Stan` Posted May 27, 2020 Report Share Posted May 27, 2020 12 minutes ago, Mr.lie said: i have several times tried to recompile following https://trac.wildfiregames.com/wiki/BuildInstructions, because i'm very interested in programming (i'm a semi-professional programmer mainly in VB). Therefore i use Visual Studio Community 2017 and failed every time, because at that time 0ad only uses VC 2015. Then i installed Visual Studio 2015, but the build-process also failed (perhaps because i had VS2017 installed first). If you give us the error we might be able to help Looking forward to your video for speedup slowdown, it's important for AMD guys because they claimed they could not reproduce. 1 Quote Link to comment Share on other sites More sharing options...
Mr.lie Posted May 27, 2020 Author Report Share Posted May 27, 2020 Hi, i'm very glad. Just i tried to recompile the game after applying "D2642" with VS2017 and what can i say: it's worked out (except the red one) Spoiler Output-File: 1>------ Neues Erstellen gestartet: Projekt: Collada, Konfiguration: Release Win32 ------ 2>------ Neues Erstellen gestartet: Projekt: atlas, Konfiguration: Release Win32 ------ 3>------ Neues Erstellen gestartet: Projekt: engine, Konfiguration: Release Win32 ------ 4>------ Neues Erstellen gestartet: Projekt: graphics, Konfiguration: Release Win32 ------ 5>------ Neues Erstellen gestartet: Projekt: gui, Konfiguration: Release Win32 ------ 6>------ Neues Erstellen gestartet: Projekt: lobby, Konfiguration: Release Win32 ------ 7>------ Neues Erstellen gestartet: Projekt: lowlevel, Konfiguration: Release Win32 ------ 8>------ Neues Erstellen gestartet: Projekt: mocks_real, Konfiguration: Release Win32 ------ 9>------ Neues Erstellen gestartet: Projekt: mocks_test, Konfiguration: Release Win32 ------ 10>------ Neues Erstellen gestartet: Projekt: mongoose, Konfiguration: Release Win32 ------ 11>------ Neues Erstellen gestartet: Projekt: network, Konfiguration: Release Win32 ------ 12>------ Neues Erstellen gestartet: Projekt: scriptinterface, Konfiguration: Release Win32 ------ 13>------ Neues Erstellen gestartet: Projekt: simulation2, Konfiguration: Release Win32 ------ 14>------ Neues Erstellen gestartet: Projekt: tinygettext, Konfiguration: Release Win32 ------1>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V140\Microsoft.CppClean.targets(76,5): warning : Der Zugriff auf den Pfad "c:\users\mr.lie\appdata\local\0ad\binaries\system\collada.dll" wurde verweigert. 1>precompiled.cpp 2>precompiled.cpp 8>mocks_real.cpp 3>precompiled.cpp 7>precompiled.cpp 10>mongoose.cpp 4>precompiled.cpp 12>precompiled.cpp 11>precompiled.cpp 5>precompiled.cpp 6>precompiled.cpp 9>mocks_test.cpp 13>precompiled.cpp 14>precompiled.cpp 10>mongoose.vcxproj -> C:\Users\Mr.lie\AppData\Local\0ad\build\workspaces\vc2015\..\..\..\binaries\system\mongoose.lib 9>mocks_test.vcxproj -> C:\Users\Mr.lie\AppData\Local\0ad\build\workspaces\vc2015\..\..\..