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fabio

WFG Programming Team
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Everything posted by fabio

  1. Is this already done for rectangular selections? I can't find a rectangular texture under http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/art/textures/selection?order=name (only the "outline_border" which are probably used for them, making them look better than the circular ones?).
  2. What about generating the circle as a primitive, without the use of a texture? This way it would scale to any resolution.
  3. Hi, I'd like to test it but I cannot do it until next month (anyway I am sure my old Radeon will have problems...). Would be possible to also add dynamic snow? does it make sense anyway?
  4. I also have a PC with the same Intel chip and I have similar problem. You can try updating to newer Intel driver (see my signature): with it I still have corruptions, but a bit less.
  5. OK, I tested latest patch. There are some compile warnings: ../../../source/graphics/mikktspace.cpp: In function ‘int Build4RuleGroups(STriInfo*, SGroup*, int*, const int*, int)’: ../../../source/graphics/mikktspace.cpp:1099:18: warning: unused variable ‘bAnswer’ [-Wunused-variable] ../../../source/graphics/mikktspace.cpp:1104:18: warning: unused variable ‘bDiff’ [-Wunused-variable] ../../../source/graphics/mikktspace.cpp:1109:18: warning: unused variable ‘bAnswer’ [-Wunused-variable] ../../../source/graphics/mikktspace.cpp:1114:18: warning: unused variable ‘bDiff’ [-Wunused-variable] ../../../source/graphics/mikktspace.cpp:1072:12: warning: unused variable ‘iNrMaxGroups’ [-Wunused-variable] ../../../source/renderer/InstancingModelRenderer.cpp: In constructor ‘IModelDef::IModelDef(const CModelDefPtr&, bool)’: ../../../source/renderer/InstancingModelRenderer.cpp:127:7: warning: unused variable ‘p’ [-Wunused-variable] ../../../source/renderer/InstancingModelRenderer.cpp:100:16: warning: unused variable ‘vertices’ [-Wunused-variable] ../../../source/renderer/InstancingModelRenderer.cpp:166:14: warning: unused variable ‘faces’ [-Wunused-variable] ../../../source/renderer/MikktspaceWrap.cpp:44:5: warning: unused parameter ‘pContext’ [-Wunused-parameter] ../../../source/renderer/MikktspaceWrap.cpp:44:5: warning: unused parameter ‘iFace’ [-Wunused-parameter] ../../../source/renderer/MikktspaceWrap.cpp:88:6: warning: unused parameter ‘fvBiTangent’ [-Wunused-parameter] ../../../source/renderer/MikktspaceWrap.cpp:88:6: warning: unused parameter ‘fMagS’ [-Wunused-parameter] ../../../source/renderer/MikktspaceWrap.cpp:88:6: warning: unused parameter ‘fMagT’ [-Wunused-parameter] Here is what I get on my Radeon X1600: Note: Radeon X1600 is OpenGL 2.1/GLSL 1.20. Also: Note that on next Linux distributions round you'll have to use the mesa driver as well, since fglrx will drop support for 2xxx->4xxx cards on newer kernel/xorg.
  6. OK, I forget the code was in a branch. It builds fine now, there are still these warnings: ../../../source/soundmanager/data/CSoundData.cpp: In static member function ‘static CSoundData* CSoundData::soundDataFromFile(OsPath&)’: ../../../source/soundmanager/data/CSoundData.cpp:78:42: warning: ‘answer’ may be used uninitialized in this function [-Wuninitialized] CSoundItem.cpp CSoundBase.cpp ../../../source/soundmanager/items/CSoundBase.cpp: In member function ‘virtual void CSoundBase::setLocation(const CVector3D&)’: ../../../source/soundmanager/items/CSoundBase.cpp:147:19: warning: unused variable ‘loatArr’ [-Wunused-variable] Camera.cpp CBufferItem.cpp CStreamItem.cpp SMSoundGroup.cpp TextRenderer.cpp ../../../source/soundmanager/js/SMSoundGroup.cpp: In member function ‘void CSMSoundGroup::UploadPropertiesAndPlay(int, const CVector3D&)’: ../../../source/soundmanager/js/SMSoundGroup.cpp:157:18: warning: unused variable ‘screenWidth’ [-Wunused-variable] ../../../source/soundmanager/js/SMSoundGroup.cpp: At global scope: ../../../source/soundmanager/js/SMSoundGroup.cpp:231:6: warning: unused parameter ‘TimeSinceLastFrame’ [-Wunused-parameter] ../../../source/soundmanager/js/SMSoundGroup.cpp: In member function ‘bool CSMSoundGroup::LoadSoundGroup(const VfsPath&)’: ../../../source/soundmanager/js/SMSoundGroup.cpp:266:1: warning: unused variable ‘el_replacement’ [-Wunused-variable] ../../../source/soundmanager/js/SMSoundGroup.cpp: At global scope: ../../../source/soundmanager/js/SMSoundGroup.cpp:188:13: warning: ‘void HandleError(const wstring&, const VfsPath&, Status)’ defined but not used [-Wunused-function] JSound.cpp ../../../source/soundmanager/js/JSound.cpp:91:6: warning: unused parameter ‘argc’ [-Wunused-parameter] ../../../source/soundmanager/js/JSound.cpp:159:8: warning: unused parameter ‘argc’ [-Wunused-parameter] ParticleEmitter.cpp JAmbientSound.cpp HeightMipmap.cpp ../../../source/soundmanager/js/JAmbientSound.cpp:84:8: warning: unused parameter ‘argc’ [-Wunused-parameter] Color.cpp ColladaManager.cpp JMusicSound.cpp ../../../source/soundmanager/js/JMusicSound.cpp:73:8: warning: unused parameter ‘argc’ [-Wunused-parameter] ... ==== Building pyrogenesis (release) ==== Creating obj/pyrogenesis_Release main.cpp ../../../source/main.cpp: In function ‘void Frame()’: ../../../source/main.cpp:378:10: warning: unused variable ‘pos’ [-Wunused-variable] ../../../source/main.cpp:379:10: warning: unused variable ‘dir’ [-Wunused-variable] ../../../source/main.cpp:384:9: warning: unused variable ‘down’ [-Wunused-variable]
  7. Tried current git, it fails to build on Ubuntu 12.04: In file included from ../../../source/ps/Game.cpp:48:0: ../../../source/soundmanager/CSoundManager.h:14:23: fatal error: OpenAL/al.h: File or directory not found compilation terminated. (error message translated to english by me)
