    The texture binding is done in PatchRData.cpp at line 796. Hope you know how to use a debugger :)

    What do you mean with diffuse and blend? I see baseTex, normTex and specTex, and samp.Sampler seems to always differ at least for the first samples.

    However I have to say that I cannot see anymore the problem now. I am doing some more tests now...

  2. SVN r13707 on linux:


    Running 286 tests.........................................................................................................................................
    In TestCmpTemplateManager::test_LoadTemplate:
    ../../../source/simulation2/tests/../../../source/simulation2/tests/test_CmpTemplateManager.h:89: Error: Expected (std::wstring(preview->ToXML()) == std::wstring(L"<Position><Altitude>0</Altitude><Anchor>upright</Anchor><Floating>false</Floating><TurnRate>6.0</TurnRate></Position>" L"<Vision><AlwaysVisible>true</AlwaysVisible><Range>0</Range><RetainInFog>false</RetainInFog></Vision>" L"<VisualActor><Actor>example</Actor><SilhouetteDisplay>false</SilhouetteDisplay><SilhouetteOccluder>false</SilhouetteOccluder><VisibleInAtlasOnly>false</VisibleInAtlasOnly></VisualActor>")), found (L"<Position><Altitude>0</Altitude><Anchor>upright</Anchor><Floating>false</Floating><TurnRate>6.0</TurnRate></Position><Vision><AlwaysVisible>true</AlwaysVisible><Range>0</Range><RetainInFog>false</RetainInFog></Vision><VisualActor><Actor>example</Actor><DisableShadows></DisableShadows><SilhouetteDisplay>false</SilhouetteDisplay><SilhouetteOccluder>false</SilhouetteOccluder><VisibleInAtlasOnly>false</VisibleInAtlasOnly></VisualActor>" != L"<Position><Altitude>0</Altitude><Anchor>upright</Anchor><Floating>false</Floating><TurnRate>6.0</TurnRate></Position><Vision><AlwaysVisible>true</AlwaysVisible><Range>0</Range><RetainInFog>false</RetainInFog></Vision><VisualActor><Actor>example</Actor><SilhouetteDisplay>false</SilhouetteDisplay><SilhouetteOccluder>false</SilhouetteOccluder><VisibleInAtlasOnly>false</VisibleInAtlasOnly></VisualActor>")
    ../../../source/simulation2/tests/../../../source/simulation2/tests/test_CmpTemplateManager.h:103: Error: Expected (std::wstring(previewobstruct->ToXML()) == std::wstring(L"<Footprint><Circle radius=\"4\"></Circle><Height>1.0</Height></Footprint>" L"<Obstruction>" L"<Active>false</Active><BlockConstruction>true</BlockConstruction><BlockFoundation>false</BlockFoundation>" L"<BlockMovement>true</BlockMovement><BlockPathfinding>false</BlockPathfinding>" L"<DisableBlockMovement>false</DisableBlockMovement><DisableBlockPathfinding>false</DisableBlockPathfinding>" L"<Unit radius=\"4\"></Unit>" L"</Obstruction>" L"<Position><Altitude>0</Altitude><Anchor>upright</Anchor><Floating>false</Floating><TurnRate>6.0</TurnRate></Position>" L"<Vision><AlwaysVisible>true</AlwaysVisible><Range>0</Range><RetainInFog>false</RetainInFog></Vision>" L"<VisualActor><Actor>example</Actor><SilhouetteDisplay>false</SilhouetteDisplay><SilhouetteOccluder>false</SilhouetteOccluder><VisibleInAtlasOnly>false</VisibleInAtlasOnly></VisualActor>")), found (L"<Footprint><Circle radius=\"4\"></Circle><Height>1.0</Height></Footprint><Obstruction><Active>false</Active><BlockConstruction>true</BlockConstruction><BlockFoundation>false</BlockFoundation><BlockMovement>true</BlockMovement><BlockPathfinding>false</BlockPathfinding><DisableBlockMovement>false</DisableBlockMovement><DisableBlockPathfinding>false</DisableBlockPathfinding><Unit radius=\"4\"></Unit></Obstruction><Position><Altitude>0</Altitude><Anchor>upright</Anchor><Floating>false</Floating><TurnRate>6.0</TurnRate></Position><Vision><AlwaysVisible>true</AlwaysVisible><Range>0</Range><RetainInFog>false</RetainInFog></Vision><VisualActor><Actor>example</Actor><DisableShadows></DisableShadows><SilhouetteDisplay>false</SilhouetteDisplay><SilhouetteOccluder>false</SilhouetteOccluder><VisibleInAtlasOnly>false</VisibleInAtlasOnly></VisualActor>" != L"<Footprint><Circle radius=\"4\"></Circle><Height>1.0</Height></Footprint><Obstruction><Active>false</Active><BlockConstruction>true</BlockConstruction><BlockFoundation>false</BlockFoundation><BlockMovement>true</BlockMovement><BlockPathfinding>false</BlockPathfinding><DisableBlockMovement>false</DisableBlockMovement><DisableBlockPathfinding>false</DisableBlockPathfinding><Unit radius=\"4\"></Unit></Obstruction><Position><Altitude>0</Altitude><Anchor>upright</Anchor><Floating>false</Floating><TurnRate>6.0</TurnRate></Position><Vision><AlwaysVisible>true</AlwaysVisible><Range>0</Range><RetainInFog>false</RetainInFog></Vision><VisualActor><Actor>example</Actor><SilhouetteDisplay>false</SilhouetteDisplay><SilhouetteOccluder>false</SilhouetteOccluder><VisibleInAtlasOnly>false</VisibleInAtlasOnly></VisualActor>")
    ../../../source/simulation2/tests/../../../source/simulation2/tests/test_CmpTemplateManager.h:110: Error: Expected (std::wstring(previewactor->ToXML()) == std::wstring(L"<Footprint><Circle radius=\"2.0\"></Circle><Height>1.0</Height></Footprint><Vision><AlwaysVisible>true</AlwaysVisible><Range>0</Range><RetainInFog>false</RetainInFog></Vision>" L"<VisualActor><Actor>example2</Actor><SilhouetteDisplay>false</SilhouetteDisplay><SilhouetteOccluder>false</SilhouetteOccluder><VisibleInAtlasOnly>false</VisibleInAtlasOnly></VisualActor>")), found (L"<Footprint><Circle radius=\"2.0\"></Circle><Height>1.0</Height></Footprint><Vision><AlwaysVisible>true</AlwaysVisible><Range>0</Range><RetainInFog>false</RetainInFog></Vision><VisualActor><Actor>example2</Actor><DisableShadows></DisableShadows><SilhouetteDisplay>false</SilhouetteDisplay><SilhouetteOccluder>false</SilhouetteOccluder><VisibleInAtlasOnly>false</VisibleInAtlasOnly></VisualActor>" != L"<Footprint><Circle radius=\"2.0\"></Circle><Height>1.0</Height></Footprint><Vision><AlwaysVisible>true</AlwaysVisible><Range>0</Range><RetainInFog>false</RetainInFog></Vision><VisualActor><Actor>example2</Actor><SilhouetteDisplay>false</SilhouetteDisplay><SilhouetteOccluder>false</SilhouetteOccluder><VisibleInAtlasOnly>false</VisibleInAtlasOnly></VisualActor>")
    ....................................................................................................................................................
    Failed 1 of 286 tests
    Success rate: 99%

