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Itms

0 A.D. Project Leader
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Everything posted by Itms

  1. Itms

    Water Redness

    @gameboy Check all the boxes like in the screenshot and click OK, then update your copy and rebuild.
  2. Itms

    Water Redness

    Hi gameboy, the Windows autobuild is stopped for a few days for an upgrade. You can build the game if you want to get the fix! Sorry for the inconvenience
  3. Hi, yes, the autobuild is down for some days, we'd like to build with VS2015 on it. Happy to see it is that useful for you, we'll try to make the downtime as short as possible
  4. Looks like a very nice tool indeed. Don't hesitate to add it on the wiki! The bottom of the EngineProfiling page is probably the best place for it.
  5. Done! Thanks @Alex from Intel for the work and the write-up! We'll let you know about improvements to these parts of the code
  6. Dear members of the treasury committee, With some delay, please find attached the details of expenses engaged for FOSDEM 2019 in February. Five members of WFG were able to attend and to spread the word about the game. Just like last year, I propose to have SPI send the money to me, which I will immediately forward to the attendees, in order to minimize the number of transactions. We are looking forward to reading your reply and we are happy to answer any additional question you might have. Itms, on behalf of the attendees. FOSDEM-2019.pdf
  7. If it's the TLS bug, we'd be happy to have a backtrace, because currently it only happens on macOS (fixed in the development version) and on recent Fedora (not yet fixed, so every bit of extra information is welcome).
  8. He used an old promotional video from WFG instead of trying the game
  9. Common Mistakes: name/label confusion in mod.json - for instance https://0ad.mod.io/ja-lang "name" should be a lowercase identifier, it usually matches the URL of your mod on mod.io: for instance "ja-lang" "label" is a human-readable name, it usually matches the title of the mod on mod.io: for instance "Japanese Language Pack" top-level extra directory. Your zip should contain directly mod.json and the rest of the files, it should not contain a sub-directory with the files. The best way to avoid the issue is to use the archive builder. In order to test whether you made the mistake, try opening the mod with 0 A.D. If you land on the mod selection page and your mod was added to the list (appearing in green), things are good.
  10. Welcome! @Doktoreus is still active and looking into some parts of the documentation, but we will never have enough contributors in this area, so feel free to start proposing content and an application. I second elexis in pointing out that we'd like to know which part of the documentation you are interested in (the technical one, or one aimed at players).
  11. Follow the steps in this guide: https://trac.wildfiregames.com/wiki/BuildInstructions to get the development version of the game. No need to build anything. Then, locate the translation files (everything starting with your language code) under binaries/data/mods/public/l10n/. There are a few strings translated using files in binaries/data/mods/mod/l10n/ and binaries/data/l10n/. Put them in your "user" mod (locate it using https://trac.wildfiregames.com/wiki/GameDataPaths), in a folder /path/to/your/mods/user/l10n. Yeah, we could easily package a mod with the incomplete translations on each release.
  12. Ah I see what you mean. But the engine does not weigh 2GB, so it can be updated just by downloading the new version. The public mod, on the other hand, is identical on all platforms, and could be updated incrementally in theory. Splitting the public mod into smaller pieces (the art aside, typically) would help, because we could release small balance patches not touching the art, hence just modifying a small zip file, and launchers like Steam would be able to make users only download the changed file.
  13. What do you mean Stan? Are you thinking about package managers? To answer the top post, it would be doable but difficult. We could include a torrent client in the engine so that the game contents, especially the large assets, are updated efficiently. But self-upgrading the engine would be even more involved. Not even speaking about the security issues we would have to prevent. I think the simpler way to do it would be to use a separate launcher for the game. That already exists (see Lutris for instance, on Linux) and, when the game is released, you will be able to use Steam or your preferred game launcher, since we will try to launch on as many platforms as possible. There is very little point in creating our own dedicated launcher.
  14. In theory, you will need to wait for a release. If you want, you can get the translations from the development version and use them, but they won't work if some strings in the original English were deleted or modified between the last release and the current date.
  15. Hello! It all depends on the historical period you want to focus on. In particular, since you seem to focus on Turks, there is no civilization in the time period of 0 A.D. that can be directly linked to modern Turkish culture. You may want to take a look at the Millenium A.D. mod which could include the Seljuk Empire, the Sultanate of Rum, or even the emerging Ottoman Empire, in its part II. Similarly, for Chinese powers, the Han dynasty is present in Terra Magna, but other dynasties could be added in other mods with other time frames (Tang/Song in 1000 A.D., etc).
  16. Itms

    Hot key error!