\binaries\system\mocks_test.lib 8>mocks_real.vcxproj -> C:\Users\Mr.lie\AppData\Local\0ad\build\workspaces\vc2015\..\..\..\binaries\system\mocks_real.lib 14>dictionary.cpp 1>CommonConvert.cpp 14>dictionary_manager.cpp 14>iconv.cpp 14>language.cpp 14>log.cpp 14>plural_forms.cpp 14>po_parser.cpp 14>tinygettext.cpp 14>unix_file_system.cpp 6>L10n.cpp 6>Globals.cpp 1>DLL.cpp 1>Decompose.cpp 1>GeomReindex.cpp 1>Maths.cpp 1>PMDConvert.cpp 1>PSAConvert.cpp 1>StdSkeletons.cpp 1>XMLFix.cpp 4>Camera.cpp 4>CameraController.cpp 4>CinemaManager.cpp 4>ColladaManager.cpp 6>StanzaExtensions.cpp 6>XmppClient.cpp 6>GlooxScriptConversions.cpp 6>JSInterface_Lobby.cpp 6>pkcs5_pbkdf2.cpp 3>L10n.cpp 4>Color.cpp 4>Decal.cpp 4>Font.cpp 4>FontManager.cpp 4>FontMetrics.cpp 4>Frustum.cpp 4>GameView.cpp 4>HFTracer.cpp 12>ScriptConversions.cpp 12>ScriptInterface.cpp 3>JSInterface_L10n.cpp 3>BoundingBoxAligned.cpp 3>BoundingBoxOriented.cpp 3>BoundingSphere.cpp 3>Brush.cpp 3>Fixed.cpp 3>MD5.cpp 3>Matrix3D.cpp 3>NUSpline.cpp 3>Noise.cpp 3>Plane.cpp 3>Quaternion.cpp 3>Sqrt.cpp 4>HeightMipmap.cpp 4>ICameraController.cpp 4>LOSTexture.cpp 4>LightEnv.cpp 12>ScriptRuntime.cpp 12>ScriptStats.cpp 13>Simulation2.cpp 3>Vector3D.cpp 3>JSInterface_Network.cpp 5>CGUI.cpp 13>CCmpAIManager.cpp 13>CCmpCinemaManager.cpp 13>CCmpCommandQueue.cpp 13>CCmpDecay.cpp 13>CCmpFootprint.cpp 13>CCmpMinimap.cpp 13>CCmpMotionBall.cpp 13>CCmpObstruction.cpp 13>CCmpObstructionManager.cpp 13>CCmpOverlayRenderer.cpp 13>CCmpOwnership.cpp 13>CCmpParticleManager.cpp 13>CCmpPathfinder.cpp 13>CCmpPosition.cpp 13>CCmpProjectileManager.cpp 5>CGUIScrollBarVertical.cpp 5>CGUISetting.cpp 5>CGUISprite.cpp 5>CGUIText.cpp 5>GUIManager.cpp 5>GUIMatrix.cpp 5>GUIRenderer.cpp 5>GUIStringConversions.cpp 5>GUITooltip.cpp 5>IGUIScrollBar.cpp 5>IGUIButtonBehavior.cpp 5>IGUIObject.cpp 5>IGUIScrollBarOwner.cpp 5>IGUITextOwner.cpp 5>CButton.cpp 3>ArchiveBuilder.cpp 3>CConsole.cpp 3>CLogger.cpp 3>CStr.cpp 3>CStrIntern.cpp 5>CChart.cpp 4>MapGenerator.cpp 3>CacheLoader.cpp 3>Compress.cpp 3>ConfigDB.cpp 4>MapIO.cpp 4>MapReader.cpp 3>DllLoader.cpp 3>Errors.cpp 5>CCheckBox.cpp 4>MapWriter.cpp 3>FileIo.cpp 3>Filesystem.cpp 3>GUID.cpp 3>Game.cpp 5>CDropDown.cpp 3>Atlas.cpp 5>CImage.cpp 3>CmdLineArgs.cpp 5>CInput.cpp 3>Config.cpp 5>CList.cpp 4>Material.cpp 5>CMiniMap.cpp 5>COList.cpp 3>GameSetup.cpp 3>HWDetect.cpp 3>Paths.cpp 3>Globals.cpp 13>CCmpRallyPointRenderer.cpp 3>Hotkey.cpp 3>Joystick.cpp 3>KeyName.cpp 5>CProgressBar.cpp 13>CCmpRangeManager.cpp 13>CCmpRangeOverlayRenderer.cpp 4>MaterialManager.cpp 13>CCmpSelectable.cpp 3>Loader.cpp 4>MeshManager.cpp 13>CCmpSoundManager.cpp 3>Mod.cpp 13>CCmpTemplateManager.cpp 11>NetClient.cpp 11>NetClientTurnManager.cpp 11>NetFileTransfer.cpp 11>NetHost.cpp 11>NetMessage.cpp 11>NetMessageSim.cpp 11>NetServer.cpp 11>NetServerTurnManager.cpp 11>NetSession.cpp 11>NetStats.cpp 11>StunClient.cpp 11>fsm.cpp 3>ModInstaller.cpp 5>CRadioButton.cpp 4>MiniPatch.cpp 3>ModIo.cpp 5>CSlider.cpp 3>Profile.cpp 5>CText.cpp 4>Model.cpp 3>ProfileViewer.cpp 13>CCmpTerrain.cpp 13>CCmpTerritoryInfluence.cpp 5>CTooltip.cpp 4>ModelAbstract.cpp 4>ModelDef.cpp 5>GuiScriptConversions.cpp 13>CCmpTerritoryManager.cpp 4>ObjectBase.cpp 5>JSInterface_GUIManager.cpp 4>ObjectEntry.cpp 14>tinygettext.vcxproj -> C:\Users\Mr.lie\AppData\Local\0ad\build\workspaces\vc2015\..