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Everything posted by Stan`
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I lauched a build for the installers, they should be ready in a few hours. https://jenkins.wildfiregames.com/job/macos-all-bundles/66/console (You need to be logged in to see them) Either I or @wraitii will upload them to more friendly place for you to download afterwards. A few notes! - The RCs's version is r24841 - The RC will overwrite the current installed version. - The RC will use your current config including mods, so make sure to disable everything (fgod, autociv, and badosu's mod are not supported) - You might get warnings about hotkeys, we redesigned completely the system, so you might have to fix some of them (you may want to backup your config file if your intend to play A23B again - It goes without saying but even though we are really close to a release, this is an experimental version. If you want to help more you can also perform those steps Launch a random game Test your language's translations and fix them on Transifex. Launch a normal skirmish. Connect to the lobby Play on the lobby with someone Launch Atlas See if everything works there. Open Unit tests demo (To see if there any breakage in displaying entity's) Try mods If you need any help ping me Enable feedback and see if it works (Main menu) Connect to and use mod.io Test replaying new games Test Saving and loading a game.
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You might want to add wooden beams on the edges, or to round the corners a bit Also maybe steps under the door.
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Wow that's great! Keep it up
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Your input is always welcome
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https://code.wildfiregames.com/D3518
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Might be some interesting stuff there https://trac.wildfiregames.com/browser/art_source/trunk/grafx and mockups/UI - Game
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You could have a combination of pop count to 0 and entity limits to say 20. I believe @Freagarach also created a ticket for feature which would allow you to only have a pool of mercenaries (e.g 100 at the beginning of the game, and each player recruiting them would make the pool go down until it reaches 0 then no mercenary can be recruited anymore (one could also regrow that limit slowly))
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@Thorfinn the Shallow Minded hgj @borg- it's already in. https://code.wildfiregames.com/rP23541
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Can you upload the replay for @wraitii ?
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For #1 you could use selection group name
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Indeed strange, Let us know if it happens again
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That was probably because it was a special test. We removed the IP address broadcast from such games, and use a different manner to join them now. So if the patch wasn't committed yet you wouldn't have been able to join.
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Depends on whether you are using git or SVN. We need at least five hours to make an installer for Mac and windows. The version will always be that of the latest commit on trac.wildfiregames.com when the bundle started being built. We usually run those a night, european time.
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If you warn us early enough, we can provide prebuilt bundles for Windows and macOS @MarcusAureliu#s
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We're not closed to the idea far from it. What we're against is dropping all the users and devs (yes) that do not support it I have yet to see someone come here and make a vulkan patch, but it's one of the GSOC ideas. Maybe if @vladislavbelov has time to mentor it. I suppose one could play with the decay time to that effect.
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Oh "timeframe" is a period of time. 0 A.D.'s timeframe is -500 B.C. - 1 A.D. (500 years)
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Well I need to see your models as a mod in the game first, else I cannot assess their quality. Maya are way out of the timeframe, Zapotecs would work see the Terra Magna mod.
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Mods and config files are kept between installs on Windows. You need to disable mods manually through the game UI or by deleting their folders.
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Do you need help putting them in the game ?
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That would be #3997
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Fun fact, we actually have list of tickets, marked as needed for beta.
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Translating the scenario editor?
