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leper

WFG Retired
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Everything posted by leper

  1. leper

    Build Error

    Well, the code is broken. Not that I think that would allow you to get a successful build, but it seems the current code is written in a way that ignores what _() is.
  2. Indeed it doesn't, however in case a mod is compatible with multiple versions one can just sign it with the keys for those versions, and while it is the latest (or rather primary) download there it will show up in both and be usable. As for why only one file is visible, we don't provide a lot of support (read none) for old versions, so why should we show lots of old versions of mods that might be compatible just so that results in lots of "interesting" issues to debug when people are confused why things do not work. Nothing however prevents anyone from just downloading the file from the website directly. The game not doing tons of API requests is another reason for this, yes one could fetch all files for all mods, but that would be quite a lot of requests, making the initial listing a lot slower once there are a few mods. Or in other words there is no reason to show tons of old mods, and doing more work in the code to have some bad support for old versions of the game does not seem worth the complexity that would incur. Why would an explicit content mod not be signed? Signing mods is intended solely for someone having checked whether a mod is not malicious. So I'd recommend just checking mods for not being malicious (and working) and sign those after that was done.
  3. How did you figure out my real identity? Na na na na na na Nicolas!
  4. No, this was a purely heathen effort.
  5. See the modding guide for details on how to create a mod.zip file. then just rename it to .pyromod or do the first step and then wait for a few days. Not that I would suggest that you shouldn't figure out what you are doing.
  6. I don't think you'll find a lot of software still supporting a dead port of an OS. That said quite a few games released back when that was a live OS did have ports to it. Some of those were since released as freeware, so you might have some success with that. I'm however not sure if those releases include binaries that run on those platforms. Among those you could check would be Starcraft (which had a Mac OS, not OSX release, though the notes for the free release talk about OSX 10.11, maybe Stargus does work on PowerPC if the old files aren't included), a few of the classic C&C games (but a quick check of the ISOs for that that I have locally seem to only show .EXE files; and a further check of OpenRA and its dependencies list 10.7 as the minimum OSX version), I also seem to remember that WC3 had an OSX port (wasn't released for free though), C&C Generals had an OSX release and that was before OSX was publically available on Intel (but I don't think Generals was released for free), same for quite a few other RTS games released around that time (be that with MacOS or OSX support) but not a lot of those are available for free. I guess you could do some reading of some OSX or MacOS gaming wiki pages and see if anything was released for free, but I wouldn't expect to find a lot.
  7. TL;DR: Don't bother trying, it's not going to work. Given the specs mentioned on wikipedia for G4s with lots of upgrades (which is I guess not what you are actually operating) you might have a better or equivalent experience by eg getting a Raspberry Pi. For those that asked if some x86 dmg will work on PowerPC do ask yourself what a cpu architecture is. That said PowerPC is dead, and has been that way for about a decade. Now since strange architectures do have a certain fascination I'll try explaining why getting the game to work on that box is unfeasible without lots of work. Now since the vendor of both the box, and the OS stopped providing any support for this about 5 years ago (at which point most support was already gone). So getting a toolchain installed that both supports the system and API and what the game needs is unlikely to be easy. The game does require mostly complete C++11 (soon complete C++11) support, OSX on PowerPC does not have that. I suppose one could try getting some recent GCC to build there and hope everything works, but I suspect that doing so while running OSX is not going to be easy or well supported. Now that rules out using OSX as the OS, but since there are other systems one could use we'll check another one. For the sake of example we'll pick OpenBSD since they tend to care about strange architectures and the game is in the ports tree. Now that we'd have access to a recent compiler to actually attempt to build the game we'll check if out one big dependency called SpiderMonkey (the JS engine from Firefox) would build and run there. Since that architecture is not one of a select few we'd not have a nicely working JIT, but that would only make the game very slow on a not that powerful (by today's standards) machine. A quick check of the supported architectures for Firefox reveals that it isn't built for macppc, a quick search reveals that Mozilla dropped support for PowerPC when releasing Firefox 4.0. So that rules out recent versions of the game at least. The SpiderMonkey version that corresponds to Firefox 4.0 is SpiderMonkey 1.8.5. For those not well versed in our SpiderMonkey to releases mapping (I'm just kidding, I also had to look that up) we did upgrade to 1.8.5 after Alpha 6. I guess at that point one could also stay on OSX, but if you want to run a by now over 6 years old version of the game that you have to most likely patch a lot to even build (there is some somewhat low level code that would need to be extended, though you could most likely reuse the arm version that uses compiler intrinsics for those) I'm not sure that is going to be a lot of fun. So to conclude this I suppose you will both have better support and better performance if you used eg a pi.
