Jump to content

Itms

WFG Programming Team
  • Posts

    2.494
  • Joined

  • Last visited

  • Days Won

    117

Everything posted by Itms

  1. You should not rename libs after compiling them. I assume that you followed the BuildingWindowsDependencies page? When does it fail exactly?
  2. Hi @Bellaz89, nice to meet you! I have seen your work on SM in my emails, but as you've probably been told I was unavailable because of my PhD. I will be back to programming on 0 A.D. next week, and I will start with the SM 45->52 migration. I have already prepared this migration in a way that will probably conflict with yours, so I apologize in advance. When I'm back I propose that we schedule a chat together (IRC or elsewhere) to discuss how I plan to do the migration to 52 and whether you could help, and after that migration, I would be happy to help you include your work in the game by targeting SM 60, 68 and probably 78 at that point! To answer the question above, yes we plan to update incrementally every time. Thanks for your work and see you soon
  3. Itms

    NSIS error.

    Well, we never got this issue with nsisbi. The last time we used it it was this version: https://sourceforge.net/projects/nsisbi/files/nsisbi3.03.1/ Maybe trying this version will work for you.
  4. Itms

    NSIS error.

    Sorry I'm seeing this only now. Yes, we do use nsisbi to package the game in order to work around the size of the public mod. What is your question?
  5. I signed the mod and validated it. If you wish to distribute it somewhere else and want proof that is was validated by WFG, here is the signature file: linux-libertine.zip.minisig
  6. Oh, it's not required, I'm just giving you a suggestion here and the language packs do include the license of packed fonts, which is the reason why I came up with the suggestion for you. However, and I'm discovering this only now, I forgot to put the license files in the a23b releases of the mods they were in a22 and a23 versions. Be assured that I will keep adding them when I don't forget, and that your mod won't set a precedent. The script directly calls libcairo's API, so the answer is probably yes, even though I don't know much about that API. I also really like the "unusual" but better perispomene accent featured on the bottom line
  7. Yeah it is necessary as the fnt and png files are derived work from the font itself. You are right that the FreeSerif license is already covered by the vanilla game (but it can't hurt to say it again in the mod); and even though Libertine and Biolinium are covered by the same license it's not written anywhere yet. In any case adding the license information to your mod is not going to cost you anything
  8. That is the issue: in order to build SM45, you need the mozilla-build from 2016 (and I also use NSPR from back then as a security, but it might work with current NSPR, never tried). The mozilla-build from 2016 will not allow you to build with VS2017, the only options will be VS2013 and VS2015.
  9. We are lagging behind SpiderMonkey and the version we use (SpiderMonkey 45) did not support VS2017, as it was released in 2016. (Actually, the code is probably buildable with VS2017, thanks to backwards compatibility, but Mozilla's build system from 2016, needed to build version 45, did not know how to use VS2017 tools) Upgrading SM is one of my highest priorities, but it's a lot of work. From SM52 on, VS 2017 will be supported and we'll enable support for it. (and maybe 2019 will work too, since Mozilla's build system hasn't changed significantly between 2017 and now)
  10. @Nescio The mod looks good, I think you should include the license file for Linux Libertine and FreeSerif. You can place it next to the mod.json. (we place the license along with the font files in the fontbuilder folder, which you can't do with a mod) Please upload a new version of the mod, instead of trying to replace the current 5.3.0. The latter usually fails because of the way mod.io caches files.
  11. Hello, regardless of the debate about serif fonts, it would be nice to have that as a mod for people who agree with Nescio. Can you please follow these instructions? Thank you
  12. Hi gameboy, I was waiting for your bug report! You must delete your cache: delete folder C:\Users\your_name\AppData\Local\0ad\cache If the problem persists, try deactivating Alpha 23 mods: some of them are not compatible anymore.
  13. I don't know how was the support for arm64 for SM38. Our version never worked there, but maybe it could be patched (it's too late for us though). We can help to find patches to bugs if they exist, but that will need some tinkering from Dansasbu. But this is a good opportunity to improve our arm support for A24! Updating SVN is not needed to test the patch.
  14. Here is a patch: https://code.wildfiregames.com/D2244 To apply it, you should use arcanist. If you are on Debian buster or later, just install it from the repository. Else follow these instructions: quick start. Then, you can create an account on Phabricator (that will allow you to comment directly on the patch, to be pinged if we need some information, etc). Then, in your terminal: arc install-certificate in order to use arcanist with your account, and then arc patch D2244 in order to apply the patch. You can then build with ./update-workspaces.sh --with-system-nvtt cd gcc make And please report here or on the patch directly if you discover other bugs Thanks for the report, and in advance for testing and playing!
  15. Hi! You seem to have hit this bug: https://bugzilla.mozilla.org/show_bug.cgi?id=1266366 What is needed is to patch spidermonkey with it, and when it's committed, then you will be able to build SVN like you tried to do, with Ideally we would have downloaded the latest bundle from the esr branch, instead of the release candidate from the SpiderMonkey devs, but they are not available anymore for SM45. So it would be better if you could test the patch that I will make, in case we need to patch more bugs. Are you comfortable with using our patch review platform? Else I'll provide the patch here and will give you instructions to test it. Thanks for the report
  16. I received the money on the 20th of June and sent the money to all the other participants today.
  17. @gameboy Check all the boxes like in the screenshot and click OK, then update your copy and rebuild.
  18. Hi gameboy, the Windows autobuild is stopped for a few days for an upgrade. You can build the game if you want to get the fix! Sorry for the inconvenience
  19. Hi, yes, the autobuild is down for some days, we'd like to build with VS2015 on it. Happy to see it is that useful for you, we'll try to make the downtime as short as possible
  20. Looks like a very nice tool indeed. Don't hesitate to add it on the wiki! The bottom of the EngineProfiling page is probably the best place for it.
  21. Done! Thanks @Alex from Intel for the work and the write-up! We'll let you know about improvements to these parts of the code
  22. Dear members of the treasury committee, With some delay, please find attached the details of expenses engaged for FOSDEM 2019 in February. Five members of WFG were able to attend and to spread the word about the game. Just like last year, I propose to have SPI send the money to me, which I will immediately forward to the attendees, in order to minimize the number of transactions. We are looking forward to reading your reply and we are happy to answer any additional question you might have. Itms, on behalf of the attendees. FOSDEM-2019.pdf
  23. If it's the TLS bug, we'd be happy to have a backtrace, because currently it only happens on macOS (fixed in the development version) and on recent Fedora (not yet fixed, so every bit of extra information is welcome).
  24. He used an old promotional video from WFG instead of trying the game
  25. Common Mistakes: name/label confusion in mod.json - for instance https://0ad.mod.io/ja-lang "name" should be a lowercase identifier, it usually matches the URL of your mod on mod.io: for instance "ja-lang" "label" is a human-readable name, it usually matches the title of the mod on mod.io: for instance "Japanese Language Pack" top-level extra directory. Your zip should contain directly mod.json and the rest of the files, it should not contain a sub-directory with the files. The best way to avoid the issue is to use the archive builder. In order to test whether you made the mistake, try opening the mod with 0 A.D. If you land on the mod selection page and your mod was added to the list (appearing in green), things are good.
×
×
  • Create New...