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Everything posted by fabio
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Collecting data from users
fabio replied to Ykkrosh's topic in Game Development & Technical Discussion
Yes Unfortunately that's all. -
Collecting data from users
fabio replied to Ykkrosh's topic in Game Development & Technical Discussion
Very nice! Can you also shows the OS? Anyway I am not able to compile 0ad on Linux since yesterday, it stops to: SimContext.cpp ParamNode.cpp ComponentManagerSerialization.cpp Linking simulation2 -
Confirmed fixed (fast!). It's nice to see some active development again, it seems that's after alpha4 it has slowed a bit.
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The new fog rendering looks great indeed! I noticed a problem, however, at the bottom of Miletus (I am on 8885):
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[Resolved] No Menu Can Be Seen, Graphics Not Showing Properly!
fabio replied to joemavericksett's topic in Bug reports
This is also a know issue: http://trac.wildfiregames.com/ticket/577 -
[Resolved] No Menu Can Be Seen, Graphics Not Showing Properly!
fabio replied to joemavericksett's topic in Bug reports
Someone should fix this driver bug:https://bugs.freedesktop.org/show_bug.cgi?id=24047 or you could just apply the patch at comment #18 and recompile the driver. -
try to run it from the console and post the output you get.
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OK, however the keyword are not standardized (as milestones, components, ...) and thus visible on the trac, so one should know what are the keywords available (review, simple) to use them. I added a note about that.
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To ease ticket searching, what about setting up some predefined report for common keyword (i.e. simple, gl, review) at: http://trac.wildfiregames.com/report Also is this page still used? http://trac.wildfiregames.com/wiki/Alpha_Release_Roadmap or it was superseded by http://trac.wildfiregames.com/wiki/GameplayFeatureStatus
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For alpha 3, which will include many new ship features (new nice ships and the Cycladic Arcipelago map), it would be nice if the boatbuilder will be fixed to only be built on coast, users already reported this problem a few times on the forum. Other than that alpha3 is looking nice (is a new faction still planned ?).
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Game size and audio quality
fabio replied to fabio's topic in Game Development & Technical Discussion
Hi, what vorbis encoder are you using? Did you do a blind ABX to justify that bitrate? As noticed at hydrogenaudio wiki page: Note that that wiki page is a bit outdated, with newer vorbis encoder many found that improved, and transparency means indistinguishable from the original (see wiki page). Also check the threads at hydrogenaudio forum. If you don't compare closely against the original you shouldn't notice any artifacts also at a lot lower bitrates. I really can't tell the difference with my headphone at 48kb/s. Also consider that when gaming you concentrate on the game and not on sound quality. Also I found that at the same low bitrate (32 kb/s) musics sound much better (still can't notice any obviuos distortion) than sound effects (noticeable distortion). That doesn't surprise me since codecs are usually designed for music rather than sound effects. If you really need q7 maybe you are using an old vorbis encoder (eventually also a not AoTuV one) or you encoded the file from already compressed ones. Or maybe you just have expensive headphones and very good hears . EDIT: I checked with ogginfo the file you posted at http://www.wildfiregames.com/forum/index.p...ndpost&p=213837 and yes, you are indeed using an old and not AoTuV encoder: Vendor: Xiph.Org libVorbis I 20040629 (1.1.0) -
Game size and audio quality
fabio replied to fabio's topic in Game Development & Technical Discussion
Many have found that reencoding from an already lossy-compressed file degrades noticeably the quality, no matter what the initial format/bitrate was. It has been discussed many time at the hydrogenaudio forum.EDIT: Some (outdated) information about transcoding: https://secure.wikimedia.org/wikipedia/en/wiki/Transcoding http://wiki.hydrogenaudio.org/index.php?title=Transcoding There should be no need to write any code. A media svn tree could be set up outside the development trunk containing FLAC (and eventually video) files (alternatively it could be a standard HTTP served directory rather than an SVN tree). Music audio composers generate a FLAC file that is put into this tree. Then a simple script is used to convert the FLACs to oggs that can then be moved to the development svn as usual. -
Audio files (.ogg) currently take 63MB of 143MB in public.zip. Since game size is a concern (see ticket 671) they could be optimized a bit. Some sound or ambient files like: audio/attack/weapon/arrowflymulti_21.ogg audio/ambient/weather/rain_12.ogg audio/ambient/weather/windstorm_11.ogg are using a lot of space for no reason since these files are all 2 minutes length and just repeat themselves all the time. These could be truncated to a lesser length to save many MBs. Also the ogg files all appear to be encoded with many different bitrates (from 45kb/s to 320kb/s), settings (i.e. without the recommended quality (q) setting) and vorbis codecs (some also with the old and lower quality libvorbis 1.0). EDIT: you can use ogginfo on the ogg files to view all this settings. Ideally they should all be encoded with the current best vorbis encoder. Actually this appears to be latest aoTuV (see Vorbis Encoders wiki page on xiph.org and Recommended Vorbis Encoders wiki page at hydrogenaudio.org and Vorbis on Wikipedia). Also the bitrate should be standardized, a q0 (64kb/s) should give a good quality, but I suspect that with q-1 (48kb/s) no one will notice any difference unless you concentrate on the music (rather than on gameplay) and you have expensive headphone. Also lower bitrate files should use less CPU. Obliviously the re-encoding must be done using the original uncompressed file. Eventually these file should be stored in FLAC format in the SVN and new ogg files could be encoded when a better encoder is released, something like what's currently done with the texture files. What do you think?
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Just a note on vegetarian food and the recently added treaure gathering: food gathered as a treasure should not count as non-vegetarian food, it should be showed as gathered food but ignored on the vegetarian ratio (like the food initially provided).
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Great work fcxSanya and thanks for adding vegetarian ratio!
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Thanks!
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Is there a way to edit the ticket description on trac? I'd like to update some descriptions including new informations discussed in later comments.
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Need help installing libtxc_dxtn
fabio replied to Jeru's topic in Game Development & Technical Discussion
I.e., create the file: ~/.config/0ad/config/local.cfg and put inside in: shadows = false -
Need help installing libtxc_dxtn
fabio replied to Jeru's topic in Game Development & Technical Discussion
It's the same intel 945 card I tested and reported at http://trac.wildfiregames.com/ticket/623 . Disabling shadow should made it a lot faster (i.e. from something like 1 frame every 10s to 5 fps). -
Need help installing libtxc_dxtn
fabio replied to Jeru's topic in Game Development & Technical Discussion
Can you also post your glxinfo output? -
Need help installing libtxc_dxtn
fabio replied to Jeru's topic in Game Development & Technical Discussion
I think you should disable shadows. See also this ticket: http://trac.wildfiregames.com/ticket/623 -
About the original problem (wrong shadow) I submitted a bug at mesa: https://bugs.freedesktop.org/show_bug.cgi?id=31159
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Create ~/.config/0ad/config/local.cfg andput in: windowed = true Also see /usr/share/games/0ad/config/default.cfg for other options.
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The summary screens look really nice ! For the counters I'd prefer to see only units/resources/etc built by user, excluding initially provided units/etc. Could you also add the Vegetarian Ratio (= Vegetarian Food / Total Food * 100) to the resource panel? I see it in The Settlers IV and I like it.
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I agree with SMST here, I prefer the "screenshot" icons.