Want to discuss something that isn't related to 0 A.D. or Wildfire Games? This is the place. Come on in and introduce yourself. Get to know others who are using 0 A.D.
Here is where you can get help with your questions. Also be sure to tell us how we are doing. What can we improve? What do you wish we could do better? Your opinion matters to us!
This is the place to post general stuff concerning the game. Want to express your love for hoplites or find people to play the game with? Want to share your stories about matches you have played or discuss historical connections to the game? These and any other topics which are related to the game, but don't have their own forums belong in this forum.
Discuss the game play of 0 A.D. Want to know why the game plays the way it does or offer suggestions for how to improve the game play experience? Then this is the forum.
Do you have any questions about modifying the game? What will you need to do what you want to? What are the best techniques? Discuss Modifications, Map Making, AI scripting and Random Map Scripting here.
Forums for decision-making on issues where a consensus can't be reached or isn't sufficient. The committees are chosen from among the official team members, but to ensure an open and transparent decision process it's publically viewable.
The build failure occured when running /libraries/build-source-libs.sh It is at the checking stage.
I am using the latest code from gitea main branch as of 6th September 13:40 UTC
```
0:03.59 checking for rustc... /usr/bin/rustc
0:03.59 checking for cargo... /usr/bin/cargo
0:03.63 checking rustc version... 1.98.1
0:03.65 checking cargo version... 1.98.1
0:03.67 checking for rust host triplet...
0:03.67 ERROR: Don't know how to translate x86_64-pc-linux-gnu for rustc
*** Fix above errors and then restart with "./mach build"
ERROR: SpiderMonkey build failed
```
Host OS: Arch Linux
I found some similar discussions about spidermonkey packages on the Gentoo forum
https://bugs.gentoo.org/915651
hopefully it can be of help
Thanks again! This one is a nice source.
It's always gameplay vs historical accuracy/realism vs visuals. People will be frustrated if they can't upgrade because they build their theater too close to another building.
From what I learned, all hellenic theaters in the game are somehow not a good historical representation? So maybe now is the point to reconsider the footprint. I'd vote to go for a much larger one, as on ancient city plans the theaters are often one of the buildings taking the most space.
What is the kernel version and mesa version? Asking because the Xe driver is still quite new. Also can you consistently reproduce it or was that a one off? Also is it limited to one of opengl or vulkan?
The same is true for other game settings, be it activated cheats, relics win, last survivor or something else. For everybody unsure there is already the game settings page, which can be opened with a single click in the game. In my opinion that's absolutely sufficient (although the information could be provided in a nicer way on that page).
There is no place for that with the smaller resolutions we support.
Aside from the mentioned problem that players might take screenshots using other tools, there is also a problem when players want to make screenshots documenting visual bugs where dynamically adding something to the taken screenshot might affect the shown bug. It's also potentially confusing or annoying for players who just want to take a screenshot of what is shown on the screen.
You can dynamically (re)size it, based on its content.
No matter what, I believe that'd be a nice improvement in terms of UI consistency.
This might be over-engineering the screenshot functionality. Mind that 0ad is a game and not a screenshot taking utility. On the other hand I like the possibilities of that.
I kind of like the wonder notifications, so right now I'd vote for showing the ceasefire information there as well.