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Found 18 results

  1. Today I started creating a gameplay mod for the current (svn) development version of 0 A.D. “Empires Ascendant”. Although there are already multiple gameplay mods, and the aim of improving gameplay for the next alpha is not unique, this one has a different approach: each change has its own patch on https://code.wildfiregames.com/, to make it easier for the team to discuss, play-test, review, and implement them. Open gameplay balance patches available on phabricator (can also be found with https://code.wildfiregames.com/search/query/fksZuv18waI4/#R ): D497: Allow hunting aggressive and violent wild animals. D574: Horses Balance Mov. Speed. D904: Themistocle aura 1 modify. D1351: Reduce cavalry gather rate. D1354: Changed kush clubman into a maceman. D1365: Lower the repeat rate of spear cavalry. D1400: Hero aura revision. D1762: Give fortress a territory root. D2300: Single walking speed for all citizen infantry. D2477: Garrison units on short wall segments. D2493: Make siege engines uncapturable. D2494: Tweak artillery attacks. D2495: Disable artillery towers and bolt towers. D2497: Keep stone for structures. D2498: Cavalry can no longer gather (meat). D2504: Remove territory influence from arch, monument, pillar. D2505: Tweak wall vision. D2506: Allow building fields in neutral territory. D2507: Allow building palisades in neutral territory. D2508: Prevent ships and siege engines from attacking fields. D2535: Remove pop cap civ bonuses. D2536: Make embassy mercenaries native. D2585: Cavalry archer speed adjustment. D2648: Make Caratacos and Maximus auras local. D2668: Deprecate rotary mill, introduce special gaul farming technology. D2669: New Gaul team bonus. D2674: Make foundations not ConquestCritical. D2682: Unify hero health. D2683: Enable pers champion chariot. D2686: Tweak pyramids and wonder costs and auras. D2687: Tweak gate cost. D2737: Add a flaming status effect to iber champion cavalry. D2741: Allow rome to build palisades. D2742: Disable pers hall and ishtar gate. D2760: Add visible garrison points to gates. D2769: Add visible garrison points to wall towers. D2783: Allow a few more units on medium and long walls. D2792: Balance Advanced and Elite Tech. D2801: Enable stables for all civilizations. D2802: Make fireships ignore anything but ships. D2803: Reduce palisade health and repair time ratio. D2815: Give all civs rams. D2816: Tweak champions costs. D2821: Tweak military structure costs. D2835: Increase cost of "upgrade mercenaries rank" tech. D2839: Remove the build time malus from greek structures. D2841: Split Celtic civ bonuses. D2843: Kush: tweak Amun temple, deprecate upgrade_rank_elite_healer.json technology. D2845: Change phase bonuses. D2846: Fix issue in "spartans_agoge" tech. D2847: Increase capture attack strength. D2851: Remove <PreferredClasses> from axeman/swordman/maceman. D2852: Tweak maurya worker elephant stats. D2853: Tweak elephants again. D2854: Introduce centre tech progression. D2856: Balance mace_silvershields / special_war_horses techs. D2858: Limit Seleucid choice to infantry champions. D2861: Differentiate African and Indian war elephants. And also: D2496: Tweak citizen cavalry and elephant footprints. D2595: Separate elephant archer from cavalry templates. D2720: Update information in {civ}.json files. D2721: Improve animal footprints. D2806: Add extra row to right selection panel. D2807: Group defensive structures together. Abandoned: Tagging everyone listed in the `balancing.json` credits file: @Acumen, @Alex, @Allen ROBOT, @alpha123, @arissa_nightblade, @bb_, @borg-, @Deiz, @elexis, @fatherbushido, @Feldfeld, @Grugnas, @Hannibal_Barca, @historic_bruno, @Matei, @mimo, @Mythos_Ruler, @Nescio, @niektb, @Pureon, @quantumstate, @sanderd17, @scythetwirler, @temple, @ValihrAnt, @Wijitmaker, @wraitii. Please refrain from discussing individual changes in this forum thread; go to corresponding phabricator page instead (click on the links in the list above). To try out individual changes, just include the corresponding patch in your repository (e.g. `arc patch D888`; and `svn revert -R *` to remove them again). If you know of other small, up-to-date patches (only gameplay balancing, not art, maps, mechanics, etc.), feel free to propose them for inclusion in this list. Other feedback is also welcome.
  2. Is it just me, or is the SVN totally knackered? I can't even get a game started. It loads up a map, freezes, then spits out a flurry of error messages (including something about not being able to find the roman stables xml) freezes again, then spits out another flurry of error messages.
  3. So, in the SVN version, the construction UI will not appear if multiple units are selected.
  4. Phalanx


    So.... It can't draw the main cursor for the SVN version, therefore there is a constant error message. Just fyi.
  5. Phalanx


