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Stan`

0 A.D. Project Leader
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Everything posted by Stan`

  1. Oh sorry I thought it was community-maps not community mod. My guess would be that something with mods messes the order. Could also be the persist match settings.
  2. So that's user maps, mmh. Does that happen with community mod maps as well ?
  3. Ah right, that makes some kind of sense since there is no GUI in non visual ... So probably nothing gets initialized and nothing listen to the messages No problem, sorry we couldn't figure out a solution. I do believe that using the RL interface might be better in this case, since it should have a lot more access to the engine functions because you can send arbitrary js to the engine. The tickets hyperion mentioned above. https://gitea.wildfiregames.com/0ad/0ad/issues?q=autostart&type=all&state=all&labels=43
  4. Hey @Lopess and @Duileoga I know I don't speak spanish, but if you ever need help or me to look at a model and tell you what you can optimize for performance, just ping me here Keep up the awesome work!
  5. It seems it shouldn't have any weird side effects. https://gitea.wildfiregames.com/0ad/0ad/src/branch/main/binaries/data/mods/public/maps/scripts/NonVisualTrigger.js It does load your genetic_async.js too bad we don't have https://gitea.wildfiregames.com/0ad/0ad/pulls/7245 yet in your version. Can you figure the furthest it goes in your script before it starts warning. BTW thanks for helping us debug this.
  6. Do you have the same mods loaded when you play the saved game ? Any errors ?
  7. I have been able to compile fine but i do have a few tricks. For the first part of the build I use brew clang, and for the game build i use normal apple clang.
  8. Cc @phosit looks like a bug with MP saved games. If the map doesnt have the same number of players though that's weird
  9. We do now since about a year when the git migration occured.
  10. Is there anything in the main log that says that something was skipped ?
  11. Yeah something is off. Is it writing to interestinglog.html /mainlog.html ? Whether it's visual or non visual it should do the same thing because it needs to be reproductible. It was there long time before the RL interface. Cc @phosit @hyperion @Itms
  12. To check this on Linux just add debug prints to your handlers like warn("something") or error("something")
  13. Okay let's adress points in order then Alright, just wanted to make sure it was not causing any weird side effects The difference between non visual and visual is that it runs the game as fast as possible, that's why it's using so much processing power. If your script expects the game to run normally from a time standpoint that's maybe where it's going wrong. That's also why I suggested the RL interface, as you can you can run step to control things a bit more finely. If you ran the profiler2 you'd see what it was spending time on https://gitea.wildfiregames.com/0ad/0ad/wiki/Profiler2 https://gitea.wildfiregames.com/0ad/0ad/wiki/EngineProfiling Yeah the terminal is not able to capture the game's output, you need something like dbgview. It's very likely it's running in the background still.
  14. Every game is a replay. Replays are just a list of turns which sometimes have a list of commands. The debug is there so you know it's actually running.
  15. Maybe it's more strict in non visual although it should not, what if you try to figure out why it's registering it twice ?
  16. There is an anti spam mechanism that sometimes blocks posts. And we have to validate them for them to show up
  17. Where do you expect them to be stored ? The only cloud localratings is https://replay-pallas.wildfiregames.ovh/ Else as the name implies the stats made from the replay are stored locally. Also depending on how you run the game e.g with -writableRoot the locations change.
  18. Spidermonkey (the js engine) is written in rust. So it need something to generate cbindings so it can be linked
  19. That's weird it says your GPU does not have enough memory. Cc @vladislavbelov
  20. In that python example they wrote a client with the endpoints IIRC You can run arbitrary JS with /evaluate and /step to make the simulation progress. Regarding saving the map itself I'm not sure you can do it one go might have to replay the map and save it after. You can load any map with that endpoint. If you're on Windows you might have some issues with python not going as fast as it can. Probably some issue with flushing.
  21. No his point was that you could install an old debian to get it to run without compiling it. Same as running an old ubuntu.
  22. The de-facto standard these days is GLTF.
  23. @ffm2 I assume Arch has the latest Blender which deprecated (removed?) the DAE import and export because they no longer wanna support this. This means 0 A.D. is probably the last big open source project to use the Collada format. I haven't checked if the settings allows you to restore it; Doing a bit of 3D printing myself, NIFA is right, unless you get a way to get the normal map details from the textures, your models will look very bland, and they clearly are not meant for printing, because of their non manifold nature.
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