Search found 154 matches

by pastdue
19 Aug 2019, 16:21
Forum: Addon discussions
Topic: I have prepared all good maps for inclusion with the next release
Replies: 10
Views: 197

Re: I have prepared all good maps for inclusion with the next release

I appreciate all of the work you put into this. To include these in the game, we'll need the appropriate author and licensing information for each map (and ideally a link to the source page / thread / repo where that information was originally provided). If licensing information was not provided by ...
by pastdue
13 Jul 2019, 15:23
Forum: Coding
Topic: Vulkan support
Replies: 49
Views: 15541

Re: Vulkan support

I've updated the post above with new builds (2019-07-13a). These builds should fix: - The research bar's yellow "progress bar" is on top of the timers (but not for ally research). - Minimap trapezoid "viewing window" is a bit too opaque. - Minimap is really blurry. Additionally, they: - Add more deb...
by pastdue
13 Jul 2019, 01:00
Forum: Coding
Topic: Vulkan support
Replies: 49
Views: 15541

Re: Vulkan support

Yo, this is pretty slick! I tested the linked build on Windows 10 (upgraded to the latest graphics driver available). Can't say I see much wrong. Performance was good. Thank you for testing! If you have a chance, I'm very interested in performance comparisons vs. the default OpenGL mode. (I like to...
by pastdue
12 Jul 2019, 23:28
Forum: Coding
Topic: Vulkan support
Replies: 49
Views: 15541

Re: Vulkan support

@andrvaut: I added some compiling tips above. (You'll need to use the CMake build toolchain for now, and you'll have to ensure that the SDL2 library was compiled with Vulkan support enabled.)
by pastdue
12 Jul 2019, 21:37
Forum: Coding
Topic: Vulkan support
Replies: 49
Views: 15541

Re: Vulkan support

Picking up on this, I've been working with Vincent's gfx_api and Vulkan backend patches (rebased on the current master branch, with refactoring, fixes, and enhancements). Some help testing would be greatly appreciated. For anyone running Windows, here are new (beta) Vulkan-supporting builds: New Bui...
by pastdue
08 Jul 2019, 02:08
Forum: Addon discussions
Topic: Enhanced Balance Mod for 3.x
Replies: 206
Views: 52140

Re: Enhanced Balance Mod for 3.x

Does the memory usage balloon like that without the mod?

If not, is there any chance you can narrow it down to a specific part of the mod that seems to impact the memory usage most significantly?
by pastdue
07 Jul 2019, 20:40
Forum: Development
Topic: Automatic git snapshot builds
Replies: 16
Views: 21260

Re: Automatic git snapshot builds

The snap channels are currently operated by Snapcrafters. At some point (probably after the 3.3.0 release), we'll look into upstreaming their configuration and augmenting it with development builds as the "edge" channel.
by pastdue
07 Jul 2019, 01:22
Forum: Addon discussions
Topic: Enhanced Balance Mod for 3.x
Replies: 206
Views: 52140

Re: Enhanced Balance Mod for 3.x

Can you provide crash logs / .RPT files? At the moment, Windows builds are 32-bit only (and your Ubuntu build is likely 64-bit). 64-bit builds for Windows are currently broken because 64-bit QtScript has breaking behavior differences / bugs. Whenever we get around to replacing QtScript, we should th...
by pastdue
01 Jul 2019, 15:19
Forum: Scripting
Topic: Does the scripting system use Qt?
Replies: 4
Views: 351

Re: Does the scripting system use Qt?

At the time QtScript was chosen (and integrated), Qt was much more widely used in the codebase (in fact, there was even a Qt backend for creating the window and such). So, at the time, it made sense to use Qt data types in all the Qt-script-related files, because Qt data types were used everywhere. ...
by pastdue
01 Jul 2019, 04:22
Forum: Scripting
Topic: Does the scripting system use Qt?
Replies: 4
Views: 351

Re: Does the scripting system use Qt?

Currently, WZ uses QtScript as its ECMAScript engine.

At some point, the goal is to replace this with a different engine while maintaining compatibility with existing scripts (and potentially supporting new ECMAScript E5/E5.1 features).
by pastdue
06 Jun 2019, 22:20
Forum: Mapping / Modding tools & discussions
Topic: WZ to Blender
Replies: 5
Views: 335

Re: WZ to Blender

Just to add on to MaNGusT's excellent overview: We don't currently have WMIT macOS builds uploaded anywhere, but there are instructions on how to build it yourself here: https://github.com/Warzone2100/WMIT/blob/master/README.md (It is admittedly a bit of a pain if you aren't familiar with Xcode and ...
by pastdue
23 May 2019, 19:19
Forum: Coding
Topic: Upgrade of graphics engine
Replies: 3
Views: 431

Re: Upgrade of graphics engine

Glad to hear good news. :-) So, we have two ways to go 1)just wait wz3.4.0 2)prepare PRs which would probably need adapting to new graphics code. If we can get the gfx_api refactoring of the shader-related code finished up, that's a bulk of the major code changes that might affect this future work.
by pastdue
23 May 2019, 17:28
Forum: Coding
Topic: Upgrade of graphics engine
Replies: 3
Views: 431

Re: Upgrade of graphics engine

To get a handle of where I'm at currently: I'm working to upgrade and port vlj's remaining work in wrapping OpenGL calls and adding a Vulkan backend. (Making solid progress.) It may make the most sense to get that merged before additional graphics engine changes, as it requires a number of changes t...
by pastdue
21 May 2019, 19:32
Forum: Balance
Topic: Unit designer limit
Replies: 15
Views: 746

Re: Unit designer limit

I'm encouraged by all of the folks interested in and focused on making WZ the best it can be. There are many recent new contributions and contributors that have popped up (now that more has been moved over to GitHub), with useful fixes, patches, and improvements! I think you'll be quite happy with w...
by pastdue
19 May 2019, 23:04
Forum: Development
Topic: Petition to reinstate Guard, Persue and Hold orders!
Replies: 164
Views: 50012

Re: Petition to reinstate Guard, Persue and Hold orders!

The good news is that Guard, Persue and Hold ("secondary unit orders") are on track to return for 3.3.0_beta2, which will hopefully be out soon-ish.