
SolarEagle
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Everything posted by SolarEagle
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Can't do premake with dev version on Fedora 40
SolarEagle replied to SolarEagle's topic in Bug reports
Thanks @mtdew365! It works here now. -
After updating from Fedora 39 to Fedora 40, when I do the usual stuff, cd 0ad/ git pull cd build/workspaces ./clean-workspaces.sh ./update-workspaces.sh --with-system-mozjs I do get the following error (only the end of the code): make : on entre dans le répertoire « /home/myusername/0ad/build/premake/premake5/build/gmake2.unix » ==== Building lua-lib (release) ==== ==== Building zip-lib (release) ==== Creating obj/Release/lua-lib lapi.c Creating obj/Release/zip-lib mkstemp.c ../../contrib/libzip/mkstemp.c: Dans la fonction « _zip_mkstemp »: ../../contrib/libzip/mkstemp.c:76:15: erreur: déclaration implicite de la fonction « getpid » [-Wimplicit-function-declaration] 76 | pid = getpid(); | ^~~~~~ make[1]: *** [zip-lib.make:303: obj/Release/zip-lib/mkstemp.o] Error 1 make: *** [Makefile:74: zip-lib] Error 2 make: *** Attente des tâches non terminées.... lbaselib.c lbitlib.c lcode.c lcorolib.c lctype.c ldblib.c ldebug.c ldo.c ldump.c lfunc.c lgc.c linit.c liolib.c llex.c lmathlib.c lmem.c loadlib.c lobject.c lopcodes.c loslib.c lparser.c lstate.c lstring.c lstrlib.c ltable.c ltablib.c ltm.c lundump.c lutf8lib.c lvm.c lzio.c Linking lua-lib make : on quitte le répertoire « /home/myusername/0ad/build/premake/premake5/build/gmake2.unix » ERROR: Premake build failed What happens, please?
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skirmish maps New skirmish map: Valleys
SolarEagle replied to Grapjas's topic in Scenario Design/Map making
On Alpha 27 (built just an hour or so before), the map does show, with no preview though, and I get the following errors followed by a game crash: ERROR: CCacheLoader failed to find archived or source file for: "art/textures/ui/session/icons/mappreview/Valleys.png" FILES| JSON data written to '/home/nicolas/.config/0ad/config/matchsettings.json' FILES| Replay written to '/home/nicolas/.local/share/0ad/replays/0.0.27/2024-01-28_0001' terminate called after throwing an instance of 'PSERROR_Game_World_MapLoadFailed' what(): Could not load terrain file - too old version! Abandon (core dumped) -
Hello, I upgraded to Fedora 39 a few days after its release. Since then, I can't build Mozjs. Here's the relevant code, when doing: ./clean-workspaces.sh then: ./update-workspaces.sh I post only the relevant part, but I can post the full logs if needed. Building SpiderMonkey... SpiderMonkey build options: --disable-tests --disable-jemalloc --disable-js-shell --without-intl-api --enable-shared-js --disable-jitspew patching file js/src/moz.build patching file js/src/old-configure patching file python/mozbuild/mozbuild/virtualenv.py patching file third_party/python/virtualenv/virtualenv/discovery/py_info.py patching file python/mozbuild/mozbuild/action/process_define_files.py patching file python/mozbuild/mozbuild/backend/base.py patching file python/mozbuild/mozbuild/preprocessor.py patching file python/mozbuild/mozbuild/util.py patching file python/mozbuild/mozpack/files.py patching file build/moz.configure/flags.configure /home/nicolas/0ad/libraries/source/spidermonkey/mozjs-91.13.1/python/mozbuild/mozbuild/configure/__init__.py:915: SyntaxWarning: invalid escape sequence '\.' RE_MODULE = re.compile("^[a-zA-Z0-9_\.]+$") Traceback (most recent call last): File "/home/nicolas/0ad/libraries/source/spidermonkey/mozjs-91.13.1/build-debug/../js/src/../../configure.py", line 22, in <module> from mozbuild.configure import ( File "/home/nicolas/0ad/libraries/source/spidermonkey/mozjs-91.13.1/python/mozbuild/mozbuild/configure/__init__.py", line 13, in <module> from six.moves import builtins as __builtin__ ModuleNotFoundError: No module named 'six.moves' ERROR: SpiderMonkey build failed If I build it with the option ./update-workspaces.sh --with-system-mozjs it builds, but with errors: Linking Premake5 make : on quitte le répertoire « /home/nicolas/0ad/build/premake/premake5/build/gmake2.unix » Premake args: --with-system-mozjs --atlas Package mozjs-91 was not found in the pkg-config search path. Perhaps you should add the directory containing `mozjs-91.pc' to the PKG_CONFIG_PATH environment variable Package 'mozjs-91', required by 'virtual:world', not found Package mozjs-91 was not found in the pkg-config search path. Perhaps you should add the directory containing `mozjs-91.pc' to the PKG_CONFIG_PATH environment variable Package 'mozjs-91', required by 'virtual:world', not found Package mozjs-91 was not found in the pkg-config search path. Perhaps you should add the directory containing `mozjs-91.pc' to the PKG_CONFIG_PATH environment variable Package 'mozjs-91', required by 