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Posts
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Everything posted by andy5995
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Feedbacks from A26 SVN tests
andy5995 replied to Yekaterina's topic in Game Development & Technical Discussion
Asian Campaign from the cm2 mod. Don't worry, if that ever happens with a map included with vanilla, I'll be sure to name it in my report. -
Feedbacks from A26 SVN tests
andy5995 replied to Yekaterina's topic in Game Development & Technical Discussion
Segfault when loading map (a map that has no problem in a25). The problem seems to be because a texture (alpine_grass_a_fancy) was removed or renamed in a26? So... apparently more map migrations like what happened after a24 was released must take place after a26 is released? -
@imperiumI've made the replacement in 43d8882
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I fixed the loading errors in 44e2624 @SolarEagleyou can take a peek at that to see how some changes are made. For the Kush clubman, I wasn't sure what that needed to be, so I searched https://code.wildfiregames.com/ for "clubman" and found this 0ad patch, which also told me what the "nuba_village" was changed to. I used this script to speed up testing a bit #!/bin/sh pyrogenesis -autostart=scenarios/Asian\ Campaign \ -quickstart -autostart-disable-replay \ -autostart-ai=1:petra -autostart-aidiff=1:5 \ -autostart-nonvisual Shows any entity loading errors and starts the game (but I hit ctrl c to break from that) @Freagarach@Stan`0ad could probably use an extra flag that terminates 0ad after the map is loaded.. exiting with 0 if no entity loading errors, 0 otherwise (Ticket created)
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I don't know. The readme shows the forum post where the map was originally introduced by the author if you want to ask them.
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I removed Halicarnassus from the git repo in February. Messina starts all black if you are playing, but if you set player slot 1 to AI instead of assigning yourself (making yourself an observer), then you can see the map. When I joined as observer, all the AIs had 0 pop and that didn't change after a couple minutes. I removed that map yesterday after you told me about it. I removed Southeast Asia today. That map was never finished... Besides the issues you mentioned, there was no metal or stone (except for some treasure) placed on the map. Thanks again @SolarEagle.
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@SolarEagleThanks for the feedback! I haven't fully reviewed all the maps in this mod since I took it over. I'll have a look at those two you mentioned and probably remove them if your description matches with their current state. Could you open a discussion and post any other map names that are unplayable or unfinished? Either on the repo Discussion or a DM here on the forum, or this forum post? As for this map, I'll keep it in the mod for now... but I'm thinking that the pop cap should be changed from 300 to 200 otherwise I don't really see that it would be playable due to lag later in the game. What do you think?
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This is a nice map, very well thought out, but it currently produces a lot of errors when loading. I was thinking about removing it from the community maps 2 mod. Has anyone played this map yet?
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STOP PERSECUTING RANDOM PEOPLE! Seriously, this must stop!!!
andy5995 replied to Yekaterina's topic in General Discussion
I think the placement that D4303 offers would be appealing to new players. -
@NeptuneGamerIt doesn't sound like you did anything wrong. I've been using Manjaro for almost a year, and right now, the 0ad package I installed with pacman works fine. Though the current svn build of 0ad is broken, that's an unrelated issue. I don't know why you're having that problem though. Have you tried running 'pacman -Syu' since you first installed Manjaro? Can you tell us what graphics card you have?
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Feedbacks from A26 SVN tests
andy5995 replied to Yekaterina's topic in Game Development & Technical Discussion
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) -
Feedbacks from A26 SVN tests
andy5995 replied to Yekaterina's topic in Game Development & Technical Discussion
Bug: Near the end of the game, Han Chinese enemy building gets destroyed infinite number of times and game doesn't end. Video clip on Twitch Using self-build at git (GitHub) commit e723cc4 mods enabled: community maps 2, v0.25.11 commands.txt metadata.json -
Commit Feldmap to A26
andy5995 replied to Yekaterina's topic in Game Development & Technical Discussion
@YekaterinaYou might also want to try a gui front-end for svn: RapidSVN -
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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Project: migrate A23 mods to A24 and A25.
andy5995 replied to Yekaterina's topic in Game Modification
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. -
@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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New map: The Legend of Avilava (scenario)
andy5995 replied to Yavin's topic in Scenario Design/Map making
@YavinYes, it'll still be downloadable here in the forum. -
New map: The Legend of Avilava (scenario)
andy5995 replied to Yavin's topic in Scenario Design/Map making
@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. -
@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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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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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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I've threw some things on to the document to illustrate more clearly. Anyone, feel free to edit