-
Posts
568 -
Joined
-
Days Won
9
Everything posted by andy5995
-
Making a 0 A.D. Mod's Website
andy5995 replied to wowgetoffyourcellphone's topic in Introductions & Off-Topic Discussion
It's worth highlighting that docs can be published from different branches of a repo. A branch named 'gh-pages' used to be required (it may still be, I don't know). So for example, you create an orphan branch on your Delenda EST repo called 'gh-pages', you put your files and CSS and other assets your website uses on that branch. That's one of the settings under "Pages" on your repo setting. You'd have to create the branch first for the option to show up. That would keep your mod structure clean on your main branch. To keep that branch checked out all the time, you can use `git worktree ...` to create a directory separate from the directory from where the files on your main branch are located. -
Making a 0 A.D. Mod's Website
andy5995 replied to wowgetoffyourcellphone's topic in Introductions & Off-Topic Discussion
@wowgetoffyourcellphoneSince you're already using GitHub, you might prefer GitHub Pages. A lot of projects on GitHub use it to automatically publish sites. One example is a project of mine called Dealer's Choice. There's a workflow that triggers when I make doc changes, they're pushed to https://github.com/Dealer-s-Choice/dealer-s-choice.github.io and published to the actual site at https://dealer-s-choice.github.io/ (free github hosting). A little CSS styling on that site, more on this other project of mine: https://theimpossibleastronaut.com/rmw-website/ is published from https://github.com/theimpossibleastronaut/rmw-website A BIG example: Godot Engine Docs (Upper right corner, "Edit on Github" takes you to their docs repo. You could even have a simpler workflow where you put the html or md files in the /docs directory of your Delenda EST repo, and anytime they change, they are published to https://justusavramenko.github.io/delenda_est (I think you'd first have to make a justusavramenko.github.io repo and publish something there). All Github repos have a "Pages" setting, where you can set some options for publishing. If you were thinking of registering a domain and getting hosting, I've had good experiences with DreamHost. You can also register a domain, and in the pages settings of your repo, you can set your domain so your site will publish to GitHub pages (for the hosting), but have your yourdomain.com as the address. It uses a CNAME alias or something, I don't remember... so not a 301 redirect, iirc. -
I don't know yet, @Stan`If they already made it as a mod and are ready to maintain them, it may work out better in the long-run. For me to update everybody's maps that already exist in the mod every time a new version of 0 A.D. is release might be too much at some point. But these are cool maps, indeed.
-
Help with migrating maps to 0.28.0
andy5995 replied to andy5995's topic in Scenario Design/Map making
I made some progress, I'll check back when I have more questions. @Stan` I could still use a link to the porting guide though. -
Help with migrating maps to 0.28.0
andy5995 replied to andy5995's topic in Scenario Design/Map making
Oh, I think I see. I'll start with a change like this: https://gitea.wildfiregames.com/0ad/0ad/commit/2d43ca6462940e9c3aad82309e41febb53892654?files=binaries%2fdata%2fmods%2fpublic%2fmaps%2frandom%2ffrontier.js -
Help with migrating maps to 0.28.0
andy5995 replied to andy5995's topic in Scenario Design/Map making
@phositWhen I uncomment the line `Engine.LoadLibrary("rmgen2");` I get the error: ERROR: JavaScript error: maps/random/rmgen2/gaia.js line 1 import declarations may only appear at top level of a module @maps/random/cliffs_of_carnage.js:7:8 ERROR: CMapGenerationCallbacks::LoadScripts: Failed to load script 'maps/random/rmgen2/gaia.js' ERROR: An unhandled promise got rejected: ReferenceError: e_p is not defined @maps/random/cliffs_of_carnage.js:386:1 @Stan`What's the link to the porting guide? -
I thought I made the necessary change to a couple maps from the community-maps-2 mod But when I try starting a game with one of the maps I've changed, I get this:
-
Reported at 0ad Arch user reports crash on multiple computers and New version: v0.28.0 (alpha noted). cc @ffm2
-
I've published v0.28.0 and it should be available to download from 0ad as soon as it's signed Some changes: Reduced Armor multiplier of Heroes from 3 to 2 Added Extremeness (3.0 multiplier) to Siege units
-
Initial AppImages available for testing
andy5995 replied to hyperion's topic in Game Development & Technical Discussion
Can this link in the first post be updated? It leads to a 404. @hyperion RC5 works on Manjaro. -
@Stan`And that's only needed if building from git? The required spirv stuff is included in the release data archive, correct?
-
Trouble following Atlas BuildInstructions
andy5995 replied to eZamus's topic in Game Development & Technical Discussion
@eZamusAs far as I know, the only documentation on how to fix that is this section on the wiki: Recovering from errors while syncing your fork. -
Speaking of cheating, here's the stats when I pit 3 VeryHard AI Persian civs against one VeryHard AI Kushite civ (using the Kush Extreme mod):
-
@MirceaKitsune You will need it for the 0ad repo on gitea. https://gitea.wildfiregames.com/0ad/0ad/wiki/BuildInstructionsGettingTheCode#linux
-
And this is done automatically as part of the build process, if I understand you correctly. I'm on Manjaro as well, with Python >3.10 and don't need to do anything special.