'virtual:world', not found Package mozjs-91 was not found in the pkg-config search path. Perhaps you should add the directory containing `mozjs-91.pc' to the PKG_CONFIG_PATH environment variable Package 'mozjs-91', required by 'virtual:world', not found Package mozjs-91 was not found in the pkg-config search path. Perhaps you should add the directory containing `mozjs-91.pc' to the PKG_CONFIG_PATH environment variable Package 'mozjs-91', required by 'virtual:world', not found Package mozjs-91 was not found in the pkg-config search path. Perhaps you should add the directory containing `mozjs-91.pc' to the PKG_CONFIG_PATH environment variable Package 'mozjs-91', required by 'virtual:world', not found Package mozjs-91 was not found in the pkg-config search path. Perhaps you should add the directory containing `mozjs-91.pc' to the PKG_CONFIG_PATH environment variable Package 'mozjs-91', required by 'virtual:world', not found Package mozjs-91 was not found in the pkg-config search path. Perhaps you should add the directory containing `mozjs-91.pc' to the PKG_CONFIG_PATH environment variable Package 'mozjs-91', required by 'virtual:world', not found Package mozjs-91 was not found in the pkg-config search path. Perhaps you should add the directory containing `mozjs-91.pc' to the PKG_CONFIG_PATH environment variable Package 'mozjs-91', required by 'virtual:world', not found Package mozjs-91 was not found in the pkg-config search path. Perhaps you should add the directory containing `mozjs-91.pc' to the PKG_CONFIG_PATH environment variable Package 'mozjs-91', required by 'virtual:world', not found Package mozjs-91 was not found in the pkg-config search path. Perhaps you should add the directory containing `mozjs-91.pc' to the PKG_CONFIG_PATH environment variable Package 'mozjs-91', required by 'virtual:world', not found Package mozjs-91 was not found in the pkg-config search path. Perhaps you should add the directory containing `mozjs-91.pc' to the PKG_CONFIG_PATH environment variable Package 'mozjs-91', required by 'virtual:world', not found Package mozjs-91 was not found in the pkg-config search path. Perhaps you should add the directory containing `mozjs-91.pc' to the PKG_CONFIG_PATH environment variable Package 'mozjs-91', required by 'virtual:world', not found Package mozjs-91 was not found in the pkg-config search path. Perhaps you should add the directory containing `mozjs-91.pc' to the PKG_CONFIG_PATH environment variable Package 'mozjs-91', required by 'virtual:world', not found Building configurations... Running action 'gmake'... Generated ../workspaces/gcc/Makefile... Generated ../workspaces/gcc/pyrogenesis.make... Generated ../workspaces/gcc/network.make... Generated ../workspaces/gcc/rlinterface.make... Generated ../workspaces/gcc/tinygettext.make... Generated ../workspaces/gcc/lobby.make... Generated ../workspaces/gcc/glooxwrapper.make... Generated ../workspaces/gcc/simulation2.make... Generated ../workspaces/gcc/scriptinterface.make... Generated ../workspaces/gcc/engine.make... Generated ../workspaces/gcc/graphics.make... Generated ../workspaces/gcc/atlas.make... Generated ../workspaces/gcc/gui.make... Generated ../workspaces/gcc/lowlevel.make... Generated ../workspaces/gcc/gladwrapper.make... Generated ../workspaces/gcc/mongoose.make... Generated ../workspaces/gcc/mocks_real.make... Generated ../workspaces/gcc/mocks_test.make... Generated ../workspaces/gcc/AtlasObject.make... Generated ../workspaces/gcc/AtlasUI.make... Generated ../workspaces/gcc/ActorEditor.make... Generated ../workspaces/gcc/Collada.make... Generated ../workspaces/gcc/cxxtestroot.make... Generated ../workspaces/gcc/test.make... Done (1795ms). Then, doing in the relevant folder make fails: nicolas@nt:~/0ad/build/workspaces$ cd gcc/ nicolas@nt:~/0ad/build/workspaces/gcc$ make ==== Building mocks_real (release) ==== Creating obj/mocks_real_Release mocks_real.cpp Linking mocks_real ==== Building network (release) ==== Creating obj/network_Release precompiled.h Dans le fichier inclus depuis ../../../source/network/NetMessages.h:27, depuis ../../../source/network/NetMessage.h:26, depuis ../../../source/pch/network/precompiled.h:26: ../../../source/scriptinterface/ScriptTypes.h:62:10: erreur fatale: jspubtd.h : Aucun fichier ou dossier de ce type 62 | #include "jspubtd.h" | ^~~~~~~~~~~ compilation terminée. make[1]: *** [network.make:139: obj/network_Release/precompiled.h.gch] Error 1 make: *** [Makefile:79: network] Error 2 I made a little research, and the error may be related to the Python six package, which is, if I've understood correctly, used for compatibility between Python 2 and 3. The package python3-six is installed on my computer.
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Do these maps work with 0AD 26? Some old maps tend to break, or load but with missing features, like no trees.
