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fabio

WFG Programming Team
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Everything posted by fabio

  1. Nice to have random map since I already know the current maps. I tried the Latium map and it's working fine. I would have expected a slow map generation but it's as fast as the regular maps. I noticed some issues, not related to random maps. Warning and missing textures: WARNING: CTerrainTextureManager: Couldn't find terrain cliff_medit_beach ERROR: Failed to find file: "art/textures/skins/props/head/pers_fem_a.dds" ERROR: Failed to find file: "art/textures/skins/props/head/pers_fem_b.dds" Also I choose the Demo AI with Iberian opponents. For some reasons they created a huge amount of women, but not any soldiers, and sent many of them to my hq.
  2. The Phoronix effect...: http://www.phoronix.com/scan.php?page=news_item&px=OTIwOA Could you highlight/mark extensions currently used by 0 A.D. in the report?
  3. A WWII mod would also be nice... it always comes to my mind when I load a desert map.
  4. Ykkrosh thanks for looking into (and fixing) this!
  5. Update: it looks like this is a mesa bug, a developer would like to have a simple test case for this: https://bugs.freedesktop.org/show_bug.cgi?id=31159#c1
  6. You may also dual license new content with CC-BY-SA 3.0+ and GPLv3+ (so that other GPL-content games car reuse it). However you can't do this with content derived from 0 A.D. because it's only CC-BY-SA.
  7. Note that NC licenses are also not compatible with Debian. Best would be to require only CC-BY-SA v3.0+ which is compatible and already used by 0 A.D. itself.
  8. Was he able to restore the data from the disk? It's possible even if the disk is partially damaged, there are company that do that...
  9. 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
  10. Confirmed fixed (fast!). It's nice to see some active development again, it seems that's after alpha4 it has slowed a bit.
  11. The new fog rendering looks great indeed! I noticed a problem, however, at the bottom of Miletus (I am on 8885):
  12. This is also a know issue: http://trac.wildfiregames.com/ticket/577
  13. 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.
  14. try to run it from the console and post the output you get.
  15. 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.
  16. 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
  17. 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 ?).
  18. 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)
  19. 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.
  20. 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?
  21. 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).
  22. Great work fcxSanya and thanks for adding vegetarian ratio!
  23. 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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