\..\..\binaries\system\tinygettext.lib 5>JSInterface_GUISize.cpp 3>Profiler2.cpp 13>CCmpTest.cpp 13>CCmpUnitMotion.cpp 5>JSInterface_IGUIObject.cpp 5>ScriptFunctions.cpp 4>ObjectManager.cpp 5>CGUIColor.cpp 5>CGUISize.cpp 13>CCmpUnitRenderer.cpp 3>Profiler2GPU.cpp 5>CGUIString.cpp 5>L10n.cpp 4>Overlay.cpp 13>CCmpVision.cpp 4>ParticleEmitter.cpp 4>ParticleEmitterType.cpp 3>Pyrogenesis.cpp 13>CCmpVisualActor.cpp 3>Replay.cpp 3>SavedGame.cpp 13>CCmpWaterManager.cpp 13>ICmpAIInterface.cpp 3>Shapes.cpp 13>ICmpAIManager.cpp 3>TemplateLoader.cpp 13>ICmpAttack.cpp 13>ICmpCinemaManager.cpp 4>ParticleManager.cpp 3>ThreadUtil.cpp 13>ICmpCommandQueue.cpp 13>ICmpDecay.cpp 3>TouchInput.cpp 13>ICmpFogging.cpp 13>ICmpFootprint.cpp 4>Patch.cpp 13>ICmpGarrisonHolder.cpp 13>ICmpGuiInterface.cpp 13>ICmpIdentity.cpp 4>PreprocessorWrapper.cpp 3>UserReport.cpp 13>ICmpMinimap.cpp 13>ICmpMirage.cpp 13>ICmpMotion.cpp 3>Util.cpp 13>ICmpObstruction.cpp 4>ShaderDefines.cpp 13>ICmpObstructionManager.cpp 13>ICmpOverlayRenderer.cpp 13>ICmpOwnership.cpp 13>ICmpParticleManager.cpp 13>ICmpPathfinder.cpp 13>ICmpPlayer.cpp 13>ICmpPlayerManager.cpp 3>VideoMode.cpp 13>ICmpPosition.cpp 3>VisualReplay.cpp 13>ICmpProjectileManager.cpp 13>ICmpRallyPoint.cpp 4>ShaderManager.cpp 13>ICmpRallyPointRenderer.cpp 13>ICmpRangeManager.cpp 13>ICmpRangeOverlayRenderer.cpp 3>World.cpp 13>ICmpSelectable.cpp 13>ICmpSettlement.cpp 13>ICmpSound.cpp 13>ICmpSoundManager.cpp 2>ActorViewer.cpp 13>ICmpTemplateManager.cpp 2>Brushes.cpp 2>CommandProc.cpp 2>GameLoop.cpp 2>BrushHandlers.cpp 2>CameraCtrlHandlers.cpp 2>CinemaHandler.cpp 2>CommandHandlers.cpp 2>ElevationHandlers.cpp 2>EnvironmentHandlers.cpp 3>RelaxNG.cpp 2>GraphicsSetupHandlers.cpp 2>MapHandlers.cpp 2>MessageHandler.cpp 2>MiscHandlers.cpp 2>ObjectHandlers.cpp 2>PlayerHandlers.cpp 13>ICmpTerrain.cpp 13>ICmpTerritoryDecayManager.cpp 13>ICmpTerritoryInfluence.cpp 13>ICmpTerritoryManager.cpp 2>TerrainHandlers.cpp 4>ShaderProgram.cpp 13>ICmpTest.cpp 13>ICmpUnitMotion.cpp 13>ICmpUnitRenderer.cpp 13>ICmpUnknownScript.cpp 13>ICmpValueModificationManager.cpp 13>ICmpVisibility.cpp 2>InputProcessor.cpp 13>ICmpVision.cpp 13>ICmpVisual.cpp 13>ICmpWaterManager.cpp 13>CinemaPath.cpp 13>Geometry.cpp 13>HierarchicalPathfinder.cpp 13>LongPathfinder.cpp 13>PathGoal.cpp 2>MessagePasserImpl.cpp 13>Rasterize.cpp 2>Misc.cpp 13>Render.cpp 3>XMLWriter.cpp 13>Selection.cpp 2>Register.cpp 13>VertexPathfinder.cpp 2>SimState.cpp 4>ShaderProgramFFP.cpp 2>View.cpp 4>ShaderTechnique.cpp 13>EngineScriptConversions.cpp 3>XeroXMB.cpp 3>Xeromyces.cpp 13>JSInterface_Simulation.cpp 13>MessageTypeConversions.cpp 