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s0600204

WFG Programming Team
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Posts posted by s0600204

  1. 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.

    • Like 1
  2. 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).

  3. 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.)

    • Like 5
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  4. 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
    • Like 1
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  5. 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:

    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.

    • Like 2
    • Thanks 2
  6. 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

  7. 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).

    • Like 3
  8. 1 hour ago, Nescio said:

    Unfortunately mod.io forces the uploader to click "go live".

    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.

    • Like 5
  9. 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.)


    Relevant IRC Chat log excerpt: (http://irclogs.wildfiregames.com/2018-05/2018-05-22-QuakeNet-%230ad-dev.log)

    Spoiler
    
    09:00	Karnorth85_	has joined #0ad-dev
    09:04	Karnorth85_	Hi, I've got a question about an error during the linking, I tink. The 1st line of the error message is: collect2: error: ld returned 1 exit status ; then a line like: pyrogenesis.make:83: recipe for target '../../../binaries/system/pyrogenesis' failed ; could I have forget to install any lib?
    09:08	Stan		Hello there do you have any errors before that ?
    09:11	Karnorth85_	Hello Stan, not that I could see them, but many messages about undefined references.
    09:14	Stan		Stdlib by any chance ?
    09:15	Karnorth85_	Ah and before I forget it: after the lines I told before there are 3 lines more on the error, but thank you, I will thake a look on the URL you told me.
    09:20	Karnorth85_	Stdlib, for C or C++ or Python? - Synaptic shows python and golang, if I type in stdlib, only.
    09:21	Stan		C++ we have had some issues with with recent versions of gcc
    09:22	Stan		After trying people realised they couldn't event compile a hello world
    09:25	Karnorth85_	I thook a look, but libstdc++6 is installed bevore.
    09:25	Imarok		Karnorth85_ wanna upload your buildlog e.g. on pastebin?
    09:28	Karnorth85_	By the way, I need to say that I use debian GNU/Linux, pasetebin? - Need I there an account? - I ask because by an file bugtracking website on which name I don't know jet, I had problems with login in a long time ago.
    09:33	Imarok		No, pastebin.com needs no account
    09:36	Karnorth85_	Okay, then that should be no problem if I find the directory with the buildlog.
    09:39	Imarok		There is one?
    09:39	Imarok		Just copy the console output
    09:41	Karnorth85_	Okay, that's much but possible. And now I found the file buildRunner2.log. I thik I attach both, is that Okay?
    09:44	Imarok		Sure
    09:46	Karnorth85_	Okay, the whole console output is copied into a file, now I look for pastebin.
    09:51	Karnorth85_	I found pastebin, but I'm not shure what is where to entry. So I need to look for a manual for guest users. That could need for looking for it and reading the manual.
    09:52	Imarok		Just paste text there?
    09:53	Imarok		https://pastebin.com
    09:55	Imarok		You know, with Ctrl + C and Ctrl + V
    09:56	Karnorth85_	Ah yes but need it some indentations or formattings?
    10:00	Imarok		Don't care
    10:00	Karnorth85_	Ah okay.
    10:08	Imarok		Just upload it
    10:08	Karnorth85_	By creating a new paste, I recive rather an error message: You have exceeded the maximum paste size of 512 kilobytes per paste. PRO users don't have this limit! ; I think that comes from the pagewise messages from undefined references and so on.
    10:09	Karnorth85_	Schould I try to short it?
    10:16	Imarok		Then just upload the First Part?
    10:17	Karnorth85_	Shortened it worked, the URL is: https://pastebin.com/4wxTfzU5
    10:18	Imarok		Could you just upload the first part of the console output?
    10:20	Karnorth85_	I can try it, but because the fact that it are many screenpages, I can't say theter that's possible. I try it simlpy.
    10:21	elexis		Expected (2 * 2 == 5)?
    10:21	Imarok		Try Paste.ee, that has 1mb limitation
    10:22	elexis		it looks like someone copy&pasted an example code that is meant to be modified
    10:23	elexis		void testMultiplication in source/cxxtest-4.4/doc/examples/MyTestSuite2.h
    10:23	Imarok		Yeah xD
    10:24	Karnorth85_	Pastebin dont work with the rest of the consoleoutput. paste.ee? - I thake a look whether I find it per google.
    10:24	elexis		4x4=12 > 2+2=5
    10:27	Imarok		Karnorth85_: What? come on, why do you google an URL? ><
    10:28	Karnorth85_	Bad news, paste.ee says that the console-output is 6mb sized bur only 1mb are allowed.
    10:28	Karnorth85_	bur? , sorry I menaned but.
    10:29	Imarok		then just upload the first sixtht?
    10:29	Imarok		are you using svn
    10:31	Imarok		?
    10:32	Karnorth85_	Not the SVN the sources of the release, I've uploaded the first 6 lines of the console-output: https://paste.ee/p/67nXw
    10:33	Imarok		how did you get the code?
    10:34	Imarok		with sixtht I meant 1/6 of the whole output
    10:34	Imarok		but that six lines look like no, or wrong spidermonkey
    10:34	Imarok		maybe want just create a forum topic with your issue?
    10:34	Imarok		@forum
    10:34	WildfireBot	http://wildfiregames.com/forum/
    10:35	Karnorth85_	I donloaded it from the website of the project.
    10:36	Karnorth85_	Ooops, no or wrong spidermonkey? but I tried it like in the buildinstructions described.
    10:37	Imarok		as said, just start a forum topic, where you post the whole build output
    10:38	Karnorth85_	Okay, than in the forum. It seems that there's no other way. See you.
    10:39	Karnorth85_	has left #0ad-dev []
    • Like 1
  10. 7 hours ago, Lion.Kanzen said:

