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WFG Programming Team
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s0600204 last won the day on December 25 2014

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  1. My thoughts: I like git; (Bit controversial, but) I also like Phabricator (and, despite its flaws, arcanist!) (So I'd like to see consideration of migrating across to Phorge - once the Phorge team release a guide as to how to do that!) I'd like to see the repository split to differentiate between the engine and the game; I'd like to see binaries off-loaded via git-lfs or some other suitable tool; I'd like to for us to stop committing Windows-only binaries into the repository, but make them available through other means for those unable (or unwilling) to build themselves: The same process could potentially be used to provide "nightly" builds for macOS and some Linux distros as well; (On a related note, I'd also like to see a build script for Windows like the one we have for macOS - e.g. it also fetches and builds the libraries/dependencies. But that's for another thread.) We should continue to be self-hosted where possible;
  2. In the initial flurry of interest from/discussion between various concerned parties to continue Phabricator in some form, one user proposed dropping support for subversion and mercurial (so as to permit pushing directly to a phabricator-managed git repo with "git push" instead of having to use arcanist). There was some push back from others about losing mercurial support but not a single voice against the proposed loss of support for subversion. (Link to the discussion - requires login.) Since the fork ("Phorge") has established itself, the only mention to subversion that I can find (in the publicly/guest accessible bits, anyway) is in the list of "projects" for the various components of Phorge. As you might note - a project hasn't been created for subversion, although it is in the list. According to the comments below the list, projects will be created on a "as-needed" basis. So it looks like there's no plan to drop subversion support... but also no-one has stepped forward to express an interest in maintaining it either. (Unlike mercurial, who does have someone.)
  3. Reference: https://code.wildfiregames.com/D4316
  4. Some other long words in English: https://www.youtube.com/watch?v=NQrxzgd6ASA And there are plenty of suggestions in the comments for other long words both in English and other languages... hope no one suffers from hippopotomonstrosesquippedaliophobia*! (* - Fear of long words)
  5. (@hyperion if you did that, you would get the following: WARNING: specificName should be an object of civ->name mappings in budhist_evangelism.json) @PyrrhicVictoryGuy It should read something like: ... "specificName": { "bact": "Buddhist Evangelism" }, ...
  6. Pretty self-explanatory. Please specify the correct civ within your structure templates. Either provide the missing template, or provide a suitable alternative under SkirmishReplacements in simulation/data/civs/bact.json.
  7. @Stan` Not yet - at a cursory glance, it looks like https://code.wildfiregames.com/D3613 might resolve it. (I'm a little busy with work right now, so if anyone wishes to commandeer and take it further do feel free.)
  8. Whilst autotools may use CBUILD for the build system and CHOST for the system that the built application is to run on, premake5 uses os.host for the build system and os.target for the system the built application is to run on. Thus, I think you might want to go back to os.istarget("windows") in your patch, as the rest of the file expects arch to be that of the system the built application is to run on, and pulls in the correct architecture-specific headers accordingly. (Of course, I could be getting confused...) (That said, the architecture detection on Windows is broken anyway: our autobuilder is 64-bit but spits out a 32-bit executable... the only thing telling it what arch to build for is what you see in that file.)
  9. @Stan` Ah, I'd forgotten about that. That does clarify things, thank you.
  10. Heh, one thing at a time. (There's also mongoose, tinygettext, and several other things that can be found in source/third_party/) Very easy in the case of valgrind: D3646. Haven't looked into cxxtest at present. We already have our own fork of fcollada: https://code.wildfiregames.com/source/fcollada/, although it's not pulled in like other external dependencies (and in fact there are some differences between that and the code that is currently bundled within library/source/). (There's also #5907 to take into consideration.) Personally, I'd like to see FCollada replaced with something that's actually maintained (by another project I mean, not by us). (Ditto with nvtt.) But it's beyond my ken to suggest possible alternatives. And to refactor code to use said alternative. [...] because I patched in the value of CHOST I require to cross compile. I was a little confused as I haven't had to do that in my own exploratory work. Still not too sure what ${CHOST} is supposed to contain. Then again, I'm largely unfamiliar with autotools, so if it's something specific to that then that might be why.
  11. I myself have been looking into creating a script akin to the current build-osx-libs.sh file, but for Windows; with the hope that it would lead to us debundling the Win32-specific binaries and headers. I'm curious to see where other people have got to in their own attempts. Anyone willing to share a link? The "CHOST hack"?
  12. Moderation: Split the discussion of building a 64-bit pyrogenesis into its own thread, as it had deviated from the original purpose of this one.
  13. Have you altered the Structure Tree within your mod at all? Perhaps increased the amount of "Trainer Units"? (Do you have a file called: gui/reference/structree/Sections/Trainer/TrainerSection.xml ?) If so, you will need to change style="StructNameSpecific" to style="StructNamePrimary". As to the other error, could you check that all templates listed in the StartingEntities section of your simulation/data/civs/{civ}.json files exist? (If they don't then you should also see errors when starting a "Random" (instead of Skirmish or Scenario) map with that civ in play.)
  14. In all seriousness, was that a dig at Microsoft or at me? (History repeating in the sense of Microsoft bringing back Vista-like ideas; or history repeating in the sense of the next wave of comparisons of a new version of Windows to a former, widely disliked, version.)
  15. Subtle. The change to the BSOD screen I'd prefer would be that it wouldn't auto-reboot after a few seconds. (I have a Windows 10 laptop issued to me for work. Sometimes - but not always - when I return to the office I find it powered off. Took me months to realise why - it BSODs, reboots, hits the bitlocker screen and - seeing as I'm not present to enter the code - powers down. I return later and have no idea why it's off.) (Also, when I am present, by the time I've grabbed the nearest device capable of reading a QR code and opened the relevant app... the darn laptop's rebooted, and taken the code with it!) From what I've seen, I'd say it looks more like Microsoft are trying to bring about the second coming of Windows Vista.
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