Almin
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Posts posted by Almin
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So is it coming out at sometime today?
How could that be possible? There are still 14 active tickets:
http://trac.wildfiregames.com/roadmap
http://trac.wildfiregames.com/query?status=new&status=assigned&status=reopened&milestone=Alpha+8
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Merry X-mas, to all of you, but don't forget to contribute to 0 A.D.!
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The answer you're looking for was above you the whole time
Sorry, I don't know what came in my mind!
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If you tried Eclipse, are you able to explain me, what plug-ins I need for JavaScript because my Eclipse seems to have trouble with for each loops?
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By the way, I forgot to say that I really love your picture with the purple Carthaginians! Continue doing this great stuff! I would love to be able to do these things!
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Linking test
Running 255 tests.............................................................
..............................................................................
..............................................................................
......................................OK!...nice one!!! Thanks!
[sOLVED]
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Thanks for the fast reply, feneur! Btw, I just started the game and it seemed to run without any problems. But I also haven't tested it for longer than 15 minutes.
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I'm using Arch GNU/Linux and didn't rebuild 0 A.D. for a while, but today I had the time to do so. After rebuilding the test reports an error that never occurred before.
Linking test
Running 255 tests....................................................................................ERROR: JavaScript error: simulation/components/UnitAI.js line 1750
ReferenceError: IID_ResourceSupply is not defined
(20)@simulation/components/UnitAI.js:1750
(20)@simulation/components/UnitAI.js:2497
([object Array])@simulation/components/UnitAI.js:2067
([object Array])@simulation/components/UnitAI.js:2106
()@simulation/components/UnitAI.js:2428
()@simulation/components/UnitAI.js:547
([object Object],"INDIVIDUAL.IDLE")@simulation/helpers/FSM.js:341
([object Object],[object Object])@simulation/helpers/FSM.js:261
(0)@simulation/components/UnitAI.js:2182
()@simulation/components/Formation.js:88
TestFormationExiting(1)@simulation/components/tests/test_UnitAI.js:129
()@simulation/components/tests/test_UnitAI.js:142
In TestComponentScripts::test_scripts:
../../../source/pch/test/../../../source/simulation2/components/tests/test_scripts.h:44: Error: Test failed: L"Running script simulation/components/tests/test_UnitAI.js"
../../../source/pch/test/../../../source/simulation2/components/tests/test_scripts.h:44: Error: Assertion failed: scriptInterface.LoadScript(pathname, wcontent)
..........................................................................................................................................................................
Failed 1 of 255 tests
Success rate: 99%Could you please tell me whether I did something wrong? If so, what am I supposed to do to fix that problem?
greetings
Almin
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In AoE3 you can also enable an optional feature called team-colours where all your friends have the same colour on the mini-map, e.g. yellow and all of your enemies also have the same colour, e.g. red. I just mention it, that it's not forgotten.
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Sorry for being a little bit out-of-topic, but I'd like to follow your development and maybe even learn a little bit or gain some experience. What IDE's or editors are you using?
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Sorry, but what exactly is the aim of this project? Doesn't a project like this already exist? Namely opengameart.org ?
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Thank you very much for the pictures, Wijitmaker. I have to say that I'm not really advanced when it comes to graphics in general. But as of the very awesome quality it isn't a big problem to scale them to 1920x1200, which is 16:10, without loosing too much of the quality (even if it's not a nice thing to do it this way). 16:9 isn't possible because you would get eye-cancer from looking at it.
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Too bad, that this awesome picture has such a low resolution, because it's fantastic art! Does anyone still have the original one with the original size?
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Are you sure, that there is much difference in the performance between 32 and 64 bit machines? Because I can't really imagine, that there is one. I don't have 32bit system running, but 'generally' most of the games(and not just games, I think) that are published, are still 32bit, aren't they? Maybe even parts of Windows itself?
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Currently it doesn't attempt to handle incompatible versions sensibly. If you're joining a new multiplayer game, you'll probably just get an out-of-sync error. If you're loading a saved game, you may get errors saying the file is corrupted (or actually I think it might just crash) or may get script errors or the game may just run a bit weirdly (e.g. if you changed a unit's max HP after saving, then load the earlier game with that unit, its max HP will have changed but its current HP won't have, so it'll look more injured than it used to).
