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s0600204

WFG Programming Team
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Everything posted by s0600204

  1. When you extracted the zip file, how did the folder structure look? [...]/mods/public/public/[art|maps|...] or [...]/mods/public/[art|maps|...] Similarly, what is the structure of the new zip file - is there a mod.json in the root level of the new zipped file? And how exactly did you re-zip it?
  2. Huh. On my VM, I was able to successfully compile the game with the provided gcc 4.8.5. And I did not have a package by the name of devtoolset-7-gcc (or similar) installed at all. But if you're telling me that it is required for someone using a physical machine, then so be it.
  3. With due respect, according to the list of packages on the CentOS 7 primary mirror, gcc 4.8.5 has been available since April 25th.
  4. As we haven't heard back for a couple of weeks, I've played around with a virtual machine and put together something based on this thread and my own exploration. It can be found at https://trac.wildfiregames.com/wiki/BuildInstructions#CentOS. If the instructions are (or become) incorrect, please feel free to suggest corrections.
  5. EPEL provides wxGTK3-devel which should do the trick. You may have to explicitly tell the build system to use version 3.0. The easiest way to do this is to open ./build/premake/external_libs5.lua and replace the two instances of wx-config with wx-config-3.0 Re-run update-workspaces.sh and then make in the appropriate folders.
  6. Unless you specified an alternate install path, ./b2 install places the library under /usr/local/ (with the headers in ./include/boost and the compiled bits in ./lib) (If you simply ran ./b2, then the compiled bits are in ./stage/lib respective to the b2 script, and you''ll have to copy things manually. It's probably best to use ./b2 install) You might need to re-run update-workspaces.sh to register the correct files. The -mt suffix on the library names means that the libraries were compiled with multi-threading support. This appears to not be the default. Either way, update-workspaces.sh should find and link in the correct ones.
  7. Good catch, thanks. The trac wiki has been updated.
  8. libsodium needs to be at least version 1.0.14. EPEL should have version 1.0.16. (Annoyingly it also, as you've found out, has version 1.0.5. In this case you'll want libsodium and not libsodium13)
  9. I don't think that should be necessary - run make clean in the ./workspaces/gcc/ folder, then try make again.
  10. Just to check, did you re-run update-workspaces.sh after installing sdl2? And what does pkg-config --cflags sdl2 return?
  11. As @(-_-) points out, 0AD needs version 2.0.2 or greater. The 2.0.8 version should work.
  12. Please pay attention to the dependencies as stated on our wiki. 0AD depends on sdl2, not sdl (although originating from the same project, they are not interchangeable.) Also note that, as mentioned above, sdl2 is one of the libraries the official CentOS repositories appears to lack. You may need to build from source.
  13. Looking through an online list of packages available for CentOS 7 (such as this one), the package you need is libxml2-devel, which contains the file libxml-2.0.pc (and places it under /usr/lib64/pkgconfig). (libxml2 is not version 2 of the (deprecated) libxml library. The "Dependencies" section of the Build Instructions does specify libxml2.) Edit to add: Looking into it a little further, it might not be possible (or very difficult) to compile 0AD on CentOS 7 (or 6) at all, as: CentOS 7's official repos appear to lack the libenet, libgloox, libsodium, miniupnpc, openal, and sdl2 libraries, all of which are required dependencies of 0AD. (Also appears to lack wxwidgets, which is required for Atlas, our map editor.) The minimum version of boost required to compile/run 0AD is version 1.57. CentOS 7 has 1.53. If you do succeed, we'd love to know how (and so we can add instructions to our wiki).
  14. With due respect, @mimo's continued absence is not a bug. Disappointing? Yes. An impediment to AI development? Most definitely. A bug within 0AD? Nope. Thus, I'm relocating this thread out of "Bug Reports" to somewhere a bit more appropriate. As to who will fix AI problems: 0AD is Open-Source, so as mentioned above: anyone who wishes to. While admittedly no-one else possesses mimo's accumulated knowledge and experience of the AI code and subsystems, we welcome and will consider all contributions (so long as they comply with the submission guidelines). (And FYI mimo is on a self-imposed hiatus. Whether or not he returns is up to him.)
