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Stan`

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Everything posted by Stan`

  1. @s0600204 check irclogs's discussion of today https://irclogs.wildfiregames.com/%230ad-dev/2023-01-15-QuakeNet-%230ad-dev.log Basically Debian and Fedora decided to replace posix_prefix by posix_local, and that caused a mess for some packages, including virtual env.
  2. Oh wait you're using WSL2... Compiling there has never been done before. And you are running into Windows being case insensitive. Why don't you compile using MSVC on Windows ?
  3. What version of GCC do you have ? What OS are you on? What Python Version do you have?
  4. Hello, Please look at this video. Or install the community mod.
  5. If you only change one thing you need to change the name eg add ~ at the beginning. Else it will override the whole file.
  6. Well those aren't components, they are GUI files, so either they have a functional style or they use ES2015 class syntax. To override them you need to create a file that will be called after the one you wanna change and just add the variables you wanna change.
  7. Unfortunately system won't work, because it's likely vendored it with an older icu version (maybe 69). Source: Yesterday someone tried to build it with ArchLinuxARM, and got a lot of undefined reference to icu_69::Locale::getUS() See [Differential] D3127 Change when system-provided mozjs headers are searched (wildfiregames.com) The problem is the game won't go look for /usr/include/mozjs-91/unicode and it shouldn't anyway. You can still try after the [Diffusion] rP27440 (wildfiregames.com) commit.
  8. It's alright. There are two types of simulation components C++ ones (in source/simulation2/components) and JavaScript ones (in binaries/data/mods/public/simulation/components). Components ids, in this case IID_Identity usually match the file they represent, here Identity.js (JavaScript hence the second type) Engine.QueryInterface returns an interface to an Identity object in that case, allowing you to call of its methods. One of them is GetClassesList. You can find the definition here. https://code.wildfiregames.com/source/0ad/browse/ps/trunk/binaries/data/mods/public/simulation/components/Identity.js$140
  9. You can have a look at https://docs.wildfiregames.com/entity-docs/trunk.html for (let unit of units){ // SYSTEM_ENTITY is a special entity that holds all the *manager classes // We query its component by its id IID_TemplateManager. let cmpTemplateManager = Engine.QueryInterface(SYSTEM_ENTITY, IID_TemplateManager); // We ask the component to give us the template of a specific entity id. const unitTemplate = cmpTemplateManager.GetCurrentTemplateName(unit); // Note here that you are referencing a "root" template. There is very little chance it will match. // Instead you should use Identity classes. if (unitTemplate != "template_structure_civic_house") continue; } // Identity classes example. for (let unit of units){ // We query the identity component by its id IID_Identity for unit. const cmpIdentity = Engine.QueryInterface(unit, IID_Identity); // It might not have one. if (!cmpIdentity) continue; // A unit has a certain number of classes you can define in the template. const classes = cmpIdentity.GetClassesList(); if (cmpIdentity.GetClassesList().indexOf("house") === -1) continue; }
  10. Everything that can't be done or was cut from A27 was moved.
  11. I'm not sure how SuperMarioKart works or runs since it is a proprietary game. From what I know a few people have experienced issues with sound on Linux. Here is a bug report No sound in 0AD Flatpak (version 26) · Issue #65 · flathub/com.play0ad.zeroad (github.com) Another one
  12. @Dream Wanderer Hello, You cannot import PMDs or PSAs in blender. You need a custom plugin for it, but none have been written. The pyromods are pre-packaged mods for speed and size. If you want the DAE files you can import in Blender, you need to ask @The Undying Nephalim
  13. That's the due date for the feature freeze, not the actual release date. But thanks for keeping track
  14. You can try to run it through GDB to see if you can get a stack trace.
  15. There is now a patch for multiplayer saved games. It hasn't been reviewed yet because no one is available to do it. [Differential] D4770 Multiplayer saved games (wildfiregames.com)
  16. Thanks this is a known bug. Bugs should be reported here #3866 ([PATCH] When a ship sinks/building destroys without space to unload units aren't lost in summary) – Wildfire Games
