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  2. Before you start experimenting, back up your important data, or better yet, create a system image using Clonezilla. From what I've seen, the PuerOS documentation is very poor, and there's no information about updating releases—you have to guess. So either they didn't bother to write it or there's something wrong with the updates. Or maybe I was looking in the wrong place? In either case, be careful. Good luck. Regards.
  3. Yeah, that's normal. If you don't jump through MS's hoops (pay them money) the defender will not recognize your app. I believe there's a button like "more" where you can continue the installation anyway.
  4. Hi I am installing O a.d in Windows 11 and getting the following error message when trying to install the game. Is this normal?
  5. I’m only using FlatPak because it seems to be newer than the PureOS repositories. Thank you so much for the guide, I’ll try it and let you know how it works out. Thanks!
  6. For me typically 1/3 is spent for the simulation (that varies a lot), 1/4 is spent for rendering and 1/6 is spent for the gui. It's not easy to point exactly at one place where time is spent. For example there are allocations and virtual-dispatches all over the place. Indeed this looks interesting. To me the title is clear ^^. It's about catching exceptions. Initially that doesn't help performance but makes using threads simpler. (So more things might be moved to another thread in the long run.)
  7. It also works for static items, I.e. things that don’t move, like treasure. Is there a way to allow it to spawn move able entities? What do you think it would take?
  8. `SpawnEntityOnDeath` Only creates local entities, it's meant for say debris, or an explosion decal. https://gitea.wildfiregames.com/0ad/0ad/src/commit/32edc28cda72d0c9cd70937d7c46c58322bcf040/binaries/data/mods/public/simulation/components/Health.js#L403
  9. Short answer: it depends. On lower end machines, graphics are gonna eat up your GPU causing your CPU to starve. So for those, graphics and model quality will be the bottleneck. Getting the state for unit selection is quite slow as it pulls a lot of data (https://code.wildfiregames.com/D1618). Querying interfaces, (e.g getting a component for an entity) might be faster with better data structures https://code.wildfiregames.com/D1739 / https://code.wildfiregames.com/D4718 Creating entities is a bit slow too IIRC. E.g our upgrade system could use not having to create and destroy entities https://code.wildfiregames.com/D4991 Other hints in patches by wraitii https://code.wildfiregames.com/search/query/1SOtiSQV9ik8/#R This looks interesting https://gitea.wildfiregames.com/0ad/0ad/pulls/8521 OUTDATED but maybe still interesting https://gitea.wildfiregames.com/0ad/0ad/wiki/GamePerformance EDIT: also https://gitea.wildfiregames.com/0ad/0ad/issues/5874 which has a weird title cc @phosit
  10. You might try to make a weathered version of the boat texture to make it look like it's been there a little while.
  11. Stan`

    Erechtheion

    Looks really cool! Maybe the stone wall could use a few more details to look less blocky but otherwise good job.
  12. Thanks. From an artistical point of view, filling a boat with props isn't that difficult, all models are existing already. I'm not sure how to display it in a bog though.
  13. The only illustrative reference is from Ancient Warfare magazine but it is a sketchy simplification : The boat was submerged with blacksmith tools, with wooden vessels and recipients, animals were sacrificed, notably a horse and two dogs. Spears and oars were thrust into the silty bottom to anchor it. There were dozen of spears and shields submerged with the boat.
  14. So maybe a wonder could look something like that? Do you have further references? without the heap:
  15. @nifa The only idea I can have specifically about the Cimbri, is the Hjortspring deposit. The boat was deposited in a small bog of approx. 50 m in diameter, in the middle of an island. I don't know if it is more practical.
  16. I don't know. But I know the Germans from this time period didn't make new burial mounds, because they are practicing cremation, deposing the ashes in urns, which are then buried. At the best, they used older mounds to bury their urn in the upper layers.
  17. Hi! I know this was probably asked lim -> infinity times: which are the parts that takes most of the computational time and contributes mostly to lag? Simulation? Pathfinding?
  18. Not sure, that mesh looks like there's a lot of sculpting left to be done, especially at the arms
  19. Can you add verbose to your build command like "make -C build/workspaces/gcc verbose=1" so we see the actual build command run. Also what output do you get for "g++ --version" and "clang++ --version"? Side note, premake --cc option with version, ie gcc-12 isn't documented and broken in some cases. Typically if you use binutils you wont have an corresponding ar-12 for example which it would look for.
  20. the destroyed army camp looks like a placeholder to me
  21. nifa

    Erechtheion

    Sure, here you go 942182649_erechtheion0_28.2.zip
  22. Thanks, so what I've tried now is : ./update-workspaces.sh --cc=gcc-12 cd gcc make And ./update-workspaces.sh --cc=clang-18 cd gcc #Can't see any other folders make If i pass a compiler version i don't have to update-workspaces.sh, it tell me so. Therefor I'm guessing i do have to compiler I'm passing above. Yet compilation fails in both cases. With gcc /usr/include/fmt/core.h:2201:22: error: ‘constexpr void fmt::v8::basic_format_parse_context<Char, ErrorHandler>::on_error(const char*) [with Char = char; ErrorHandler = fmt::v8::detail::error_handler]’ called in a constant expression 2201 | context_.on_error(message); With clang In file included from ../../../source/ps/GameSetup/GameSetup.cpp:84: ../../../source/scriptinterface/FunctionWrapper.h:518:6: error: call to consteval function 'fmt::basic_format_string<char, std::basic_string<char> &>::basic_format_string<char[51], 0>' is not a constant expression 518 | "Failed defining function {:?} on the native scope.", classInfo->name)}; | ^
  23. I think you are using gcc instead, if you want to use clang you have to set CXX environment variable or pass --cc=clang to update-workspace.sh, also your gcc version is likely older then gcc-12.
  24. That do fix the error, but compilation fails later with another forward declaration and a bunch of new errors too. I have clang 18.1.8, rusc 1.91.0
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