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Posts posted by fabio
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If the issue only persists with ShadowPCF enabled, it might be a totally different issue. Perhaps we can sort this out on IRC?
OK, thanks, but I am not available until next week.
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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.
If this can be a problem can you add an assertion to check for that, at least on debug builds?
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Well the issue still appears on Acropolis 1 map when enabling Shadow Filtering.
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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...
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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>")
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Failed 1 of 286 tests
Success rate: 99% -
This is the report of my card:
http://feedback.wild...n%20ATI%20RV530
IIRC I got the same problem on both Linux and Windows.
I may be able to do some tests if needed, since tomorrow.
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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
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I think it would be funny to have an alternative to the cobra car in AoE. What about a General Lee?
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While the sigmoid approach is nice, I prefer constant regeneration, just because I think the game should be as simple as possible to understand for players. Constant should be obvious to understand, sigmoid should be explained to players, maybe in the tutorial.
Going with sigmoid however, I would prefer a gentle curve, without extreme parameters.
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See also http://trac.wildfiregames.com/ticket/1755 for how to modify premake4.lua for LTO.
Did you do some tests?
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The butcher racks looks good now, it could be a nice addition to markets.
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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.
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The (GLSL) shader mode should possibly enabled by default when OpenGL >= 2.0 is supported, maybe in svn just after the next release. Currently I suppose few players change from the default fixed render path.
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Before removing the ARB shader it would be wise to enable GLSL by default for at least a couple of releases to spot any eventual problem with it.
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Nice progress! How much the startup time improve with the CParser patch?
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I had to replace dynamic argument number checking in the functions randInt and randFloat.
Great news indeed! But this patch only speeds up 24 or also older versions?
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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.
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Nice!The bonus range is the mean range for buildings, or the range in the direction of the unit for untis.
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.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.
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?
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Hi, sanderd17, your patch really looks great! A couple of question here:
- the bonus range (also reported as (+x)) is the mean value in all the directions? Maybe the "Bonus range" could be changed to "Mean bonus range", to make clear that it's not a constant circular bonus;
- to make it even obvious it would be nice to show on the selected unit the actual range, maybe also including the minimum range. I remember other games doing so: Panzer II example with maximum range (red points) and minimun range (yellow points, hardly visible here due to zoom). Close up of minimum range.
- the bonus range (also reported as (+x)) is the mean value in all the directions? Maybe the "Bonus range" could be changed to "Mean bonus range", to make clear that it's not a constant circular bonus;
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You may want to change the names while still having a LOTR-like theme, see e.g. other games like wesnoth.
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You can try to force the fixed render path or lower the resolution, see http://trac.wildfiregames.com/wiki/Manual_Settings
Anyway I think you'll hardly get more than 10 fps on that hardware.
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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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Nice post!
But will this require OpenGL 3.1 support? 0 A.D. currently only needs 2.1 and also still works with OpenGL 1.x (though it will probably be dropped).
modern warfare reaches 0 A.D.
in Game Modification
Posted
It looks Rogue Republic is going to use a different engine:
Source: http://www.moddb.com...e-of-the-ground