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nocompile

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  1. I updated but it still does not work: CMake Error: The following variables are used in this project, but they are set to NOTFOUND. Please set them or make sure they are set and tested correctly in the CMake files: OPENEXR_ILMTHREAD_LIBRARY linked by target "nvimage" in directory /home/home/0ad/libraries/nvtt/src/src/nvimage -- Configuring incomplete, errors occurred! ERROR: NVTT build failed home@ubuntu:~/0ad/build/workspaces$ cmake --version cmake version 2.8.7
  2. It used to work, not to long ago, a month or two ago is last I tried and succeded to compile.
  3. Any ideas? -- Use thread library: -lpthread -- Looking for include files HAVE_UNISTD_H -- Looking for include files HAVE_UNISTD_H - found -- Looking for include files HAVE_STDARG_H -- Looking for include files HAVE_STDARG_H - found -- Looking for include files HAVE_SIGNAL_H -- Looking for include files HAVE_SIGNAL_H - found -- Looking for include files HAVE_EXECINFO_H -- Looking for include files HAVE_EXECINFO_H - found -- Looking for include files HAVE_MALLOC_H -- Looking for include files HAVE_MALLOC_H - found CMake Error: This project requires some variables to be set, and cmake can not find them. Please set the following variables: OPENEXR_ILMTHREAD_LIBRARY I svn up'd again
  4. The Ubuntu version is: hardy
  5. GCC: gcc (GCC) 4.2.4 (Ubuntu 4.2.4-1ubuntu4) Copyright (C) 2007 Free Software Foundation, Inc. This is free software; see the source for copying conditions. There is NO warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. Build: #!/bin/sh srcHome=`pwd` svn up cd build/workspaces ./update-workspaces.sh cd gcc make config=release clean make config=release -j3 cd $srcHome/binaries/system/ ./test
  6. -- Looking for include files HAVE_MALLOC_H - found CMake Error: This project requires some variables to be set, and cmake can not find them. Please set the following variables: OPENEXR_ILMTHREAD_LIBRARY -- Configuring done ERROR: NVTT build failed The main developer, Phillip, told me to just delete the game. He would not help me.
  7. How do I change that limit then? I was trying to place another one and it was just red nomatter where, I had a large map.
  8. There is a limit. I just checked. I could only build 5 town centers. Where is the limit set?
  9. Is this gpl or CC or whatever 0ad is? Can I add it to 0ad without overwriting other civs. Is it downloadble now, I want to add these civs. qbot takes tons of mem.. Also will this be added to svn, why not have the east in there someone's making it, the architecture is in the time period about
  10. In file included from ../../../source/gui/CInput.cpp:22: obj/gui_Release/precompiled.h:22:7: warning: no newline at end of file input.cpp AtlasObjectXML.cpp utf8.cpp AtlasObjectImpl.cpp bits.cpp self_test.cpp ogl.cpp ../../../source/lib/ogl.cpp: In function ‘void dump_gl_error(GLenum)’: ../../../source/lib/ogl.cpp:382: error: ‘GL_INVALID_FRAMEBUFFER_OPERATION’ was n ot declared in this scope make[1]: *** [obj/lowlevel_Release/ogl.o] Error 1 make: *** [lowlevel] Error 2 make: *** Waiting for unfinished jobs.... AtlasObjectJS.cpp CRadioButton.cpp What do I need to get it to compile, was a requirement added?
  11. How do I change max civil centers and maxpop limits? I've been greping around and I can only find the limits of per-civil center but not for the max amount of civil centers. I ask this because I want to have a land-grab game vs my friends, so I need to raise the limit so we can do this .
  12. Jubot, when on a islands map with fairly small starting islands, causes the AI Player to endlessly try to build into the sea. But not a dock. I would be nice if they tried to build some docks and warships into the sea, rather than a house, and getting stuck on trying to build this house forever.
  13. Howto Disable Near-Clip Plane on camera? Sometimes when in unrestricted camera or first-person camera the near-clip plane clips off things I want in the scene, how do I disable it?