-
@MirceaKitsuneYou may also have to install the Manjaro package 'python-six'.
-
I'm able to build on Manjaro Linux. You may have missed the extra build step './build-source-libs.sh' in the libraries directory before you run the update-workspaces script. Note https://gitlab.archlinux.org/archlinux/packaging/packages/0ad/-/blob/main/PKGBUILD?ref_type=heads
-
@Stan`I get these errors when I run 'python3 /home/andy/src/my-0ad/0ad-appimage/0ad-0.27.0/source/tools/entity/checkrefs.py -m $PWD/community-maps-2 -tax' and I have no idea what's causing them. WARNING - Could not find art/terrains/terrain.rng WARNING - Could not find art/terrains/terrain_texture.rng INFO - Validating textures... WARNING - Could not find art/textures/texture.rng INFO - Collecting materials... Traceback (most recent call last): File "/home/andy/src/my-0ad/0ad-appimage/0ad-0.27.0/source/tools/xmlvalidator/validator.py", line 77, in read root = ET.parse(physical_path).getroot() ~~~~~~~~^^^^^^^^^^^^^^^ File "/usr/lib/python3.13/xml/etree/ElementTree.py", line 1204, in parse tree.parse(source, parser) ~~~~~~~~~~^^^^^^^^^^^^^^^^ File "/usr/lib/python3.13/xml/etree/ElementTree.py", line 569, in parse self._root = parser._parse_whole(source) ~~~~~~~~~~~~~~~~~~~^^^^^^^^ xml.etree.ElementTree.ParseError: not well-formed (invalid token): line 1, column 4 During handling of the above exception, another exception occurred: Traceback (most recent call last): File "/home/andy/src/my-0ad/0ad-appimage/0ad-0.27.0/source/tools/entity/checkrefs.py", line 863, in <module> if not check_ref.main(): ~~~~~~~~~~~~~~^^ File "/home/andy/src/my-0ad/0ad-appimage/0ad-0.27.0/source/tools/entity/checkrefs.py", line 141, in main if not validator.run(): ~~~~~~~~~~~~~^^ File "/home/andy/src/my-0ad/0ad-appimage/0ad-0.27.0/source/tools/xmlvalidator/validator.py", line 169, in run self.find_materials(os.path.join("art", "materials")) ~~~~~~~~~~~~~~~~~~~^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ File "/home/andy/src/my-0ad/0ad-appimage/0ad-0.27.0/source/tools/xmlvalidator/validator.py", line 152, in find_materials if material.read( ~~~~~~~~~~~~~^ self.get_physical_path(material_file["mod_name"], material_file["vfs_path"]) ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ ): ^ File "/home/andy/src/my-0ad/0ad-appimage/0ad-0.27.0/source/tools/xmlvalidator/validator.py", line 79, in read self.logger.exception(physical_path) ^^^^^^^^^^^ AttributeError: 'Material' object has no attribute 'logger'
-
I started on it https://github.com/0ad-matters/community-maps-2/pull/137 cc @Stan` @temacnI got Gaia working already, with no errors or warnings. @MirceaKitsune
-
@temacnThanks for the feedback. What maps do you like? The incompatibility is more likely due to differences in the data between a26 and a27. Many mods refer to functions that are defined in the javascript library under the mods/public folder. I'm not sure when I'll get to updating it. @Stan`@real_tabasco_sauce@wowgetoffyourcellphoneare there some scripts available that can do some migration? I remember some were provided after the a24 or a25 release...
-
Running A27 on any Linux distro and version (in theory)!
andy5995 replied to myliverhatesme's topic in Help & Feedback
AppImages are available from https://github.com/0ad-matters/0ad-appimage/releases -
@technocratOne alternative is to use the AppImage instead: https://github.com/0ad-matters/0ad-appimage/releases/tag/v0.27.0
-
I added a little more description to the README To use this mod, just select Kushites as the civ, there is no need to change the bot settings. Most of the Kush units will have a higher HP. This mod is primarily when you want to fight a more difficult AI than the default "Very Hard" AI. Another benefit is that you can play a game with fewer units on the map because you can replace two or three AI opponents with one Kushite opponent.
-
What's the best way to verify that vulkan is being used as the backend? I have the option set in my config and there are no errors or warnings in the console. Is that mostly a guarantee vulkan is being used properly, or is there something in the log I could look at to verify with certainty that vulkan is being used? I did see this in mainlog:
-
As far as maintaining, it's not really time-consuming provided they can be migrated easily each time there's a new version of 0ad released. I don't know how often that's a problem yet.