  8. According to wikipedia AoE3 also has a physics engine: http://en.wikipedia....hnical_features
  9. The spoiler button is empty, there is no icon, although it works fine when clicking it.
  10. Alpha 10 is officially in Ubuntu backports now. See here for information on how to manually install it, or here to enable automatic installation of backports.
  11. In this case make sure you use vorbisgain (supposing 0 A.D. is compatible with it) to do it, to avoid losing audio quality. Other audio suggestion here.
  12. the .X was actually already a .r. Modifying to .a changed nothing here.
  13. Also a couple of notes: the terrain flashing can't be seen on screenshot; all the minimap is shown (and not only the explored area), see my previous screenshot;
  14. I tested the patch under Ubuntu 12.04 and, after doing some quick tests, it seems it is working fine . There are just some additional compiler warnings when building:
  15. This is probably your bug: https://bugs.launchpad.net/ubuntu/+source/xorg/+bug/993187
  16. OK, it can be left as is now, maybe there should be a switch to disable it. When merged I'll file a bug against mesa. Thanks for all this work!
  17. Well, the non-public files are not so non-public, BTW: http://trac.wildfire...a/mods/internal
  18. It works fine without parallax OR without self_ligth. According to a your previous post you have a ATI Mobility HD 4670 (DX10 era), while I have a much older X1600 (DX9 era). quantumstate (RV770, which is a 48xx like your) and I are both using mesa, but different drivers (r300 on my card (this driver supports up to Radeon X1xxx), r600 on his card (Radeon 2xxx -> 6xxx)). In my previous post I also said what I get when enabling only one effect at a time and that with parallax only it's not pixellated. However I now noticed is very slightly pixellated (you can barely see it in the shot) and I get this: This is waht I get with svn status, I put them in binaries/data/mods/public/art/textures/skins/structural/ (I also used your later texture in previous post)
  19. I tried them all, one at a time while leaving the others to 1: #define USE_PARALLAX 0 It works fine with this. #define USE_NORMAL_MAP 0 Still bugged. #define USE_SPECULAR_MAP 0 The building disappear and I get this: ERROR: Failed to compile shader 'shaders/glsl/model_common_norm.fs': 0:196(43): error: `specColour' undeclared 0:196(45): error: type mismatch 0:0(0): error: no matching function for call to `mix(vec3, vec3, )' 0:0(0): error: candidates are: float mix(float, float, float) 0:0(0): error: vec3 mix(vec3, vec3, float) 0:0(0): error: float mix(float, float, float) 0:0(0): error: vec2 mix(vec2, vec2, vec2) 0:0(0): error: vec3 mix(vec3, vec3, vec3) 0:0(0): error: vec4 mix(vec4, vec4, vec4) 0:0(0): error: vec2 mix(vec2, vec2, float) 0:0(0): error: vec3 mix(vec3, vec3, float) 0:0(0): error: vec4 mix(vec4, vec4, float) #define USE_SELF_LIGHT 0 It works fine also with this. I also tried setting all to 0 and enabling them one at a time: they all looks good, except on the last one which again gives the same effects of USE_SPECULAR_MAP 0 with the others to 1.
  20. Thanks, it no longer prints the "r300 ERRORs" and it works a bit better now: there is still the "pixellated" effect but not on the whole building as before:
  21. Also note that on other maps without the roman buildings I don't get the "r300 ERRORs" but the terrain flashes with a darker colour.
  22. I'd suggest to update to precise, btw, I am no longer updating mesa drivers in my PPA on older Ubuntu versions.
  23. Tested the updated patch bumpy2.diff with 140 changed to 120 and added the pngs. My system: Ubuntu 12.04 + Radeon X1600 + mesa driver from git. I get this console output, repeated many times (apparently we are asking too much from my old card): r300: ERROR: FS input generic 20 unassigned, not enough hardware slots (it's not a bug, do not report it). r300: ERROR: FS input generic 21 unassigned, not enough hardware slots (it's not a bug, do not report it). and this image: EDIT: myconid, which Ati card and driver (fglrx or mesa) are you using?
  24. Can you select 50 citizen of your choice in a group of 100? Yes, but this will require a lot of time. The AI could do this instantly. The fact that you can beat an AI doesn't imply you are faster that it.
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