    he installed and uninstalled the game many times.

    Well, I'd imagine the uninstall program will only remove stuff it expects to find there. Anything a user adds will probably not be removed.

    Tell him to:

    1. Uninstall 0ad,
    2. Delete the directory where 0ad was installed (C:\Users\{user}\AppData\Local\0 A.D. alpha),
    3. Delete everything in his cache folder (C:\Users\{user}\AppData\Local\0ad\cache\),
    4. Check the mod folder (C:\Users\{user}\Documents\My Games\0ad\mods):
      • In this folder there should be a collection of other folders and nothing else.
      • One of these folders should be named "public". This folder should be empty.
      • Another of these folders should be called "user". This folder should either be empty or contain a subfolder called "maps". (This is where the game saves user-created maps.)
      • All other folders should contain at most two files: either a .zip or a .pyromod file, and, optionally, a mod.json file.
    5. Then, once ready...
    6. Install 0ad.

    I realise it's still in English, but I've rephrased the relevant part of the wiki: https://trac.wildfiregames.com/wiki/Modding_Guide#Wherearethemods Is this any clearer? (Question to anyone who wishes to answer.)

    • Like 1
  11. @stanislas69 No, just use the .pyromod extension instead of .zip

    It could probably be made more explicit on the wiki.

    The "Modding Guide" page does currently state that "Typically mods are located in binaries/data/mods/" (which is correct - at least for mods distributed with the game), and then goes on to say "but you can also add them to the mods (data) directory" which is actually where we want third-party mods to be placed. This should probably be rewritten to make it clearer.

  12. Frankly, I'm a little surprised he got that semi-working. But yes, that youtuber is demonstrating wrong.

    The place to install mods on OSX is "~/Library/Application Support/0ad/mods/{mod_name}/{mod_name.zip}".

    (I mean, if you're going to demonstrate something, it would be a good idea to make sure you're doing it correctly... You'd think the fact it doesn't show up in the mod selection screen would be indicative that he's done something wrong.)

    Anyway...

    Are you saying that your original "guy" has done something similar? (Also, where is he communicating with you?)

    (On Windows (Vista or newer), mods should be installed as: "C:\Users\{user}\Documents\My Games\0ad\mods\{mod_name}\{mod_name}.zip")

    • Like 1
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