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fabio

WFG Programming Team
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Everything posted by fabio

  1. 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.
  2. 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
  3. 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~)
  4. 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
  5. 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)?
  6. 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
  7. 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
  8. The dogs are nice but it seems strange that I can control a dog like a human (exploring the map, contributing to FoW, ...). What about making dogs always stay on range of other human unit and following what the human is doing (attacking, ...)?
  9. No. We want to support mods well, which means the game still needs to handle dynamic conversion of textures even if the standard bundled ones are preconverted. This may be a problem for linux distribution, then. The point of the disabled S3TC and the external libtxc_dxtn is that they included patented algorithm and the it isn't included by default. If nvtt will include the same libtxc_dxtn patented algorithm it still couldn't be distributed by linux distributions. At that point it could make sense to entirely drop nvtt (using it only for generating the compressed textures from the PNGs to distribute in tarballs) and suggest users install libtxc_dxtn.
  10. OK, the nvtt bug is fixed. Is it true that 0ad tarballs will include only precompressed textures? Does providing precompressed textures avoid the "gray textures for some seconds the first time the game is run"? Does providing precompressed textures remove the dependency on nvtt?
  11. The 0ad.dev PPA has packages for Ubuntu 10.10 Maverick but they failed to build. https://launchpad.net/~wfg/+archive/0ad.dev
  12. I was meaning zooming further to see the face of units, e.g.:http://zaynar.co.uk/0ad-pub/texturecomparison.png From a user point of view it is not nice to see the message "You won the game, do you want to leave?" just after starting it. It only require to add "GameType":"endless" to the map: http://trac.wildfiregames.com/changeset/8234 This also strangely doesn't work an all maps, e.g. it works with Arcadia but not with Arcadia II.
  13. I missed the = indeed, and also confirm the original assertion.
  14. Replay doesn't work here. Whatever log I use I get: Replay.cpp(106): Assertion failed: "m_Stream->good()" Assertion failed: "m_Stream->good()" Location: Replay.cpp:106 (Load)
  15. It ma be the attached log but I am not sure. Is there a way to load it in game? I am on r8294 commands.txt
  16. While playing the Macedonia map I got: FixedVector2D.h(204): Assertion failed: "Overflow in CFixedVector2D::Dot() part 2" Assertion failed: "Overflow in CFixedVector2D::Dot() part 2" Location: FixedVector2D.h:204 (Dot)
  17. After about 10 times of loading a game and then quitting this assertion fails on next game load: headerless.cpp(572): Assertion failed: "m_totalDeallocatedBytes <= m_totalAllocatedBytes" Assertion failed: "m_totalDeallocatedBytes <= m_totalAllocatedBytes" Location: headerless.cpp:572 (Validate)
  18. Here are some minor issues and wishes that may be implemented: FIXED in alpha3 - default HOTKEY MAPPINGS should not overlap with other common system key mappings: e.g.: hotkey.bigscreenshot = "Ctrl+Alt+F2" on linux switches to console (maybe use F3); FIXED in alpha3 - when a screenshot is captured a message should appear to notice the user and also add where the screenshot is located; FIXED in alpha3 - all files created by 0ad (cache, screenshots, ...) have the x (execute) bit set. They should have the default mask; (minor usability) the developer overlay menu should have all elements unchecked by default, i.e. restrict camera should be changed to something like no limit camera and be unchecked, so that checked elements means something different from the default; there are many nice models and textures but with the restrict camera option set (which should be a debugging option) one can't zoom to see them; it should be possible to zoom more by default (without letting enter on higher buildings); FIXED in alpha2 - the fishing demo map should have the "endless" mode; the Escape key doesn't work, it should bring up the menu; when the menu is displayed the game should be paused (if in singlepayer mode), and the pause button removed from the menu. FIXED in alpha3 - the F10 key to open the menu strangely doesn't work an all maps, e.g. it works with Arcadia but not with Arcadia II.