Stan` replied to tbleher's topic in Game Development & Technical Discussion
Hey thanks for the quick patch! Unfortunately that's incorrect because there are more things than atlas in source/tools so you need to ignore that as well. For the mo generation I suppose we could use an extra python script to generate them? see source/tools/i18n for more info on how we generate things. I believe tinygettext is currently built statically with the game while atlas is built as a dll (as it is optionnal) Finally and apologize about this, we use phabricator and arcanists for code submissions See https://trac.wildfiregames.com/wiki/SubmittingPatches and https://trac.wildfiregames.com/wiki/Phabricator for more information on how to upload your code to code.wildfiregames.com -
Interesting, thanks for explaining it to me. What about setters ? I'm prudent about those things because I've seen compilers do weird stuff even for trivial things. Nowadays I run things through Godbolt.com I hope someday I can help you both work out your differences. I am somewhat of an idealist as you may have seen. EDIT2: Note the command above can also be run in non visual mode, so you only get the the cfixedvector stuff perf record 0ad/binaries/system/pyrogenesis \ -autostart="skirmishes/acropolis_bay_2p" \ -autostart-ai=1:petra \ -autostart-ai=2:petra \ -autostart-aidiff=1:5 \ -autostart-aidiff=2:5 \ -autostart-nonvisual \ -autostart-victory="conquest" EDIT3: Here is some extract as you can see isqrt64 is there (it's vanilla not your patch) 3,75% main libstdc++.so.6.0.28 [.] std::_Rb_tree_increment ◆ 3,33% main pyrogenesis [.] CComponentManager::BroadcastMessage ▒ 3,12% main pyrogenesis [.] CComponentManager::QueryInterface ▒ 2,30% main pyrogenesis [.] VertexPathfinder::ComputeShortPath ▒ 2,28% main pyrogenesis [.] CComponentManager::PostMessage ▒ 1,78% main pyrogenesis [.] CCmpRangeManager::PerformQuery ▒ 1,38% main libmozjs78-ps-release.so [.] js::AtomizeString ▒ 1,32% main libc-2.31.so [.] __memmove_avx_unaligned_erms ▒ 1,15% JS Helper libmozjs78-ps-release.so [.] js::jit::BacktrackingAllocator::tryAllocateRegister ▒ 1,13% main pyrogenesis [.] isqrt64 ▒ 1,00% main libmozjs78-ps-release.so [.] js::NativeSetProperty<(js::QualifiedBool)1> ▒ 0,93% main libc-2.31.so [.] _int_malloc ▒ 0,92% main pyrogenesis [.] CCmpPosition::HandleMessage ▒ 0,88% main libmozjs78-ps-release.so [.] js::jit::GetNativeDataPropertyPure<false> ▒ 0,86% main libc-2.31.so [.] __memset_avx2_erms ▒ 0,84% main libmozjs78-ps-release.so [.] JSRuntime::tracePersistentRoots ▒ 0,82% main pyrogenesis [.] CCmpObstructionManager::TestLine ▒ 0,79% main libmozjs78-ps-release.so [.] js::MapObject::has ▒ 0,78% main pyrogenesis [.] CCmpTerritoryManager::GetOwner ▒ 0,78% main pyrogenesis [.] CCmpRangeManager::LosUpdateHelperIncremental ▒ 0,75% main libmozjs78-ps-release.so [.] js::NativeObject::addDataPropertyInternal ▒ 0,68% main libmozjs78-ps-release.so [.] js::MapGCThingTyped<js::ApplyGCThingTyped<js::InternalBarrierMethods<JS::Value>::preBarrier(JS::Value const&):▒ 0,63% main libmozjs78-ps-release.so [.] js::NativeLookupOwnProperty<(js::AllowGC)1> ▒ 0,56% main pyrogenesis [.] CCmpRangeManager::ComputeLosVisibility ▒ 0,55% main pyrogenesis [.] LongPathfinder::HasJumpedVert ▒ 0,52% main pyrogenesis [.] FastSpatialSubdivision::GetInRange ▒ 0,51% main libmozjs78-ps-release.so [.] js::jit::GetNativeDataPropertyByValuePure<false> ▒ 0,51% main libmozjs78-ps-release.so [.] js::NativeObject::lookupPure ▒ 0,51% main libmozjs78-ps-release.so [.] JS::Zone::getOrCreateUniqueId ▒ 0,51% main pyrogenesis [.] CComponentManager::LookupEntityHandle ▒ 0,48% main libmozjs78-ps-release.so [.] js::MapObject::get ▒ 0,48% main libmozjs78-ps-release.so [.] js::NativeGetProperty ▒ 0,44% main libc-2.31.so [.] __memcmp_avx2_movbe ▒ 0,44% main libc-2.31.so [.] malloc ▒ 0,44% main pyrogenesis [.] CCmpRangeManager::UpdateVisibilityData