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gamevora changed their profile photo
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- Today
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Linux slowly dropping support for older hardware
Dunedan replied to Genava55's topic in Introductions & Off-Topic Discussion
Generally people using the word generally don't know what they're talking about. -
Maybe I am overlooking something, or have wrong expectations: This is about SVN nightly built version XXIX build August 12, main 1c2db pot using any mods. When using the diplomacy menu, I can trigger the request for neutrality in SP and get a response from the particular Petra player. OK so far. My own relation indication however stays in "enemy" even if the player agreed to become neutral. Worse, when my neutrality offer was rejected by the Petra player, my indication stays enemy (correct), but when I am being attacked by that player, my forces cannot fight against him most likely as the internal indication is my preference to be neutral which is not indicated. Can anyone please confirm or am I doing something wrong? Thanks alot!!!
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Baelish started following Tamriel from The Elder Scrolls
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I've been working on a custom random map for 0 A.D. inspired by the continent of Tamriel. It uses a real heightmap to recreate the shape of the landmass, then splits it into distinct climate zones that roughly mirror the regions from the source material: from snowy tundra in the north, to alpine terrain, arid deserts, temperate woodlands, and tropical jungle in the south. The heightmap source is: https://www.nexusmods.com/skyrimspecialedition/mods/573 And I used a simplified version of this work for biomes: I want to thanks both the creators of these artworks. This is the result: And now the sources: tamriel.json tamriel.js You can find it on https://mod.io/g/0ad/m/earth-maps, version 0.28.4
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Yeah, those are just bugs that need polishing away; I’ll get those fixed. I may or may not go back to that style of gods; I was told by some people that it was harder to understand as a first time player, since they got stuck at the first god for a while. It really depends on if I can update some of the missing features, including the one that hides locked technologies. We’re planning on simply continuing from where @The Undying Nephalim left off, which includes (but is not limited to): New Factions: Twili, Rito, Guardians, Oocca, Majora, etc. New Features: Necromancy, Hero Abilities, Teleportation, etc. New Lore and Balancing. New Maps and Campaigns. I’ve never encountered that bug before, thanks for the report! Let me know if you have any other questions, I love to talk about Revival!
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Linux slowly dropping support for older hardware
Genava55 replied to Genava55's topic in Introductions & Off-Topic Discussion
They are used but not from modern Linux distro. Generally old hardware uses frozen old OS setups. -
ok, now im running the scripts. So, which build tools should i use for 0ad?
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The Tower Defense mod has waves, maybe take a look at that for help: https://mod.io/g/0ad/m/tower-defense#description
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Linux slowly dropping support for older hardware
Dunedan replied to Genava55's topic in Introductions & Off-Topic Discussion
It's even more hilarious, as we're talking about drivers, which are apparently not used by anybody anymore. -
pmp is the terrain (heightmap and textures), xml basically says where to place which entity and some other parameters like sun light for example and js is indeed for triggers. pmp and xml you probably only want to edit via Atlas. For triggers best read the scripts for other scenarios and binaries/data/mods/public/simulation/components/Trigger.js for available events.
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hyperion changed their profile photo
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amateurgamer started following Need Help with Scenario
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Hi, I wanted to dive in with making a scenario but it's definitely a lot to take in. My scenario is pretty "straightforward." It has a player with some buildings and a few units on a map, and one or two attack waves. From what I've seen, there are three files tied to each scenario: pmp, xml and js. Is the xml the file where I change certain aspects of the game? For instance, maybe I don't want a forge to be buildable. Do I look in the forge template, copy the changed parameter into my xml file and that will overwrite the base game parameter? js is what I'm assuming the scripts and triggers? I'm guess things like the text in the tutorial and attack waves are all done through there? Are there any good guides on getting started with that? Atlas has been pretty intuitive so I think I can learn that through experimentation. Thank you, AG
- Yesterday
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Just for info 0 A.D doesn't use Cmake. I would also advise against putting spaces in folder names. That's indeed what's missing.
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If you have a good plan, you can talk directly to the AI in VSCode or in the terminal, and it'll edit the files directly
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But it is searching the internet to know what commands to run. I guess, use with caution
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Ok. Based on the output you provided, my guess is that you haven't run the script yet, so you're probably missing some of the libraries required to build the code. As explained here, before you can build the code, you need to install the required dependencies and run the script I mentioned.
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I really wouldn’t recommend running commands that AI advises you to run; it literally has no idea what it’s talking about.
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Yeah, I’ll do that last though; in my experience it’s easier to get the ai to have a working product before splitting it into multiple files, since then it wants you to reupload load them for editing, and bllehhhhh
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No
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@ManasManushya just in case, did you run 0ad/libraries/build-source-libs.sh script before trying to compile?
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So, it looks like premake 5 binary is not in the correct folder, or cmake can't find it. Here's what ai said: The error ../../libraries/source/premake-core/bin/premake5: No such file or directory confirms the Premake 5 binary is missing from your source tree. The 0 A.D. build script expects this specific file to exist to generate the Makefiles. 1. Download and Place the Binary (Recommended Fix) You must manually download the Premake 5 binary and place it in the exact directory the script expects. Navigate to the root of your 0 A.D. source folder: cd ~/Documents/Projects_Collab/0ad Create the expected directory structure: mkdir -p libraries/source/premake-core/bin Download the latest Premake 5 binary (Beta 2 is currently stable for 0 A.D.): cd libraries/source/premake-core/bin wget https://github.com/premake/premake-core/releases/download/v5.0.0-beta2/premake-5.0.0-beta2-linux.tar.gz Extract and Verify: tar -xzf premake-5.0.0-beta2-linux.tar.gz # Ensure the file is named exactly 'premake5' ls -l premake5 chmod +x premake5 Return to root and retry the build: cd ../../../../ cd build/workspaces ./update-workspaces.sh cd gcc make -j$(nproc)
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Still the same error: ~/Doc/Projects_Collab/0ad/build/workspaces main ?3 > ./update-workspaces.sh cd gcc make -j$(nproc) ./update-workspaces.sh: line 46: ../../libraries/source/premake-core/bin/premake5: No such file or directory ERROR: Premake failed cd: no such file or directory: gcc make: *** No targets specified and no makefile found. Stop. I had just installed premake
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ok, lemme try it
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From you latest error, the ai said you need to install Premake 5 binary
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Maybe try updating or reinstalling cmake Another thing the ai said: Common Causes for "No Such File" Wrong Root: You are inside ~/Documents/Projects_Collab/Farming++ which appears to be a different project. Ensure you cd into the actual 0 A.D. source folder first. Incomplete Download: If you downloaded a tarball, ensure you extracted both the unix-build and unix-data archives. If using Git/SVN, ensure the checkout finished successfully. Script Permissions: If the file exists but fails to run, make it executable: chmod +x build/workspaces/update-workspaces.sh
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