  19. Yes. Yes: Building NVTT... -- Setting optimal options -- Processor: i686 -- Compiler Flags: -march=i686 -- Looking for OpenGL - found -- Looking for GLUT - found -- Looking for DirectX - not found -- Looking for GLEW - not found -- Looking for Cg - not found -- Looking for CUDA - not found -- Looking for Maya - not found -- Looking for JPEG - found -- Looking for PNG - found -- Looking for TIFF - found -- Looking for OpenEXR - not found -- Use thread library: -lpthread -- Configuring done -- Generating done -- Build files have been written to: /home/fabio/sorgenti/0ad/libraries/nvtt/src/build [ 16%] Built target nvcore [ 30%] Built target nvmath [ 32%] Built target posh [ 58%] Built target nvimage [ 72%] Built target squish [100%] Built target nvtt 32 bit Ubuntu 10.10 (maverick) on a Core Duo cpu: $ cat /proc/cpuinfo processor : 0 vendor_id : GenuineIntel cpu family : 6 model : 14 model name : Genuine Intel(R) CPU T2600 @ 2.16GHz stepping : 8 cpu MHz : 2167.000 cache size : 2048 KB physical id : 0 siblings : 2 core id : 0 cpu cores : 2 apicid : 0 initial apicid : 0 fdiv_bug : no hlt_bug : no f00f_bug : no coma_bug : no fpu : yes fpu_exception : yes cpuid level : 10 wp : yes flags : fpu vme de pse tsc msr pae mce cx8 apic mtrr pge mca cmov clflush dts acpi mmx fxsr sse sse2 ss ht tm pbe nx constant_tsc arch_perfmon bts aperfmperf pni monitor vmx est tm2 xtpr pdcm bogomips : 4327.52 clflush size : 64 cache_alignment : 64 address sizes : 32 bits physical, 32 bits virtual power management: processor : 1 vendor_id : GenuineIntel cpu family : 6 model : 14 model name : Genuine Intel(R) CPU T2600 @ 2.16GHz stepping : 8 cpu MHz : 2167.000 cache size : 2048 KB physical id : 0 siblings : 2 core id : 1 cpu cores : 2 apicid : 1 initial apicid : 1 fdiv_bug : no hlt_bug : no f00f_bug : no coma_bug : no fpu : yes fpu_exception : yes cpuid level : 10 wp : yes flags : fpu vme de pse tsc msr pae mce cx8 apic mtrr pge mca cmov clflush dts acpi mmx fxsr sse sse2 ss ht tm pbe nx constant_tsc arch_perfmon bts aperfmperf pni monitor vmx est tm2 xtpr pdcm bogomips : 4327.55 clflush size : 64 cache_alignment : 64 address sizes : 32 bits physical, 32 bits virtual power management:
  20. I never noticed they were artifacts. I uploaded the file here: http://uploadbin.net/5fb586b421e7102e98449...365fa586346.dds I'll try.
  21. I looked at details of many units and buildings but I don't see other artifacts (this model has a grey face: http://imagebin.org/117106 but I think it's not an artifact). It's still the same. I tried but it doesn't get any new info apparently.I noticed also that (using a mesa driver compiled with debug info) sometimes (I can't find a way to reliably reproduce it) I get this warning: Mesa warning: glDraw[Range]Elements(start 0, end 24, count 36, type 0x1403, indices=0xa7ebec88) end is out of bounds (max=23) Element Buffer 0 (size 0) This should probably be fixed in the application. This looks like a 0ad bug and similar to an old nexuiz bug: http://bugs.freedesktop.org/show_bug.cgi?id=22743
  22. Yes, some images are even uglier, e.g.:http://imagebin.org/117060 I get this:http://imagebin.org/117061 Note: I pressed F9 to open the console.
  23. With some mesa drivers there is a wrong shadow behind some objects (example below) that goes away when disabling shadows in 0 A.D.. This is a known mesa clamping bug affecting r300, r300g, softpipe, llvmpipe, swrast mesa drivers and possibly others. Other than the original shadow bug this thread discussed also two other graphic related problems. Overall status update: [FIXED in mesa 7.11 (r300/r300g, softpipe, llvmpipe, swrast, see also mesa bug #31159) and backported to 7.10.2 on r300g only] original shadow problem; [FIXED in 0 A.D. alpha 2 (r8313)] icons corruption problem; [FIXED in 0 A.D. alpha 2 (r8288)] 0.A.D. off-by-one error giving mesa warnings; Example:
  24. @Mythos_Ruler: nice, I found the Spartan and killed them
  25. Cool! The 'Celtics Buildings' map should have the endless game mode, however, otherwise the game instantly ends.
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