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  2. What all of you seem to forget is that the instructions to compile a23 are quite different from the instructions to compile recent versions of 0ad and that the versions of some libraries a23 depends on aren't available on modern Linux distributions. In my opinion that makes compiling a23 on a modern Linux distribution quite complicated.
  3. @NewWorldBohate You're exaggerating when you say compilation is difficult. The description on the website: https://gitea.wildfiregames.com/0ad/0ad/wiki/BuildInstructions#linux may be confusing, but that's because it describes compilation cases for various distributions. If you write down the commands, for example, on a piece of paper, it's not so bad. I can help you with that—you just have to want it and show some good will. Yes, compilation requires a lot of dependencies, which are normally unnecessary. But compilation can be performed on a Live system running from a DVD or USB drive (it must be the same version as the one you have installed on your PC). After completing the necessary steps, back up the necessary directories and shut down the computer. All the "mess" (as you wrote) is gone – you only have what you need. Transfer it to your PC and you're done. A small note about 0ad. You build the Live installation in a directory on an external drive, as this directory takes up a lot of space. The drive must have Linux partitions (ext4). If you connect a USB drive with a FAT32 or exFAT file system, for example, the build will fail because Windows file systems do not support symlinks. Best regards.
  4. Today
  5. Editing directly in the XML files? Not very simple for most people. There are at least 8 python scripts in the pages you linked.
  6. what about updating your maps and scenarios to the current or next release? https://gitea.wildfiregames.com/0ad/0ad/wiki/PortA25ToA26 https://gitea.wildfiregames.com/0ad/0ad/wiki/PortA26ToA27 https://gitea.wildfiregames.com/0ad/0ad/wiki/PortA27ToR28
  7. As feared this is turning into a nightmare fast. Ive tried a wine/proton version before. This is a big difference when playing a windows version thru wine/Crossover etc vs a installed version in Linux. Appimage also. Not good. I have dozens of customized scenarios/skirmishes. Again the compile option(s) ARE too hard and a mess to do. The build instructions in the link start by focusing on all the packages and additional software you need to even consider compiling in Linux, and its ridiculous as the Windows versions are completed in the basic .exe install packages where anything Linux are raw and have to go thru the compile nightmare. Obviously previous Linux (Mint) versions of 0AD pumped into all the Linux Mint repositories were completed in a .deb format, and now are no where to be found. Just for FYI- my current install is in the outdated Mint 20.3. Ive even taken a good image of the entire install, placed on a new SSD on the new PC build, and it, of course will not work as the drivers built in the 20.3 kernels are outdated and do not work with new CPU and chipsets.. Doesnt matter if you 'forcibly' and manually install and try any of the new kernels in 20.3, same result.
  8. Yesterday
  9. Reconstruction of the Villa of the Lions in Ostia Antica, 3rd century BC, Italy. Illustration by Giorgio Albertini. Etruscan temple of Tarquinia called Ara della Regina (queen's altar). Built in the 4th century BC.
  10. In this game Persian guy had also a Seleucid ally (me) and the build times look about right after taking into account the -30% construction time team bonus from Seleucids. I don't know about the other building bonus.
  11. Hi phosit, I checked PushNotification and it seems to be limited to several possible message types. Which of course makes sense from the usage perspective... Does it mean the only way to achieve what I wanted would be to mod messages.js by adding new message type that registers function executing SetSimRate? Did I get your idea right? Thanks.
  12. My diagnosis is you played regicide and your opponent got Xerxes.
  13. This is an oversight from the git migration. I have opened #8637 so that the actor editor is available again in the upcoming release. Thanks for the reports!
  14. Hello, thanks for working on this. You should have gotten something from Transifex notifying you of your status change. Please use it responsibly. If you don't mind me asking since I'm evaluating Transifex pertinence at the moment, how did you find where to translate / us, 0 A.D. is transifex working well for you compared to say Weblate if you've used that? Thanks in advance.