  8. Your search foo is lacking: https://wildfiregames.com/forum/index.php?/topic/15436-android-port/&page=11&tab=comments#comment-299683 Apart from that OSX/macOS/oohShiny is the system with the worst support you could try to run the game on, and that is not only related to those boxes really liking uncommon input methods. Though I guess for a few of those shortcuts you could try with cmd, or the actual ctrl key.
  9. If you specify mods to load as command line parameters, then you must specify all the mods that should be loaded, and in the correct order. Or you just write a proper mod.json and use the mod selection screen. (Whether the mod is in the user mods folder or within the game data files mods folder does not really matter (the former has slightly higher priority when a mod of the same name exists in both).)
  10. How do you start the engine? If you pass custom parameters to it which ones? If you pass mutliple -mod=foo entries, why do you not pass -mod=mod? Why do you not rely on the mod selection screen? If it does not show up there, what are the contents of your mod's mod.json. Also the wiki has some useful information regarding modding, apart from inane names for entries in the dependencies array.
  11. As s0600204 mentioned above GitLab offers unlimited private repos with unlimited number of collaborators. GitHub IIRC offers private repos for students (probably by using some edu domain when registering), and one can access such repos without having such an account if one gets added to that. As for updating to a new version check out the current changelog which isn't complete or updated, but should get that at some point hopefully.
  12. Someone should count how often it was mentioned that having access to the source (you are using a repository, right?), and developing against SVN was done in this thread so far. That would at least reduce the amount of time spent trying to work around bugs in the last release that were already fixed in SVN. Regarding the patch above, that does look quite nice in places! But why are Gravity and Delay in a different order in simulation/templates/structures/goron_temps/template_goron_civil_centre.xml compared to most other files? Not related to the patch, but why is template_unit present in the patch at all? Also ranged attack bonuses seem to have messed up indentation, same for a few of the Spread tags.
  13. SirPope seems to be stuck in a mindset that the engine cannot be changed. That is one of those things where we do have an advantage over other engines. The requirements listed in response to s600204's questions seem to indicate that there should be different resources, with limitations on bartering and possibly trading. But trying to shove those into the resources currently present in the public mod seems to be more than just wrong. Yes, having quite a few of resources will require quite a few changes to template files, but since this is the closest thing to a total conversion mod we have that seems ok. And yes, a few of the requirements/wanted changes might require changes to the AI, the tributing code, the bartering code and the trading code, but in case those changes are only done after figuring out what needs doing those should be stable and not require any future changes.
  14. That might be a limitation of the AI as for everyone but the GUI (which should just display the visible classes) there is no distinction between Classes and VisibleClasses.
  15. Maybe all of them. The classes the actual templates have might be somewhat inconsistent, check the files if you want more detailed information. I don't expect a lot of unification to happen there since number of devs caring about that decreased recently.
  16. See the function comment for MatchesClassList. Also do not use the "hybrid" thing that is broken and inconsistent and is going to be removed (see D869 and related discussions).
  17. You could probably use the special filter to add a class (Foundation) to the foundation, then change the aura to not apply to entities that have the Foundation class (+!Foundation for each entry or something).
