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andy5995

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Posts posted by andy5995

  1. 19 hours ago, eZamus said:

    And, I take the opportunity, I have also some trouble with git (lfs) since, maybe two day ? when trying to rebase my local branch on upstream (your repo) I got errors ! I don't really think I have broken something on my side, It worked like a charm since my last PR ?

    @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.

  2. 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 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'

     

  3. 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...

  4. 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!
     

      Hide contents

    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

    • Like 1
  5. 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.

    • Like 1
  6. 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:


     

    Quote

     

    Vulkan 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

     

     

  7. 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.

  8. 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.

  9. 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.

    • Like 1
  10. @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.

  11. @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.

  12. 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.

    • Like 3
  13. @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:

     

    image.png.683922071690e0775572be08cf7b05f6.png

    • Like 1
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