  3. There is a ticket about turn radius: http://trac.wildfiregames.com/ticket/940 it also was discussed for sieges IIRC.

    About acceleration (also discussed in the ticket above) I'm not sure how it would fit into the game, it should maybe take in account also terrain slopes and impact pathfinding? Do other RTS implement it?

    But just for a funny cheat they should not be needed.

    Vdrift art license is not very clear according to this: https://wiki.debian.org/Games/Vdrift/license-issues

  4. When some work on the glsl shaders was done by myconid I remember people reporting a variety of glitches with linux opengl drivers. Linux is a significant target currently especially for developers so we should be very careful about dropping support.

    I reported some issues that were fixed both in 0 A.D. and graphics drivers. The only remaining issue with GLSL on current SVN is what is shown in this screenshot. IIRC myconid confirmed it was a 0 A.D. shader issue on some older ATI graphic chips that he planned to investigate and fix.

    post-8891-0-48548700-1374745540_thumb.pn

  5. Wraiitii committed a few fixes and improvements related to water. More importantly, he is completely reworking the water code: adding support for different water heights (e.g. lake vs. sea), optimizing foam and shore waves ... On top of that, ships received a sinking animation! Never has loosing your fleet been more pleasant to watch.

    New ship sinking looks nice indeed! It can quickly be tried with the Ships Demo Demo Map.

  6. The bonus range is the mean range for buildings, or the range in the direction of the unit for untis.

    Nice!

    I've made it adaptable, so f.e. units with turrets that can only turn for a limited angle, can query for that angle, and it will take the mean over that angle.

    What do you mean with adaptable? Are there units with turrets currently (IIRC there is no turret support)? Another related question: when a unit fires he must be always at a 0 angle with the target or he can also fire with a limited angle? If the former the bonus range should report only the bonus for the 0 angle, since the latter will never be used.

    When should I use the "mean bonus range" terminology? On the building placement tooltip? Or on the attack selection hoover?

    I'd say only on the building placements, where there is space. In the attack selections there are already many numbers and adding more text would complicate too much the tooltip.

    I'm not good with UI design. So if could suggest the UI in more detail, that'd be great.

    I like the Panzers example with the red and yellow points (it's useful when playing, you'll get an indication of when a unit will start firing and can help you choosing to advance or retreat). But this should be discussed, do we really want this? What about when selecting more than one units, all the range should be shown or we should not shown anything?

  7. Hi, sanderd17, your patch really looks great! A couple of question here:

  8. I have some doubts in having so many civilizations in a game. Every new civilization adds a marginally lower value than the existing ones and will probably please only long time players (I played with few RTS games but I don't remember seeing more than 6 factions in a game). Rather than having 24 civilizations in the same game, with a similar amount of art work I'd prefer to have a second game with totally different content (medieval, WWII or something other).

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