  15. There is an A23b appimage that might work too.
  16. The Swedish translation is now cleaned up and complete. I would like to get Reviewer status in Transifex to be able to change some older strings. Username is yeager
  17. Did you use all your workers? Do you have a replay?
  18. In a nomad game I played as the Macedonians, I started building my CC almost as soon as I spawned—just after walking a short distance to an apple tree. My Persian opponent didn’t start building their Town Center until about 30 seconds after I did, yet they finished earlier than I did. I checked the civilization overview and saw that Persians get a 20% reduction in build time for Barracks and Stables—but not for the CC. He had athenians team bonus, but again athenians bonus should give only tech upgrades bonuses, not building according to civ overview. Additionally, during local testing, I noticed that the construction bonus is implemented by speeding up the countdown timer—meaning that when construction starts, the initial build time in seconds is the same as for other civilizations, but the timer ticks faster. This is misleading. It would be clearer if the game instead recalculated the build time in seconds at the moment construction begins (applying the civilization bonus upfront) and then applied any additional bonuses.
  19. Trigger-scripts are executed in the simulation js-interface. I took a look at the tutorial and saw that it uses Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface).PushNotification(...); to send a message to the gui. The gui receives the messages in "session/messages.js".
  20. That would require to move gui element around. This would require an engine change.
  21. Hi Vantha, thanks for detailed explanation. All is clear now. What I wanted to achieve is to programmatically speed up the game in the beginning to the value of~ x20 (just temporarily) to override default Map Setup setting. Reason is to perform some JS asynchronous calculations much faster eliminating internal tick bottleneck. Then go back to the default speed value few moments after. What you described as a workaround sounds very promising! Can you please explain little more how to communicate between different contexts to register SetSimRate? Thank you!
  22. Hello, you mentioned that you don't know how to compile, but that may be the only option if you want Linux native older 0 A. D. And it's not too hard to do. First, get the a23b tar source and data archives from this link: https://releases.wildfiregames.com/ Then, follow the build instructions for Linux on this page: https://gitea.wildfiregames.com/0ad/0ad/wiki/BuildInstructions Obviously, instead of the latest source and data archives, you would use the a23b ones. Good backup practices apply before compiling any large software from source.
  23. That's not possible, unfortunately. Essentially, the engine creates different JS script interfaces for different purposes - one for the GUI (scripts in gui/), one for the simulation (scripts in simulation/ and trigger scripts in maps/scenarios/) and one for map generation (scripts in maps/random/). And those Engine functions are always registered in specific contexts. Engine.QueryInterface, for example, is obviously only available in simulation context, since that's were simulation components and interfaces are. Similarly, Engine.SetSimRate and Engine.GetSimRate are only registered in the GUI scripting context, meaning you can only call them from GUI scripts. What exactly are you trying to achieve? There are some possible workarounds because the engine allows you to communicate between contexts and modifying the engine to register SetSimRate and GetSimRate in simulation scripting context too is quite straightforward actually.
  24. The easiest would probably be using the windows binary with wine / proton. You might see a warning at the start tho as wine doesn't support numa and as such the hardware detection will fail. Just click continue in that case.
  25. Hello everyone! I’d like to share the latest updates from the project as we wrap up the year. I’ve redone many textures and improved several in-game structures. At the moment, I’m reworking all terrain textures, developing the building damage system, and refining many core gameplay mechanics. I hope you enjoy the updates and continue following the development. Wishing everyone a Happy New Year!
  26. I have played this version almost daily for what seems like a decade. My scenarios and skirmishes (single player mode only) are somewhat modified and ONLY work w/ v23 Ken Wood. Have tried many times installing a new or latest version for Linux thru the Mint repositories and moving the maps etc to new version. Never works. I have searched and read here and everywhere else for almost a year merely trying to find the Ken Wood v23 in a Ubuntu .deb package to install on a new PC build. Running Mint 22.2 now the repos and everywhere else only have the latest 0AD versions, or the tar gz versions that I have no idea how to "compile" or install. Even tried a Debian version that of course will not work in Mint 22.2. Finally decided to ask for help and need a good Linux pro. Thanks
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