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Stan`

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Everything posted by Stan`

  1. It used to be the more reliable platform. I will test on my Ubuntu when I get the chance. But I've never had any issue on any of the three platforms with a clean svn.
  2. 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.
  3. @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
  4. 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.
  5. Yes, you need the mod mod, and the public mod, compressed or not in the binaries/data/mods folder. md is me messing up with my phone, it's obviously -mod=public Real. Same for all mods using skeletons meshes. Mmmh that file works fine in gimp... metal_desert_small_a.xcf
  6. Yes it should be the correct one. Make sure both 0ad and 0ad-data are using that version.
  7. You mean no one wants to use a web browser to use a chat application? (webchat.quakenet.org) More seriously though, you can find some devs on Discord (like me!) but some others disagree totally with the philosophy of this app, the fact that isn't open source, etc.
  8. Sadly for now it's only some dwarves and two elven buildings. I didn't have much time to experiment as we've been quite busy with the main game
  9. Right. I've voted moderate interest because it gives me an excuse to slack off on my heroic fantasy, ww2 and futuristic mods on https://github.com/0ADMods
  10. Any particular bugs you encountered ? How much have you played ?
  11. 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.
  12. Because when you do diff --only it does not attach the diff automatically to the revision You need to do it through that interface.
  13. 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
  14. Well it's here https://code.wildfiregames.com/differential/diff/18576/ To update an existing diff you can do arc diff --update DXXXX https://secure.phabricator.com/book/phabricator/article/arcanist_diff/
  15. We use ESLint the config file is there https://trac.wildfiregames.com/browser/ps/trunk/build/arclint/configs/eslintrc.json If you use arcanist it will try to run ESlint. On windows it's a bit of a mess, since you have to npm install eslint in the root folder of 0ad.
  16. You might be interested by https://code.wildfiregames.com/D2382 For the ability to produce other non moving entities see https://code.wildfiregames.com/D2657 https://code.wildfiregames.com/D2658 might also be of interest That's js. You need to change commands.js to create such a command but I suppose it should work yes.
  17. entity_id_t is a C++ type designating an entity of the simulation. It's a unique number used to designate an entity; You can query that entity's components by using Engine.QueryInterface(entity, IID_Component) SYSTEM_ENTITY is a special entity_id_t which points to an entity that works kinda like a singleton
  18. Ah right! Thought the sky was in the PMP. Mostly worried about the terrain textures references which should be in the PMP files.
  19. I know, right? They found some kind of workaround which obviously works halfway. Oh btw Windows is totally hating all the mingw binaries. It keeps looking for viruses in those.
  20. You need to pass -mod=mod and -md=public too else you gonna run into trouble (badly compressed dds for the former som gui texture.xml files are in mod mod and bad animations for the later. Those should be fixable but that's a strange limitation 2^0 is pow of two This one is a disgrace. Mappreview can be fixed easily. Terrain and skies are gonna be a pain though... (Would crash if they are missing iirc)
  21. Well if you create a component that spawn other entities and put it on special map entities you can already do it. (Might have some limitations @Freagarach might know more)
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