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Posts
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Posts posted by andy5995
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Bug: Near the end of the game, Han Chinese enemy building gets destroyed infinite number of times and game doesn't end.
Using self-build at git (GitHub) commit e723cc4
mods enabled: community maps 2, v0.25.11
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1 hour ago, nani said:
@YekaterinaYou might also want to try a gui front-end for svn: RapidSVN
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I've removed this from the community maps 2 mod because it was never completed.
The latest version of this map is in the last release (v0.25.11) and also in the repo's history at rev c69e829
The only changes made to it while I've maintained the cm2 repo is just migration to newer versions of the engine (iirc)
The map can get re-added later if it becomes completed or playable, of course!
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The map preview provided was causing a segfault after being converted to a dds file (when creating the .pyromod file).
I replaced it and issued release v0.25.11 of community maps 2.
See Creating a map preview in the Atlas wiki
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On 13/05/2021 at 10:23 AM, Yekaterina said:
2. Show available housing (functional)
4. Cartography (functional)
The housing mod is one that @Jammyjamjammandid and I've helped a little with the repo. We haven't tried it in a while though. I'll make it a point to next time I play. I'm mostly on a 0AD hiatus at the moment.
Cartography Mode, which allows allies to view each other at game start (instead of having to get the upgrade), is patched into the current development version of 0AD (thanks to @Jammyjamjamman) so will be included with the release of a25.
I see this is an older thread, but thanks to @Yekaterinafor taking point on these issues.
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@AlexandraAlso, once your map is fixed, feel free to submit a PR to the community maps repo
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I fixed it in e657e80, line 541 The muskox was set to the player instead of Gaia... so I changed the first argument (i) to 0. @norjay
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Problem with this map: the muskox at the base can't be gathered for food, even though when I hover over them, the food icon appears. When I send women or cav to harvest, they just stand around doing nothing. There are no starting berries or chickens, so it would be good if at least the muskox could be gathered. @norjay
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4 hours ago, Yavin said:
@andy5995 Thank you and "Que pena" as I learned Spaniards would say here. But if the map isn't compatible with most PCs or laptops then it's no problem it's not gonna be included in the mod.
As for this, I assume the map shall just further on be "downloadable" here in the forum so everyone who wants to play is able to.
Although, thanks!@YavinYes, it'll still be downloadable here in the forum.
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@Stan`@YavinIt's a great looking map, but I won't include it in the community maps 2 mod. When I clicked start game, the loading got up to 100% and then my desktop froze. I switched to a terminal, and saw my memory getting gradually eaten away. 'Top' showed 40% mem usage, and 100% cpu usage. I was able to just kill the process with 'kill'.
My graphics card is a GeForce GTX 1050 and my PC is Intel(R) Core(TM) i5-6400 CPU @ 2.70GHz (4 core) with 12G of RAM.
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@Stan`Thanks for the ping. @norjay I've added the map to community maps 2; it'll be included in the next release. @alreNote it's a random map and therefore supports up to 8 players.
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1 minute ago, Lion.Kanzen said:
we need write our own version of the story.
Ah, sure... better to create a new doc then and post it here and/or add it to the backstory section of the main doc?
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6 hours ago, Radiotraining said:
Okay, feedback: to be really honest I tried to write some backstory for the mod just a few posts ago, that sparked a bit of discussion and ideas very recently. I thought you could have picked from there, since is the most "fresh" development.
Feel free to add it to the doc under the backstory section. My intention wasn't to add everything already mentioned in this thread, but just throw something up quick and dirty-like to provide some vague idea of what I had in mind.
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23 minutes ago, andy5995 said:
Because ideas can be consolidated and organized. For example, imagine if all the civ names that were suggested in this thread were in a single list, and you could could strikethrough all the ones that won't be considered, and eventually delete them. And people could simply add more names to the list until final decisions are made.
On that document, if you highlight some text, you can create a comment thread, so you can essentially have threads for specific items that require discussion.
