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Kimball

WFG Retired
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Posts posted by Kimball

  1. I think that's because there's no configuration called "RELEASE", so the build finishes immediately without building anything. (It should be "make config=release" or "make config=debug", and the default is release so you should never need to say config=release explicitly.)

    Yeah I figured that one out soon after I posted. :P

    The game uses a bundled copy of js185-1.0.0.tar.gz by default, and it shouldn't try using a version from standard system locations (/usr etc), so building and installing it manually shouldn't have any effect. (You have to run "update-workspaces.sh --with-system-mozjs185" to make it use a system version, but you shouldn't do that unless you're a Linux distro trying to make properly-integrated packages.)

    In that case, what does the error mean? Is my SpiderMonkey library corrupt/should I check out a new one?

  2. Considering that neither barracks, fortresses, nor the ability to build a forward CC are available in the Village phase of gameplay, that alone will slow these times considerably. The victory conditions (and resignation conditions) could be reconsidered to speed up the process of defeating an AI enemy, but defeating an enemy on a large map like Oasis in 8 minutes shouldn't really be possible at all, realistically. :P

  3. It looks like he was right, it was some sort of permission error. I went into /binaries/system and apparently all of the files had admin permissions set to Read Only. After setting all of the permissions straight however, I still get this:

    ...
    app_hooks.cpp
    In file included from /opt/local/include/boost/functional/hash/extensions.hpp:17,
    from /opt/local/include/boost/functional/hash/hash.hpp:535,
    from /opt/local/include/boost/functional/hash.hpp:6,
    from ../../../source/lib/path.h:41,
    from ../../../source/lib/os_path.h:26,
    from ../../../source/lib/app_hooks.h:94,
    from ../../../source/lib/app_hooks.cpp:28:
    /opt/local/include/boost/detail/container_fwd.hpp:120:9: warning: "BOOST_CLANG" is not defined
    Linking gui
    Linking lowlevel
    /usr/bin/ranlib: can't set the modifiy times in output file: ../../../binaries/system/libgui.a (Operation not permitted)
    ar: internal ranlib command failed
    make[1]: *** [../../../binaries/system/libgui.a] Error 1
    make: *** [gui] Error 2

    Full output: http://pastebin.com/xNenr5Vk

    Edit: It's weird, every time I run make I get a different error. Got this one just now:

    In file included from /opt/local/include/boost/unordered/detail/equivalent.hpp:16,
    from /opt/local/include/boost/unordered/unordered_map.hpp:18,
    from /opt/local/include/boost/unordered_map.hpp:16,
    from ../../../source/simulation2/Simulation2.h:28,
    from ../../../source/graphics/tests/../../../source/graphics/tests/test_LOSTexture.h:22,
    from ../../../source/graphics/tests/test_LOSTexture.cpp:14:
    /opt/local/include/boost/unordered/detail/extract_key.hpp:54:5: warning: "BOOST_UNORDERED_USE_RV_REF" is not defined
    make[1]: *** [obj/test_Release/test_LOSTexture.o] Error 1
    make: *** [test] Error 2

    Edit 2: I took your advice and did a clean build. I got the same error as above (the one related to LOSTexture.o). It's long as hell, but here's the full output from Terminal: http://pastebin.com/ZRQbhnBh

  4. I'm not sure if this indicates that my libraries are out of date, because other people on Lion have been able to get the game to build and run fine, but I'm still running into problems.

    /opt/local/include/boost/detail/container_fwd.hpp:120:9: warning: "BOOST_CLANG" is not defined
    In file included from /opt/local/include/boost/unordered/unordered_map.hpp:17,
    from /opt/local/include/boost/unordered_map.hpp:16,
    from ../../../source/simulation2/Simulation2.h:28,
    from ../../../source/simulation2/Simulation2.cpp:20:
    /opt/local/include/boost/unordered/detail/allocator_helpers.hpp:29:5: warning: "BOOST_UNORDERED_USE_ALLOCATOR_TRAITS" is not defined
    /opt/local/include/boost/unordered/detail/allocator_helpers.hpp:193:5: warning: "BOOST_UNORDERED_USE_ALLOCATOR_TRAITS" is not defined
    In file included from /opt/local/include/boost/unordered/detail/equivalent.hpp:16,
    from /opt/local/include/boost/unordered/unordered_map.hpp:18,
    from /opt/local/include/boost/unordered_map.hpp:16,
    from ../../../source/simulation2/Simulation2.h:28,
    from ../../../source/simulation2/Simulation2.cpp:20:
    /opt/local/include/boost/unordered/detail/extract_key.hpp:54:5: warning: "BOOST_UNORDERED_USE_RV_REF" is not defined
    Linking simulation2
    /usr/bin/ranlib: can't set the modifiy times in output file: ../../../binaries/system/libsimulation2.a (Operation not permitted)
    ar: internal ranlib command failed
    make[1]: *** [../../../binaries/system/libsimulation2.a] Error 1
    make: *** [simulation2] Error 2

    Full output: http://pastebin.com/hnEs5EnA

    Here's some system info:

    OS: Mac OSX 10.6.5
    HW: MacBook Pro (15-inch, Mid 2009)
    2.8 GHz
    4 GB RAM
    NVIDIA GeForce 9400M & 9600M GT
    64-bit kernel enabled
    GV: Alpha VIII Custom Build (r10842)

    Side note, if I do 'make config=RELEASE', the game builds just fine, but I run into a slightly different issue. The game fails to create a camera (as evidenced by the lack of a camera on the minimap). I can still rotate the camera with Q and E, and when I hit the idle worker button, a unit is selected, but I still can't see anything.

    xsDlI.png

    Also, Atlas starts like this (but the ActorViewer works perfectly fine). Sometimes it's yellow, sometimes it's black but it's always small (and resizes to fullscreen once I select another window pane, like the entity selector, but remains black like it is in game):

    2d1Ay.png

    Every once in a while, I will be able to see the map in Atlas (I don't know why it works sometimes, but usually doesn't), but I can't modify the map at all. I can zoom in and out, rotate the camera etc., but I can't place objects or see a brush on the terrain for painting terrain or modifying height.

