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Everything posted by Stan`
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Actually there have been although it was for the main website rather than the wiki. Some more technical documentation is on docs.wildfiregames.com. Mostly generated stuff except for the design document. Anyway what was suggested was to replace the wordpress by a hugo generated website and include cdns for various areas of the world using Cloudflare. Given the recent news I'm glad we didn't. The main issue was that we lose some of the simplicity offered by wordpress. Don't get me wrong I love git as much as the next programmer but I've never found it user friendly nor convenient for managing user facing docs. Maybe they made progress since then on the various platforms but I feel like wyswyg editors are still superior. Some stuff could be migrated from the main website so that it can be edited more easily like build instructions and whatnot or 0 A.D's story which is now outdated too. I'd also love to have some proper internationalization. Also since I manage all the running applications alone save from the lobby and the forums the goal was to reduce work by putting everything on gitea rather than maintaining Phabricator and Trac.
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I had no idea those pages existed. I wasn't the one to set up the CI, Itms did, so I kind of picked it up when it started failing. Basically Phabricators and now Gitea trigger webhooks that call Jenkins pipelines. Those run and then pingback the Phabricator server (or don't and then you get stuck builds) The Jenkins pipelines can be found here pipelines in ps/trunk/build/jenkins – Wildfire Games I made some fixes recently I should commit when I get some free time. I made the first experiments with the ligther git on gitlab.wildfiregames.com and managed to build the game on macOS and on FreeBSD, because the setup is simpler. On linux you've got at least two docker images, gcc7 and clang7 that are mounted when the CI runs. The idea was to not have to install any dependencies on the host VM. Jenkins is a VM, the Linux Autobuilder is another VM, the Windows Autobuilder is another one, and the macOS one is running courtesy of MacStadium on their servers. This script is ran periodically and restores the zpool images docker-rebuild.Jenkinsfile in ps/trunk/build/jenkins/pipelines – Wildfire Games This script is run at each commit and updates the zpool images docker-svn.Jenkinsfile in ps/trunk/build/jenkins/pipelines – Wildfire Games This one makes the releases macos-all-bundles.Jenkinsfile in ps/trunk/build/jenkins/pipelines – Wildfire Games
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It was killed in the egg by their lawyers. It was called the last alliance (TLA)
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As far as I know Jenkins doesn't support worktree out of the box. So what it does is create one folder per pipeline which in theory leads to 9GB of useless files per pipeline. (My git repo is a bit lighter than the current one, and that's with depth 1) On linux we use zfs pools and we mount that into dockers. So we have one XGB repo and only the extra binaries in eached jenkins folder.
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Well I can't prove any of it since all their data was removed after their GDPR request, but we had been talking together for a few weeks before that. Except they manage the server, the database, and all the lobby code. True but even assuming we find the C++ coder to implement this, we'd still be stuck at the lobby implementing those things on the other hand @Dunedan has been working on CI and pipelines on github, but it's been about a year, and so far it's still not the code that's running on the VM. I'd like to There is just nothing I tried in the past three years to make changes to the lobby that ever worked.
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They retired from the forums because they were annoyed at the response time, response content (or lack of responses) of @user1 and the lack of quick actions taken due to this. It is frustrating, it take months sometimes for simple stuff, like this thread and I cannot do much about it @user1 manages the lobby, this might change at some point, but until then I don't want to overstep when discussion is possible albeit very slow. He doesn't like to disclose his moderation actions for some reason, you might take it to him. @user1 ? No one ? I have no idea if any of this is possible server side so I'll let @user1 @Dunedan and @rossenburg answer this.
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Due to a long discussion in the team we have to stay away from Github and self host. We sometimes have issues on the CI too, but it's generally working. Can't really be pushing a 5.1GB image on docker, also only works for linux and not macOS nor windows as they need their specific tools and compilers.
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Depends on the audience, a lot of linux folk hate any kind of email registrations, also somehow means we have to send email, and a few email carriers consider our email spam. There is no one responsible nobody is a lawyer last time elexis took it on himself to do it. But he hasn't been active publicly in years.
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We have blacks bears. Maybe we could have a reskin for wolves and tigers.
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Needs more rights because it's more personal data. Basically we need to justify their usage.
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I have currently set up a gitea instance due to blender announcing they are migrating from Phabricator to gitea which means they will both create migration scripts and also help by contributing to gitea. They didn't sadly make their decision public but the reasoning was that since they wouldn't pay for gitlab it made no sense to redevelop the missing features that were only available to paying users such as blocking pull requests. Today I made the first experiments at setting up a jenkins CI to work with our large repo. I am now able to trigger builds and send feedback. Now I have to find a smart way to not clone the repos uselessly just like it's done using zfs for linux right now.
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How to make a 0ad AppImage
Stan` replied to andy5995's topic in Game Development & Technical Discussion
I suppose you could look at the A23 appimage maybe there'll be some info in it. https://github.com/ivan-hc/AM-application-manager/blob/main/programs/x86_64/0ad-appimage For ref -
How to make a 0ad AppImage
Stan` replied to andy5995's topic in Game Development & Technical Discussion
You only need default.cfg ::) -
To be fair, you already have to do a bit of reading anyway to understand how to mod the game. No strong argument here other than you being able to give a fake birth date. I think @wraitii worked that out for the A26 community balancing mod, you can do it with a token. .gitlab-ci.yml · main · Lancelot de Ferrière / 0 A.D. Community mod - A26 · GitLab Well we could restrict them, but then you wouldn't be able to mod the game from a release version, you'd have to have a dev copy or at least make it think you have. We can't force people to not download mod from the internet we can however control the ones we provide through the game. All mods should probably with a disclaimer; It's an issue with regard to liability. But IANAL.
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Uploading a mod there and asking Itms seems straightforward, what's the issue? Sure. But less likely to have a mod that wrecks your computer. Yeah that's a problem. That's also the reason we'restill in alpha.
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Disable TLS, See https://videos.pair2jeux.tube/w/1XZRV3KkeekuafgUg4sif8 Relevant ticket https://trac.wildfiregames.com/ticket/4705#comment:52
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We will be at the 2022 edition of the Vandoeuvre in Game
Stan` replied to Stan`'s topic in Announcements / News
Haha maybe someday -
Preview of a GIMP plugin for procedural heightmaps
Stan` replied to Scallact's topic in Scenario Design/Map making
He means an actual 3D mesh made in Blender.- 17 replies
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I would wager yes, but it can be added by tweaking the actor. The idea is that they wouldn't assume Testudo either. Would you be so kind as to create a ticket on trac with the list, so it can be updated and I don't lose track of it? @Freagarach @wraitii@maroder This is a bit worrysome, unitai infinite loop?
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What's your old and new mouse? It could very well be it