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Everything posted by fabio
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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.
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tatewatkins, packages appear updated now (also on the 0ad.dev PPA ).
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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.
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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.
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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
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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~)
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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
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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)?
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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
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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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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, ...)?
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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.
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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?
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The 0ad.dev PPA has packages for Ubuntu 10.10 Maverick but they failed to build. https://launchpad.net/~wfg/+archive/0ad.dev