-
Posts
17.627 -
Joined
-
Last visited
-
Days Won
562
Everything posted by Stan`
-
Okay, so first fun fact the script is marked as a POSIX shell script by the shebang (#!/bin/sh) but uses arrays pushd and popd which are not compatible among other features. Needs to be fixed. Then run the script noticed the skeleton errors. Other fun fact they are present in the packaging script just nobody noticed them (which ran on macOS) https://jenkins.wildfiregames.com/blue/rest/organizations/jenkins/pipelines/macos-all-bundles/runs/131/nodes/30/steps/31/log/?start=0 ERROR: art/animation/other/hele_trireme_fore_sail_idle.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" ERROR: art/animation/other/hele_trireme_fore_sail_move.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" ERROR: art/animation/others/camel_rein_attack_melee.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" ERROR: art/animation/others/camel_rein_death.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" ERROR: art/animation/others/camel_rein_drop.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" ERROR: art/animation/others/camel_rein_idle.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" ERROR: art/animation/others/camel_rein_run.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" ERROR: art/animation/others/camel_rein_sit_drop.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" ERROR: art/animation/others/camel_rein_trot.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" ERROR: art/meshes/gaia/tree_apple_top_e.dae: Assertion not satisfied (line 570): failed requirement "mesh has single set of polygons" ERROR: art/meshes/gaia/tree_apple_top_f.dae: Assertion not satisfied (line 570): failed requirement "mesh has single set of polygons" ERROR: art/meshes/gaia/tree_apple_top_g.dae: Assertion not satisfied (line 570): failed requirement "mesh has single set of polygons" ERROR: art/meshes/gaia/tree_apple_top_h.dae: Assertion not satisfied (line 570): failed requirement "mesh has single set of polygons" WARNING: art/meshes/gaia/tree_apple_trunk_c.dae: FCollada 105: Polygons is empty. ERROR: art/meshes/gaia/tree_apple_trunk_c.dae: Exception caught while parsing a COLLADA document from file. WARNING: art/meshes/gaia/tree_apple_trunk_d.dae: FCollada 105: Polygons is empty. ERROR: art/meshes/gaia/tree_apple_trunk_d.dae: Exception caught while parsing a COLLADA document from file. ERROR: art/meshes/props/camel_rein.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" ERROR: art/meshes/props/hele_trireme_front_sail.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" ERROR: art/meshes/skeletal/m_tunic_long.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" So I ran it on linux user@user-Surface-Pro-2 ~/0ad grep -ir error file.log ERROR: art/animation/other/hele_trireme_fore_sail_idle.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" ERROR: art/animation/other/hele_trireme_fore_sail_move.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" ERROR: art/animation/others/camel_rein_attack_melee.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" ERROR: art/animation/others/camel_rein_death.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" ERROR: art/animation/others/camel_rein_drop.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" ERROR: art/animation/others/camel_rein_idle.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" ERROR: art/animation/others/camel_rein_run.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" ERROR: art/animation/others/camel_rein_sit_drop.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" ERROR: art/animation/others/camel_rein_trot.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" ERROR: art/meshes/gaia/tree_apple_top_e.dae: Assertion not satisfied (line 570): failed requirement "mesh has single set of polygons" ERROR: art/meshes/gaia/tree_apple_top_f.dae: Assertion not satisfied (line 570): failed requirement "mesh has single set of polygons" ERROR: art/meshes/gaia/tree_apple_top_g.dae: Assertion not satisfied (line 570): failed requirement "mesh has single set of polygons" ERROR: art/meshes/gaia/tree_apple_top_h.dae: Assertion not satisfied (line 570): failed requirement "mesh has single set of polygons" ERROR: art/meshes/gaia/tree_apple_trunk_c.dae: Exception caught while parsing a COLLADA document from file. ERROR: art/meshes/gaia/tree_apple_trunk_d.dae: Exception caught while parsing a COLLADA document from file. ERROR: art/meshes/props/camel_rein.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" ERROR: art/meshes/props/hele_trireme_front_sail.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" ERROR: art/meshes/skeletal/m_tunic_long.dae: Assertion not satisfied (line 393): failed requirement "recognised skeleton structure" user@user-Surface-Pro-2 ~/0ad grep -ir warning file.log WARNING: art/meshes/gaia/tree_apple_trunk_c.dae: FCollada 105: Polygons is empty. WARNING: art/meshes/gaia/tree_apple_trunk_d.dae: FCollada 105: Polygons is empty. I'm voluntarily excluding the iccp profile errors as they have been there for a while and so far have not caused much damage. But still any test of the Ptolemies camels or a naval battle should have caused errors right? Well, in theory yes... but perl checkrefs.pl --check-unused ... Unused file 'public/art/animation/other/hele_trireme_fore_sail_idle.dae' Unused file 'public/art/animation/other/hele_trireme_fore_sail_move.dae' Unused file 'public/art/animation/others/camel_rein_attack_melee.dae' Unused file 'public/art/animation/others/camel_rein_death.dae' Unused file 'public/art/animation/others/camel_rein_drop.dae' Unused file 'public/art/animation/others/camel_rein_idle.dae' Unused file 'public/art/animation/others/camel_rein_run.dae' Unused file 'public/art/animation/others/camel_rein_sit_drop.dae' Unused file 'public/art/animation/others/camel_rein_trot.dae' Unused file 'public/art/meshes/gaia/tree_apple_top_e.dae' Unused file 'public/art/meshes/gaia/tree_apple_top_f.dae' Unused file 'public/art/meshes/gaia/tree_apple_top_g.dae' Unused file 'public/art/meshes/gaia/tree_apple_top_h.dae' Unused file 'public/art/meshes/gaia/tree_apple_trunk_c.dae' Unused file 'public/art/meshes/gaia/tree_apple_trunk_d.dae' Unused file 'public/art/meshes/props/camel_rein.dae' Unused file 'public/art/meshes/props/hele_trireme_front_sail.dae' Unused file 'public/art/meshes/skeletal/m_tunic_long.dae' Guess who got lucky as hell? tldr; Errors are to be expected. They should be fixed. If you don't end up with a zip or get different ones eventually then there is another issue.
