aash29 Posted February 24, 2011 Share Posted February 24, 2011 Greetings!I just downloaded 0ad form svn and built it under linux Arch. It seems to have gone successfully, however no executable files or tests were generated - only libraries. They're supposed to appear in binaries/system, right? Link to comment Share on other sites More sharing options...
Ykkrosh Posted February 24, 2011 Share Posted February 24, 2011 Yes, there should be binaries/system/pyrogenesis and binaries/system/test. Maybe there was an error during compilation, hidden somewhere higher up in the build output? (One possible problem is there's a new dependency on libcurl, and I don't know if the Arch package reflects that yet.) Link to comment Share on other sites More sharing options...
aash29 Posted February 24, 2011 Author Share Posted February 24, 2011 Indeed, I missed an error message about a missing library. I have an executable now, however when I run the game, textures are missing and performance is low. It outputs an error message in the console:unsupported texture format in setup_hardware_statefailed to validate texture for unit 0.Any ideas what is this about? Link to comment Share on other sites More sharing options...
Ykkrosh Posted February 24, 2011 Share Posted February 24, 2011 #684. Until we disable S3TC automatically, you can do it manually by creating a file ~/.config/0ad/config/local.cfg withnos3tc=trueHopefully that'll make things better Link to comment Share on other sites More sharing options...
aash29 Posted February 24, 2011 Author Share Posted February 24, 2011 Thanks! At lest the textures are back The lighting is still weird and game is slow. Should catalyst drivers fix this? Link to comment Share on other sites More sharing options...
Ykkrosh Posted February 24, 2011 Share Posted February 24, 2011 I'm not sure what the lighting weirdness would be - could you perhaps post a screenshot? I don't know the current situation is with r600 driver compatibility, but I'd guess the proprietary drivers would work better.The game is probably slow partly because it's compiled in debug mode - assuming it's this package, the PKGBUILD file should say "make CONFIG=Release" instead of just "make", and the run script should use "pyrogenesis" instead of "pyrogenesis_dbg". Link to comment Share on other sites More sharing options...
aash29 Posted February 25, 2011 Author Share Posted February 25, 2011 Lighting example in the screenshot. Sometimes this effect is restricted to units, other times it the whole map. I compiled the game from source, but forgot to specify release settings, will try that.I'm running it on my laptop with Radeon 4200 card. Link to comment Share on other sites More sharing options...
aash29 Posted February 25, 2011 Author Share Posted February 25, 2011 As you said, ATI drivers cured the lighting problem and release build is much faster. Thanks again! Link to comment Share on other sites More sharing options...
Ykkrosh Posted February 25, 2011 Share Posted February 25, 2011 Ah, looks like a shadowing problem. If you're able to experiment a bit, maybe you could try using the old drivers and editing source/renderer/ShadowMap.cpp lines 367/368 to both say "GL_NEAREST" instead of "GL_LINEAR" and recompile and see if that makes any difference? (I'd be pleasantly surprised if that actually worked, but it's probably worth a try just in case ) Link to comment Share on other sites More sharing options...
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