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Wasn't it part of Community Maps at some point. There is at least the Asian campaign with a big map, as of now: https://github.com/0ad-matters/community-maps-2
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A new scenario map "Plain Desert"
SolarEagle replied to FrankAnthony's topic in Scenario Design/Map making
Thanks! I've tested it and the AI was very passive, as it didn't try to attack at all. Otherwise, it works very well. -
Thanks for this new map! I've just played it, and it worked well. There's some complex pathfinding at times, but nothing is blocking movement, and it's probably by design. With so many resources, one player more is maybe possible. The sole problem is that, in easy mode, my enemies stockpiled resources, but didn't build a city centre, so when I had built an army to attack, I've just found docks and a few citizens working.
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@Lion.KanzenThanks! Where to download it now, please? A GitHub search leads to nothing here. This mod is interesting in the fact that the lack of cavalry is a better way to change gameplay than many tweaks, plus the various civs and maps it adds, of course. 0AD being a historical game, this interests me way more than ponies or whatever non-historical changes give. No offence to those who like it that way, OFC.
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BTW, what's the status of this mod, since its Github page is inactive?
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It works now! Many thanks!
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I use the Alpha 25b version, and I've installed a few maps found here, like None appears on the map list, even when choosing the all maps option. The sole mod installed is the Macedonia Campaign, and I've cleaned the cache at /home/username/.cache/0ad. I'm using Fedora Linux 36 64-bit with Gnome desktop. I first installed maps at /home/username/.local/share/0ad/mods/public/maps, then tried to create subfolders for random maps, skirmishes and scenarios, a modification which didn't change anything. Cleaning the cache at /home/username/.cache/0ad changed nothing. Otherwise, the game runs smoothly. It's just the maps don't appear on the list. Last thing: I installed the SVN version at some point. Did it mess with configuration files or the likes? Any idea, please! PS: I made a search before posting. I remember the problem may be related to my message here:
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Forgotten temple Skirmish [v 2 (4 players)]
SolarEagle replied to Lion.Kanzen's topic in Scenario Design/Map making
Is this map for A25 or A26? It doesn't appear in my map list (while installed properly, AFAIK). -
Which will probably never come, since its creator seems to have disappeared.
- 18 replies
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- mod
- halicarnassus
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Where is the finished version of this map? The one in Community Maps 1 and 2 mods seems to be the version 1.2.
- 18 replies
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- halicarnassus
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@crazy_BaboonIs this map still active? It's playable but still has elevation problems. Some areas can't be accessed from the shores, with only a very limited space to place docks, land troops, and some straights are unpassable to anything else than fishing ships. I don't know if it's voluntary or not.
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@andy5995Thanks! For me, Mesina "works" as you described. The map is gorgeous, but it seems it's yet another demo map. Such a map is for two or maybe three players, with two allied against the town. Doing some motte and bailey tactics is probably the way to win for the player, if there are enough resources available to begin with. Are the authors of these maps still active somewhere?
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Thanks for this mod indeed! As discussed in another thread, some maps don't work, or, while working, are unfinished. I am using 0AD A25b. There is Halicarnassus, which gives a full city, but with zero opponents outside, and lacks any kind of resources, outside too. There is no wood of any kind, especially, nor fish, while the player is given four fishing ships at the beginning. And the map seems to be destined for eight players, but is quite small, the city taking more than 50% of the total space. It looks like some demonstration map, like The rebuilding of Napata ("La reconstruction de Napata", in my native French language). The map Mesina doesn't work. It charges, but it's all black. There's a working preview, but that's all. The map South East Asia works, except for some part which can't be accessed from the shores, with only a very limited space to place docks, land troops, and some straights are unpassable to anything else than fishing ships. I don't know if it's voluntary or not. I don't play "geometrical "maps like Chess and the likes, so I can't comment on them.
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@andy5995The population limit on the Asian map can create lag later in the game, but the presence of a huge population at the end depends on if one plays against the AI or other human players. In the first case, one must eliminate opponents, then reduce the overall population. My tactics, while playing the Ptolemaic camp, are to attack the neighbour at the South immediately, the elephants giving a huge boost of help, defend the military colonies, and develop the economy at the same time, then, when having reached city phase attack the other players one after another with the same troops, going east first, and taking pauses to reinforce them if needed. I avoid building other city centres, and maybe only one military colony. In the second case, players may have more staying power, then indeed create such overpopulation. About the other maps, I'll give feedback on the forum post, to incite other players to give theirs too.
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This map is quite playable as it is, but may cause more problems with newer versions of the game. A lot of maps in your mod work as maps, but are unfinished. For example, there is Halicarnassus, which gives a full city, but with zero opponents outside, and lacks any kind of resources, outside too. There is no wood of any kind, especially. And the map Mesina doesn't work. It charges, but it's all black. I don't know how to modify a map, but I sense this map can work well with only a few upgrades.
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Can't build SpiderMonkey 45
SolarEagle replied to radopenev's topic in Game Development & Technical Discussion
Thanks for the help! Problem solved with a recent update.