  15. Thank you for the report. The highlighted text in the second and third screenshots above are on Transifex, in the "Manual" resource. They appear to be both translatable and translated. They haven't arrived in game yet, due to the project being in something of a string freeze for the time being. Imgur screenshot 1 : The text for the load-game dialog is not being picked up for translation. I've raised a concern on the relevant commit: https://code.wildfiregames.com/rP20537 Imgur screenshots 2 & 5 : the text for the multiplayer parts of gamesetup are not being picked up for translation. I've raised a concern on the appropriate commit here: https://code.wildfiregames.com/rP19380 Imgur screenshot 3 : Needs someone to widen the space allotted for the caption. It would make a nice starter task for a new contributor, so I've created a ticket for just that: https://trac.wildfiregames.com/ticket/5298 Imgur screenshot 4 : The "Enable"/"Disable" button texts in the mod selector gui are not marked for translation. I've raised a concern here: https://code.wildfiregames.com/rP21721
  16. Related: https://wildfiregames.com/forum/index.php?/topic/20219-minmod/ (for the colour/artwork, not the multitude of mine-types)
  17. The repository containing the code and assets is publicly accessible online, and the part of it that defines how 0AD acts and looks can be found at any of the following locations: https://code.wildfiregames.com/source/0ad/browse/ps/trunk/binaries/data/mods/public/ https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public https://github.com/0ad/0ad/tree/master/binaries/data/mods/public The music can be found under audio/music/, the pictures for the loading-tips are under art/textures/ui/loading/tips/, and the quotes themselves are in gui/text/ If you intend to use them outside of 0AD, then please bear in mind that all art and audio are licensed under Creative Commons Attribution-Share Alike 3.0, and most of the other assets in the above folders are under GPL-2.0. See LICENSE.txt for specifics, and search the forums for questions as to how to legally use the assets. If you wish to listen to the game's music on your personal device, then you can find versions that are specially mastered for such use here. (An earlier release with older versions of the tracks can be found here.) Again, these are licensed under CC-SA 3.0, as above.
  18. According to the system info file, the reporter appears to have a laptop (going by the SKU code, one of these). Going by the laptop's support page, the built-in soundcard should be a "Realtek" device of some sort. However, the system info file has no mention of that, instead listing "2 - High Definition Audio Device" as the soundcard. This implies that Windows is unable to find or identify the device correctly (which could be a driver issue) or that Windows' "default" soundcard is set incorrectly. @pmenzani Are you saying that you don't have audio from any of the applications on your computer? Resolve that issue, and 0AD will stop complaining. If you don't mind playing without sound at all, then yes, the -nosound argument will also work. Reporter's trac ticket: https://trac.wildfiregames.com/ticket/5270
  19. And a phabricator revision with a potential fix: https://code.wildfiregames.com/D1582
  20. It appears that when @stanislas69 created the repo (afresh, instead of forking from yours) under the 0ADMods group he didn't copy over the music tracks. So it's vanilla.
  21. Using the version made available here as a starting point: To support the kokiri groves, put this file: core_hyrule.js in gui/reference/common/ (also adds support for the gamestart hero-selection techs). For the factions not loading in the Structure Tree when directly selected from the Game Setup or Civ Info pages, or by clicking the emblem in-session, @SirPope has it correct - you need to use the correct phase tech naming schema. Here's a patch: patch_phasetechs.diff (Also removes the athen-specific phase techs from the gerudo Oasis.) In addition, here's a further patch that corrects the civ-identifiers on various templates: patch_civcodes.diff. The four non-UTF8 characters the game complains about are in data/civs/kokiri.json - in the civ history, and the blurbs of heroes Saria and Mirora. Did someone copy-paste from M$ Word? And finally, if you're going to have *_packed and *_unpacked variants of a siege unit, both inheriting from a *_common template file, then place the default icon for the unit in the *_common file and place the icon you wish to use specifically for the unpacked/packed version in the relevant variant template. (Instead of having the same icon mentioned in both the *_packed and *_unpacked template files.) Edit to add: I might be wrong but the Kokiri civil-centre with the public-hanging and watch-tower upgrades has an incorrect prop added to the prop of the actor (the final result is visually identical to civil-centre with communal-home and watch-tower).
  22. It does not. (I know because the Faction-Specific Resources mod is mine, so I've been through the mod.io process already). There will have been an option that allows you to save, but not go live. In the meantime, you can return to your mod's page (https://0ad.mod.io/siege) and select the tick icon in the toolbar (between the pencil and the archive-box icons) to hide it and make it non-live. Alternatively, if you want to stay live, go to your mod file's edit page (https://0ad.mod.io/siege/edit/files/163) and add {} into the "Metadata" box at the bottom. Your mod will still be publicly visible on mod.io, (it might even appear as an option in 0ad,) but it won't be downloadable and verifiable in-game until you get a valid signature from @Itms.
  23. Welcome to the forums! Could we ask you to start at the beginning, tell us where you've got the source from, and take us through the exact steps you've used to get to this point, please? (List the exact commands, any arguments you're passing to them, etc.) .karnorth { color: #880000; } .elexis { color: #888800; } .stan { color: #008800; } .imarok { color: #008888; } Relevant IRC Chat log excerpt: (http://irclogs.wildfiregames.com/2018-05/2018-05-22-QuakeNet-%230ad-dev.log)
  24. Merged the two topics together, and relocated to the appropriate sub-forum. Also, removed the "glory" resource from all techs.
  25. Welcome to the 0 A.D.: Empires Ascendant forums! Please attach your error log (the file "interestinglog.html"), which can be found at: WIndows: C:\Users\{user}\AppData\Local\0ad\logs\ OSX: ~/Library/Application\ Support/0ad/logs/ Linux: ~/.config/0ad/logs/
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