-
Indeed we seem to use only -mod=mod We use build-archives.sh you can see the code here https://trac.wildfiregames.com/browser/ps/trunk/build/jenkins/pipelines/macos-all-bundles.Jenkinsfile Is it possible that the executable can't read the xml file for some reason ? Maybe a mingw bug with crlf or something ? I didn't test but maybe the collada.dll file doesn't work (I wouldn't have noticed using the release data) Where is the public mod located ? Could be a matter of relative paths. At this point I'm just spitballing.
-
Ratings Disputes and Offence Reporting (Discussion)
Stan` replied to gator303's topic in General Discussion
@Rarius As far as I know Ubuntu doesn't have A25b (It's stuck at A23), only the PPAS and snaps do. Had to make sure since some people use Synaptics which allows for this kind of problem. Ah yes Ratings got kicked... The only visible difference is the build number in the main menu. For A25 it's 25848 and for A25b 25860 -
I suppose we need it for PSA conversion, because it only uses the list of bones specified in that XML file. I once made a packaging mod https://github.com/StanleySweet/package_mod/tree/master/art/skeletons to remove the need from those extra mods. It contains textures.xml files for instructions on what to convert, and the skeletons . of course, it won't work if you have new skeletons e.g packaging hyrule or something; WSL2: First file is the "corrupted" one. file metal_desert_small_* metal_desert_small_a.dds: DOS/MBR boot sector; partition 1 : ID=0xff, active 0x8a, start-CHS (0x3ff,254,63), end-CHS (0x3ff,255,63), startsector 3587178495, 3468469193 sectors; partition 4 : ID=0xff, active 0xe2, start-CHS (0x3ff,14,63), end-CHS (0x3ff,255,63), startsector 4294180863, 4278223684 sectors metal_desert_small_a.dds.b22d835129a068cf.dds: Microsoft DirectDraw Surface (DDS): 128 x 128, compressed using DXT1 Here is a working version, (converted using NVTT) metal_desert_small_a.dds It's built-in as of 2.0.10 IIRC.
-
I meant you would be asking the devs when creating the ticket
-
You can create a ticket regarding that feature. It's up to the other developpers to decide whether it is needed (I believe it could be nice, but we have to be careful about overcrowding the UI)
-
Actually even smaller. 1024x768.
-
Ratings Disputes and Offence Reporting (Discussion)
Stan` replied to gator303's topic in General Discussion
Yes it should be the correct one. Make sure both 0ad and 0ad-data are using that version. -
Well switching engines is hard. I can't imagine how painful it would be for me to switch engines after ten years.
-
Any particular bugs you encountered ? How much have you played ?
-
Sorry hardcoded was an hyperbole on my end. It's just that this part wasn't rewritten to use object oriented programming and still rely on a lot of globals. It's not really harcoded in the sense that the buildings and whatnot are generated from the template. I just meant that the code could probably be nicer https://trac.wildfiregames.com/ticket/5387 Describes the issue
-
It's not on mod.io yet ^^ Needs to be tested first. Probably terrible for MP though, but that was never the goal of that mod.
-
That would be https://svn.wildfiregames.com/public/ps/trunk/binaries/data/mods/public/gui/session/selection_panels_right/construction_panel.xml As we don't support dynamic object creation in XML (e.g creating as many buttons as buildings) we have to hardcode 40, and hide the remaining buttons if we don't use all of them. <object name="unitConstructionPanel" size="6 6 100% 100%"> <object> <repeat count="40"> <object name="unitConstructionButton[n]" hidden="true" style="iconButton" type="button" size="0 0 38 38" tooltip_style="sessionToolTipBottom"> <object name="unitConstructionIcon[n]" type="image" ghost="true" size="3 3 35 35"/> </object> </repeat> </object> </object> Then stuff is hardcoded in https://svn.wildfiregames.com/public/ps/trunk/binaries/data/mods/public/gui/session/selection_panels.js Which calls https://svn.wildfiregames.com/public/ps/trunk/binaries/data/mods/public/gui/session/unit_commands.js to get the building list Which calls the GuiInterface https://svn.wildfiregames.com/public/ps/trunk/binaries/data/mods/public/simulation/components/GuiInterface.js For all units currently selected it checks whether it can build stuff, and whether the stuff it can build was already added to the list GuiInterface.prototype.GetAllBuildableEntities = function(player, cmd) { let buildableEnts = []; for (let ent of cmd.entities) { let cmpBuilder = Engine.QueryInterface(ent, IID_Builder); if (!cmpBuilder) continue; for (let building of cmpBuilder.GetEntitiesList()) if (buildableEnts.indexOf(building) == -1) buildableEnts.push(building); } return buildableEnts; };
-
Who's better at gathering wood in A25, women or citizen soldiers?
Stan` replied to Sebastián Gómez's topic in Help & Feedback
You can find some of the stats like this https://github.com/0ad/0ad/search?l=XML&q=RATES But basically they are in the ResourceGatherer component of entities