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andy5995 last won the day on July 14 2016

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  1. I really have no idea if boost is the library causing the problem.
  2. @illmatic I played 3 games today. Won 2, lost 1. Each one recorded properly. According to this post, there was some problem with the ratings; I don't know if it's related. But it seems to be working properly now.
  3. I wasn't suggesting it was invalid. Sounds like there's not much point to me continuing with this then. Thank you for the explanation, @vladislavbelov
  4. I thought I'd see if I could get it built using brew to install the dependencies. The official build instructions seem kind of old; they don't mention brew or recent version of xcode. I figured some instructions for building using brew would be easier to maintain than the build-osx-libs.sh script, and easier for developers new to the project. Or did I miss something? Is there a reason that brew isn't being suggested?
  5. Can anyone help me fix this osx build? I'm trying to test building 0ad on Travis using High Sierra, and installing the dependencies with brew. current build log script used to install dependencies travis.yml output from brew
  6. Thanks. I updated the links in my first post to show what I'm using currently. What I did was install libgloox-dev from the 0ad PPA and the builds are working now (except for the osx build, which is a different problem). As for the versions mentioned in the build instructions, I'd like to refer you to ticket #5290
  7. Let me know if you finish your mod, and I 'll download it and host it sometime.
  8. I was curious to see some output from different compilers and version so I set up a code integration test on my 0ad GitHub fork. Can anyone see why the build is failing at glooxwrapper.cpp? As far as I can tell, I've installed all the required dependencies. The first 3 jobs shown here are running on trusty, using gcc-4.8, 7.0, and clang 5.0. Each one fails at the gloox build: https://travis-ci.org/andy5995/0ad/builds/417847354 script used to install dependencies .travis.yml
  9. Hmm.. strange. jessie backports doesn't have a23 available. https://packages.debian.org/jessie-backports/0ad >Okay so now i know the importance of using non-root usr for running any 3rd party application. Would it work on non-root usr ? or i have to do something more to run the game? Probably not, but you should definitely try it. I suggest you ask in the Kali community because the source of this problem is, as far as I can tell, not with 0ad development, but rather specific to installing it on Kali Linux. https://www.kali.org/community/ But perhaps some other user in this forum will be able to guide you further. EDIT: Oh, you got it working, great!
  10. > i am new to linux... You should only try to run it as a non-root user. Please see https://askubuntu.com/questions/16178/why-is-it-bad-to-log-in-as-root On Linux, it's best only to use root for system administration. Please post the contents of your /etc/apt/source.list
  11. Please tell us what you've tried step-by-step, and then paste in any errors that were output at the end.
  12. Do you ever try Slackware-current? I tested the patch I mentioned on the LQ thread and it works for me. As for 14.2, based on the stack trace, I suspect it has something to do with boost library. I tried making a boost package for 14.2 from the -current source, but it failed to build on 14.2.
  13. I meant the link to the build instructions that I posted above. The order of building the deps doesn't matter, except that I'm pretty sure that wxGTK3 must be installed before wxPython3 (if you want to build the Atlas Editor). By default, the Slackbuild script won't build the Atlas Editor. You can have a binary with the debug symbols using either the release archive or the svn. If you want to just use the release archive with the Slackbuild script, I think all you'd have to do is remove the "strip" command from 0ad.Slackbuild. find $PKG | xargs file | grep -e "executable" -e "shared object" | grep ELF \ | cut -f 1 -d : | xargs strip --strip-unneeded 2> /dev/null That section from the Slackbuild script there you could just comment out completely. I think it's the only place where the stripping is done.
  14. >If it's player error, it should be addressed by informing the player better. For defending against rams, we may also consider giving more civs easier access to sword units (or new upgrades or whatever) >If there is a thing where experienced players don't complain about but inexperienced ones do, it seems to be a matter of missing information, such as was intended to be provided by tutorials. Then wouldn't it be helpful if a trac admin created a wiki page that could be edited later by experienced users? A wiki page with the title and subject "Defense against battering rams", or something to that effect? Something that new users could be referred to? And regarding the tutorial, shall I create a ticket for that? Since any type of balancing would take a lot of time and testing, I wanted to make those two suggestions as something that might be effective in the meantime.
  15. Hi @konmit It looks like you've been very thorough! I assigned myself the ticket 4789 a few days ago. I'm not really sure what else to try yet. I added Slackware build instructions to the documentation. Like you, I did refer to the Slackbuild scripts to get the deps right. >No debugging symbols found? Is this it or it's something else related to /usr/lib64/libstdc++.so.6? In my case it's a symbolic link to /usr/lib64/libstdc++.so.6.0.21 The reason for that is because the Slackbuild script will strip symbols from the binary, as Slackbuild scripts generally are for packaging releases. If you use the instructions I posted directly above, and build from svn (you could also build from the a23 archive that you already have), the resulting binary will contain debugging symbols. To be honest, I'm not sure what to try next and I'm hoping that when the 0ad devs have more time they might be able to take a closer look and give me ideas to try. In the meantime, I've asked for help in the Slackware forum at LQ, so you may want to also subscribe to that thread. But I'll try to keep you updated if anything changes for the better. If you have any ideas or more questions, of course, please share them here or on the ticket.
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