    Would it be fine if Dennis would report only on Jenkins (the detected issues wouldn't appear on Phabricator, only on Jenkins)? Else I can maybe roll up my sleeves and write a patch for the most annoying issue in the plugin.
  17. fc-28 is for Fedora. Yeah we need the crash message. The best way to do this is to run pyrogenesis -editor in a terminal to launch Atlas directly and get the errors in the standard output.
  18. Hello, if you folks create a mod, put it on mod.io and PM to sign it, it shouldn't be an issue! As said above, checking maps is really easy and quick to do, even if there are a lot of them. As a potential user, may I suggest that the mod comes with a pinch of GUI code, adding a map filter for the new maps? (So that the game setup drop-down shows "Default", "Community Maps Pack", "Naval Maps", "Demo Maps" etc). I like the idea
  19. Hello! I am sorry about the situation here. As far as I understand, the report was followed by action, but the report itself was not properly acknowledged. I just sent a PM to user1, telling him to answer here to clarify the misunderstanding. pesem's messages are definitely unacceptable and unwelcome on the lobby, and they are indeed covered by the Terms of Use. So let's not spiral down, and as far as possible let's not involve politics here. Let's just solve the misunderstanding that happened between Sundiata's report and user1's answers to it.
  20. Hello! What platform are you on, are you using the stable or the development of the game, and what do you mean by "never works" (does it crash with a message, or nothing happens)? Thanks in advance
  21. Fixed by Angen in r22125! Thanks for the report Andrettin
  22. Hi @Basshunter, and welcome! The idea sounds very cool. We'd be happy to have you create the assets for that! Putting them into place in the game shouldn't be the main difficulty. So I'm moving this thread to the Art forums, if you don't mind, where you'll be able to work on this with the help of our artists. I also encourage you to get the latest development version (see instructions here, no need to build the game, just download the SVN contents) so that you can dig into our game assets, tweak them, and test your creations as you go.
  23. Hello everyone! Just a very small announcement for the forum users that the support for Gravatar profile pictures has been removed in the latest version of the forum software. You may have noticed that some well-known forum users have become faceless You can find the official notice in the changelog of the forum software: https://invisioncommunity.com/release-notes/440-r81/ Thus this is not a temporary disruption of the Gravatar service, and you should re-upload your profile picture here on the forums if you want to be easily recognized again. Thanks for your understanding, and have a nice weekend y'all
  24. Well, the strange value is confirmed... I'll do some experiments and probably give you a small minimal program reproducing the inconsistency, but I'm not sure what I will find. In the meantime, if you want to play, you can safely comment out the // ENSURE(tlb.Validate()); on line 54 of cache.cpp. It is only a sanity check (something insane is indeed happening! ) which doesn't prevent you from playing at all. Unless the root cause of this issue causes other issues down the line, in which case you can report here.
  25. Hello! I looked into this, I am a bit puzzled: Based on the line numbers of the stack trace, the validation fails for the output of the function 0x80000006/ebx. L2 TLB/cache information: 4K pages & L2 TLB (0x80000006/ebx): instruction # entries = 0x400 (1024) instruction associativity = 8-way (6) data # entries = 0x600 (1536) data associativity = 0x5 (5) So according to cpuid, your processor answers 0x400 6 600 5 (I added the spaces for clarity). However the stack trace says that the value of the register is 1442866176, which is 0x56006400. The byte fields are the other way around (not per byte but per field, so it's not a little/big endianness confusion). I looked at the source code of the cpuid tool, and it looks like our code is doing the same. So I don't see why the value you are getting in our engine is bogus. In order to dissipate any doubt that I can have on the output of gdb, would you mind applying this patch (and recompiling) that just outputs the values sent by the call to cpuid. And share the output here cpuid-debug.patch Thank you very much!
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