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fabio

WFG Programming Team
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Everything posted by fabio

  1. Here it is, along with new main menu:
  2. 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) .
  3. 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
  4. 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.
  5. 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).
  6. 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 .
  7. 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.!
  8. I am Italian and I could do the moderator for it if nobody else is really interested.
  9. Did you also update mesa drivers? 3D is managed by mesa and not xorg drivers.
  10. 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.
  11. Eric just added some 0 A.D. shaders (commit):
  12. Ciao, credo di sì tra gli sviluppatori. In ogni caso puoi usare google translate.
  13. 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.
  14. Is there any news about this? Should I open a trac ticket for it?
  15. shader-db: http://lists.freedesktop.org/archives/mesa-dev/2011-May/007694.html Maybe 0ad shaders could be submitted so there is a chance that mesa drivers can be optimized for it.
  16. What about changing the name of the tarball of the released version? Specifically they are missing an official version number and packagers have to invent one (e.g. official Ubuntu packages are using 0.0.0+r09049-1~10.10~wfg1). Rather than using 0ad-r09530-alpha-... it could be 0ad-0.0.4-... for alpha 4 (the svn revision number is already visible on the menu screen) or if you want to include it in the package something like 0ad-0.0.4.9049-... (with r0 removed). The beta version could then use 0.X.0, while the final ones 1.0.0.
  17. Try with: cd build/workspaces ./clean-workspaces.sh ./update-workspaces.sh
  18. fabio

    Shadow Bug

    Gallium drivers are known to have shadow problems. Make sure you are using mesa 7.10.2 and if the problem persist you may want to try a snapshot from mesa git master.
  19. You may try updating your graphics drivers.
  20. I don't have an Intel HD graphics chip, but rather than 2010 i3 and i5 I would consider the newer Sandy Bridge i3 and i5 (the 2xxx series): their HD graphics 3000 GPU have far better graphics performance: http://www.anandtech.com/show/4084/intels-sandy-bridge-upheaval-in-the-mobile-landscape/5 The AMD Fusion E-350 also have a nice GPU (faster than Intel HD graphics but slower than the newer HD 2000/3000) but the CPU is a lot slower (Atom like) and not suggested for developing purpose.
  21. Did you know Video DownloadHelper ? https://addons.mozilla.org/en-US/firefox/addon/video-downloadhelper/
  22. Just wondering... what's the status of this work? If it is complete do you have a plan to upload it to Debian?
  23. Is the opengl report automatically updated or it is run manually at times? I am asking because I can't see my updated graphics data (gallium RV530 should now have float texture).
  24. Hi Kao, this looks like a different bug than the original one. However you may want to try newer mesa drivers and see if your problem is already fixed. I manage an Ubuntu PPA with free graphics drivers for this: Ubuntu Updated Graphics Drivers PPA If you are still able to reproduce the problem with the updated drivers you may want to let we know and also report a mesa bug.
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