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Everything posted by Stan`
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When user leave rated game it should be automatically reported
Stan` replied to BeTe's topic in General Discussion
You need a dedicated server because it's the host that sends the ratings. If the host quits, gets ddosed or whatever nothing is sent. There has been some work there but it has gone stale. -
Have you tried BoonGUI? https://github.com/LangLangBart/boonGUI
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I miss the war dogs with chainmail ^^"
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Refs : [Differential] D4893 Fix SM bug 1739486 + Cleanup of outdated SM patches (wildfiregames.com)
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In theory defining REBUILD=false might work but I'm not sure it's passed correctly down the line (might also create new bugs due to leftovers). I really need to improve the scripts.
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ERROR: SpiderMonkey build failed [using wsl on windows]
Stan` replied to PedroLopes951's topic in Bug reports
There is none currently but you can still try. Maybe using podman and an actual docker image would work. We have some to build on the CI. Yeah and that's the issue. String.h and string.h are two different files, but your OS think it's the same -
@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.
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ERROR: SpiderMonkey build failed [using wsl on windows]
Stan` replied to PedroLopes951's topic in Bug reports
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 ? -
ERROR: SpiderMonkey build failed [using wsl on windows]
Stan` replied to PedroLopes951's topic in Bug reports
What version of GCC do you have ? What OS are you on? What Python Version do you have? -
Hello, Please look at this video. Or install the community mod.
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If you only change one thing you need to change the name eg add ~ at the beginning. Else it will override the whole file.
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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.
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Errors when Compiling with system mozjs on Manjaro 22
Stan` replied to andy5995's topic in Bug reports
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. -
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
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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; }
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Everything that can't be done or was cut from A27 was moved.
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@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
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That's the due date for the feature freeze, not the actual release date. But thanks for keeping track
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You can try to run it through GDB to see if you can get a stack trace.
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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
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Hello, Please look at this video. Or install the community mod.
