-
Posts
1.055 -
Joined
-
Last visited
-
Days Won
12
Posts posted by fabio
-
-
It's unfortunate that some users won't be able to play 0 A.D. on their older system, but I totally agree here. Hardware vendors no longer support these older cards, open source mesa drivers also dropped some older chipset in 8.0. Desktop users can still buy a supported card if they really want to play on newer 0 A.D..
Maybe you can also start to offer optional features on newer OpenGL 3.0 cards (in some recent commit I noticed however that something requiring OpenGL 3.0 was adapted to be compatible on 2.1 also).
-
Hi! Can YouTube subtitles be positioned anywhere besides the bottom of the screen?
I don't know as I never used it personally. Another non-youtube HTML5 example with subtitles: https://www.xiph.org/video/vid1.shtml
-
Yes, something like that. Or bring the VLC Media Player with the CD that is also available for any OS officially supported by 0 A.D. and GPL/LGPL.licensed.
Distributing VLC may not be legally in some countries, while it's free software it include many patented codecs (this is also why Debian/Ubuntu/... don't ship it by default). But probably no one will complain with 0 A.D. since there are many others bigger sites still distributing it
-
Most Linux distribution only supports Ogg/Theora/Vorbis and Webm/VP8/Vorbis by default but they are not natively supported on Mac/Windows. Maybe Webm could be used also bundling the decoder for Mac and Windows?
-
The videos shouldn't have embedded text, but could use youtube subtitles that can be translated to different languages.
-
The in game shots looks really nice!
Secondly, can I use this beautiful tileset for unit renderings?
What type of license do you plan for your game? If you use the same CC-BY-SA used by 0 A.D. there should not be any problem in using every 0 A.D. arts.
-
Wikipedia article has some examples of cutscenes used in games: http://en.wikipedia.org/wiki/Cutscene#Types
-
It kind of highlights why we need a real settings window, though.
Eventually the configurable options should be removed from default.cfg and local.cfg and put in a xml file used by both the graphic engine and the option menu, so that every option could have:
- a short description (used for screen display);
- a long description (used in the tooltip);
- requirements (e.g. OpenGL 1.5, ARB_XXX extension, ...); if the requirements are not respected the option should be "greyed out" definitively;
- requirement for "enabled by default";
- dependencies (e.g. advanced water may require water reflection); the option should be "greyed out" until the dependencies are also enabled;
This should permits to configure these options without touching the code and also avoid syncing between the .cfg and the menu which can use the xml. Custom config can be saved in user.cfg.
Also a couple of command line option could be added:
- safe -> start with the minimum settings;
- default -> start with the default setting, avoiding customized settings.
- a short description (used for screen display);
-
There must be an Open alternative to Bink video tools...
Theora and Webm/VP8/libvpx are likely alternatives. They are already used in games (see e.g.: game that use theora).
-
On the new Polynesia the darker areas are more noticeable and it's clear that they are the waves:
Note: attaching a file in the forum gives: "Error The server returned an error during upload"
-
OK, I tested it. r12814, Cycladic Arcipelago 1 while viewing sea and a shoreline, changing options with the in-game menu:
I'm mainly asking or the difference between fancy and superfancy. The reflections/refractions are really causing the lag with the water.
- No Water Reflections / No Advanced Water: 20-24 fps
- Water Reflections / No Advanced Water: 15 fps
- No Water Reflections / Advanced Water: (this combination looks the same as the first one)
- Water Reflections / Advanced Water: 11-12 fps
EDIT: Core Duo, Radeon X1600, 1024x768 windowed mode, Shadow PCF disabled, Ubuntu 32 bit with r300 mesa driver from git.
Do these black areas move? Are they waviness dependent?
Yes, the little dark points move, and I can see a repeating pattern on both space and time.
- No Water Reflections / No Advanced Water: 20-24 fps
-
Do you know about the recently open sourced, MIT licensed (GPL compatible) Torque engine? It looks to have nice water rendering, maybe there is something that could be useful for 0 A.D.:
EDIT: it is Direct 3D only apparently.
-
@fabio: are you using the latest radeon mesa git code base driver.
There was some fix given in the radeon mesa code base for performance improvement
http://www.phoronix....item&px=MTIxOTI
There are some other areas that patch made impact on, some games are slow.
Can you check if that affects this
Yes, thanks, I know about it but I am using older r300 driver, the patch is only for r600 driver. I opened an interesting similar bug affecting both r300 and r600 with 0 A.D. some time ago, however: https://bugs.freedesktop.org/show_bug.cgi?id=44536
-
I'm mainly asking or the difference between fancy and superfancy. The reflections/refractions are really causing the lag with the water.
Sorry the performance drop was with superfancywater. Fancywater doesn't have a noticeable FPS drop.
Do these black areas move? Are they waviness dependent?
They depends on the distance and IIRC they move, however I am not sure since I cannot test again until next week. (Also a note that with superfancywater I don't see error by the graphics driver about unassigned input).
