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fabio

WFG Programming Team
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Everything posted by fabio

  1. OK, I tested it and it works as expected. Just a couple of questions: 1) the profiler server starts when pressing F11 but can no longer be stopped? 2) the test fails with: Running 255 tests....................................................................................................................................................................................................................................................Profiler2.cpp(187): Assertion failed: "m_Initialised" Assertion failed: "m_Initialised" Location: Profiler2.cpp:187 (RegisterCurrentThread) Call stack: (0x84a2f60) ./test() [0x84a2f60] (0x8449fb4) ./test() [0x8449fb4] (0x844a247) ./test() [0x844a247] (0x844b184) ./test() [0x844b184] (0x8286b0c) ./test() [0x8286b0c] (0x834fc50) ./test() [0x834fc50] (0xb6ec2e99) /lib/i386-linux-gnu/libpthread.so.0(+0x5e99) [0xb6ec2e99] (0xb6e2c73e) /lib/i386-linux-gnu/libc.so.6(clone+0x5e) [0xb6e2c73e] errno = 0 (No error reported here) OS error = ? In TestTextureConverter::test_convert_quality: ../../../source/graphics/tests/../../../source/graphics/tests/test_TextureConverter.h:78: Error: Expected ((m_VFS->LoadFile(dest, file, fileSize)) == INFO::OK), found ({ EB 51 FE FF FF FF FF FF } != { 00 00 00 00 00 00 00 00 }) tex_codec.cpp(83): Function call failed: return value was -120101 (Unknown error (-120101, 0xFFFFFFFFFFFE2ADB)) Function call failed: return value was -120101 (Unknown error (-120101, 0xFFFFFFFFFFFE2ADB)) Location: tex_codec.cpp:83 (tex_codec_for_header) Call stack: (0x84a2f60) ./test() [0x84a2f60] (0x8449fb4) ./test() [0x8449fb4] (0x844a247) ./test() [0x844a247] (0x844ae10) ./test() [0x844ae10] (0x849632c) ./test() [0x849632c] (0x8499b52) ./test() [0x8499b52] (0x807166f) ./test() [0x807166f] (0x805b4a5) ./test() [0x805b4a5] (0x8064c8c) ./test() [0x8064c8c] (0x805b774) ./test() [0x805b774] (0xb6d72e37) /lib/i386-linux-gnu/libc.so.6(__libc_start_main+0xe7) [0xb6d72e37] (0x8056181) ./test() [0x8056181] errno = 0 (No error reported here) OS error = ? Sleeping until debugger attaches. Please wait. GNU gdb (Ubuntu/Linaro 7.2-1ubuntu11) 7.2 Copyright (C) 2010 Free Software Foundation, Inc. License GPLv3+: GNU GPL version 3 or later <http://gnu.org/licenses/gpl.html> This is free software: you are free to change and redistribute it. There is NO WARRANTY, to the extent permitted by law. Type "show copying" and "show warranty" for details. This GDB was configured as "i686-linux-gnu". For bug reporting instructions, please see: <http://www.gnu.org/software/gdb/bugs/>. Attaching to process 10674 Reading symbols from /home/fabio/sorgenti/0ad/trunk/binaries/system/test...done. Couldn't get registers: Nessun processo corrispondente. (gdb) Also for some reason I am no longer able to get proper backtrace since (probably) when the message window was added (look at the previous output). I usually prefer running testing app with something like: gdb -return-child-result -batch -ex run -ex 'thread apply all bt full' -ex kill -ex quit --args ./pyrogenesis
  2. Awesome work Did you try it on Windows? On mesa drivers (intel included) there is some support for timer_query (EXT variant): http://cgit.freedesktop.org/mesa/mesa/log/?qt=grep&q=timer_query http://cgit.freedesktop.org/mesa/mesa/tree/docs/GL3.txt
  3. Thanks for all the work Loading/saving seems to work but I get these warnings when loading a saved game: ERROR: JavaScript error: simulation/ai/jubot/gamestate.js line 26 TypeError: this.templates is undefined ("structures/hele_civil_centre")@simulation/ai/jubot/gamestate.js:26 ([object Object],"structures/{civ}_civil_centre",1)@simulation/ai/jubot/plan-building.js:7 ([object Object],[object Object])@simulation/ai/jubot/economy.js:225 ([object Object],[object Object])@simulation/ai/jubot/economy.js:653 ()@simulation/ai/jubot/jubot.js:115 ([object Object])@simulation/ai/common-api/base.js:92 @:0 ERROR: JavaScript error: simulation/ai/jubot/gamestate.js line 26 TypeError: this.templates is undefined ("structures/hele_civil_centre")@simulation/ai/jubot/gamestate.js:26 ([object Object],"structures/{civ}_civil_centre",1)@simulation/ai/jubot/plan-building.js:7 ([object Object],[object Object])@simulation/ai/jubot/economy.js:225 ([object Object],[object Object])@simulation/ai/jubot/economy.js:653 ()@simulation/ai/jubot/jubot.js:115 ([object Object])@simulation/ai/common-api/base.js:92 @:0 (and so on...) This is with r10458.
