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I'm not able to compile a28 or main, the compilation fail with this error: ../../../source/scriptinterface/ModuleLoader.h:86:15: required from here /usr/include/c++/11/bits/stl_pair.h:218:11: error: ‘std::pair<_T1, _T2>::second’ has incomplete type 218 | _T2 second; ///< The second member | ^~~~~~ In file included from ../../../source/dapinterface/DapInterface.cpp:30: ../../../source/scriptinterface/ModuleLoader.h:50:15: note: forward declaration of ‘class Script::ModuleLoader::CompiledModule’ 50 | class CompiledModule; | ^~~~~~~~~~~~~~ make[1]: *** [atlas.make:233: obj/atlas_Release/MiscHandlers.o] Error 1 make[1]: *** Waiting for unfinished jobs.... JSInterface_GameView.cpp JSInterface_Renderer.cpp make[1]: *** [engine.make:390: obj/engine_Release/CConsole.o] Error 1 make: *** [Makefile:122: engine] Error 2 AtlasObjectJS.cpp make[1]: *** [graphics.make:417: obj/graphics_Release/FontManager.o] Error 1 make[1]: *** Waiting for unfinished jobs.... CCmpMotionBall.cpp make[1]: *** [simulation2.make:371: obj/simulation2_Release/CCmpAIManager.o] Error 1 make[1]: *** Waiting for unfinished jobs.... AtlasObjectText.cpp CommonConvert.cpp make[1]: *** [dapinterface.make:142: obj/dapinterface_Release/DapInterface.o] Error 1 make: *** [Makefile:92: dapinterface] Error 2 Some time ago I already had this error when compiling main, and though it was because of some WIP, but now I'm guessing the problem is on my end since it's still here. What am I doing wrong? Thanks.
- Today
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I am pretentious but I explained something in March 2023 and still you made the same mistake in October 2023: And I know you saw the post I made in March 2023:
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Polovtsian is related to Polovtsy, it is how the early Russians called the Cumans.
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Maybe stop being so pretentious
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What do you think Polovtsian Baba means?
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Honestly, something simpler looks great as well. Without all of the props on the hill. The base surrounded by stelae.
- Yesterday
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Hi all, I finally want to share the results of a project I've been working on for some time and abandoned several times in between. So here it is, the royal kurgan, a burial mound for a wonder for the scythians. Two main difficulties: (1) somehow make look interesting, what in references is just a bare hill and make it look built by humans (2) let an organic building blend in with the surrounding topography. Concerning (1): It might look too busy, there might be better options for prop placement, player color is difficult to add, maybe too many different/ not fitting stone colours, maybe add flora? Concerning (2): The underground part consumes a lot of tris, but the gravel stones blend in nicely with the ground also on uneven terrain. I don't know if it goes deep enough though. Further references: Some CC0 models I used: Feel free to test from the zip I added and let me know. I also added 7 different steles and two stone heaps of different sizes: This is how it would look without the reddish stones: What is left to do: Choosing the final layout; maybe some colour adjustments; deleting all those hidden faces from the stones on the inside, tthen bake ao; checking on naming conventions, actor files and materials. Also the foundation is just prototype. Edit: I played around with the colours a little bit, turns out that adding some warmth to the gravel base helps a lot, so the contrast between the grey and the reddish stones isn't that harsh. @wowgetoffyourcellphone do you think you could work from here? My skills with colours and picture editing are very limited. 862891456_kurgan0_28.1.zip
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This is so satisfying to watch. A sequel to this chapter would also be really cool. It could focus on Alexander’s youth and campaigns for example
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bennywallace changed their profile photo
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Great video! I've always felt the perfect RTS would need to find that perfect balance between good pathfinding and natural clumping behaviour, bringing a solid combination of intuitive movement and the spectacle of watching armies march in formation. I think ZeroSpace is very close to hitting that sweet spot.
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bennywallace joined the community
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hp_gwPa joined the community
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Mesh has more than one polygon? [SOLVED]
Mapachin Escenarios replied to AGamer's topic in Tutorials & Guides
Excuse me, I wanted to export for Blender, how exactly do you do it? -
Persian Highlands with 8 Players?
casualPlayer replied to casualPlayer's topic in Scenario Design/Map making
Fantastic, thank you very much! -
ferahi joined the community
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AlexHerbert started following A Legendary Tournament Is Coming… or at Least a Funny One
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Hey everyone! I’ve been asked to bring some great news — a new 0 A.D. tournament is coming this December, organized by SaidRdz! He even made a flyer himself… let’s just say it comes with his signature dark humor (as u can see he is master in paint ) If you want to join the fun or need more info, hop into the Discord channel — everyone’s welcome, whether you’re here to win battles or just laugh at the chaos! https://discord.gg/wd266ueY
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Persian Highlands with 8 Players?