13>ScriptComponent.cpp 13>BinarySerializer.cpp 3>JSInterface_ConfigDB.cpp 13>DebugSerializer.cpp 3>JSInterface_Console.cpp 13>HashSerializer.cpp 4>SkeletonAnimDef.cpp 13>IDeserializer.cpp 3>JSInterface_Debug.cpp 4>SkeletonAnimManager.cpp 13>ISerializer.cpp 13>StdDeserializer.cpp 13>StdSerializer.cpp 13>CmpPtr.cpp 13>ComponentManager.cpp 13>ComponentManagerSerialization.cpp 4>SmoothedValue.cpp 4>Terrain.cpp 4>TerrainProperties.cpp 3>JSInterface_Game.cpp 4>TerrainTextureEntry.cpp 4>TerrainTextureManager.cpp 3>JSInterface_Main.cpp 13>DynamicSubscription.cpp 4>TerritoryBoundary.cpp 13>IComponent.cpp 4>TerritoryTexture.cpp 13>LocalTurnManager.cpp 13>ParamNode.cpp 13>ReplayTurnManager.cpp 13>SimContext.cpp 13>TurnManager.cpp 3>JSInterface_Mod.cpp 4>TextRenderer.cpp 3>JSInterface_ModIo.cpp 4>TextureConverter.cpp 4>TextureManager.cpp 3>JSInterface_SavedGame.cpp 4>Unit.cpp 3>JSInterface_UserReport.cpp 3>JSInterface_VFS.cpp 3>JSInterface_VisualReplay.cpp 4>UnitAnimation.cpp 4>UnitManager.cpp 4>JSInterface_GameView.cpp 3>SoundManager.cpp 4>AlphaMapCalculator.cpp 3>OggData.cpp 3>SoundData.cpp 4>DecalRData.cpp 4>HWLightingModelRenderer.cpp 3>ogg.cpp 3>CBufferItem.cpp 4>InstancingModelRenderer.cpp 3>CSoundBase.cpp 3>CSoundItem.cpp 4>MikktspaceWrap.cpp 4>ModelRenderer.cpp 3>CStreamItem.cpp 5>gui.vcxproj -> C:\Users\Mr.lie\AppData\Local\0ad\build\workspaces\vc2015\..\..\..\binaries\system\gui.lib 4>OverlayRenderer.cpp 4>ParticleRenderer.cpp 3>JSInterface_Sound.cpp 3>SoundGroup.cpp 3>format.cpp 4>PatchRData.cpp 4>PostprocManager.cpp 4>RenderModifiers.cpp 4>Renderer.cpp 4>RenderingOptions.cpp 4>Scene.cpp 4>ShadowMap.cpp 4>SilhouetteRenderer.cpp 4>SkyManager.cpp 4>TerrainOverlay.cpp 4>TerrainRenderer.cpp 4>TexturedLineRData.cpp 1> Bibliothek "..\..\..\binaries\system\Collada.lib" und Objekt "..\..\..\binaries\system\Collada.exp" werden erstellt. 6>lobby.vcxproj -> C:\Users\Mr.lie\AppData\Local\0ad\build\workspaces\vc2015\..\..\..\binaries\system\lobby.lib 1>Collada.vcxproj -> C:\Users\Mr.lie\AppData\Local\0ad\build\workspaces\vc2015\..\..\..\binaries\system\Collada.dll 1>Collada.vcxproj -> ..\..\..\binaries\system\Collada.pdb (Full PDB) 4>TimeManager.cpp 1>Erstellen des Projekts Collada.vcxproj beendet. 4>VertexArray.cpp 12>scriptinterface.vcxproj -> C:\Users\Mr.lie\AppData\Local\0ad\build\workspaces\vc2015\..\..\..\binaries\system\scriptinterface.lib 4>VertexBuffer.cpp 4>VertexBufferManager.cpp 4>WaterManager.cpp 11>network.vcxproj -> C:\Users\Mr.lie\AppData\Local\0ad\build\workspaces\vc2015\..\..\..\binaries\system\network.lib 4>JSInterface_Renderer.cpp 7>arena.cpp 7>dynarray.cpp 7>freelist.cpp 7>headerless.cpp 2>atlas.vcxproj -> C:\Users\Mr.lie\AppData\Local\0ad\build\workspaces\vc2015\..\..\..