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s0600204 last won the day on September 12 2023
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Zulip maintains a list of public communities that have opted-in: https://zulip.com/communities/. I don't recognise most of the names, but amongst the few I have heard of are Mixxx, LibreCAD, and Wikimedia.
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Shortly after the time that the original author/maintainer of Phabricator announced his intention to stop maintaining it, the group of people who got together with an aim to continue/take over development and support used a service called Zulip to discuss how they'd do that. I remember feeling fairly impressed by the service at the time, as it seemed an improvement above my experiences with IRC, Gitter, and Matrix. It meets most of the criteria established at the top: TLS encryption between client and server; and all data is encrypted at rest be open source Source available on GitHub: https://github.com/zulip/zulip be libre, Apache 2.0 license be free, As an OSS project we'd be eligible for their "Standard" cloud package for free ideally not be self hosted or at least part of something we already host. Is cloud hosted (with self-hosting as an option) provide a web chat, for people not willing to install extra software A web client is available (as are desktop, mobile, and terminal clients) Tagging specific channels as public is possible, so no need to sign in to read chat should allow logging the channels for posterity Ability to export select (e.g. publicly viewable) channels into a static HTML archive, with incremental updates where possible - https://github.com/zulip/zulip-archive There's also bridges for IRC/matrix/XMPP/etc.; optional voice/video chat integration (Jitsi by default); private channels/topics; user administration & moderation; etc. Of particular interest to us, the service supports what it calls "linkifier"s - detecting phrases such as "D1234" and adding a hyperlink pointing to the relevant issue/commit/whatever. (How this appears in an exported archive I'm not sure.) And it supports integrations with gitea, trac, phabricator, transifex, jenkins. Anyway... just suggesting it as an alternative to what's been mentioned thus far. Thoughts?
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*sigh* Enough. Both of you. I'm locking this thread for a few hours, in order to force a time out. Kindly get some sleep, fresh air, (or whatever) and come back tomorrow. Please do not continue this via Private Messages or elsewhere, or you may face temporary bans. @SKAcz: I hope the responses you received in good faith proved helpful, and Welcome to the 0 A.D. Community.
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A new git-based development environment
s0600204 replied to Itms's topic in Game Development & Technical Discussion
Firstly, thanks for working on this. If we're excluding Windows-only binary files from the gitea repo, would the contents of ./build/bin be considered candidates for removal? And ./build/premake/premake5/bin/release/premake.exe? For Linux and macOS, the premake binary is (re)built as part of update-workspaces.sh, and I don't immediately see why we couldn't (eventually) do the same on Windows; The cxxtestgen executable only seems to exist to get around the need to install python, (which we require on *nix to also build spidermonkey - for Windows, python is bundled inside mozbuild, a required prerequisite on Windows-systems only); The svnversion executable looks to only be used during the creation of a release (and so would only need to be installed on whatever machine was assembling a Windows release), and likely wouldn't work if we start cutting releases from gitea anyhow. -
Incidentally, I've also tried looking into this. I'm pleased to say that (after spending more time than I care to admit on it) I can now successfully build sm91 using python 3.12. The bad news that is that my solution as-is is a mess, and probably won't work for others, particularly Windows or macOS users. It would be a lot easier, I'd imagine/hope, to patch SM102.
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Help! How do you teach your workers to build new structures?
s0600204 replied to krt0143's topic in Game Modification
Yes; corrected. @krt0143, add an empty <ProductionQueue/> element to your template. -
Help! How do you teach your workers to build new structures?
