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Posts posted by Loki1950
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Those sheep can be gathered extremely fast. Have you even tried it? Use a cavalryman.
Just make sure you keep spawning sheep
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SVN is an abbreviation for subversion a way of keeping code and art in a historically ordered manner there is a very complete article on the wiki at http://trac.wildfiregames.com/wiki/TortoiseSVN_Guide on how to get ours an d use it.
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Thank you! I can't wait to see the new graphics! When will these be ready to try out?
The new effects are available with SVN now,still bug stomping ATM mostly bring old content up to date.
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Really like the weathering effects you added
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Thx for the advise about update-workspaces i did not run it so discard my errors as not reproducible.
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I can build at evening (~15-16 UTC) if someone will not do this earlier.
Thx fcxSanya tried a local build myself last night VSE2010 complained about
mikktspace.cpp
mikktspace.h
weldmesh.cpp
weldmesh.hapart from my usual wxWidgets errors.So someone may have to modify myconid's code for Windows
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It may be possible but not on the road map,as they are both much later in history and are new world.So saying that does not mean you and any friends could not do it your selves
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Ce beau General reminds me of some formations off the New Brunswick coast locally called the Flower Pots
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So now those of us that follow svn but have not managed to build our own binary on Windows have to wait for a new build to be pushed our way before we can see all this new eye candy
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Usually there are two packages for every library the library itself and a separate package that has the headers necessary to compile an app that uses that library they are usually suffixed with dev (as in development) so do you have both sdl and sdl-dev installed through your distro's package manager also IIRC there are several SDL libs so a function that you need may not be in the package you have installed.
I have SDL installed but, I'm referencing a copy of them in my home directory.
It is not recommended that you that as it will just confuse gcc as it looks in the standard locations first and a later reference muddies the water
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Don't know for sure but auto build seems broken ATM that last few exe updates have been manual builds.
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If you are compiling under Linux with gcc do you have the SDL headers installed usually sdl-dev package?
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The Celts are in the game even two culture varieties Britons and Gauls and generic Celt if you did not see them you are not looking very hard
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Ship design did not really change till the late middle ages as there was no need to change,sailors are a very conservative group
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That looks like a build in place of use model Lion do you want to defend it while it's being build
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In that case there is one resource that is not modeled at all where is the salt, no salt no food preservation pre refrigeration, is it included with stone if not we need a new tech building salt mine/salt works after all the first thing a Roman commander did after building fortifications(and shelter for the camp followers ) was build a salt works to pay his troops.
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Why not just make it post the results to a web page here on the game's site saves all the api head aches is central besides I doubt that a lot of us are social media addicts
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I think Deiz just committed something that address this check SVN r12269 the comment on the commit
Added a function for finding colliding entities with identical control groups. Refs #1529.Enjoy the Choice
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It happens with ships as well.
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I used the prebuilt libs and copied the include and lib folders into the libraries\wxwidgets folder of my local SVN repo and yes wxUSE_GLCANVAS is set to 1 in C:\Users\Public\Documents\sandbox\0AD\libraries\wxwidgets\include\wx\msw\setup.h just reverted my repo so I can use the new build for now.
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Not real news to anyone who dual-boots especially if they use a light weight window manager but it is nice to see confirmation from a major game publisher wonder if that may be why ID still uses OpenGL
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I forget where the file that lists all the errors is.....
From the readme logs folder of the local SVN repo
The game only writes files here if you specified -writableRoot on the command line.
Otherwise, the logs can be found in %appdata%\0ad\logs on Windows and
$XDG_CONFIG_HOME/0ad/logs on Unix systems ($XDG_CONFIG_HOME defaults to ~/.config)Enjoy the Choice
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azayrahmad"]Now only if there is 'drag military units only' options...
Try Alt_Left Drag
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Been trying to get a clean build with VSE2010 but two sub-projects fail one I am sure is due to wxWidgets which maybe due to this little note I found in wxWidget's setup.h
// Setting wxUSE_GLCANVAS to 1 enables OpenGL support. You need to have OpenGL
// headers and libraries to be able to compile the library with wxUSE_GLCANVAS
// set to 1. Note that for some compilers (notably Microsoft Visual C++) you
// will need to manually add opengl32.lib and glu32.lib to the list of
// libraries linked with your program if you use OpenGLboth libs are in the MS SDK at C:\Program Files\Microsoft SDKs\Windows\v7.1\Lib how do I get VS express to see them more used to the *nix tool chain so at a bit a loss.I am attaching the build log so that the cognstii may find what else I've missed.
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[SOLVED] VSE 2010 build issues
in Help & Feedback
Posted · Edited by Loki1950
Ok managed to build wxWidgets from the wxPack that myconid pointed me to there is a Windows bat file that will build the libs with VC6 to VC10 with the following options
just run it twice copy the include and lib folders to the C:\Users\Public\Documents\sandbox\0AD\libraries\wxwidgets folder run the update-workspaces batch file( what I forgot to do) this will then let you build Atlas without errors.Still have a few more errors in my build log but I will start a new thread for them.
edit:could some one add a solved tag to the thread tile for those that follow.
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