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fabio

WFG Programming Team
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Everything posted by fabio

  1. 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 ?).
  2. 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 As noticed at hydrogenaudio wiki page: Note that that wiki page is a bit outdated, with newer vorbis encoder many found that improved, and transparency means indistinguishable from the original (see wiki page).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)
  3. 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 It has been discussed many time at the hydrogenaudio forum.EDIT: Some (outdated) information about transcoding: https://secure.wikimedia.org/wikipedia/en/wiki/Transcoding http://wiki.hydrogenaudio.org/index.php?title=Transcoding There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.
  4. 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?
  5. 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).
  6. Great work fcxSanya and thanks for adding vegetarian ratio!
  7. 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.
  8. I.e., create the file: ~/.config/0ad/config/local.cfg and put inside in: shadows = false
  9. 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).
  10. I think you should disable shadows. See also this ticket: http://trac.wildfiregames.com/ticket/623
  11. About the original problem (wrong shadow) I submitted a bug at mesa: https://bugs.freedesktop.org/show_bug.cgi?id=31159
  12. Create ~/.config/0ad/config/local.cfg andput in: windowed = true Also see /usr/share/games/0ad/config/default.cfg for other options.
  13. 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.
  14. I agree with SMST here, I prefer the "screenshot" icons.
  15. tatewatkins, packages appear updated now (also on the 0ad.dev PPA ).
  16. There is a new package in the PPA today but it seems it doesn't fix the problems: it's still built from the svn (i.e., providing the uncompressed textures rather than public.zip); for some reason the 0ad source package is over 410MB in size (adding to the 166MB of 0ad-data) when it should be about 5MB, sice it includes all of this: 348M binaries 3,7M build 36K debian 344K docs 466M export-unix 101M libraries 12K license_dbghelp.txt 20K license_gpl-2.0.txt 28K license_lgpl-2.1.txt 4,0K LICENSE.txt 4,0K OpenLogsFolder.bat 4,0K README.txt 14M source the Depends of the 0ad package should be updated to: 0ad-data (>= 0.0.0+r08413~), 0ad-data (<< 0.0.0+r08414~)to avoid mixing 0ad/0ad-data with different versions; Also the binutils-dev Build-Depends is no longer needed.
  17. You may want to create the ~/.config/0ad/config/local.cfg with the following content: fancywater = false shadows = false renderpath = fixed novbo = true noframebufferobject = true If it works then try deleting every line until you find out which line triggers the problem.
  18. This could be related to the texture compression which get executed only the first time the game is run. This is a specific problem of the Ubuntu package, see: http://www.wildfiregames.com/forum/index.php?showtopic=13670
  19. Also to avoid using using older/newer data files, 0ad package for 0.0.0+r08319-xxx Depends should be changed to something like: 0ad-data (>= 0.0.0+r08413~), 0ad-data (<< 0.0.0+r08414~)
  20. Apparently this problem is because the ubuntu packages are built from the svn rather than from the released tarballs (which should already include the precompressed textures). I already reported this at: http://www.wildfiregames.com/forum/index.p...ndpost&p=212349
  21. The Ubuntu packages work fine now. However, why they are built from the svn rather than from the released tarballs (I see all texture files rather than the public.zip)?
  22. OK, note however that decompression is not patented, only compression (indeed libtxc_dxtn.so only add compression, while decompression works by default in mesa when forcing S3TC). Again on the nvtt bug, it seems it's fixed, however the grass and also other textures (the helmet and the shield) in my system are less bright than in your, don't know if this is another problem: your screen - my screen
  23. I got similar errors (but the game continued with no crash): ERROR: Unit with actor 'cavalry_javelinist_e' launched a projectile but has no actor on 'projectile' attachpoint Replay file is attached. commands.txt
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