    I've checked mainlog.html and no errors were documented. I also checked the Console and the only things from pyrogenesis are these two lines:

    1/4/12 5:29:26.558 PM pyrogenesis: CPSGetCurrentProcess(): This call is deprecated and should not be called anymore.
    1/4/12 5:29:26.558 PM pyrogenesis: CPSSetForegroundOperationState(): This call is deprecated and should not be called anymore.

  5. Well since we've treated our followers on Twitter and ModDB to some screenshots of our latest content over the last week and a half, we figured we might as well post some of the new stuff here for you guys. ;)

    AhvBthdCAAE9zPB.jpg

    It's been a long time...

    AiMoFHpCEAA5CXQ.jpg

    Edge of the City by MrEmjer

    To keep up to date with our latest progress, follow us on Twitter or ModDB!*

    *For best results, use both.

  6. Hm, maybe I misunderstood something, but how do you add new civs in this case and what is this:


    <Identity>
    <Civ>celt</Civ>
    <SelectionGroupName>units/chin_infantry_spearman_b</SelectionGroupName>
    <SpecificName>Chang Mao Bing</SpecificName>
    <History></History>
    <Icon>units/chin_infantry_spearman.png</Icon>
    </Identity>

    That appears to be a typo. :P The project has thankfully advanced a little since our initial debut almost a year ago. We may have used 'celt' as our civ code for our demo release for simplicity's sake then, but all of our sim files now use 'chin' as the civ code.

    Adding a new json file was all we needed to add China as a faction, giving them a civ profile (http://media.moddb.com/images/mods/1/17/16770/civprofile.1.jpg), validating 'chin' as a civ code and defining a faction emblem for when the player is using them. I'm not sure about selecting them for random maps, as at the time, that wasn't really possible with the present state of the game. Perhaps now we would have had to include them in the Identity.js file (which, as you said, would prevent you from using multiple faction mods simultaneously), which would mean we would need to invent a more intuitive way of adding new factions to that list (perhaps automatically populating that list using available json files?).

  7. Just to set the record straight here, Rise of the East does not replace any current faction (even with the current implementation of mod support), and no mod needs to. It will be simpler in the future, but currently there is one aspect that is "hard-coded."

    There are two ways of installing the Chinese civilization. Because there are two folders that are automatically recognized by the game (public and internal, hence "hard-coded"), you can download the mod and rename the folder to internal and the game will load the data.

    Alternatively, if you've got the binaries and not a compiled version, you can run the following script to load any mod folder:

    ./pyrogenesis -mod=FOLDERNAME

    This is only necessary for team members who already have an internal folder anyway.

    In the future, we plan to have the game recognize any and all folders in the mods folder and allow you through a simple GUI prompt to load or disable certain folders to your liking. I'd like this to happen sooner rather than later, but alas, I'm somewhat biased on the matter.

    Hope that clears things up. :)

  8. Not sure if I'm misunderstanding what you are saying, but we've had random maps which allows the ability to change factions from I think Alpha 4, so it should just be to add a quick function that would pick a random civ and the GUI option :)

    Nope, that's just me misunderstanding the state of the game. :wacko:

    So, you mean all nearby citizen-soldiers will stop gathering resources and immediately move to the nearest dropsite to drop off their resources, then attack the nearest enemy?

    This should also cause any female citizens to garrison in the nearest building. I'm sick of my women dying.

  9. One thing I always wanted to say, Add a "Random" option for civilization choosing drop box. It is more interesting not to know your enemy until you find it's base or units.

    I'm definitely in support of this option but until we have random maps with interchangeable factions, this won't be possible. Look forward to this in the future though. :)

  10. Hi,

    Can you confirm that your directory structure looks like the one in the previous posts?

    Can you remove your .config/0ad (first backup your copy) and then start?

    Can you check .config/0ad/log for any errors.

    Best regards

    Aleksandar

    I have your binaries (pyrogenesis.app and ActorEditor.app) in my system folder. Everything else is the latest data from the private SVN repo. I don't think the error I'm getting is related to your binaries because I have the same problem with the ones I built on my system. I'm still having trouble diagnosing the problem, but I know it has something to do with the camera. One time I was able to see the map in Atlas but I couldn't edit anything in it. I'm not sure why it worked that one time.

  11. Hi,

    I have uploaded a new set of binaries for Mac OS X (on the first page) if anyone is interested. These are SDL 1.2 based (thanks for the link to the patch) and have scenario editor (wxwidgets 2.9).

    Best regards

    Aleksandar

    Thanks for the binaries, Aleksandar! I still get this black screen error with his binaries, so I'm starting to think it has something to do with my computer. Any way to troubleshoot it?

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