Jump to content

Itms

WFG Programming Team
  • Posts

    2.494
  • Joined

  • Last visited

  • Days Won

    117

Everything posted by Itms

  1. I am able to reproduce with SVN; and setting this to false does fix the issue Note: with the change, when starting the game, it "blinks" once with a black screen (during something like 0.1 second), I assume that's some kind of buffer being updated (it isn't an issue at all, just figured I'd tell you in case this gives you information about what happens in the code).
  2. Don't hesitate to report them The full threads are easy to spot, small comments like this can fly under our radar if we are not participating in the thread.
  3. Hi Vlad, here is my userreport: userreport_hwdetect.txt I am not able to record the issue using OBS Studio: indeed, whenever the flickering happens, the frames captured by OBS Studio are blank. The capture shows the screen only when the flickering has stopped. Instead, here is a video of my screen using my phone. VID_20230520_000647.mp4 You can see that a few square parts of the game view are flickering. In this pathological example, a part of the dialog is missing, removing a button. The flickering always stops without intervention after a couple of seconds, then the game looks normal. The flickering doesn't always hit the same parts of the screen. I believe the issue only happens in fullscreen, but I'm not sure. It can be triggered by toggling fullscreen with Alt+Enter, but I found that the most reliable way to reproduce the issue was to enable fullscreen in the options. With this option enabled, flickering will happen at game start in the majority of cases. Hope this will help you.
  4. This has no link with 0ad, and the thread will go overboard very quickly. Regardless of censorship, copyright infringement is a thing. Those ebooks are not free, and your professors didn't agree for their course notes to be shared here.
  5. @vladislavbelov I can also reproduce the flickering issue with A27 using the OpenGL backend. Please let me know if I can give useful information to debug this
  6. I really like Agni as that just restarts the alphabet while keeping the thematic meaning I also voted in favor of Hephaestus but I might be biased as my profile picture suggests
  7. The fix was committed! Thanks @s0600204 and the other investigators
  8. I confirm the fix works. It is also the best fix IMO because SpiderMonkey will indeed replace distutils by sysconfig in the upcoming ESR version So I included that in D4893, I am just waiting for Jenkins to make sure it passes CI and I'll commit it later tonight.
  9. Great, I'll wait for it and we can decide between it, and the hack from SM and my hack idea
  10. Hi here! Sorry I didn't post here, @s0600204 thanks for the parallel investigation So basically I imported a fix from SM that fixes the extra "local" in paths. It is not as clean as the fix in your patch, but it is what was included in SM, so better follow them. However, the remaining issue is that on Debian, distutils proposes a path ending with "dist-packages" while it should be "site-packages" where things are actually installed. This is the part I don't really understand. If you have any idea @s0600204 I'd be interested, else I'll ask a Debian maintainer. In the worst case, it is easy to hack around this by changing "dist" by "site", the same way we remove "local/" from the path.
  11. Hi Yekaterina, please contribute those improvements on Transifex so that they get included in A25. In the meantime, you can make a mod with your translations (you can take apart the official zh-lang mod, replace the po files and rezip it) and upload it to mod.io as an unofficial zh mod, I'll gladly sign it! The hotkey page was not translated in A24, this has been fixed and it will be translated in A25 The Atlas editor is not translated yet (apparently we don't have a ticket on Trac for this, or I couldn't find it).
  12. I finally took the time to regenerate the mods (using translations from r25014). I actually regenerated all four CJK mods, because I had forgotten the *-engine.po files in all of them So there you go.
  13. I'll see if I have time for this. I'll use the po files pulled by the upcoming i18n update, which will be the most recent one using the version of the pot included in A24.
  14. Hi, I signed the mod with the A24 key. It now appears in the A24 mod downloader. Here is the signature file: linux-libertine.zip.minisig
  15. Hi Angen, I have no knowledge about this and I don't remember dealing with TLS stuff on 0 A.D. (only password encryption). If I had to take a wild guess I would say it comes from the client's OS configuration.
  16. Hi Teiresias, this is very interesting! Our use of C++ unit testing to run JS tests is really subpar. If we can use jasmine through spidermonkey it would allow us to have a better tool for testing JS code. Would it be possible for you to demonstrate how to run, for instance, simulation component tests (in binaries/data/mods/public/simulation/components/tests/), using jasmine? Those tests rely on "Engine" methods which are defined in the 0ad engine, so I'd like to see how that works out. Coverage information would be nice to have. I wouldn't say it is mandatory (we have engine coverage and we don't really look at it) but if we have it it's definitely a plus, and it would push us into analyzing coverage information more often. Thanks a lot for your proposal!
  17. Itms

    NSIS error.

    You must run ./update-workspaces.sh without adding any option. Using the system spidermonkey or nvtt will not work.
  18. Itms

    NSIS error.

    @gameboy You must first discover how to build the game on Linux. You must use the Terminal (see https://ubuntu.com/tutorials/command-line-for-beginners) When you understand how the Terminal works, you can follow the instructions on Trac to build the game a first time: https://trac.wildfiregames.com/wiki/BuildInstructions#Linux If and only if everything works, you can run the packaging script in the terminal: cd source/tools/dist/ ./build.sh The last step should fail because nsisbi is needed instead of makensis. You should then copy the export-win32 folder to Windows and then use nsisbi. If you figure out how to use nsisbi on Linux, you can send a patch; else we'll patch the script for the next release, but probably not before.
  19. Itms

    NSIS error.

    Ah that is good, we will definitely use nsisbi from Linux if it works, instead of switching to Windows for the last step of packaging @gameboy 我的中文不太好你是对的,我们必须使用英文。为了packaging 0ad,你必须使用Linux。如果你没有Linux,不可以 ! ! 如果你不是 Wildfire Games member,你不需要作packaging, 你不需要有Linux !
  20. Itms

    NSIS error.

    I never knew what was your mother tongue, gameboy. If you can share it, we can try to resort to this whenever we have a serious misunderstanding, like here.
  21. Completely agree. The only questionable thing we find in a few mods is the code that removes the mod itself from the list of enabled mods. Players should be aware that their opponent is using autociv or any other mod (in theory: as I said, they can't know if their opponent changed the code locally).
  22. Itms

    NSIS error.

    In this situation, it's you who doesn't understand me: for the last time You need to use Linux to run the packaging script BEFORE using nsisbi on Windows. I believe there is no problem in the code, it's just that you don't use or don't have the correct tools. I could test but I'm working on SpiderMonkey at the moment, and however much time I loose repeating things to you it's still quicker than packaging the game, which takes a couple hours. If you make the effort of understanding what's blocking you, then I can answer your questions if they are clear. No problem with that.
  23. Itms

    NSIS error.

    No, it doesn't need any update!
  24. Itms

    NSIS error.

    You need to run source/tools/dist/build.sh on Linux, then you can use nsisbi on Windows (instead of makensis on Linux) to create a Windows installer. What do you not understand? Can you stop pinging people all the time? Can you formulate questions instead of harassing us?
×
×
  • Create New...