I've threw some things on to the document to illustrate more clearly. Anyone, feel free to edit
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3 hours ago, Stan` said:
Why would it be better to have a text document in another place? I guess you can do all that in an orderly fashion in issues, or here ?
Because ideas can be consolidated and organized. For example, imagine if all the civ names that were suggested in this thread were in a single list, and you could could strikethrough all the ones that won't be considered, and eventually delete them. And people could simply add more names to the list until final decisions are made.
On that document, if you highlight some text, you can create a comment thread, so you can essentially have threads for specific items that require discussion.
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10 hours ago, Stan` said:
Correct. You just need a Github account.
When I click the wiki link, it just reloads the github repo main page.
On 02/12/2021 at 5:35 PM, Stan` said:Might be better to use github wiki feature to start documenting stuff. At least everything is focused on this thread and if you extract the important stuff in the form of issues and wiki entries it might make it easier.
Seems to me that using something like CryptPad would be more suitable (imho).
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On 06/12/2019 at 3:58 AM, Stan` said:
Two resources, the rest can be copied from startcraft
Can the 0AD engine support a resource like the Vespene Gas mines from StarCraft? (You can't actually use the mine until you build a refinery on top of it)
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20 hours ago, Loki1950 said:
As far as I see Git's handling of binary assets just does not work right Linus designed git for text based code on the kernel project so it's binary capabilities are very limited.And GitHub may start wanting cash as the repos grow binary data are just blobs that git has no handle on.
I wonder if it would be best to continue using svn for the handling of binary assets, and how well it would work to use an svn repo as a git submodule (There are some results when I search "using svn repo as git submodule").
On 25/11/2021 at 6:54 AM, Stan` said:This is fun But I didn't know it existed so thanks
https://docs.gitlab.com/ee/user/project/merge_requests/allow_collaboration.html
Some of the original quote is missing here, but to the question of whether or not maintainers can edit pull requests: on GitHub as well, it can be done. On a GitHub PR, there's a default option:
also, when reviewing the PR(diff), maintainers, or even reviewers with no write access can insert a suggestion, and then the original submitter can click to commit the suggestion.
On 25/11/2021 at 3:32 AM, Stan` said:Yeah submodules are generally a PITA. Mentioned them for the sake of the argument, because I believe more things should be split from the repo, which is not a consensus inside the team see the spoiler in the first post.
I haven't worked with submodules enough to form an opinion yet whether or not subs are are PITA. I struggle with sometimes just because I don't use them regularly and forget some of the basic git commands for using them. Based on the little experience I have with them so far, I'm of the opinion they should generally only be used -- and it's when they're most practical to have them included as submodules -- if they are completely independent of the project, such as third-party libraries (although there are exceptions).
For anyone that hasn't worked with submodules yet, you might want to check out the SuperTux project and follow their instructions for fetching the submodules and building the project.
As for pull requests on GitHub, if anyone wants to experiment or practice, feel free to make a pull request on community maps 2. You can just edit any file and add "Hello World" and make your pull request. (Gitlab PRs are pretty similar, as far as I know.) And of course you can also make practice PRs on your own repo, or other repos that already exist for that purpose.
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boongui is now available as a package from the Arch user repo
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@Feldfeld,@Langbartfixed up the map preview and added some tips and links about generating map previews.. https://github.com/0ad-matters/community-maps-2/pull/25
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Delenda Est is now available from the AUR (package for Arch/Manjaro users)
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@FeldfeldI added them to the repo and they'll be included in v0.25.9.
As for the Alpine Mountains map preview, like you, I had a problem generating a map preview. This was the best I could come up with, but I included it anyway because it's better than a pink square...
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Feedbacks from A26 SVN tests
in Game Development & Technical Discussion
Posted
The build appears broken on Manjaro 21.2.4
Latest update to Manjaro updated gcc to 11.2.0 and glibc to 2.35
At git commit d25309b (Wed Mar 2 05:00:23 2022 +0100)