\binaries\system\atlas.lib 7>page_aligned.cpp 7>pool.cpp 7>shared_ptr.cpp 7>unique_range.cpp 7>app_hooks.cpp 7>base32.cpp 7>bits.cpp 7>byte_order.cpp 7>debug.cpp 7>debug_stl.cpp 7>dbghelp.cpp 7>libsdl.cpp 7>archive.cpp 7>archive_zip.cpp 7>codec.cpp 7>codec_zlib.cpp 7>stream.cpp 7>file_loader.cpp 4>mikktspace.cpp 7>file_stats.cpp 7>real_directory.cpp 4>weldmesh.cpp 7>trace.cpp 7>file.cpp 4>OgreGLSLPreprocessor.cpp 7>file_system.cpp 7>io.cpp 7>write_buffer.cpp 7>vfs.cpp 7>vfs_lookup.cpp 13>simulation2.vcxproj -> C:\Users\Mr.lie\AppData\Local\0ad\build\workspaces\vc2015\..\..\..\binaries\system\simulation2.lib 7>vfs_path.cpp 7>vfs_populate.cpp 7>vfs_tree.cpp 7>vfs_util.cpp 7>fnv_hash.cpp 7>frequency_filter.cpp 7>input.cpp 7>lib.cpp 7>module_init.cpp 7>ogl.cpp 7>path.cpp 7>posix.cpp 7>rand.cpp 7>regex.cpp 7>cursor.cpp 7>ogl_tex.cpp 7>h_mgr.cpp 7>secure_crt.cpp 7>snd.cpp 7>status.cpp 7>svn_revision.cpp 7>acpi.cpp 7>ia32.cpp 7>apic.cpp 7>cache.cpp 7>msr.cpp 7>topology.cpp 7>x86_x64.cpp 7>cpu.cpp 7>gfx.cpp 7>mahaf.cpp 7>manifest.cpp 7>wcpu.cpp 7>wdbg.cpp 7>wdbg_heap.cpp 7>wdbg_sym.cpp 7>wdir_watch.cpp 7>wdll_delay_load.cpp 7>wdll_ver.cpp 7>wfirmware.cpp 7>wgfx.cpp 7>counter.cpp 7>hpet.cpp 7>pmt.cpp 7>qpc.cpp 7>tgt.cpp 7>tsc.cpp 7>whrt.cpp 7>winit.cpp 7>wiocp.cpp 7>wnuma.cpp 7>waio.cpp 7>wdlfcn.cpp 7>wfilesystem.cpp 7>wmman.cpp 7>wposix.cpp 7>wpthread.cpp 7>wtime.cpp 7>wutsname.cpp 7>wprofiler.cpp 7>wseh.cpp 7>wstartup.cpp 7>wsysdep.cpp 7>wutil.cpp 7>wversion.cpp 7>wvm.cpp 7>os_cpu.cpp 7>msc.cpp 7>smbios.cpp 7>tex.cpp 7>tex_bmp.cpp 7>tex_codec.cpp 7>tex_dds.cpp 7>tex_png.cpp 7>tex_tga.cpp 7>timer.cpp 7>utf8.cpp 7>wsecure_crt.cpp 3>engine.vcxproj -> C:\Users\Mr.lie\AppData\Local\0ad\build\workspaces\vc2015\..\..\..\binaries\system\engine.lib 4>graphics.vcxproj -> C:\Users\Mr.lie\AppData\Local\0ad\build\workspaces\vc2015\..\..\..\binaries\system\graphics.lib 7>lowlevel.vcxproj -> C:\Users\Mr.lie\AppData\Local\0ad\build\workspaces\vc2015\..\..\..\binaries\system\lowlevel.lib 15>------ Neues Erstellen gestartet: Projekt: pyrogenesis, Konfiguration: Release Win32 ------ 16>------ Neues Erstellen gestartet: Projekt: test, Konfiguration: Release Win32 ------ 15>main.cpp 16>Generating test_Camera.cpp 16>Generating test_Color.cpp 16>Generating test_LOSTexture.cpp 16>Generating test_MapGenerator.cpp 16>Generating test_MeshManager.cpp 16>Generating test_ShaderManager.cpp 16>Generating test_Terrain.cpp 16>Generating test_TextureConverter.cpp 16>Generating test_TextureManager.cpp 16>Generating test_GuiManager.cpp 16>Generating test_ParseString.cpp 16>Generating test_allocators.cpp 16>Generating test_headerless.cpp 16>Generating test_trace.cpp 16>Generating test_vfs_tree.cpp 16>Generating test_vfs_util.cpp 16>Generating test_posix.cpp 16>Generating test_tex.cpp 16>Generating test_ia32.cpp 16>Generating test_wdbg_sym.cpp 16>Generating test_rtl.cpp 16>Generating test_sysdep.cpp 16>Generating test_adts.cpp 16>Generating test_base32.cpp 16>Generating test_bits.cpp 16>Generating test_byte_order.cpp 16>Generating test_cache_adt.cpp 16>Generating test_fnv_hash.cpp 16>Generating test_lib.cpp 16>Generating test_path.cpp 16>Generating test_path_util.cpp 16>Generating test_rand.cpp 