    The menu cannot be opened in svn
  6. It blinks in and out if texturedness.
  7. logs.zip multiple warnings and... no play cache deleted config deleted update last updates logs.zip
  8. Currently Prodigal Son is busy so he cannot making further improvements to the mod and currently the mod is unplayable if the templates is unmodified. So hereby i ask can i or anyone who is willing to play this mod can help Prodigal Son to make this mod playable on svn? Of course no changes on templates attributes data should be set as a principle ,only change the templates to fit the requirements of the SVN. This maintainment needs discussion so i put this topic here to let anyone who cares about the development of the mod talks here.
  9. WARNING: [ParamNode] Could not remove token 'Barracks' from node 'Classes' in 'structures/pers_stables'; not present in list nor inherited (possible typo?) ERROR: CRenderer::EndFrame: GL errors 1286 occurred WARNING: JavaScript warning: simulation/components/Fogging.js line 124 reference to undefined property this.miraged[player] WARNING: JavaScript warning: simulation/components/UnitAI.js line 4420 reference to undefined property cmpFormationUnitAI.order.data.target WARNING: JavaScript warning: simulation/components/UnitAI.js line 4425 Script value conversion check failed: v.isNumber() (got type undefined) WARNING: JavaScript warning: simulation/components/Attack.js line 308 Script value conversion check failed: v.isNumber() (got type undefined) WARNING: JavaScript warning: simulation/components/Attack.js line 312 Script value conversion check failed: v.isNumber() (got type undefined) WARNING: JavaScript warning: simulation/components/Attack.js line 308 Script value conversion check failed: v.isNumber() (got type undefined)
  10. Hello everyone, browsing yesterday's IRC logs, it appears to me more and more members of the Wildfiregames team are using a github repository for development now. This seems logical given that git is supposed to replace the current SVN-based repositories in the future. As stated in the elder git migration forum thread the 'final' git repository of 0ad will be located on the trac server. As i learned from IRC and confirmed by web search, connecting to a git repository requires an intial "cloning" which downloads the complete repository on the local machine. The problem is that operation is unforgiving: Unlike svn, any interruption of the clone operation causes git to re-start the whole download operation. Some googling shows that effect is known since 2009 and fixing it seems hard (if possible at all without breaking backward compatibility, see 3rd post of linked forum thread). So it seems unlikely this limitation will be removed in the forseeable future. Moreover, the maiority of git(hub) repositories seem rather small compared to 0AD, so there is low pressure to put efforts on it. In short: The svn-git migration might effectively lock out at least some newcomers from the project as the git clone-non-resume problem demands an initial uninterruptable download of several gigabytes (according to Philip on IRC, 2GByte at the moment). I imagine the problem will grow in the future (literally). I see at least three ways of dealing with that: Keep the current parallel SVN|git system, maybe with an auto-converter between them. If there is a way to convert existant .svn checkouts to git, a migration might be possible (git svn seems capable of resuming). Just switch off the SVN repo at day X and tell the people outside to either help themselves or go . Any comments or official statements available?
  11. i try to update my 0ad compilation, but i get this result "on command-line" svn: E000111: Unable to connect to a repository at URL 'http://svn.wildfiregames.com/public/ps/trunk' svn: E000111: Error running context: Conexión rehusada but i make a pingtest nd i get the resut that the computer is on ping svn.wildfiregames.com PING svn.wildfiregames.com ( 56(84) bytes of data. 64 bytes from complice.zaynar.co.uk ( icmp_seq=1 ttl=49 time=185 ms 64 bytes from complice.zaynar.co.uk ( icmp_seq=2 ttl=49 time=183 ms 64 bytes from complice.zaynar.co.uk ( icmp_seq=3 ttl=49 time=195 ms 64 bytes from complice.zaynar.co.uk ( icmp_seq=4 ttl=49 time=189 ms 64 bytes from complice.zaynar.co.uk ( icmp_seq=5 ttl=49 time=189 ms 64 bytes from complice.zaynar.co.uk ( icmp_seq=6 ttl=49 time=187 ms 64 bytes from complice.zaynar.co.uk ( icmp_seq=7 ttl=49 time=185 ms 64 bytes from complice.zaynar.co.uk ( icmp_seq=8 ttl=49 time=190 ms 64 bytes from complice.zaynar.co.uk ( icmp_seq=9 ttl=49 time=193 ms 64 bytes from complice.zaynar.co.uk ( icmp_seq=10 ttl=49 time=189 ms 64 bytes from complice.zaynar.co.uk ( icmp_seq=11 ttl=49 time=187 ms 64 bytes from complice.zaynar.co.uk ( icmp_seq=12 ttl=49 time=183 ms ^C --- svn.wildfiregames.com ping statistics --- 12 packets transmitted, 12 received, 0% packet loss, time 11010ms rtt min/avg/max/mdev = 183.017/188.336/195.781/3.691 ms
  12. How i Can do a new diff file to icluded as changes in the trac. related with this ticket: and with sound attached. http://trac.wildfiregames.com/ticket/2331
  13. Just updated to SVN version 14424 and had the following errors while build was running it's tests: And here is my complete SVN update, build and test results: Edit: Played the game for a bit, didn't have any issues in-game. Edit 2: Updated SVN to 14435 and have zero build errors.
  14. After updating SVN to version 14401 and then building 0 A.D., once I reached the testing phase errors were produced. Here is my entire update OS, update SVN and build output in case there is information within which might be helpful for debugging: Edit: After going back to SVN 14391 and rebuilding the above mentioned errors have ceased.
  15. i compile 0AD from SVN! i am using Rfremix 19, but today Rfremix 20 is released, and i have a question, is possible backup my 0ad compilaton? explanation: save the 0AD compilation on a pendrive, when i installed Rfremix 20, copy the "USB version" to the computer, and for play i only need run: su -c yum install gcc-c++ python subversion zip cmake boost-devel libcurl-devel libjpeg-devel libpng-devel libvorbis-devel libxml2-devel openal-soft-devel pkgconfig SDL-devel wxGTK-devel gloox-develis it possible??? or i must get all code and compile?
  16. is posiible only delta-update the SVN downloading only the files changed???, and recompilng
  17. i play a game on 0AD "with SVN version" compilated at i/12/2013 but have a huge bug! i play the game, all goes good!, but when i try to save the game the bug appears! explanation: save the game but when i play the "saved game", the bug attacks
  18. i install the 0AD SVN! of today, but i have some bugs, Qbot only builds houses the bug is stronger on Ptolomeis and Seleucids "i put on very hardm but i only get more enemy houses
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