For now, I think we ought to make it compute some kind of checksum of all the simulation data files and use that in saved games and in multiplayer sessions. If the data files have changed at all, it will notice and can warn you that the game probably won't work. (But it should allow you to override that warning since developers might be intentionally changing their data files to test stuff). In the future it would be nice if saved games were compatible across new releases of the game, but that's probably not worth implementing yet, so players will just have to restart if they update the game.
Thank you very much for that explanation. Now if you would use a checksum of the savegame on both computers or something similar, you could also prevent one of the players cheating by changing or editing the savegame? Is this right? This would be so cool!
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First I wanted to add, that your work is great, Ykkrosh, but I have a question:
What if one player wants to join a multiplayer-game of another player(the host), where the host has an other version of the game? For example, the host has alpha 8 and opens a game, and an other player, who himself is playing alpha 9, joins him. Are there any possibilities to stop this. There could be terrible problems, if for example, one player with a newer version of the game chooses a race, that isn't even implemented in the older release of the other player. Also what happens, if both play a multiplayer-game, save it, and one of them or both are updating on a newer release? Does it work, and if yes: How does it work?
Just for those, who don't know how that is handled in AoE3: If you want to join a game, a message appears, that you can't join because of different versions and you will automatically get back into the main menu.
But don't misundestand me, the work, that you've done is still awesome!
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Sorry for posting another reply, but I wanted to keep this topic clean at the end, because my problem is solved.
First: I am ashamed and embarrassed, because, when I read Ykkroshs' reply, something came in my mind: I realised, that I did not use gcc in the correct 64bit version, but another version, which is called gcc-multilib in Arch GNU/Linux. This multilib-Repository "contains 32 bit libraries that can be used to run 32 bit applications like the flash plugin and skype in 64 bit installation."
For further information, what it's all about: https://wiki.archlinux.org/index.php/Multilib
I'm sorry for the time that you(feneur, historic_bruno, Mythos_Ruler and Ykkrosh) lost for my silly mistake, but I can't give it back to you. Next time I will start thinking, before posting!
edit: I forgot to say, that everything works fine now. Compiled without any error. And you're just awesome. You're simply awesome! I love you guys!
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gcc -v:
[me@mypc ~]$ gcc -v
Using built-in specs.
COLLECT_GCC=gcc
COLLECT_LTO_WRAPPER=/usr/lib/gcc/x86_64-unknown-linux-gnu/4.6.1/lto-wrapper
Target: x86_64-unknown-linux-gnu
Configured with: /build/src/gcc-4.6-20110819/configure --prefix=/usr --libdir=/usr/lib --libexecdir=/usr/lib --mandir=/usr/share/man --infodir=/usr/share/info --with-bugurl=https://bugs.archlinux.org/ --enable-languages=c,c++,ada,fortran,go,lto,objc,obj-c++ --enable-shared --enable-threads=posix --with-system-zlib --enable-__cxa_atexit --disable-libunwind-exceptions --enable-clocale=gnu --enable-gnu-unique-object --enable-linker-build-id --with-ppl --enable-cloog-backend=isl --enable-lto --enable-gold --enable-ld=default --enable-plugin --with-plugin-ld=ld.gold --enable-multilib --disable-libssp --disable-libstdcxx-pch --enable-checking=release