16>Generating test_regex.cpp 16>Generating test_secure_crt.cpp 16>Generating test_wchar.cpp 16>Generating test_Bound.cpp 16>Generating test_BoundingSphere.cpp 16>Generating test_Brush.cpp 16>Generating test_Fixed.cpp 16>Generating test_FixedVector2D.cpp 16>Generating test_FixedVector3D.cpp 16>Generating test_MD5.cpp 16>Generating test_Matrix3d.cpp 16>Generating test_Sqrt.cpp 16>Generating test_Net.cpp 16>Generating test_NetMessage.cpp 16>Generating test_CmdLineArgs.cpp 16>Generating test_RelaxNG.cpp 16>Generating test_XMLWriter.cpp 16>Generating test_XeroXMB.cpp 16>Generating test_Xeromyces.cpp 16>Generating stub_impl_hack.cpp 16>Generating test_CColor.cpp 16>Generating test_CLogger.cpp 16>Generating test_CStr.cpp 16>Generating test_ModIo.cpp 16>Generating test_fmt.cpp 16>Generating test_test.cpp 16>Generating test_ObjectToIDMap.cpp 16>Generating test_ScriptConversions.cpp 16>Generating test_ScriptInterface.cpp 16>Generating test_CinemaManager.cpp 16>Generating test_CommandQueue.cpp 16>Generating test_HierPathfinder.cpp 16>Generating test_ObstructionManager.cpp 16>Generating test_Pathfinder.cpp 16>Generating test_Position.cpp 16>Generating test_RangeManager.cpp 16>Generating test_TerritoryManager.cpp 16>Generating test_scripts.cpp 16>Generating test_CmpTemplateManager.cpp 16>Generating test_ComponentManager.cpp 16>Generating test_EntityMap.cpp 16>Generating test_ParamNode.cpp 16>Generating test_SerializeTemplates.cpp 16>Generating test_Serializer.cpp 16>Generating test_Simulation2.cpp 16>Generating test_pkcs5_pbkdf5.cpp 16>Generating test_Preprocessor.cpp 16>precompiled.cpp 15> Bibliothek "..\..\..\binaries\system\pyrogenesis.lib" und Objekt "..\..\..\binaries\system\pyrogenesis.exp" werden erstellt. 16>test_Camera.cpp 16>test_Color.cpp 16>test_LOSTexture.cpp 16>test_MapGenerator.cpp 16>test_MeshManager.cpp 16>test_ShaderManager.cpp 16>test_Terrain.cpp 16>test_TextureConverter.cpp 16>test_TextureManager.cpp 16>test_GuiManager.cpp 16>test_ParseString.cpp 16>test_allocators.cpp 16>test_headerless.cpp 16>test_trace.cpp 16>test_vfs_tree.cpp 16>test_vfs_util.cpp 16>test_posix.cpp 16>test_tex.cpp 16>test_ia32.cpp 16>test_wdbg_sym.cpp 16>test_rtl.cpp 16>test_sysdep.cpp 16>test_adts.cpp 16>test_base32.cpp 16>test_bits.cpp 16>test_byte_order.cpp 16>test_cache_adt.cpp 16>test_fnv_hash.cpp 16>test_lib.cpp 16>test_path.cpp 16>test_path_util.cpp 16>test_rand.cpp 16>test_regex.cpp 16>test_secure_crt.cpp 16>test_wchar.cpp 16>test_Bound.cpp 16>test_BoundingSphere.cpp 16>test_Brush.cpp 16>test_Fixed.cpp 16>test_FixedVector2D.cpp 16>test_FixedVector3D.cpp 16>test_MD5.cpp 16>test_Matrix3d.cpp 16>test_Sqrt.cpp 16>test_Net.cpp 16>test_NetMessage.cpp 16>test_CmdLineArgs.cpp 16>test_RelaxNG.cpp 16>test_XMLWriter.cpp 16>test_XeroXMB.cpp 16>test_Xeromyces.cpp 16>stub_impl_hack.cpp 16>test_CColor.cpp 16>test_CLogger.cpp 16>test_CStr.cpp 16>test_ModIo.cpp 16>test_fmt.cpp 16>test_test.cpp 16>test_ObjectToIDMap.cpp 16>test_ScriptConversions.cpp 