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Showing content with the highest reputation on 2024-09-02 in all areas

  1. I think you'll grow used to the new fork/update workflow after a few tries. That part is not really more difficult than what we had with SVN+Phabricator, it's just very different. However, editing/testing across the SVN and the git repo does sound like a pain, I still think it's a valid workflow for small one-time contributions, but it's too impractical for team artists. And we're not going to require you to learn and build the game. I'm going to add a script for copying the nightly windows prebuilt files into the git repo. That way you would be able to modify in the git repo and test there without back and forth. I already did that for pulling translations and spirv shaders, I could also do that for the built game (it would obviously be Windows-only, but that would cover team artists).
    3 points
  2. I like the bold. Don't care too much about the piece armor but it sounds fine. I think people will mostly adjust without any problems either way.
    2 points
  3. I think the general consensus was that is was shite, historically. I have not seen it.
    1 point
  4. Friendly reminder that us Linux users can run the EXE so it isn't!
    1 point
  5. Oh I've never used it that way that's why. When Visual Studio starts I only open the pyrogenesis.sln file since I'm never gonna need any of the others. Recent projects and solutions is in the File dropdown For JS i usually place myself at the mod json level. (and use vs code)
    1 point
  6. Great, glad that our troubleshooting session helped narrow things down enough to identify this issue as the cause of the symptoms. For those watching at home, logs of the troubleshooting conversation on IRC are here and here. Before I buy new hardware I do some searching for discussion of how well it's supported by Linux. Fortunately, there are pretty thorough and updated lists of which wifi products are supported here.
    1 point
  7. I just wanted to reply to this topic to let everybody know that I figured out the problem. There is some kind of issue with the Realtek 8520BE wireless card in my wife's laptop. We're using the firmware-realtek package to enable it and after a lot of troubleshooting, we narrowed it down to that WiFi card. It even caused a hard reboot when we tried playing one game together. I was able to play with my brother between a Linux and macOS machine, she was able to play with the firmware removed and using her phone tethered over USB and everything, but if she tries to play with her built-in wireless card the problems return. I have a spare WiFi card laying around I may try to swap into it and see if it works better.
    1 point
  8. 1 point
  9. So it turns out it's not 0 A.D. specifically. I just played against my wife in a round of Warzone 2100 and though it didn't disconnect, it would take moments where it would freeze for several seconds and we'd have a little icon on the right side of the screen telling us the clients were re-syncing. So it's something to do with my networking setup. I'm using a GL-iNet Flint2 OpenWRT based WiFi router.
    1 point
  10. That is a gameplay consideration which will look very weird in-game. DE will stick to the current method, where the tree is deleted once the foundation starts work. There is little worry of deleting a bunch of the enemy's trees, since DE uses forest groves, which are not destructible.
    1 point
  11. On GitHub, I save my work (if I'm on a different branch) and checkout main, then git fetch origin pull/216/head:pr216 which creates branch 'pr216' (based on changes from pr 216), then I check that out.
    1 point
  12. What's a good way to test someone's PR? Do I check out my own branch based off of their fork's branch?
    1 point
  13. Really trusting everyone knew what they were doing when the decision to go this route was made. Seems twice as complex as before, although I've managed to find an okay workflow today. Editing files in the SVN repo for testing, then having to copy them over to my Git fork, then pushing those changes to Gitea is a pain. And like R_T_S, I'm not sure how to keep my fork utd with the 0ad/0ad main. And I've already edited meshes in the Git repo accidentally, thinking I was editing the SVN mesh, and then testing the mesh in Atlas and being confused as to why it's not working as expected, oh yeah, I need to copy the file over from Git to SVN to test it (lolz! mah bad). It's alright, I think I'll eventually be able to keep it all straight, especially with Stan's help.
    1 point
  14. Just a heads up this line should be if (this.GetBuildProgress() == 1.0 && this.entsToDestroy) and i also didnt check OOS (probably fine though). Was more of a prototype code.
    1 point
  15. making or own versions made with textures from my own house.
    1 point
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