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Everything posted by fabio
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There is a compile error: In file included from ../../../source/ps/VideoMode.cpp:33:0: ../../../source/ps/GameSetup/Config.h:60:1: error: expected initializer before ‘extern’ ../../../source/ps/VideoMode.cpp: In member function ‘bool CVideoMode::InitSDL()’: ../../../source/ps/VideoMode.cpp:249:19: error: ‘g_Gamma’ was not declared in this scope
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Alternatively once generated they could act as chickens, gaia units moving in a small radius.
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Celtic dogs can do the same, however they are considered ostile units to your enemy.
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Post-processing effects test (SSAO/HDR/Bloom)
fabio replied to myconid's topic in Game Development & Technical Discussion
It doesn't help (also tried addind materialmgr.PARALLAX_HQ_DIST.max = 0 ). There is also another problem when enabling preferglsl: the whole minimap is visible. What about the flickering? Do you think it's a driver bug or a 0 A.D. bug? Nice! Do you ever plan to enable some effects by default? Eventually hwdetect.js could be used for forcing enabling/disabling on some card. -
[FIXED] ERROR: Tried to retrieve invalid template 'resource|gaia/fauna_chicken'
fabio replied to fabio's topic in Bug reports
I get that error after rebuilding it myself under Linux. -
I get this error after some tens of seconds on Acropolis 3 map: ERROR: Tried to retrieve invalid template 'resource|gaia/fauna_chicken' ERROR: JavaScript error: simulation/ai/common-api-v2/entity.js line 15 TypeError: this._template is null ()@simulation/ai/common-api-v2/entity.js:15 ("CitizenSoldier")@simulation/ai/common-api-v2/entity.js:21 ([object Object])@simulation/ai/common-api-v2/filters.js:31 ([object Object])@simulation/ai/common-api-v2/entitycollection.js:163 ([object Object])@simulation/ai/common-api-v2/base.js:156 ([object Object])@simulation/ai/common-api-v2/base.js:107 @:0
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Post-processing effects test (SSAO/HDR/Bloom)
fabio replied to myconid's topic in Game Development & Technical Discussion
I was finally able to test it with my Radeon 1600 under Linux. Unfortunately as soon as I enable preferglsl I still get: and I also see the texture flickering. When enabling all the new options I can see the wind trees and that looks nice! Is there a way to enable it without enabling other effects? -
sandword - put a Dune II sandworm on the map sexy - use a bikini texture for all women rain - add cloud and rain particles snow - add cloud and snow particles sunny - use a sunny sky
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Good finding, the source of that is here.
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It looks that the "or later" clause is not needed for CC-BY-SA >= 2.0 license: http://wiki.creativecommons.org/Frequently_Asked_Questions#Which_Creative_Commons_ShareAlike_license_versions_are_compatible_with_each_other.3F http://wiki.creativecommons.org/License_versions#Compatible_licenses_may_be_used_for_adaptations_of_works_originally_offered_under_CC_ShareAlike_licenses However they speak only of adaptations, so I don't know if the unmodified art can be released to a newer license.
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I also really suggest to always use the "or any later version" clause to both GPL code and CC-BY-SA artwork. Licenses have to adapt to change in laws, no surprire both licenses are currently at their 3rd major version. If you later need to update, to e.g., CC-BY-SA 4.0, you should contact all authors again to relicense, spent a lot of time in it, or rewrite/drop the code and it may take years. I see a lot of problems related to these, but I'll just link to this interesting story related to the "or later" clause since I was the first to report the problem. The downside is that you need to trust an unreleased license that you may not fully agree, but I think that this a relatively minor problem, which, for the GPL, is also addressed with this clause: "Later license versions may give you additional or different permissions. However, no additional obligations are imposed on any author or copyright holder as a result of your choosing to follow a later version." (see point 14 of GPLv3).
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Note that only the 3.0 version of CC-BY-SA is Debian compatible. What does that mean? That 0 A.D. may be removed from Debian (and other distributions, especially the ones derived from it, like Ubuntu) or that the incompatible files be removed and 0ad repackages without those (see the many Debian packages with +dfsg version suffix).
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It should be compatible only when the term "licensed under XXX or a later version" is available. This term is usually suggested to add, to avoid to be stopped by a license than later reveals some issues.
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You have an RS600: OpenGL renderer string: Gallium 0.4 on ATI RS600 This was the last ATI integrated chipset for Intel CPU, it had rendering errors in the past, see also this open bugs: https://bugs.freedes...ug.cgi?id=35998 https://bugs.freedes...ug.cgi?id=50149 Also I think that if you use the package for Alpha 10 it doesn't create cache files, since the texture are already compressed, cache is created only when directly using the SVN version with its png files.
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It looks textures from CGTextures are not compatible with 0 A.D.. See their licence and FAQ, some relevants copied here: May I use your textures to make a (commercial) computer game? Yes--with the exception of Open-Source projects. See below. I have used some of the textures to create a map for a computer game. May I distribute this map? Yes, provided the textures are used in the map. In that case, you are allowed to bundle them and distribute them as a package. Please add the following text to the documentation of the map: "One or more textures on this map have been created with images from CGTextures.com. These images may not be redistributed by default. Please visit www.cgtextures.com for more information." Do these textures fall under an Open-Source license? No. These textures fall under the CGTextures License. May I use these textures in my Open Source (Creative Commons, GPL, etc) project? No. These textures may not be used in Open-Source projects. The licenses are not compatible. Almost all Open-Source licenses allow redistribution of the materials, and redistribution is not allowed for these textures.
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It looks someone commited them by accident and them someone other reverted it. You can remove your changes and update from svn, it should work. The game probably should check if GLSL 1.2 is available before really enabling them, even if they are enabled by a user.
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New Sound Manager svn patch
fabio replied to stwf's topic in Game Development & Technical Discussion
As a later TODO it would be nice to include support for the opus codec (wikipedia), it has a better quality than vorbis (especially with small files), and can eventually also be used for in-game chat. -
Post-processing effects test (SSAO/HDR/Bloom)
fabio replied to myconid's topic in Game Development & Technical Discussion
When is planned Alpha 11? I'd like to test all the new effects before the release, but I am unable to do it until about 10 days. -
There is a patch that should improve pathifnding (#930). It is only an optimization of the current non ideal approach, that is planned to be replaced, but maybe it could be useful to speed up the game a little in the meantime.
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It's promising, but: from anandtech.
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The new elephants animations look really nice in game
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Here is the savegame. (Just remove the .txt extension since the board doesn't like the original extension.) quicksave-0006.0adsave.txt
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This error happens just after starting the game, also note that I am using system spidermonkey.