  17. Hello, Please look at this video. Or install the community mod.
  18. Hello @Rafael.arom Thanks for the report. It seems the game does not have the permission to create certain files. Could you check your antivirus software? > pyrogenesis.exe!CreateDirectories(const Path & path, unsigned int mode, bool breakpoint) Line 157 C++ pyrogenesis.exe!CreateDirectories(const Path & path, unsigned int mode, bool breakpoint) Line 150 C++ pyrogenesis.exe!createDateIndexSubdirectory(const Path & parentDir) Line 199 C++ pyrogenesis.exe!CReplayLogger::StartGame(JS::MutableHandle<JS::Value> attribs) Line 84 C++ pyrogenesis.exe!CGame::StartGame(JS::MutableHandle<JS::Value> attribs, const std::string & savedState) Line 378 C++ pyrogenesis.exe!JSI_Game::StartGame(const ScriptInterface & guiInterface, JS::Handle<JS::Value> attribs, int playerID, bool storeReplay) Line 59 C++ [Inline Frame] pyrogenesis.exe!std::_C__Invoker_functor::_Call(void(*)(const ScriptInterface &, JS::Handle<JS::Value>, int, bool) &&) Line 330 C++ [Inline Frame] pyrogenesis.exe!std::_C_invoke(void(*)(const ScriptInterface &, JS::Handle<JS::Value>, int, bool) &&) Line 330 C++ [Inline Frame] pyrogenesis.exe!std::_Apply_impl(void(*)(const ScriptInterface &, JS::Handle<JS::Value>, int, bool) &&) Line 1233 C++ [Inline Frame] pyrogenesis.exe!std::apply(void(*)(const ScriptInterface &, JS::Handle<JS::Value>, int, bool) &&) Line 1241 C++ [Inline Frame] pyrogenesis.exe!ScriptFunction::call(void *) Line 195 C++ pyrogenesis.exe!ScriptFunction::ToJSNative<&JSI_Game::StartGame,0>(JSContext * cx, unsigned int argc, JS::Value * vp) Line 336 C++ mozjs78-ps-release.dll!js::InternalCallOrConstruct(JSContext * cx, const JS::CallArgs & args, js::MaybeConstruct construct, js::CallReason reason) Line 585 C++ mozjs78-ps-release.dll!InternalCall(JSContext * cx, const js::AnyInvokeArgs & args, js::CallReason reason) Line 648 C++ mozjs78-ps-release.dll!js::CallFromStack(JSContext * cx, const JS::CallArgs & args) Line 652 C++ mozjs78-ps-release.dll!js::jit::DoCallFallback(JSContext * cx, js::jit::BaselineFrame * frame, js::jit::ICCall_Fallback * stub, unsigned int argc, JS::Value * vp, JS::MutableHandle<JS::Value>) Line 0 C++ 0ede269d() Unknown [Frames below may be incorrect and/or missing] mozjs78-ps-release.dll!js::jit::EnterBaselineInterpreterAtBranch(JSContext * cx, js::InterpreterFrame * fp, unsigned char * pc) Line 187 C++ mozjs78-ps-release.dll!Interpret(JSContext * cx, js::RunState & state) Line 2222 C++ mozjs78-ps-release.dll!js::RunScript(JSContext * cx, js::RunState & state) Line 465 C++ mozjs78-ps-release.dll!js::InternalCallOrConstruct(JSContext * cx, const JS::CallArgs & args, js::MaybeConstruct construct, js::CallReason reason) Line 620 C++ mozjs78-ps-release.dll!InternalCall(JSContext * cx, const js::AnyInvokeArgs & args, js::CallReason reason) Line 648 C++ mozjs78-ps-release.dll!js::Call(JSContext * cx, JS::Handle<JS::Value> fval, JS::Handle<JS::Value> thisv, const js::AnyInvokeArgs & args, JS::MutableHandle<JS::Value> rval, js::CallReason reason) Line 665 C++ mozjs78-ps-release.dll!js::jit::InvokeFunction(JSContext * cx, JS::Handle<JSObject *> obj, bool argc, bool argv, unsigned int) Line 269 C++ mozjs78-ps-release.dll!js::jit::InvokeFromInterpreterStub(JSContext * cx, js::jit::InterpreterStubExitFrameLayout * frame) Line 289 C++ 0ede0dda() Unknown mozjs78-ps-release.dll!js::jit::MaybeEnterJit(JSContext * cx, js::RunState & state) Line 196 C++ mozjs78-ps-release.dll!js::RunScript(JSContext * cx, js::RunState & state) Line 450 C++ mozjs78-ps-release.dll!js::InternalCallOrConstruct(JSContext * cx, const JS::CallArgs & args, js::MaybeConstruct construct, js::CallReason reason) Line 620 C++ mozjs78-ps-release.dll!InternalCall(JSContext * cx, const js::AnyInvokeArgs & args, js::CallReason reason) Line 648 C++ mozjs78-ps-release.dll!js::Call(JSContext * cx, JS::Handle<JS::Value> fval, JS::Handle<JS::Value> thisv, const js::AnyInvokeArgs & args, JS::MutableHandle<JS::Value> rval, js::CallReason reason) Line 665 C++ mozjs78-ps-release.dll!JS_CallFunctionValue(JSContext * cx, JS::Handle<JSObject *> obj, JS::Handle<JS::Value> fval, const JS::HandleValueArray & args, JS::MutableHandle<JS::Value> rval) Line 2777 C++ pyrogenesis.exe!IGUIObject::ScriptEventWithReturn(const CStr8 & eventName, const JS::HandleValueArray & paramData) Line 417 C++ [Inline Frame] pyrogenesis.exe!IGUIObject::ScriptEventWithReturn(const CStr8 &) Line 398 C++ [Inline Frame] pyrogenesis.exe!IGUIObject::ScriptEvent(const CStr8 &) Line 388 C++ pyrogenesis.exe!IGUIObject::SendEvent(EGUIMessageType type, const CStr8 & eventName) Line 352 C++ pyrogenesis.exe!IGUIButtonBehavior::HandleMessage(SGUIMessage & Message) Line 100 C++ pyrogenesis.exe!CButton::HandleMessage(SGUIMessage & Message) Line 80 C++ pyrogenesis.exe!IGUIObject::SendMouseEvent(EGUIMessageType type, const CStr8 & eventName) Line 366 C++ pyrogenesis.exe!CGUI::HandleEvent(const SDL_Event_ * ev) Line 210 C++ pyrogenesis.exe!CGUIManager::HandleEvent(const SDL_Event_ * ev) Line 338 C++ pyrogenesis.exe!gui_handler(const SDL_Event_ * ev) Line 61 C++ pyrogenesis.exe!in_dispatch_event(const SDL_Event_ * ev) Line 63 C++ pyrogenesis.exe!PumpEvents() Line 264 C++ pyrogenesis.exe!Frame() Line 407 C++ pyrogenesis.exe!RunGameOrAtlas(int argc, const char * * argv) Line 687 C++ pyrogenesis.exe!SDL_main(int argc, char * * argv) Line 739 C++ pyrogenesis.exe!main_getcmdline() Line 74 C [Inline Frame] pyrogenesis.exe!invoke_main() Line 90 C++ pyrogenesis.exe!__scrt_common_main_seh() Line 288 C++ pyrogenesis.exe!CallStartupWithinTryBlock() Line 363 C++ kernel32.dll!76e900f9() Unknown ntdll.dll!770b7bbe() Unknown ntdll.dll!770b7b8e() Unknown
  19. To all that contributed, please state how you'd like to be credited in the balancing credits. Options are full name, nickname, or both.
  20. @vv221 has started looking into porting patch today. You can talk to him on IRC.
  21. Probably need some rounding but we don't choose the representation.
  22. try to add xres=1920 and yres=1080 with the borderless fullscreen option
  23. No that's multiplied by 0.00000000000001 It's a way to represents powers. e.g. 1e-3 is 0.001
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