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Everything posted by Stan`
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According to Vlad nothing changed can you reproduce that screenshot in SVN? You need to use whole map shadows.
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Increasing social media markting effort for 0ad visibility
Stan` replied to Darkcity's topic in General Discussion
I can only speak for me, but yeah It's definitely something nice. -
Increasing social media markting effort for 0ad visibility
Stan` replied to Darkcity's topic in General Discussion
Sadly it's the only solution we have right now. We cannot for now host games on our server. It's hard to record streams when you work ten minutes by ten minutes. Sadly this is not the part that we work on. -
Increasing social media markting effort for 0ad visibility
Stan` replied to Darkcity's topic in General Discussion
Regarding campaigns any community initiative is welcome. Although maybe we should focus on making @SciGuy42 's campaign as good as it can be. It would be nice for it to be translated as well. See SeeSeewiki:TranslatingMods I remember @Stockfish wanted to make videos for the main channel and a side (Spanish) channel. I tried to help but my time is very limited so I mostly need things to be hands-in. If they are not it forces me to take time of other things to do them which is a big no no. Regarding streaming development we talked a bit about it with @vladislavbelov and the issue was that it would be either too technical or too boring and we haven't found a way to make it interesting. We have an informal Discord private message for streamers but so far no large scale program. CC: @superflytom, @psypherium and @mysticjim. -
Increasing social media markting effort for 0ad visibility
Stan` replied to Darkcity's topic in General Discussion
Well I'd like to put focus on this if the developers we had right now could work on it, but they have a different skillset. And obviously they are not that many. There is some progress being done, but not for A26 -
Can you upload your new logs ? Glad it worked out
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Hello @king reza the great If my assumption is correct (That you have 8GB Ram but only 3.2GB is available) you are currently underusing your computer by using the wrong version of Windows 7 (32bit instead of 64bit) We started working on a 64bit (Nothing to show yet) build to mitigate those issues, but it wouldn't work for you anyway since your OS is 32 bits. So currently the only thing you can do is play on smaller maps and with less players/AIs.
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Should be alright. It's nice to note the author when possible.
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Well my guess is your pc has 8 gb of ram but since you installed a 32 bit os it can only use 3.5GB. So you run out of memory much quicker. Because Windows and 0ad have to share what's left.
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@king reza the great It seems you run out of RAM, how much do you have installed? Logs says 4GB but it could be because your Windows is 32 bits.
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We cannot change any templates strings any more nor any user facing strings (today was an exception) else translators won't have time to finish for the september release. We are already six months late which means lower morale and motivation so I will not make it longer.
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Need anims for the bactrian camel
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What they said. Needs the logs.
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Removed the irrelvant comments.
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@wowgetoffyourcellphone can you fix it ?
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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.