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Everything posted by fabio
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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.
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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:
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I never noticed they were artifacts. I uploaded the file here: http://uploadbin.net/5fb586b421e7102e98449...365fa586346.dds I'll try.
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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
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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.
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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:
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@Mythos_Ruler: nice, I found the Spartan and killed them
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Cool! The 'Celtics Buildings' map should have the endless game mode, however, otherwise the game instantly ends.
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saweh, the game works perfectly now using the r300g gallium driver from current mesa master (will be released with mesa 7.9) . Tested on my RV530. Ubuntu PPA (untested) packages also available here: https://launchpad.net/~xorg-edgers/+archive/ppa https://launchpad.net/~xorg-edgers/+archive/radeon
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I noticed that the 0ad-unix-build.tar contains some .bat/.dll/.exe/.lib/.vcproj files and win-specific directories that could be removed reducing tar size from 37 to 25 MB, adding to the source/tools/dist/build.sh script some --exclude options: Also why the need for 2 tar files, are they supposed to be eventually released with autonomous update? This make running the "./test" difficult, see comment 3 at: https://bugs.launchpad.net/getdeb.net/+bug/556356
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I noticed that at: http://trac.wildfiregames.com/wiki/BuildIn...ngLinuxpackages libCollada_dbg.so or libCollada.so libAtlasUI_dbg.so or libAtlasUI.so are needed to be distributed, however pyrogenesis and pyrogenesis_dbg don't dynamically link to them. Are they really needed?
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SpiderMonkey build changes
fabio replied to Ykkrosh's topic in Game Development & Technical Discussion
OK, thanks for the response. In this case the page: http://trac.wildfiregames.com/wiki/BuildInstructions for Fedora should be upfated to remove the packages: js js-devel EDIT: and maybe also *nspr* for all the OS? -
SpiderMonkey build changes
fabio replied to Ykkrosh's topic in Game Development & Technical Discussion
Packages provided by linux distributions usually prefer to depends on a shared library from another package rather than providing the same library in different packages (e.g. when there is a security problem the distribution only need to update 1 package; also save space on drive). Debian provides spidermonkey inside xulrunner packages that are already used by other packages. This is what I get on an Ubuntu 10.04: $ apt-cache rdepends xulrunner-1.9.1 xulrunner-1.9.1 Reverse Depends: zekr xulrunner-1.9.1-testsuite xulrunner-1.9.1-gnome-support xul-ext-flashgot |xul-ext-flashgot xul-ext-firecookie |xul-ext-firecookie xul-ext-firebug |xul-ext-firebug videolink python-hulahop |mozzemberek mozilla-nukeimage miro libgtk2-mozembed-perl libgtk-mozembed-ruby1.8 libgjs0 libgjs0 kazehakase-gecko galeon xulrunner-1.9.1-dev xulrunner-1.9.1-dbg $ apt-cache rdepends xulrunner-1.9.2 xulrunner-1.9.2 Reverse Depends: xulrunner-1.9.2-testsuite xulrunner-1.9.2-gnome-support xiphos tuxguitar prism mozzemberek moonlight-plugin-mozilla google-gadgets-xul gnome-web-photo fennec eclipse-rcp conkeror chmsee yelp xulrunner-1.9.2-dev python-gtkmozembed libswt-mozilla-gtk-3.5-jni couchdb-bin IIRC some time ago 0ad was able to link to the system spidermonkey. -
SpiderMonkey build changes
fabio replied to Ykkrosh's topic in Game Development & Technical Discussion
Hi, is there a way to configure 0ad to link to the system SpiderMonkey library rather than the one in the SVN? -
Please bear with us, folks. Some music is available to pass the time.
fabio replied to Jeru's topic in Announcements / News
I noticed that inside the svn there are also windows binaries that get updated regularly. This make 'svn up' slow and increases the svn tarball. What about moving them to an http server?