Thread model: posix
gcc version 4.6.1 20110819 (prerelease) (GCC)edit:
and make lowlevel verbose=1:
[me@mypc gcc]$ make lowlevel verbose=1
==== Building lowlevel (release) ====
apic.cpp
g++ -Iobj/lowlevel_Release -include obj/lowlevel_Release/precompiled.h -MMD -MP -DNDEBUG -DCONFIG_FINAL=1 -DLIB_STATIC_LINK -DUSING_PCH -I/usr/X11R6/include/X11 -I/usr/X11R6/include -I/usr/include/X11 -I../../../source/pch/lowlevel -I../../../source -I../../../libraries/valgrind/include -I../../../libraries/cxxtest/include -g -Wall -O3 -Wno-switch -Wno-reorder -Wno-invalid-offsetof -Wextra -Wno-missing-field-initializers -Wunused-parameter -Wredundant-decls -Wnon-virtual-dtor -Wundef -fstack-protector-all -D_FORTIFY_SOURCE=2 -fstrict-aliasing -fpch-preprocess -msse -fno-omit-frame-pointer -fvisibility=hidden `sdl-config --cflags` -MF obj/lowlevel_Release/apic.d -MT "obj/lowlevel_Release/apic.o" -o "obj/lowlevel_Release/apic.o" -c "../../../source/lib/sysdep/arch/x86_x64/apic.cpp"
../../../source/lib/sysdep/arch/x86_x64/apic.cpp: In function 'ApicId ApicIdFromProcessor(size_t)':
../../../source/lib/sysdep/arch/x86_x64/apic.cpp:134:53: error: expected '}' at end of input
make[1]: *** [obj/lowlevel_Release/apic.o] Error 1
make: *** [lowlevel] Error 2 -
Is there no one else, who has this problem? I'm on Arch GNU/Linux 64bit with the proprietary Nvidia driver and can not even build the "partly-stable" alpha 7 any more. That worked earlier for me. So it's not just the svn which fails. What could be the problem? Arch Linux is rolling release and has the newest stable versions of software in it's repositories. Might this cause trouble? Incompatible versions of gcc, the build-utils, nvidia-driver or something like this?
edit: With "partly-stable" alpha 7, I talk about these things:
http://releases.wildfiregames.com/0ad-r10288-alpha-unix-build.tar.xz
http://releases.wildfiregames.com/0ad-r10288-alpha-unix-data.tar.xz
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Having problems with rebuilding 0ad. As you can see at the bottom, I can not even test whether all works fine or not.
[me@mypc 0ad]$ sh quickrebuild.sh
At revision 10428.
Updating bundled third-party dependencies...
bash -c 'mkdir -p output/{debug,release,test}/{FCollada/{FCDocument,FMath,FUtils,FColladaTest/{FCTestAssetManagement,FCTestExportImport,FCTestXRef}},FColladaPlugins/FArchiveXML}'
cp output/libFColladaSD.a ../lib/libFColladaSD.a
cp output/libFColladaSR.a ../lib/libFColladaSR.a
SpiderMonkey is already up to date
Building NVTT...
-- Setting optimal options
-- Processor: Intel(R) Core(TM) i7-2630QM CPU @ 2.00GHz
-- Compiler Flags:
-- Looking for OpenGL - found
-- Looking for GLUT - found
-- Looking for DirectX - not found
-- Looking for GLEW - found
-- Looking for Cg - not found
-- Looking for CUDA - not found
-- Looking for Maya - not found
-- Looking for JPEG - found
-- Looking for PNG - found
-- Looking for TIFF - found
-- Found OpenEXR: /usr/lib/libIlmImf.so
-- Looking for OpenEXR - found
-- Use thread library: -lpthread
-- Configuring done
-- Generating done
-- Build files have been written to: /home/markus/homemade/0ad/libraries/nvtt/src/build
[ 2%] Built target posh
[ 16%] [ 32%] Built target squish
Built target nvcore
[ 46%] Built target nvmath
[ 72%] Built target nvimage
[100%] Built target nvtt
Building libenet...
checking for a BSD-compatible install... /bin/install -c
checking whether build environment is sane... yes
checking for a thread-safe mkdir -p... /bin/mkdir -p
checking for gawk... gawk
checking whether make sets $(MAKE)... yes
checking for gcc... gcc
checking whether the C compiler works... yes
checking for C compiler default output file name... a.out
checking for suffix of executables...