s0600204 replied to krt0143's topic in Game Modification
What you're looking for is the Builder component (<Builder></Builder>). Notably, the following mixin file, which is included into the definition of every unit that can build buildings: https://code.wildfiregames.com/source/0ad/browse/ps/trunk/binaries/data/mods/public/simulation/templates/mixins/builder.xml Note that this does provide civ-specificity: if your new structure template is named, say, brit/camp_example.xml, then adding it to the above file as structures/{civ}/camp_example will cause it to only appear in the build list of Britannic builders (builder units belonging to other civs - e.g. in-game allies - will be able to assist with construction once the foundation has been laid). The absence of, say, a mace/camp_example.xml template is silently ignored. That said, Athenian builders have an additional mixin for Athenian-only buildings: https://code.wildfiregames.com/source/0ad/browse/ps/trunk/binaries/data/mods/public/simulation/templates/mixins/civ/athen.xml You can also add it to specific unit templates, like how the Roman Army Camp is listed at the top of the "Basic"-rank variant of the Roman units that can build it: https://code.wildfiregames.com/source/0ad/browse/ps/trunk/binaries/data/mods/public/simulation/templates/units/rome/infantry_swordsman_b.xml -
Hi! Please follow the instructions here: https://trac.wildfiregames.com/wiki/ReportingErrors#Errors At first glance, it sounds like https://trac.wildfiregames.com/ticket/5265. (Which shouldn't be happening anymore, as it was resolved for Alpha 24.) What version of 0A.D. and macOS are you using?
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spidermonkey, when built as part of the pyrogenesis pre-build process, explicitly and intentionally disables the Intl api due to problems with the spidemonkey build process erroneously inserting an otherwise non-compatible version of the ICU headers into the include search paths of pyrogenesis, causing build failures. (See #5868) Subsequently, anything that uses the Intl api (e.g. <Date Instance>.toLocaleTimeString()) may not work as expected and (it seems) will fallback on using the local timezone of the computer upon which it is run. As 0 A.D. does not itself make use of this API, this has not been a problem until now. This is why you've had to use manual timezone offsets - the values of which will most likely only be correct for you and anyone else in your timezone, and only as long as you and your targets don't transition in or out of daylight saving time - instead of being able to leave timezone calculations to .toLocalTimeString(); and also why timezone identifiers are ignored and not validated. If/when D3127 is merged, it might be possible to re-enable the Intl api - people using a system-repo provided version of spidermonkey will most likely have access to it - but that will need testing and will not happen with the next release. Alternatively, it might be possible to consider building spidermonkey with the --with-system-icu flag instead of the --without-intl-api flag - which also prevents the issue with incorrect ICU headers - although some research may be needed to work out why the latter was used in preference to the former in the first place. (Added as part of the upgrade from SM24 to SM31 in r16214. In SM24 the Intl api was disabled by default; in SM31 it was enabled by default. As we don't use the api, perhaps it was to get a quicker build?)
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Yes. It's what's described as a "mixin", and it is used to add attributes common to many Athenian templates in a bid to reduce duplication. The template it refers to can be located in simulation/templates/mixins.
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Unsurprising. I'm a little busy at the moment with work, but I'll look into it when I get time. @ShadowOfHassen, hyperion's suggestion of working on top of a fork of 0ad.git is what I do for my two mods listed on mod.io. The script he provided (which works roughly the same as the script I wrote and use for the same task on my computer) detects which files have been altered, which means the output mod file will only contain files that have been modified by your commits. The script also supports auto-marking files that should be "deleted" (read: ignored) from mods that appear above it in the in-game mod list. As what you're attempting to do is modify not remove templates, this feature is probably not one you'll be using.
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See also: https://wildfiregames.com/forum/topic/22711-template-based-history-strings (was the announcement for the r19960 change that Stan` linked to above, in case it was unclear why that action was taken) https://mod.io/g/0ad/m/reference-suite-plus (contains many of the strings removed by r19960) (might not work with SVN/A27)
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Tough. The original poster got his answer; everything else appears to be just trolling and flaming.
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Errors when Compiling with system mozjs on Manjaro 22
s0600204 replied to andy5995's topic in Bug reports
Was that with or without the differential Stan` mentioned above (D3127) applied? (Because that should now work...)