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Posts
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Joined
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Days Won
9
Posts posted by andy5995
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13 hours ago, Stan` said:
I mean the biggest cheat is that Petra knows everything you do and plays with the map revealed.
Most AIs cheat
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):
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34 minutes ago, MirceaKitsune said:
. I never used git-lfs as standard git usually works fine:
You will need it for the 0ad repo on gitea. https://gitea.wildfiregames.com/0ad/0ad/wiki/BuildInstructionsGettingTheCode#linux
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1 hour ago, Seleucids said:
In order to build libraries sucessfully for A26, you must use Python3.10 or earlier.
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.
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@MirceaKitsuneYou may also have to install the Manjaro package 'python-six'.
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11 hours ago, MirceaKitsune said:
Waited a bit longer just to be sure, but it still won't work for me on latest Manjaro Linux
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 -
On 21/02/2025 at 1:03 AM, Stan` said:
One step might be to run checkrefs.py.
@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 4During 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
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On 19/02/2025 at 5:00 AM, temacn said:
@andy5995Great work guys, really enjoyed the community maps 2 mod - just wondering if it is possible to adapt the mod to the latest A27 release? Right now the mod cannot be used within this latest release, I assume it must have something to do with the new engine being used
@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...
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AppImages are available from https://github.com/0ad-matters/0ad-appimage/releases
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On 01/02/2025 at 11:30 AM, technocrat said:
Hi, thanks for your answer, I really appreciate it.
You are absolutely right, I use the Arch, but I do not use Wayland, instead I use Xorg.
Should I install Wayland in the my system?
Thank you!
SDL_VIDEODRIVER=wayland /usr/bin/0ad
TIMER| InitVfs: 195.294 us
FILES| Main log written to '/home/technocrat/.config/0ad/logs/mainlog.html'
FILES| Interesting log written to '/home/technocrat/.config/0ad/logs/interestinglog.html'
TIMER| CONFIG_Init: 2.20094 ms
Sound: AlcInit success, using OpenAL Soft
ERROR: SDL library initialization failed: Video subsystem has not been initialized
terminate called after throwing an instance of 'PSERROR_System_SDLInitFailed'
what(): System_SDLInitFailed
/usr/bin/0ad: line 9: 6411 Aborted (core dumped) "$pyrogenesis" "$@"@technocratOne alternative is to use the AppImage instead: https://github.com/0ad-matters/0ad-appimage/releases/tag/v0.27.0
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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.
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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:
QuoteVulkan validation layer: 'VK_LAYER_VALVE_steam_overlay_64' (Steam Overlay Layer) v0.1.3.207
Vulkan validation layer: 'VK_LAYER_VALVE_steam_fossilize_32' (Steam Pipeline Caching Layer) v0.1.3.207
Vulkan validation layer: 'VK_LAYER_VALVE_steam_overlay_32' (Steam Overlay Layer) v0.1.3.207
Vulkan validation layer: 'VK_LAYER_VALVE_steam_fossilize_64' (Steam Pipeline Caching Layer) v0.1.3.207
Vulkan validation layer: 'VK_LAYER_NV_optimus' (NVIDIA Optimus layer) v0.1.3.277
Vulkan available device: 'AMD Radeon Graphics (RADV RENOIR)' Type: 1 Supported: Y
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Just now, andy5995 said:
@wowgetoffyourcellphone@Stan`I'm still thinking about this. My thoughts right now are... I don't know if there's a point to me maintaining maps that no one plays. But at anytime, if there is a map that someone likes that has been proposed for removal (or has been removed and still works) from 0ad, they can submit it for inclusion in the community-maps-2 mod.
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.
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On 28/12/2024 at 2:08 PM, wowgetoffyourcellphone said:
They would be "finished" maps from the game that we don't want to include in the official release. My idea would be to curate the best 25 maps or so, improve them further, and make those the core "official maps" included in the release. The 40+ other maps we'd either put into "official maps" mod download or give to you for your maps mod.
@wowgetoffyourcellphone@Stan`I'm still thinking about this. My thoughts right now are... I don't know if there's a point to me maintaining maps that no one plays. But at anytime, if there is a map that someone likes that has been proposed for removal (or has been removed and still works) from 0ad, they can submit it for inclusion in the community-maps-2 mod.
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On 14/12/2024 at 7:34 PM, wowgetoffyourcellphone said:
Andy has said he's not interested in taking these maps.
Which maps? I don't remember saying this but I might have changed my mind since then. If they are unfinished maps, then you are correct, I don't want to include them.
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On 28/11/2024 at 1:05 AM, Stan` said:
Hey thanks for picking it up again. It's possible that they use a different build system like CMAKE ?
@Stan`Yes, that's right.
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@Stan`thank you for the suggestion, but I've never had to set those to build on any other architectures. I've helped with the MegaGlest appimage build which uses qemu in a GitHub runner to create arm64 packages. No problems. I build several different things in this Dockerfile, also with qemu, building on Focal and Jammy for amd64, arm64, and arm/v7. Does 0ad do any testing on different architectures in its CI?
Ironically, I was inspired into building on arm64 after you suggested it in a pull request comment on the 0ad-appimage repo.
it's made more work for me, but it's been an interesting learning experience.
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@BaelishSadly, the development build has been broken for a long-time on many distros.
https://gitea.wildfiregames.com/0ad/0ad/issues/6895
@Itmshas a pull request open to fix the SM problem:
https://gitea.wildfiregames.com/0ad/0ad/pulls/7222
One easy work-around is to install a different version of Python (although I see you got the build working above, I'll reference it anyway): https://gitea.wildfiregames.com/0ad/0ad/issues/7080#issuecomment-102788
A fix should have been prioritized, or the document for the build instructions should have been updated accordingly. There's already enough documentation that appeals to developers to contribute. All that happens when a project has a broken build for so long is that potential developers get confused, waste their time, and become turned off. And project maintainers become discouraged that more people are complaining than contributing.
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@RangerKOn Linux, it's '~/.local/share/0ad/mods/user/maps/random' or '~/.local/share/0ad/mods/user/maps/skirmishes' for skirmish maps.
I just opened a ticket that suggests adding a section to the wiki that clearly explains how to try/test maps.
Also, some maps are put into the community maps 2 mod. That mod you can install from the 0ad mod downloader.
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50 minutes ago, Lion.Kanzen said:
But traditionally in these games, we understand what a random map is.
I think people new to the game don't understand but will figure it out quickly enough.
I like "Dyanamic" the best, but why not a tooltip that offers a minimal explanation? Dynamic or Random doesn't really say anything to a new player. Neither does "Skirmish". Having "Skirmish" as a map type is really pointless, imo.
A tooltip that offers a minimal explanation would be good, or just having the explanation appended in the right pane where "Map Type: Random/Skirmish" is displayed.
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@Stan` @ItmsI suggest allowing pull requests on any fork. For example, I was going to help with https://gitea.wildfiregames.com/0ad/0ad/pulls/7075
So I pulled the branch and was going to open a pull request on abian's fork:with-lto branch. On GitHub, when this happens, the user can merge the pull request on his fork. If he does so, the already-open PR (link above) on the main upstream repo gets updated.
You can see here i don't have the option to open a PR on his fork. It only allows me to open a pull request on my fork or the 0ad repo:
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14 hours ago, Lion.Kanzen said:
How slow is it?
Longer than a minute on a large map.
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On 16/10/2024 at 5:22 PM, andy5995 said:
So this works
But the map generates very slow so I'm abandoning this method.
Trouble following Atlas BuildInstructions
in Game Development & Technical Discussion
Posted · Edited by andy5995
@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.