16>test_ScriptInterface.cpp 16>test_CinemaManager.cpp 16>test_CommandQueue.cpp 16>test_HierPathfinder.cpp 16>test_ObstructionManager.cpp 16>test_Pathfinder.cpp 16>test_Position.cpp 16>test_RangeManager.cpp 16>test_TerritoryManager.cpp 16>test_scripts.cpp 16>test_CmpTemplateManager.cpp 16>test_ComponentManager.cpp 16>test_EntityMap.cpp 16>test_ParamNode.cpp 16>test_SerializeTemplates.cpp 16>test_Serializer.cpp 16>test_Simulation2.cpp 16>test_root.cpp 16>test_setup.cpp 16>test_pkcs5_pbkdf5.cpp 16>test_Preprocessor.cpp 15>pyrogenesis.vcxproj -> C:\Users\Mr.lie\AppData\Local\0ad\build\workspaces\vc2015\..\..\..\binaries\system\pyrogenesis.exe 15>pyrogenesis.vcxproj -> ..\..\..\binaries\system\pyrogenesis.pdb (Full PDB) 16> Bibliothek "..\..\..\binaries\system\test.lib" und Objekt "..\..\..\binaries\system\test.exp" werden erstellt. 16>test.vcxproj -> C:\Users\Mr.lie\AppData\Local\0ad\build\workspaces\vc2015\..\..\..\binaries\system\test.exe 16>test.vcxproj -> ..\..\..\binaries\system\test.pdb (Full PDB) ========== Alles neu erstellen: 16 erfolgreich, 0 fehlerhaft, 0 übersprungen ========== Quote Link to comment Share on other sites More sharing options...
Stan` Posted May 27, 2020 Report Share Posted May 27, 2020 Well looks fine Quote Link to comment Share on other sites More sharing options...
Mr.lie Posted May 27, 2020 Author Report Share Posted May 27, 2020 7 hours ago, OptimusShepard said: @Mr.lie could you maybe use the Ryzen patch anyway? Every feedback to fix the problem is welcome https://code.wildfiregames.com/D2726 If you are interested in sharpening filter, you maybe want also to test this patch. https://code.wildfiregames.com/D2642 Btw, you said, you don't like fxaa. Did you test fxaa + sharpening filter? Only using fxaa without sharpening is for me to blurry too. Hi, FYI: after applying "D2642" and starting the game with shadow-quality "High" this happens: 0 A.D. 2020-05-27 19-46-46.mp4 Mainlog: WARNING: Framebuffer object incomplete: 0x8CD6 ERROR: GL error GL_OUT_OF_MEMORY (0x0505) occurred Quote Link to comment Share on other sites More sharing options...
Stan` Posted May 27, 2020 Report Share Posted May 27, 2020 Could be because you have shadows maxed out which require a huge amount of VRAM Quote Link to comment Share on other sites More sharing options...
Mr.lie Posted May 27, 2020 Author Report Share Posted May 27, 2020 45 minutes ago, Stan` said: Could be because you have shadows maxed out which require a huge amount of VRAM No, Stan, i don't agree. After revert the patch https://code.wildfiregames.com/D2642 and reinstalled "reshade 4.6.1" (i had deinstalled this before applying the patch to have a clear oppinion what this patch does) the game runs with maximum settings without errors. i'm sure it has to do something with the "opengl32.dll". Remember in this regard our discussion in topic ERROR: GL error GL_OUT_OF_MEMORY (0x0505) occurred 1 Quote Link to comment Share on other sites More sharing options...