Gurken Khan replied to casualPlayer's topic in Scenario Design/Map making
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I now understand that you prefer PureOS because it's "Pure." I was surprised that you were interested in flatpak – on the one hand, "Pure" and on the other, flatpak – but let's leave that aside. Just because Pure hasn't released an updated ISO image for two and a half years doesn't mean they're not doing anything. I looked at their repositories: https://repo.pureos.net/pureos/pool/main/ You can see that they're releasing newer packages there: https://repo.pureos.net/pureos/pool/main/b/base-files/ There's also 0ad: https://repo.pureos.net/pureos/pool/main/0/0ad/ Therefore, I suspect you didn't read the PureOS documentation about how to update releases. PureOS is based on Debian, and I suspect it also uses Debian release codenames. You're probably stuck on Bullseye – hence the version 0.23.0 available. https://packages.debian.org/bullseye/0ad I would try this: I would check the entries in the '/etc/apt/sources.list' file – if the word 'bullseye' is there, that's the cause. In that case, you should update sequentially: bullseye -> bookworm -> trixie, rather than straight to trixie. But to be sure, I would read the PureOS documentation. If this update were successful, I would download three files: 0ad, 0ad-data, and 0ad-data-common (version 0.27.1-3 from Debian trixie-backports): https://packages.debian.org/trixie-backports/0ad and I would install them manually (dpkg -i file.deb). I would then have the latest 0ad for PureOS – but this is just my guess, as I've never used PureOS. In summary – first, issue the following commands: cat /etc/os-release cat /etc/apt/sources.list Regarding your question, I believe there are currently no Linux distributions that meet Richard Stallman's rules. Which distribution doesn't use proprietary firmware? Best regards Postscriptum --------------- PureOS does not use Debian's code names, but its own: Amber, Byzantium, Crimson, and Dawn. https://repo.pureos.net/pureos/dists/ Dawn is probably the equivalent of Debian's sid (perpetually unstable). So you need to read up on it. My guess: you have Amber, but you should have Crimson. Check it out.
- Last week
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I already have the newest version of PureOs (10.3), and I tried sudo apt upgrade, but it still doesn't work. Guess that means I'll have to get a new linux distro. Any recommendations? I prefer VERY secure and private ones, and they must be open-source completely.
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Alright everybody! The new version is ready! Version 0.5.0! This release adds the Lanayru Province, one of the three Zora civs that will be in the mod. Here are some pics You can download it here: https://www.moddb.com/mods/hyrule-conquest-revival/downloads/hyrule-conquest-revival-0-5-0 and here: https://github.com/Perzival123/Hyrule-Conquest-Revival/releases/tag/new. I hope you all enjoy it!
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Okay, I have two questions. I am using the SpawnEntityOnDeath feature to make a unit spawn more units when it dies (a siege machine spawn it's crew). However, when I try, the spawned unit just stands there, like a corpse. It can attack and turn, but it can't move. My second question is if there is a way to spawn multiple units using the SpawnEntityOnDeath feature. Does anyone know how to do either of these things?
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Hi all! I used to play 0ad a long time ago and really enjoyed playing "Persian Highlands" with 8 players (7 of them being AI controlled). Downloaded the most recent AppImage (0.27.1) and found out that the map "Persian Highlands" is now only playable with 4 players. How can I play this map with 8 players again? I found files named persian_highlands_4p.* in the AppImage, but could not find persian_highlands_8p.* on the web. How would I best go about making Persian Highlands playable with 8 players again?
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casualPlayer joined the community
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Maybe I can do something for improving the models of the Han civilization?
Ake replied to Ake's topic in Art Development
I have made some kinds of headgear, related to different kinds of characters in different periods of the Han Dynasty. I didn't finish yet, as archaeological discoveries from different areas indicate various kinds of headgear. I am not able to do sculpting or artistic design, so it is very hard for me to make decoration and reliefs. But I am able to make 3D models of Huan Shou Dao (the typical single edged sword of the Han Dynasty). Based on archaeological documents that I collected, I can make various sizes or styles of Huan Shou Dao, as well as some other kinds of weapons. Chi Dao, a knife carried by noncombatant officers in a troop A civil official Headgear of a soldier in the early days of the Western Han Dynasty Around the early years of the Eastern Han Dynasty Headgear of an officer in the Eastern Han Dynasty Headgear of a soldier in the Eastern Han Dynasty -
For Sarmatians, I'd say focus on the era when they had the most impact on their neighbors and/or were their most powerful. I know this can be vague, but I think a good reference point can be decided.
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OK, many thanks
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You can only do that by using simlinks. There is no option in the game to do that.
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