checking whether we are cross compiling... no
checking for suffix of object files... o
checking whether we are using the GNU C compiler... yes
checking whether gcc accepts -g... yes
checking for gcc option to accept ISO C89... none needed
checking for style of include used by make... GNU
checking dependency style of gcc... gcc3
checking build system type... x86_64-unknown-linux-gnu
checking host system type... x86_64-unknown-linux-gnu
checking for a sed that does not truncate output... /bin/sed
checking for grep that handles long lines and -e... /bin/grep
checking for egrep... /bin/grep -E
checking for fgrep... /bin/grep -F
checking for ld used by gcc... /usr/bin/ld
checking if the linker (/usr/bin/ld) is GNU ld... yes
checking for BSD- or MS-compatible name lister (nm)... /usr/bin/nm -B
checking the name lister (/usr/bin/nm - interface... BSD nm
checking whether ln -s works... yes
checking the maximum length of command line arguments... 1572864
checking whether the shell understands some XSI constructs... yes
checking whether the shell understands "+="... yes
checking for /usr/bin/ld option to reload object files... -r
checking for objdump... objdump
checking how to recognize dependent libraries... pass_all
checking for ar... ar
checking for strip... strip
checking for ranlib... ranlib
checking command to parse /usr/bin/nm -B output from gcc object... ok
checking how to run the C preprocessor... gcc -E
checking for ANSI C header files... yes
checking for sys/types.h... yes
checking for sys/stat.h... yes
checking for stdlib.h... yes
checking for string.h... yes
checking for memory.h... yes
checking for strings.h... yes
checking for inttypes.h... yes
checking for stdint.h... yes
checking for unistd.h... yes
checking for dlfcn.h... yes
checking for objdir... .libs
checking if gcc supports -fno-rtti -fno-exceptions... no
checking for gcc option to produce PIC... -fPIC -DPIC
checking if gcc PIC flag -fPIC -DPIC works... yes
checking if gcc static flag -static works... yes
checking if gcc supports -c -o file.o... yes
checking if gcc supports -c -o file.o... (cached) yes
checking whether the gcc linker (/usr/bin/ld -m elf_x86_64) supports shared libraries... yes
checking whether -lc should be explicitly linked in... no
checking dynamic linker characteristics... GNU/Linux ld.so
checking how to hardcode library paths into programs... immediate
checking whether stripping libraries is possible... yes
checking if libtool supports shared libraries... yes
checking whether to build shared libraries... yes
checking whether to build static libraries... yes
checking for gethostbyaddr_r... yes
checking for gethostbyname_r... yes
checking for poll... yes
checking for fcntl... yes
checking for inet_pton... yes
checking for inet_ntop... yes
checking for struct msghdr.msg_flags... yes
checking for socklen_t... yes
configure: creating ./config.status
config.status: creating Makefile
config.status: creating libenet.pc
config.status: executing depfiles commands
config.status: executing libtool commands
make: Nothing to be done for `all'.
make: Entering directory `/home/markus/homemade/0ad/build/premake/premake4/build/gmake.unix'
==== Building Premake4 (release) ====
make: Leaving directory `/home/markus/homemade/0ad/build/premake/premake4/build/gmake.unix'
Building configurations...
Running action 'gmake'...
Generating ../workspaces/gcc/Makefile...
Generating ../workspaces/gcc/pyrogenesis.make...
Generating ../workspaces/gcc/network.make...
Generating ../workspaces/gcc/simulation2.make...
Generating ../workspaces/gcc/scriptinterface.make...
Generating ../workspaces/gcc/engine.make...
Generating ../workspaces/gcc/graphics.make...
Generating ../workspaces/gcc/atlas.make...
Generating ../workspaces/gcc/gui.make...
Generating ../workspaces/gcc/lowlevel.make...
Generating ../workspaces/gcc/mocks_real.make...
Generating ../workspaces/gcc/mocks_test.make...
Generating ../workspaces/gcc/AtlasObject.make...
Generating ../workspaces/gcc/AtlasScript.make...
Generating ../workspaces/gcc/AtlasUI.make...
Generating ../workspaces/gcc/ActorEditor.make...
Generating ../workspaces/gcc/Collada.make...
Generating ../workspaces/gcc/test.make...
Done.