  4. There was a similar thread for alpha 7 but still not for alpha 8... Major new game features: bartering? load save games multiplayer reconnection new faction: Persian? new AI? new performance profiler Trac tickets: Alpha 8 closed tickets - Alpha 8 active tickets Is there any other big feature planned?
  5. Reported at http://trac.wildfiregames.com/ticket/987
  6. Will it be possible to use a system premake rather than the bundled one or it is required since it is customized?
  7. Some bugs/suggestions about the new GUI: 1) pressing F10 during game prints: ERROR: JavaScript error: __internal(2) press line 0 ReferenceError: openMenuDialog is not defined __eventhandler138 (press)([object Object])@__internal(2) press:0 2) singleplayer -> match -> C (Configure AI settings) prints: ERROR: GUI: Trying to use style 'wheatWindow' that doesn't exist. ERROR: GUI: Trying to use style 'wheatWindowTitleBar' that doesn't exist. ERROR: GUI: Trying to use style 'wheatExit' that doesn't exist. ERROR: GUI: Trying to use style 'wheatDropDown' that doesn't exist. ERROR: GUI: Trying to use style 'wheatButton' that doesn't exist. ERROR: GUI: Trying to use style 'wheatButton' that doesn't exist. 3) in the main menu please add the release version (Alpha VI: Fortuna) that is alredy printed on the in-game top bar. Over than that the new GUI and widgets looks very nice
  8. FYI disabling shadow filtering on my RV530 with r300g it improves FPS from 6-7 to 14-15.
  9. I get this assertion failure while playing the game (not sure how to reproduce it, maybe I was changing graphic options or quitting with ALT+F4). Assertion failed: "m_cycles >= 0" Location: timer.h:202 (ToString)
  10. The static screenshot doesn't really tell you all the truth. You should see it "in action" before judging .
  11. Here it is, along with new main menu:
  12. Some of their models could be used to easily expand the current WWII maps, e.g. adding a couple of vehicles as previously suggested: There is no need to do a full mod inside 0 A.D. with a community behind it, but only add an example to show some pyrogenesis features (showing that the engine can also be used for other purposes) that could maybe inspire other developers to create a full mod as a separate project. Also it should be a fun addition for players (maybe in the future it can appear as a bonus map when you win a game fulfilling some special objectives) .
  13. If you are still interested Spring 1944 developers are available to release something with CC-BY-SA : http://spring1944.net/phpBB3/viewtopic.php?p=7564#p7564
  14. I would love it . The friends of Springs: 1944 have a huge amount of WWII models, textures and sounds available on their SVN. Some old screenshots are available here (actually most models were redone and are a lot nicer than on the screenshots, see for example the posts on the Gallery forum section). And yes, the Me-262 is also available: screenshot. Unfortunately the game isn't very fun to play with. They also use CC-BY-NC 3.0 license which is not compatible with 0 A.D. CC-BY-SA and also it isn't free, but maybe they could relicense something. I could ask if there is something interesting.
  15. No problem, note however that due to bug #803 (which it's a driver issue) my minimaps are a bit broken. Also my second screenshot has tearing (noticeable on a plane and his shadow).
  16. This ticket with attached PATCH would be very welcome if included in Alpha VI (actually scheduled for VII): #885: GUI code improvement for ~7% performance improvement .
  17. Just to let you know that I like this Easter Egg (well, it really looks like a test for flying objects) that will be in Alpha VI: The P51-Mustangs can also fight themself and drop bombs on structures! It would be nice to add a bit of other WWII vehicles (e.g. Sherman, Panzer IV, Stuka) and a proper map to have a mini WWII game inside 0 A.D.!
  18. I am Italian and I could do the moderator for it if nobody else is really interested.
  19. Did you also update mesa drivers? 3D is managed by mesa and not xorg drivers.
  20. It looks like a bug I reported some time ago ( http://trac.wildfiregames.com/ticket/803 ) which is a mesa r300g bug ( https://bugs.freedesktop.org/show_bug.cgi?id=36762 ). If you have a Radeon R300->R500 than it's probably the same bug. Unfortunately there is no fix currently available, if you have some other info (e.g. different radeon card) you can add it to the mesa bug.
  21. Eric just added some 0 A.D. shaders (commit):
  22. Ciao, credo di sì tra gli sviluppatori. In ogni caso puoi usare google translate.
  23. Nice! I suppose that: celts_peace_1.ogghellenes_peace_1.oggiberians_peace_1.ogg are the ogg versions of the .wav available in the audio svn. They are using about 9,3MB and are encoded with libVorbis I 20050304 (1.1.1) and a nominal bitrate of 160Kb/s. It would be interesting to recode them from the .wav (supposed that the .wav are not transcoded from the .ogg) with latest aoTuV Beta6.03 using q-1 quality (48Kb/s nominal), it should save about 6,5MB, and see if someone is able to notice any difference.
  24. Is there any news about this? Should I open a trac ticket for it?
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