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Stan`

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Everything posted by Stan`

  1. Open a terminal, and in the 0ad source folder run the above command Then try to apply the patch again, and follow the build instructions
  2. You need to autorise the game in the firewall on Windows. The window should look something like that.
  3. Who are you trying to connect to?
  4. Ahm you might need to manually edit the file. The fcollada source has windows line endings instead of native. Maybe something we can fix @Itms ?
  5. Where did you get those packages from? Good to know that the fix also work on ThreadRippers!
  6. Hey, Indeed you can make new maps using a tool called "Atlas", it's accessible directly in the game in the main menu (depending on the language might be scenario editor). See: https://trac.wildfiregames.com/wiki/Atlas_Manual
  7. Hey @Kouper Sorry you are experiencing such issues. to fix them you will have to compile the game yourself. To do so you need to follow the instructions here. You will need to install a bunch of dependencies, and to download the source code like shown here. To be able to play with your fellow friends you will need to checkout a special revision. You might want to do both steps at once because it's gonna take some time. $ svn co -r21946 https://svn.wildfiregames.com/public/ps/trunk/ 0ad then you'll need to patch the game using the following patch patch.diff Copy it in the 0ad folder. $ cd 0ad $ patch -p0 < patch.diff then after you installed the dependencies and applied the patch you can run a script such as this one #!/bin/sh cd "0ad" svn up jobs=`nproc` jobs=`expr $jobs + 1` SVN_REV=`svnversion -n` echo L\"${SVN_REV}-dev\" > build/svn_revision/svn_revision.txt echo "Updating workspaces with $jobs jobs..." cd build/workspaces sh update-workspaces.sh -j$jobs > ../../../build-libs.log cd gcc echo "Building pyrogenesis with $jobs jobs..." make CXXFLAGS="-std=c++11 -march=native" -j$jobs > ../../../../build.log cd ../../../../ That should do the trick. Be patient and take your time, and you should have a working game in no time.
  8. I followed it and it generated a zlib.dll file directly no 1
  9. As noted by @Imarok on IRC the version of libpng we currently use has a know CVE. So I compiled updated binaries. It works for me, however I had to rename zlib1 to zlib.dll for it to work. Maybe I did something wrong? Compiled with VS2015 140_xp toolset. cc @Itms zlib1.21+libpng1637-v140xp.zip
  10. What map were you trying to load? EDIT: Having spaces shouldn't be by design
  11. Well we have a lot of art files which will take more space than SVN, because there is actually a big svn encompassing the repo and three others which are literally full of stuff. Also we currently use the combo arcanist/Phabricator which allows us to use either git or svn seamlessly. Ideally we'd have a better git mirror which is something @Itms proposed sometime ago. I'll let him give more details about that
  12. Glad you got it to work! Hope you'll enjoy this new version!
  13. Sure see https://trac.wildfiregames.com/wiki/GameDataPaths should be in ~/.config/0ad there should be a file called named user.cfg
  14. Hey @Stéphane Charette Welcome to the forums ! Did you have any mods enabled? This is the dev version you installed, so it's very likely they will be not compatible
  15. It's not the mod zip hash that is calculated Sorry for the misunderstanding. The game works in turns, each turn as a hash. Commands like moving a unit around alters the hash of the turn. Mods that changes gameplay, by changing an attack speed for a unit, generate a different hash than someone without the mod, creating an out of sync. Autociv and Fgod just alter the check to ignore their mods. But if they change some stats they will go out of sync too. I'm pretty sure changing the default trade values might get you out of sync with other players.
  16. Stan`

    MSAA bug!

    The bug was already reported. We are still investigating the issue. Thanks for the report.
  17. Every player in this game compute the game state. If you have mods that change the gameplay, you might compute a different hash and go out of sync. This dialogue box is there to warn you about that. Autociv and fgod use a workaround to bypass this limitation.
  18. Hey @DelronWar Most of our video communication is handled by @BrynnOfCastlegate and we don't usually publish much video content. So I guess asking you to do it would be a waste of your time. If you feel like playing the game and streaming it however you can do so. Does this include the rigging and animations of objects ? Else maybe we could use your help animating some of the animals amongst other things. On the voice recording part, maybe you could work with @Lion.Kanzen and try to record some of the Basque voices for the Iberians? Thanks again for your application, and sorry for the delayed answer;
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