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CardioGenixReviewUk joined the community
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They are now in release mode. They don't accept things until after the release, especially if they correct the candidate for release.
- Today
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R28 is too late. But that gives us a lot of time to make a lot of cool stuff for R29.
- Yesterday
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I can confirm. Some weeks ago I could compile it and play with the germans. I don't know the date or build nr though anymore.
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Release 28 Branch
real_tabasco_sauce replied to phosit's topic in Game Development & Technical Discussion
No, same reason as @ffm2, and no entity get spawned. Just test it lol. I tested it on my own builds when developing obviously and nothing was wrong. Something must have gone wrong since then. I haven't downloaded the build since i've been very busy. K i can disable those in order to prevent weirdness/unforeseen bugs. -
Looks nice. Maybe turn it a little so it grows away from the building, towards the sun?
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Alright thanks, I will make a new UV2 and bake asap. Is there a deadline for the release already?
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No, same reason as @ffm2, and no entity get spawned. Just test it lol. Not sure how that happened, its not supposed to be like that. Random guess would be that the Carth stone tech get applied to all civs in p1. That is intentional, as the tech turns them into 5 pop houses. But you couldn't train females from them afterward iirc. It seemed a bit odd. Other proprieties of houses are likely to be applied to the wagon that might cause game-play weirdness.
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Release 28 Branch
real_tabasco_sauce replied to phosit's topic in Game Development & Technical Discussion
is that because of points 2 and 3? Or a different reason? Not sure how that happened, its not supposed to be like that. That is intentional, as the tech turns them into 5 pop houses. -
Hmm. I checked the spelling multiple times, and it should work. I wonder what the problem is
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AlexHerbert started following Snapping Walls
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I know nothing about this stuff but my first guess would be that you named something with a too long or invalid name.
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Gitea ssh-key problems
Cayleb-Ordo replied to Cayleb-Ordo's topic in Game Development & Technical Discussion
So i did retest it with the higher rights. [lfs] repositoryformatversion = 0 url = git@gitea.wildfiregames.com:0ad/0ad.git Thats the config, i did those commands: $ git lfs fetch 0ad-base main $ git lfs pull 0ad-base main $ git rebase -i 0ad-base/main $ git push ... To gitea.wildfiregames.com:Cayleb-Ordo/0ad.git 68a7abb3b3..6bdcab11b9 main -> main $ Seems to work. -
I'd like to revisit the code a bit. It needs polishing in any cases but I might also make improvements. Since apparently it's too late to get anything into r28, I'll rather give it the time. I'd love to have your help and views on it! Especially since you seems to be very proefficient on performance implications, and UX in general (here is an opportunity to thank you for your work on 0ad too ). I'm still learning the review/git process so I don't understand what you have in mind here, as I also haven't went through a merged PR.
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Okay, so I tried to add it, and here is what happens: the game crashes without any error messages. In terminal, I get the error: “Assertion failed: ‘(int)m_PassClasses.size() <= PASS_CLASS_BITS’ Location: CCmpPathfinder.cpp:95 (Init)”
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@Atrik Apologies for only responding now. Considering that you have now set up a Gitea account and fork in the meantime, do you want to open a PR for this now? I'm still up to do the testing and reviewing. (If not, it's also fine, I can take care of all the git stuff for you, if you want)
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I just build some minutes ago state d3406f4509 with git clone -b release-0.28.0 https://gitea.wildfiregames.com/0ad/0ad.git Under https://gitea.wildfiregames.com/0ad/0ad/wiki/BuildInstructions sudo pacman -S --needed awk openal m4 boost cmake curl enet fmt gcc gloox grep icu libgl libogg \ libpng libsodium libvorbis libxml2 llvm make miniupnpc patch pkg-config python \ rust sdl2 subversion wxwidgets-gtk3 zip zlib should be cbindgen added. I can play with the established civs but when I try to play a single player game with the germans I get these errors: ERROR: RelaxNGValidator: Validation error: special/players/germ:1: Invalid attribute comment for element GenericName ERROR: RelaxNGValidator: Validation failed for '(null)' ERROR: Failed to validate entity template 'special/players/germ' ERROR: JavaScript error: simulation/components/PlayerManager.js line 20 Engine.QueryInterface(...) is null PlayerManager.prototype.AddPlayer@simulation/components/PlayerManager.js:20:9 LoadPlayerSettings@simulation/helpers/Player.js:44:21 Setting biome generic/sahara. Creating playerbases... 0.014223s. Creating bumps... 0.099461s. Creating hills... 0.019315s. Creating forests... 0.033423s. Creating dirt patches... 0.023661s. Creating grass patches... 0.010003s. Creating metal mines... 0.003676s. Creating stone mines... 0.002799s. Creating decoration... 0.009231s. Creating food... 0.001154s. Creating food... 0.000527s. Creating straggler trees... 0.015792s. Total map generation time: 0.239990s. Total entities: 1832, Terrain entities: 665, Textures: 13. WARNING: GetPlayerByID: no player defined for id '1' PlayerManager.prototype.GetPlayerByID@simulation/components/PlayerManager.js:91:16 ERROR: Failed to load entity template 'structures/germ/civil_centre' ERROR: Failed to load entity template 'units/germ/cavalry_javelineer_b' ERROR: CColor has to be an object ERROR: Error calling component script function GetDisplayedColor
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Cool, thanks for the help, I’ll let you know if it works.
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I think you might have to do something like this : Add a "submarine" section in there pathfinder.xml with a nonrestrictive "shore distance". Handle it in BuildRestrictions (maybe also some stuff here Templates.js). Then you should be able to add <PlacementType>submarine</PlacementType> in <BuildRestrictions> in templates. Don't forget to fix petra too!
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Is it possible to build underwater? What would I have to do to add a new building placement class, that is like the standard one but can be built underwater?
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Maybe a commit or two off, but is fine to test that branch instead. @real_tabasco_sauce ^
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Created https://gitea.wildfiregames.com/0ad/0ad/issues/8540
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Atlas crashes after clicking on Player tab.
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Persian Highlands with 8 Players?
Perzival12 replied to casualPlayer's topic in Scenario Design/Map making
A random map is procedurally generated by a .js file calling upon a random-map-library. A scenario or skirmish map is created in the Scenario Editor, and is static, unable to be edited. I know that it is an option in the Scenario Editor to generate a random map, then save it as a Skirmish or Scenario map, and that a few people have written random map scripts to recreate scenario and skirmish maps as random maps. -
Assuming the RC is same as release 0.28 git branch : Germans are now unplayable Stone gather rates is almost doubled compared to xml template for seemingly all units Last known bug for Germans i noticed and don't think got fixed (can't check cause can't play them): Fertility festival and loom become available in wagons after researching Migratory Resettlement. Don't think that is intentional.
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