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Posts posted by Itms

  1. On 2/22/2020 at 11:20 AM, Nescio said:

    However, I looked at a couple of mods hosted via mod.io (autociv, borg-expansion-pack, no-blood-and-gore-mod as well as jp-lang, zh-lang, zh-tw-lang) and none of those had licence or copyright files, which makes me wonder why it is suddenly required in this case.

    Oh, it's not required, I'm just giving you a suggestion here :) and the language packs do include the license of packed fonts, which is the reason why I came up with the suggestion for you. However, and I'm discovering this only now, I forgot to put the license files in the a23b releases of the mods :blush: they were in a22 and a23 versions. Be assured that I will keep adding them when I don't forget, and that your mod won't set a precedent.

    On 2/22/2020 at 11:27 AM, Nescio said:

    Another question, is it possible to make the fontbuilder.py script use font features?

    The script directly calls libcairo's API, so the answer is probably yes, even though I don't know much about that API.

    I also really like the "unusual" but better perispomene accent featured on the bottom line (y) 

  2. Yeah it is necessary as the fnt and png files are derived work from the font itself. You are right that the FreeSerif license is already covered by the vanilla game (but it can't hurt to say it again in the mod); and even though Libertine and Biolinium are covered by the same license it's not written anywhere yet.

    In any case adding the license information to your mod is not going to cost you anything ;)

    • Like 1

  3. 1 hour ago, Andrettin said:

    I tried using the latest version of mozilla-build and NSPR, but to no avail

    That is the issue: in order to build SM45, you need the mozilla-build from 2016 (and I also use NSPR from back then as a security, but it might work with current NSPR, never tried). The mozilla-build from 2016 will not allow you to build with VS2017, the only options will be VS2013 and VS2015.

    • Like 1

  4. We are lagging behind SpiderMonkey and the version we use (SpiderMonkey 45) did not support VS2017, as it was released in 2016. (Actually, the code is probably buildable with VS2017, thanks to backwards compatibility, but Mozilla's build system from 2016, needed to build version 45, did not know how to use VS2017 tools)

    Upgrading SM is one of my highest priorities, but it's a lot of work. From SM52 on, VS 2017 will be supported and we'll enable support for it. (and maybe 2019 will work too, since Mozilla's build system hasn't changed significantly between 2017 and now) :)

    • Like 2

  5. @Nescio The mod looks good, I think you should include the license file for Linux Libertine and FreeSerif. You can place it next to the mod.json. (we place the license along with the font files in the fontbuilder folder, which you can't do with a mod)

    Please upload a new version of the mod, instead of trying to replace the current 5.3.0. The latter usually fails because of the way mod.io caches files. ;)

  6. Here is a patch: https://code.wildfiregames.com/D2244

    To apply it, you should use arcanist. If you are on Debian buster or later, just install it from the repository. Else follow these instructions: quick start.

    Then, you can create an account on Phabricator (that will allow you to comment directly on the patch, to be pinged if we need some information, etc).

    Then, in your terminal:

    arc install-certificate

    in order to use arcanist with your account, and then

    arc patch D2244

    in order to apply the patch. You can then build with

    ./update-workspaces.sh --with-system-nvtt
    cd gcc

    And please report here or on the patch directly if you discover other bugs :)

    Thanks for the report, and in advance for testing and playing!

  7. Hi! You seem to have hit this bug: https://bugzilla.mozilla.org/show_bug.cgi?id=1266366

    What is needed is to patch spidermonkey with it, and when it's committed, then you will be able to build SVN like you tried to do, with

    On 8/22/2019 at 4:25 AM, Dansasbu said:
    ./update-workspaces.sh --with-system-nvtt

    Ideally we would have downloaded the latest bundle from the esr branch, instead of the release candidate from the SpiderMonkey devs, but they are not available anymore for SM45. So it would be better if you could test the patch that I will make, in case we need to patch more bugs. Are you comfortable with using our patch review platform? Else I'll provide the patch here and will give you instructions to test it.

    Thanks for the report :)

    • Like 1
    • Thanks 1

  8. 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.


    • Like 1
    • Confused 1

  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. On 3/27/2019 at 6:46 PM, Togarma said:

    How to get early translations?

    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.

    On 3/27/2019 at 8:24 PM, vladislavbelov said:

    Offtopic, but I have an idea: what if we add semi-supported languages as a mod?

    Yeah, we could easily package a mod with the incomplete translations on each release. :)

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