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Itms

WFG Programming Team
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Everything posted by Itms

  1. Hi, thanks 2. would be fixed by 7. but you're right, that doesn't work in the nightly SVN. Instead, if you version of subversion is recent enough, "svn cleanup --remove-unversioned" would do the trick. 5. 6. ah, you're correct. those are fixes that are in place in our CI configuration, but on on the build instructions. 9. The SPIR-V mod is not needed anymore, you can delete it from everywhere. All the SPIR-V shaders are already included in the nightly build.
  2. and the vast amount of underpaid workers from developing countries
  3. I'm not an artist but I'm amazed by what they can create and very proud of participating to a project that is so visually appealing. I would be very sad to see this work from humans replaced by generated contents copied over from someone else's work (because "generative" AI creates from plagiarized content, for now). Jason, the content you sent is beautiful, but knowing that no one spent time on it, demonstrating their skills through it, removes all the value in my eyes. I'm on 0 A.D. to do something selfless, spend much time on something for the love of it. The end result is not by far my main metric of satisfaction. Similarly, genAI could generate documentation and increase our metrics on this front... but without real added value. If an AI can deduce what the code does, maybe documentation was not absolutely necessary at this place. Worse, it can generate low-quality comments which mask the need for detailed information written by competent developers. And, my main concern, regardless of the very personal input I'm giving above, is the carbon footprint of these tools, which is ridiculous. If we're accelerating the catastrophe just to splash shiny images on a hobbyist game, we're being very careless. That also includes using genAI for inspiration.
  4. As long as it's still relevant maybe it would be good to test and have reproduction steps on the nightly build.
  5. Hello zyli, thanks for the report and the useful feedback on the build system. This is currently being fixed, in PR-7323 Unfortunately, Rust 1.66 is a requirement from Mozilla to build SpiderMonkey, we cannot decrease that. However, you can install Rust 1.66 or later using Rustup instead of your package manager. This is the recommended Rust install method. On our CI this allows us to build and test 0 A.D. even on Debian Bullseye.
  6. I don't care much, but from the (very) few games I played with this new system, I feel like it's closer to a traditional RTS experience while still retaining that realistic and original feature of capturing, which allows players to diversify their strategy and turn a game around. I quite like it. I am not sure it's possible to reach a consensus here on the forums, but what about trying a release with that change, and see how the wider community reacts? It's always time to switch that back in the community mod and A28...
  7. It does not look like it, the missing files are not LFS files. Moreover the user reports using the nightly build, so there is no need to pull anything. @superserioussam I think that your download of the nightly build is incomplete. In the nightly build folder, right click somewhere and choose "SVN Update". If you get error messages, try a cleanup first: "right click > TortoiseSVN > Clean up...", then check all the boxes, let it finish, then retry "SVN Update". The update process should complete with the message "Completed - At revision: 84" (or a higher number than 84 if you try this in the upcoming days)
  8. News are coming soon. The plan is to get the release out around the new year.
  9. We have seen much activity on the new platform since August That makes me happy, proud of the migration, and grateful for the contributions Now the pull requests have accumulated and we need some common rules to be efficient in reviewing. Of course, new PRs get more attention, and it's natural that some big/involved PRs spend more time in the review queue. The situation on Phabricator ended up unmanageable but I believe it had a lot to do with the UI. On Gitea it is immediately obvious how large the review queue is and what needs to be looked at. The only thing I think is missing is an equivalent of the "Changes Planned" status, i.e., the PR is not going to be abandoned, but the author is going to change things, and thus a final review is not wanted for now. This would allow team members to focus on ready-to-commit work that is sitting at the bottom of the pile. I propose to use the WIP: prefix for that situation. The PR is modified to WIP again when the author is still heavily modifying their proposal, or when a decision cannot be made right now. This doesn't prevent the CI to run, checks to pass, etc. On the other hand, at a glance, developers can see which older PRs need some final review. The community can also see where contributions are needed and what is the load status of the review queue. Would that sound good? Pinging the contributors with open PRs. If I start to set some PRs back to WIP, I wouldn't want contributors to think this is a rebuttal, but just some housekeeping. @paczek@Vantha@abian@real_tabasco_sauce
  10. What about now? Finally gotten around to doing that too. I have many improvements to perform on this redirection tool, I will look into them ASAP.