-
Hmpf, I'm getting a segfault on cycaldic archipelago and some other errors (not the ones you have though). Should look into that, might be related to Lion's problems.
edit: ah, no, that sounds related to some AI changes. Nevermind.
Edit 2: Okay, so I'm getting neither, so this is another hardware problem. I am getting some weird stuffs with the foam and the LOS though, should check that.
About the waves: it's also an artifact of the way I generate waves. I'm about 30% happy with it...
Fabio: the black areas could be a problem with the depth buffer. How does the fog work for your computer?
I had some problem with postproc effects see here and later posts for the full story.
Edit3: could some testers report on performance, too? On my computer, the difference between superfancywater = false and superfancywater = true is basically 0.2 ms, negligible enough. Mainly, I'm considering making the "normal" water also use the depth buffer for depth, it'd give a much nicer result.
FPS went from 20-21 to 13-14 with fancywater here (RV530 with git mesa driver).
-
You may want to try my PPA, see my signature (packages for 12.04 are currently unavailable due to mesa build problems, but they are working for 12.10).
-
12811 break this test:
Running 270 tests.....................................................................................................................................................................................................ERROR: JavaScript error: simulation/components/GuiInterface.js line 77
TypeError: cmpPlayer.WantAlly is not a function
()@simulation/components/GuiInterface.js:77
()@simulation/components/tests/test_GuiInterface.js:162
In TestComponentScripts::test_scripts:
../../../source/pch/test/../../../source/simulation2/components/tests/test_scripts.h:43: Error: Test failed: L"Running script simulation/components/tests/test_GuiInterface.js"
../../../source/pch/test/../../../source/simulation2/components/tests/test_scripts.h:43: Error: Assertion failed: scriptInterface.LoadScript(pathname, content)
........................................................................
Failed 1 of 270 tests
Success rate: 99% -
Pretty weird... I'll look into that, I've got something to do atm.
I've fixed some errors with shadows being off, I'll commit when I get back (see IRC, FeXoR's having a weird issue).
Fabio: it happens on all maps?
Yes for the "black areas", I suppose yes also for the zigzagged shoreline, but it's probably less noticeable on some maps (clearly reproducible at least on two maps).
A last design issue is that waves always go to the beach, while foam goes back and forth: in some maps it doesn't seems very realistic, maybe in this case waves should be disabled?
-
-
Yes, I added a toolbox. Ultimately this should probably be a dropdown box with "lowest, low, medium, high, highest" setting but I haven't implemented such flexibility yet.
What I mean is: is superfancywater local.cfg option matching "Enable advanced water" in the in-game options menu? If yes it's not working properly because the in-game menu option is always enabled no matter of the local.cfg option.
-
Have superfancywater config option an equivalent in the setting menu? I am asking because whatever setting I have in the config file for superfancywater, the water options in the game menu are always enabled.
Also it would be nice to have a sound effect for waves (with volume depending on zoom level, no sound when zoomed too far).
-
Does anyone else think that the options and map preview in the game setup screen, which is currently on the right, should go on the left? Since that's where the main menu is. You click Single Player -> Matches in the main menu, and then it would be nice if in the next screen (match setup) all the options and stuff were right under your cursor.
I already suggested something like that here.
-
Thanks for the update!
I think that at this stage it would be cool to have a proper in game option menu for managing all these amazing new effects, without editing the config file. Similar to what was done on the match setup GUI.
-
(Sorry for the delay)
I see. The bit we care about is the "tex_count < 8" test. Without looking too deep into that code, I assume it's a hardcoded limit on the number of texcoord vectors (ie. hardware-interpolated 4-float registers). That's probably 4*8=32 floats. Probably. It could well be the case that with all the effects enabled the shaders compile to >32 varyings (worth trying lower values for materialmgr.quality in your config, to see if that helps).
The error just appears with preferglsl=true (and no other settings), even if I add materialmgr.quality=0.0
Also, you mention that these errors are caused by preferglsl=true, not the postproc, however note that the postproc shaders always use GLSL (and we shouldn't discount that there may be something broken with the GLSL implementation you use). Let's see if other people experience similar issues...Anyway, I'm afraid I can't for the life of me guess what might be going wrong from your screenshot. Maybe it could help a bit if you described how things change as you change the postproc settings.
Without preferglsl=true:
Removing <PostEffect>hdr</PostEffect> from Zagros Mountains 01 removes the corruption. However I cannot notice any other effect (fog included). No errors are printed (also with hdr restored).
With preferglsl=true:
Removing <PostEffect>hdr</PostEffect> from Zagros Mountains 01 removes the corruption and I can notice some effect (at least fog). Errors are printed.
Important: Please read if you have an older computer or graphics card
in Game Development & Technical Discussion
Posted
You can use a software renderer OpenGL driver, see llvmpipe: http://www.mesa3d.org/llvmpipe.html