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WFG Programming Team
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fabio last won the day on March 21 2018

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  1. There are already some mods or total conversion, see for example this: https://www.moddb.com/mods/hyrule-conquest Some features may currently be missing, but if an interesting mod emerge they may be added, as already done in the past. But someone should be committed in investing months of work designing models, animations, scripts and so on. As an alternative, partially free (Creative Commons Attribution-Noncommercial license), RTS ,WW2 game you can have a look at Spring 1944: http://spring1944.net/ .
  2. Selling code or art should be possible, STK does just that (as well as Red Hat and other commercial free software companies): https://supertuxkart.net/Donate But indeed it is not needed until we have money available and no plan to use it.
  3. Looking great! BTW, you should be able to get rid of copyright issues if you change the specific names, while keeping a similar look and feel.
  4. The best one is Wildfire Games! And look here how you can apply, get paid and get experience contributing to it:
  5. @itrelles Hi, I removed two your posts, they didn't look very useful as first posts...
  6. You may want to do some graphs before/after the patches. See here for how to use the profiling feature: https://trac.wildfiregames.com/wiki/EngineProfiling#Simulationreplaymode Also make sure the MD5 hash of final state is the same, if the changes are not supposed to introduce different paths.
  7. The patch has a lot of whitespace changes, so it is not readable... The buildlog seems fine to me. I suppose jpeg support is not needed within wx (was also removed from the game itself), correct? Then it could also be disabled with --with-libjpeg=no .
  8. CPPFLAGS="-L$LIB_PNG´╗┐_DIR/include That -L should be -I
  9. Without changing cppflags it may includes different headers than the ones of the library and problems may arise...
  10. I would first move building libpng (around L376) before wxwidgets (L335). Then replace --with-png=builtin wxwidgets compile option with --with-libpng=sys . It probably will fail because it will search in standard system location. Then try to change the wxwidgets CPPFLAGS from CPPFLAGS="-stdlib=libc++ ... to something like CPPFLAGS="-Irelative/path/to/just/compiled/libpng/headers -stdlib=libc++ ... and LDFLAGS from LDFLAGS="$LDFLAGS" to LDFLAGS="-Lrelative/path/to/just/compiled/libpng/lib $LDFLAGS" . EDIT: it should be similar to what done on sdl2 with iconv (L293).
  11. BTW the forum software itself is not open source either...
  12. For reference: https://trac.wildfiregames.com/ticket/5288
  13. The mod files should be zip. IIRC they are however generated with no compression, this to be better compressible in the 0ad installer. So it would make be nice to make mods using zip compression. (No idea if this is already done, didn't check).
  14. Yes, it is nice indeed! As a clarification that mod is done by @fcxSanya.
  15. You may want to have a look here...: https://github.com/AlexanderOlkhovskiy/0ad-space
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