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WFG Programming Team
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Posts posted by s0600204

  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;
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  2. On 17/12/2021 at 8:40 PM, bb_ said:
    On 08/12/2021 at 11:05 AM, Stan` said:

    Do note however that they are considering dropping subversion as mentioned by @s0600204 here.


    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.)

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  3. Quote

    JSON.parse: expected ':' after property name in object at line 5 column 2 of the JSON data
    ERROR: Failed to parse 'simulation/data/technologies/budhist_evangelism.json'

    JSON.parse: unexpected character at line 18 column 5 of the JSON data
    ERROR: Failed to parse 'simulation/data/technologies/cavalry_tradition.json'

    JSON.parse: expected ',' or '}' after property value in object at line 9 column 2 of the JSON data
    ERROR: Failed to parse 'simulation/data/auras/units/heroes/bact_hero_menander_3.json'

    Pretty self-explanatory.



    WARNING: The "structures/bact/storehouse" template has a defined civ of "sele". This does not match the currently selected civ "bact".
    WARNING: The "structures/bact/sentry_tower" template has a defined civ of "sele". This does not match the currently selected civ "bact".
    WARNING: The "structures/bact/wallset_stone" template has a defined civ of "sele". This does not match the currently selected civ "bact".
    WARNING: The "structures/bact/wonder" template has a defined civ of "sele". This does not match the currently selected civ "bact".
    WARNING: The "structures/sele/wall_gate" template has a defined civ of "sele". This does not match the currently selected civ "bact".
    WARNING: The "structures/sele/wall_tower" template has a defined civ of "sele". This does not match the currently selected civ "bact".
    WARNING: The "structures/sele/wall_long" template has a defined civ of "sele". This does not match the currently selected civ "bact".
    WARNING: The "structures/sele/wall_medium" template has a defined civ of "sele". This does not match the currently selected civ "bact".
    WARNING: The "structures/sele/wall_short" template has a defined civ of "sele". This does not match the currently selected civ "bact".
    WARNING: The "structures/bact/wall_gate" template has a defined civ of "sele". This does not match the currently selected civ "bact".

    Please specify the correct civ within your structure templates.



    ERROR: CCacheLoader failed to find archived or source file for: "simulation/templates/units/bact/infantry_javelineer_b.xml"
    ERROR: Failed to load entity template 'units/bact/infantry_javelineer_b'

    Either provide the missing template, or provide a suitable alternative under SkirmishReplacements in simulation/data/civs/bact.json.

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  4. 4 hours ago, hyperion said:

    a patch to set cc and arch usable for cross-compilation, anyone sees a setup this might break?

    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.)

  5. 1 hour ago, hyperion said:

    I love hearing debundling. I'd even throw out the stuff in libraries/source/

    Heh, one thing at a time. (There's also mongoose, tinygettext, and several other things that can be found in source/third_party/)

    1 hour ago, hyperion said:

    cxxtest and valgrind should be easy

    Very easy in the case of valgrind: D3646. Haven't looked into cxxtest at present.

    1 hour ago, hyperion said:

    fcollada and nvtt are dead upstream so forking

    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.


    1 hour ago, hyperion said:
    On 30/07/2021 at 3:34 PM, s0600204 said:

    The "CHOST hack"?

    [...] 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.

    • Like 1
  6. 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?


    18 hours ago, hyperion said:

    still need the CHOST hack thou.

    The "CHOST hack"?

  7. 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.)

    • Like 2
  8. On 29/06/2021 at 12:01 PM, Stan` said:

    We could use more bsd testers.

    Subtle. ;)


    On 03/07/2021 at 12:14 PM, Gurken Khan said:

    Microsoft’s Blue Screen of Death is changing to black in Windows 11

    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!)


    On 16/06/2021 at 12:13 PM, Yekaterina said:

    Also, why does the design look so similar to Windows 10?

    From what I've seen, I'd say it looks more like Microsoft are trying to bring about the second coming of Windows Vista.

  9. On 04/06/2021 at 6:16 PM, wraitii said:

    We'll see.


    I've been lurking in the chat room of the proposed fork: thus far they've chosen a name: "Phorge".

    Amongst the ongoing discussions, I think the one most relevant to us (in that it might affect our own decisions) is that they're considering dropping support for subversion (and mercurial) repositories.

    (Also, for those who don't like arcanist, there's been some discussion about replacing it with a new cli client (written in rust/go) and/or supporting "git push" directly.)

  10. simulation/templates/template_unit_infantry.xml file has "structures/{civ}/elephant_stable" instead of "structures/{civ}/elephant_stables" in its build list.

    simulation/templates/units/ptol/camelry_scout.xml has an aura of "camel_stench" which should probably be "units/camel_stench".

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  11. As mentioned on #0ad-dev, Phacility (the organisation behind Phabricator) is winding down operations, and - as of June 1st - Phabricator is no longer being maintained.

    We're self-hosted, so the only impact on us is that existing bugs, security vulnerabilities, and so on may/will remain unpatched. (They claim to no be longer accepting bug reports, and have stated a plan to decommission "Discourse", the site they prefer people use to submit reports.)

    There does appear to be a group that are considering forking Phabricator and continue down their own path. Very little news (as of yet) about how the "big" users (e.g. Facebook, Wikimedia, Mozilla) will be handling this.

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  12. Correction: you can, but you need to move further than the building-preview indicates.

    @wraitii, it appears that building-previews are not respecting BuildRestriction's MinDistance, but transitioning from being red-hued to normal a little prematurely. (This also happens with towers.)

    After a little research: the value of it->second.size on CCmpRangeManager::1385 is 0 for building-previews. (Is it because it's a building-preview, or because its a local-entity?) Either way, the obstruction radius of the building being previewing isn't taken into consideration. Once a player tries to place a foundation, one final check - this time with the foundation, for which the value is > 0 - is made and suddenly the distance is too small...

  13. Ok people: cool it.

    I think we can all agree that the #BlackLivesMatter campaign is important, particularly after the events of the past couple of weeks. And yes, it is a pity that the actions of a select few spoil it for everyone.

    I think we can also all agree that all lives matter: regardless of race, creed, ethnicity, religion, disability, place in history, or any other factor.

    However, this message is getting lost as this thread continues. Whilst we welcome constructive and reasoned discussion, the three posts immediately before this one did not meet this criteria, hence why they have been hidden and the users concerned given warnings. Please note that continuing to insult each other and/or act contrary to this forum's community guidelines/code of conduct/rules - particularly over such a sensitive topic - might lead to temporary bans of those that cannot keep a civil tone.

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