  11. Oh sorry I have been tricked by the 0ad-data package...
  12. Hello! On Ubuntu, 0ad is in the "universe" repository. If you are running a fresh install, you may not have activated it yet. Please try sudo add-apt-repository universe before refreshing your package list in your preferred package manager. (there may also be a place in the GUI settings of your package manager to activate universe/multiverse repositories)
  13. That is something everyone can activate, @abian can activate PRs on their fork. I do not think there is an option to activate that by default and I'm not sure it's desirable (in terms of UI clutter).
  14. ChatGPT is a tool designed to generate text. It is not a search engine and it cannot be trusted to give correct information. You can do so if you wish, but I share all of Stan's reservations expressed in the above post.
  15. Hi andy, what is this gist? Who wrote that? I see no information anywhere about Gitea having a "wiki pull requests" feature. I agree it would be desirable.
  16. I feel like some command invocations are redundant, but as long as it covers all ways of getting users out of trouble, I don't really mind. The top-left button brings you to the root of the subdomain, https://gitea.wildfiregames.com. I think any other destination would be very unexpected for a top-left button, it would certainly confuse me. However, I could definitely add a "Main repository" button in that top bar. I can even make it a 0ad-wheel-logo instead of a text button. I would place it in second position, just right of the WFG logo button. Would that sound good to you guys?
  17. No, they don't, and I don't have a good idea to do that properly/automatically.
  18. @Obelix Unfortunately, I confirm it is not possible Those are two different repositories, with extremely different histories, even though they contain roughly the same files in the HEAD revision. When a repository is moved to another address, the "SVN Relocate" command will save you from having to re-clone, but this is not the case here. Even if I had decided to create the nightly repo inside the "public" set of repos, using "SVN Switch" would have re-downloaded everything, as public/nightly wouldn't have any common history with public/ps.
  19. Hi @Grapjas, I signed the mod! Amazing work. I would love to see the sandstorms in the vanilla game!
  20. It is a git workflow, on a single repository. SVN is still used as a storage solution for two things, but not for storing the development history, i.e. it is not our VCS anymore. We still have some bundled libraries for building the game, they are stored in SVN but we'll get rid of that over time. It's a bit arcane and as a contributor you should not be concerned about it. Additionally, we continuously deliver a nightly built version of the game so that players can test the latest version without any knowledge of git. This uses SVN because our community is used to it by now. SVN allows users to update their nightly build incrementally, without having to re-download everything daily. Release bundles will also be automatically packaged using the nightly build.
  21. Ahoy, sorry for not answering sooner. You'll have to use the command-line only once so that your clone is aware of the existence of the "upstream" repository 0ad/0ad. (I'm a bit baffled to see this is not supported by Github Desktop (and everyone is pissed off in their bugtracker), but alas.) Go to your clone, and inside of it, right click and open Git Bash. Run the command git remote add 0ad https://gitea.wildfiregames.com/0ad/0ad.git and exit Git Bash. Now in Github Desktop, you can rebase in two steps. First, click the "Fetch origin" button at the top. It should display in quick succession "Fetching origin" then "Fetching 0ad", the latter indicates that it becomes aware of changes in the main repository. Then, in order to rebase your own branch, you use Branch > Rebase current branch, and you select 0ad/0ad as the base branch. Let me know if something is afoot.
  22. Done! I grouped together all the features in a single script. In an up-to-date git clone, you can run the script "binaries/system/get-nightly-binaries" to download the built game, the translations, and the Vulkan shaders. All of those files are ignored by git and will not interfere with your workflow as artists.
  23. I think you'll grow used to the new fork/update workflow after a few tries. That part is not really more difficult than what we had with SVN+Phabricator, it's just very different. However, editing/testing across the SVN and the git repo does sound like a pain, I still think it's a valid workflow for small one-time contributions, but it's too impractical for team artists. And we're not going to require you to learn and build the game. I'm going to add a script for copying the nightly windows prebuilt files into the git repo. That way you would be able to modify in the git repo and test there without back and forth. I already did that for pulling translations and spirv shaders, I could also do that for the built game (it would obviously be Windows-only, but that would cover team artists).
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