==== Building mocks_real (release) ====
==== Building network (release) ====
==== Building scriptinterface (release) ====
==== Building simulation2 (release) ====
==== Building engine (release) ====
==== Building atlas (release) ====
==== Building graphics (release) ====
==== Building gui (release) ====
==== Building lowlevel (release) ====
==== Building mocks_test (release) ====
==== Building AtlasObject (release) ====
==== Building AtlasScript (release) ====
==== Building Collada (release) ====
==== Building AtlasUI (release) ====
apic.cpp
lcpu.cpp
linux.cpp
ldbg.cpp
dir_watch_fam.cpp
ufilesystem.cpp
unix.cpp
udbg.cpp
unuma.cpp
../../../source/lib/sysdep/arch/x86_x64/apic.cpp: In function 'ApicId ApicIdFromProcessor(size_t)':
../../../source/lib/sysdep/arch/x86_x64/apic.cpp:134:53: error: expected '}' at end of input
make[1]: *** [obj/lowlevel_Release/apic.o] Error 1
make[1]: *** Waiting for unfinished jobs....
==== Building ActorEditor (release) ====
Creating obj/ActorEditor_Release
ActorEditor.cpp
Linking ActorEditor
make: *** [lowlevel] Error 2
[me@mypc 0ad]$ ls
0ad-alpha_7-2-x86_64.pkg.tar.xz LICENSE.txt README.txt build libraries license_gpl-2.0.txt quickrebuild.sh source
Buildvorgang OpenLogsFolder.bat binaries docs license_dbghelp.txt license_lgpl-2.1.txt rebuild.sh startpyrogenesis.sh
[me@mypc 0ad]$ ./binaries/system/test
bash: ./binaries/system/test: No such file or directoryDoes anyone of you know the problem. I have this problem since a few days or maybe 2 or 3 weeks.
edit: How can I hide the console output(to make the post shorter)?
EDIT/Mythos: Added Spoiler tags.
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I don't have your error, but another one, while:
==== Building AtlasUI (release) ====
amd64.cpp
CCmpPathfinder_Tile.cpp
MiniPatch.cpp
Atlas.cpp
msr.cpp
XeroXMB.cpp
x86_x64.cpp
QuickTextCtrl.cpp
QuickFileCtrl.cpp
ObjectManager.cpp
XMLWriter.cpp
apic.cpp
FieldEditCtrl.cpp
../../../source/lib/sysdep/arch/x86_x64/apic.cpp: In function 'ApicId ApicIdFromProcessor(size_t)':
../../../source/lib/sysdep/arch/x86_x64/apic.cpp:134:53: error: expected '}' at end of input
GameView.cpp
make[1]: *** [obj/lowlevel_Release/apic.o] Error 1
make: *** [lowlevel] Error 2
make: *** Waiting for unfinished jobs....
Xeromyces.cpp
RelaxNG.cpp
SoundGroup.cppI never got this one before, but the last time I rebuild 0ad was a couple of weeks ago.
If I now want to start the game:
./binaries/system/pyrogenesis: No such file or directoryedit: I tried to upload the complete build process cmd output as a text-file with UTF-8, but I was not permitted?! wtf?
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Wait. You mentioned Germany. It's not just easier to speak german if you want to study here, but also does it look like our universities have many more students than they can actually educate. If you really would like to study in a german-speaking country, I would rather advise you to go to Switzerland, even if they speak a very strange dialect( ), because the situation on their universities is generally a better one, as said in the media. Moreover, in parts of Switzerland, people speak French or Italian(edit: if you would like to learn these languages).
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no i think he wasn't - he made several posts and all of which were related to 0ad and made sense haha. weird.
That's right. He joined this morningy and made 5(?) replies all over the forums which I think were mostly , at least kind of-, senseless (sorry, but that's just my opinion) and all his postings had the same links to the same sports-shops! wtf?
edit: Thanks, by the way. I really hope, that I'm right, if not, I will be ashamed of myself.
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Now it's clear, you are the men, Mythos_Ruler! That's just stunning! Go on doing this!
Suggestions for 0 A.D.
in Gameplay Discussion
Posted · Edited by Almin
I'm not using Mac, but Linux. I will try whether the Windows binary will run on Linux with wine or not and write my result here. I just need a few minutes...
@developers: Do you use any special version of msvcp90.dll? I've got some problems with this thing...
edit: I gave up. I'm just not good enough to make it running. I play AoE3 on Linux. I play Assassin's Creed on Linux, I play Company of Heroes and some Steam-Games like Counterstrike on Linux but I can't install 0 A.D. this way! Frustrating and annoying!