Mr.lie Posted June 5, 2020 Author Report Share Posted June 5, 2020 On 5/27/2020 at 1:12 PM, Stan` said: Could you record a video on when that happen? (for AMD tech support) Hello Stan, today i played a game for some hours. Then i made a screenshot via "Lightshot". This app shows a notification after creating the screenshot and send the game to background. After returning to the game via (ALT-TAB) the lag (seen in the videos above) occurs. In the videos also all sounds freezes. If i switch again back to empty Desktop, the sounds seems to be normal until returning again to the game. I'll hope this helps. Quote Link to comment Share on other sites More sharing options...
Mr.lie Posted June 5, 2020 Author Report Share Posted June 5, 2020 This video demonstrates the sound-lag (same game). Maybe you have to turn on your sound-volume Quote Link to comment Share on other sites More sharing options...
Stan` Posted June 5, 2020 Report Share Posted June 5, 2020 Thanks! Unfortunately I had to send the message two days ago the deadline was too close. I'll make sure to send them the videos again if they need it Reshade is really improving the look of things Quote Link to comment Share on other sites More sharing options...
Mr.lie Posted June 5, 2020 Author Report Share Posted June 5, 2020 Related to reshade you're right. I've tried several other effects, also NVidia-Sharpening and in the 0ad-game-options, but i ever return to reshade Quote Link to comment Share on other sites More sharing options...
Stan` Posted June 5, 2020 Report Share Posted June 5, 2020 What are your current Reshade Settings? Quote Link to comment Share on other sites More sharing options...
Mr.lie Posted June 5, 2020 Author Report Share Posted June 5, 2020 3 hours ago, Stan` said: What are your current Reshade Settings? 1 Quote Link to comment Share on other sites More sharing options...
nani Posted June 5, 2020 Report Share Posted June 5, 2020 20 minutes ago, Mr.lie said: Doesn't reshade apply the glsl effects on the gui too? Quote Link to comment Share on other sites More sharing options...
Mr.lie Posted June 5, 2020 Author Report Share Posted June 5, 2020 14 minutes ago, nani said: Doesn't reshade apply the glsl effects on the gui too? Yes, it affects the whole game ... Quote Link to comment Share on other sites More sharing options...
Mr.lie Posted June 5, 2020 Author Report Share Posted June 5, 2020 1. without reshade 2. with adaptivesharpen 3. with adaptivesharpen + clarity 4. with adaptivesharpen + clarity + pirate_curve 5. with adaptivesharpen + clarity + pirate_curve + pirate_lumasharpen 1 Quote Link to comment Share on other sites More sharing options...
Mr.lie Posted June 5, 2020 Author Report Share Posted June 5, 2020 Btw, the "red square" on water (i've seen it in several topic's) still appears (please look at the middle-top): 0 A.D. 2020-06-05 15-11-21.mp4 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted June 5, 2020 Report Share Posted June 5, 2020 what impressive is your graphic specification @Mr.lie I make the wall texture in that marvel and looks like in great quality. Quote Link to comment Share on other sites More sharing options...
Mr.lie Posted June 5, 2020 Author Report Share Posted June 5, 2020 4 hours ago, Lion.Kanzen said: what impressive is your graphic specification @Mr.lie I make the wall texture in that marvel and looks like in great quality. i've have followed the task and was happy so see, that there would be again another great building from you artists ... 1 Quote Link to comment Share on other sites More sharing options...
Mr.lie Posted June 6, 2020 Author Report Share Posted June 6, 2020 16 hours ago, Stan` said: Thanks! Unfortunately I had to send the message two days ago the deadline was too close. I'll make sure to send them the videos again if they need it Reshade is really improving the look of things IMPORTANT: at the time the lag occurs, i had deactivated the Option "Background pause", i think this has to do something related to this phenomenon, because usually i have this option activated and the lag doesn't occur Quote Link to comment Share on other sites More sharing options...
Stan` Posted June 6, 2020 Report Share Posted June 6, 2020 Mmh can you confirm this ? @Dakara est-ce que tu peux tester d'activer et désactiver la pause lors du changement de fenêtte pour voir si ça cause le bug ? Quote Link to comment Share on other sites More sharing options...
OptimusShepard Posted June 6, 2020 Report Share Posted June 6, 2020 6 hours ago, Mr.lie said: IMPORTANT: at the time the lag occurs, i had deactivated the Option "Background pause", i think this has to do something related to this phenomenon, because usually i have this option activated and the lag doesn't occur I can't confirm. I never changed this setting. Backround pause is always enabled, and I get this bug too. Maybe disabling this option will increase the possibility for the bug, I don't know. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.