  14. Please, Phillip, or anyone, can you make this feature request happen?
  15. I'm using latest SVN, ofcourse! No changes to pyramids, obelistks etc,
  16. Pyramids and Obelisks aren't loading and aren't placable anymore When I load a map with pyramids and obelisks: TIMER| ps_lang_hotkeys: 758.636 us TIMER| common/emptyinit.xml: 1.8937 ms GAME STARTED, ALL INIT COMPLETE ERROR: CXeromyces: Parse error: other/column_doric_fallen:1: Expecting an element Category, got nothing ERROR: CXeromyces: Parse error: other/column_doric_fallen:1: Invalid sequence in interleave ERROR: CXeromyces: Parse error: other/column_doric_fallen:1: Element BuildRestrictions failed to validate content ERROR: RelaxNGValidator: Validation failed ERROR: Failed to load entity template 'other/column_doric_fallen' ERROR: CXeromyces: Parse error: other/column_doric:1: Expecting an element Category, got nothing ERROR: CXeromyces: Parse error: other/column_doric:1: Invalid sequence in interleave ERROR: CXeromyces: Parse error: other/column_doric:1: Element BuildRestrictions failed to validate content ERROR: RelaxNGValidator: Validation failed ERROR: Failed to load entity template 'other/column_doric' ERROR: CXeromyces: Parse error: other/column_doric_fallen_b:1: Expecting an element Category, got nothing ERROR: CXeromyces: Parse error: other/column_doric_fallen_b:1: Invalid sequence in interleave ERROR: CXeromyces: Parse error: other/column_doric_fallen_b:1: Element BuildRestrictions failed to validate content ERROR: RelaxNGValidator: Validation failed ERROR: Failed to load entity template 'other/column_doric_fallen_b' ERROR: CXeromyces: Parse error: other/pyramid_great:1: Expecting an element Category, got nothing ERROR: CXeromyces: Parse error: other/pyramid_great:1: Invalid sequence in interleave ERROR: CXeromyces: Parse error: other/pyramid_great:1: Element BuildRestrictions failed to validate content ERROR: RelaxNGValidator: Validation failed ERROR: Failed to load entity template 'other/pyramid_great' ERROR: CXeromyces: Parse error: other/pyramid_minor:1: Expecting an element Category, got nothing ERROR: CXeromyces: Parse error: other/pyramid_minor:1: Invalid sequence in interleave ERROR: CXeromyces: Parse error: other/pyramid_minor:1: Element BuildRestrictions failed to validate content ERROR: RelaxNGValidator: Validation failed ERROR: Failed to load entity template 'other/pyramid_minor' ERROR: CXeromyces: Parse error: other/obelisk:1: Expecting an element Category, got nothing ERROR: CXeromyces: Parse error: other/obelisk:1: Invalid sequence in interleave ERROR: CXeromyces: Parse error: other/obelisk:1: Element BuildRestrictions failed to validate content ERROR: RelaxNGValidator: Validation failed ERROR: Failed to load entity template 'other/obelisk' ERROR: Failed to load entity template 'other/obelisk' ERROR: Failed to load entity template 'other/obelisk' GAME STARTED, ALL INIT COMPLETE Can't place them on maps either.
  17. Can you add a mouselook command/toggle. Doesnt require any network code (looked in the source), Only clientside.
  18. How much money do you want for 2 min of code to just reveal the low level unit functions to javascript/commandline? I'm asking only for 2 commands.
  19. Development that would take them all of a prescious two min? I am only asking for the low level movement and turning commands that UnitAI obviously uses in it's pathfinding and movement of units to be made available as an Engine.PostNetworkCommand That's all. It would take a person in the know 2 min to make these commands available to modders, and I do believe that one of the goals of this game is to be easily modable.
  20. All that needs to be done is to build a ratline down to the low level commands UnitAI uses to move and rotate units. Philip or any of you into the code could do it in 2 min. I can't as I am totally lost. Please.
  21. You peeps could do this in like 10 min. I am suffering through a dark forest walking through this code and cant even get a darn message to print.
  22. 16:03 < trajan34> 15:53 <trajan34> case "walk-forward": 16:03 < trajan34> 15:53 <trajan34> // print(cmd.message); 16:03 < trajan34> 15:53 <trajan34> print(WALKFORWARD); 16:03 < trajan34> 15:53 <trajan34> break; 16:03 < trajan34> 15:53 <trajan34> 16:04 < trajan34> 16:04 < trajan34> Philip`: then I did in console 16:04 < trajan34> Engine.PostNetworkCommand(walk-forward) 16:04 < trajan34> and 16:04 < trajan34> Engine.PostNetworkCommand("walk-forward") 16:04 < trajan34> 16:04 < trajan34> ReferenceError: walk is not defined @Console:1 16:04 < trajan34> and Please help PLEASE
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