  18. So the ruins are to be gathered while under construction? Or only when fully constructed? And they should decay while under construction, or only once fully constructed? For just removing the spawning while that thing is a foundation is to modify the special/filter/formation template to disable SpawnEntityOnDeath. Add the following to the <Health> tag: <SpawnEntityOnDeath disable=""/>. That way no foundation (so this is not limited to this specific template, but to all) will spawn an entity on death. If that is what you want I cannot tell. Auras stack if you make them stackable.
  19. Yes, look at some buildings for how this is done. For the most part (unless it is about moving, or anything tied to UnitAI) there is no difference between units and buildings.
  20. When anyone talks about something decimal in the simulation, which for reasons of being shorter and people being lazy and everyone knowing better (at least I hope the last one is true), they mean fixed point. That's the reason why we have cross-platform (or actually same-platform in some cases) multiplayer and a reproducible simulation which is quite important. As for float getting messed up, well only if you decide that you like NaNs, apart from that the remaining issues are some platform specific functions, actually used internal precision for floating point operations, and rounding modes, most of which one can work around, which is partially done by JS itself and implementations adhering to it, or us taking some care to fix the other parts (the first paragraph is about the C++ part of the simulation, though for what we use floats in the JS simulation they should be considered equivalent to fixed point). So yes, internally (simulation that is, though I think the rounding is only done in the GUI, as opposed to the simulation side that provides those values to it) health is a floating point value.
  21. Actual translation discussions (per language that is) mostly happen on transifex itself. And that is where you should coordinate with other translators (if there are any that are active). The source files are updated about twice a week, so if there are changes to them those will show up on transifex. If you decide to work offline for that whole time instead of regularly uploading then you will be confronted with having done pointless work that might not apply anymore. Upload your changes regularly if you prefer a proper local tool over transifex' ever changing interface, at one point I think they had a feature to "lock" a translation so others are notified that you are working on that currently, but that was more of a note to other that they shouldn't change that one resource only. So we cannot stop updating the source files, and you should not assume that they aren't going to be changed by other translators. The closer you stay to what is the current state in transifex, the easier working on the translation will be. Sharing the work is part of what this whole open source/free software thing is about, and doing so early as opposed to having one huge drop in the end helps when you might have to interact with others. That said this sounds like a very nice project, so welcome and have fun!
  22. As one can see from the links fatherbushido posted earlier A22 is in unstable. If you want updated packages running Debian Stable is most likely not the best choice, if that doesn't satisfy you get in contact with the package maintainers, or build things from source.
  23. Then only play against "Medium" level AIs. Or read the descriptions of the higher levels. Part of non C&C/SC/WC-style (read: mostly AoE-style) maps is that they aren't perfectly symmetrical, adapt to that, or play maps that are. One civ does not mean that every map is symmetrical, I'm not even sure if that applies to random maps. Making RMS symmetrical should be relatively easy, if those maps are actually fun to play is something else. I however think that having the option of playing a map that is perfectly symmetrical is better than forcing everyone to play those maps. We aren't taking care to make this game easy to mod because we think that we know best, we are doing so because we think that we might have a few sound ideas, but not everyone needs to agree with those, so if they don't they can just do some work and show us that we were wrong. We don't claim to be infallible, and if someone can actually show that we are wrong in some aspect and is nice about the whole thing because they also care about this project we are very likely to listen to that advice. So to be slightly more concise, purely symmetrical maps for ranked multiplayer might very well be something a few people on the team might care about. So if someone wants to see that happening they should submit some of those maps.
  24. See Health's SpawnEntityOnDeath as documented in the entity XML documentation. You will most likely also have to change the death type (to vanish). Depending on what you spawn you might want to prefix the template name with resource|. To find out what that does read the special/filter/resource.xml file in addition to the CParamNode documentation. Or in case you don't want to read that much on how it works behind the scenes just look at the resource filter template listed above, and eg the sheep template, and compare that to a tree template. Depending on what you want you should pick either something similar to the sheep template, or something like a tree template.
  25. They aren't compressed, they are however packed into one file. That helps with actually loading from disk and might very well help with loading times.
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