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Posts
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Joined
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Days Won
9
Everything posted by andy5995
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Display extra available housing that exceeds pop limit
andy5995 replied to andy5995's topic in Gameplay Discussion
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In my opinion, the ceasefire slider/button should be changed. It's confusing because it looks the same as a radio button for the other options, but it's a slider.
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Display extra available housing that exceeds pop limit
andy5995 replied to andy5995's topic in Gameplay Discussion
Other players I talked to thought this would be a good enhancement, so I created a ticket. -
I think it would be useful to display available housing that exceeds the pop limit. For example, if you have 250 units and the limit is 250, but there is extra housing, then a display of something like "250/250+30" (if you have 3 extra houses that provide 10 housing units each if 3 other houses are destroyed later). That would be useful because it shows how much "backup" housing you have. A player can decide to stop building houses or build a few extra in case some are destroyed. Should a ticket for this be created?
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LGTM!
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Thank you very much, @Weber K. And yes, I'll review it for grammar within the next couple days.
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The good news is that @elexis raised the priority of the existing ticket today.
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Maybe some new, helpful info for the devs from this recent post
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I really have no idea if boost is the library causing the problem.
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@illmatic I played 3 games today. Won 2, lost 1. Each one recorded properly. According to this post, there was some problem with the ratings; I don't know if it's related. But it seems to be working properly now.
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building 0ad on OSX High Sierra using brew
andy5995 replied to andy5995's topic in Game Development & Technical Discussion
I wasn't suggesting it was invalid. Sounds like there's not much point to me continuing with this then. Thank you for the explanation, @vladislavbelov -
building 0ad on OSX High Sierra using brew
andy5995 replied to andy5995's topic in Game Development & Technical Discussion
I thought I'd see if I could get it built using brew to install the dependencies. The official build instructions seem kind of old; they don't mention brew or recent version of xcode. I figured some instructions for building using brew would be easier to maintain than the build-osx-libs.sh script, and easier for developers new to the project. Or did I miss something? Is there a reason that brew isn't being suggested? -
Thanks. I updated the links in my first post to show what I'm using currently. What I did was install libgloox-dev from the 0ad PPA and the builds are working now (except for the osx build, which is a different problem). As for the versions mentioned in the build instructions, I'd like to refer you to ticket #5290
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Please reduce speed of battering ram
andy5995 replied to Thelegionare's topic in Gameplay Discussion
Let me know if you finish your mod, and I 'll download it and host it sometime. -
I was curious to see some output from different compilers and version so I set up a code integration test on my 0ad GitHub fork. Can anyone see why the build is failing at glooxwrapper.cpp? As far as I can tell, I've installed all the required dependencies. The first 3 jobs shown here are running on trusty, using gcc-4.8, 7.0, and clang 5.0. Each one fails at the gloox build: https://travis-ci.org/andy5995/0ad/builds/417847354 script used to install dependencies .travis.yml
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Hmm.. strange. jessie backports doesn't have a23 available. https://packages.debian.org/jessie-backports/0ad >Okay so now i know the importance of using non-root usr for running any 3rd party application. Would it work on non-root usr ? or i have to do something more to run the game? Probably not, but you should definitely try it. I suggest you ask in the Kali community because the source of this problem is, as far as I can tell, not with 0ad development, but rather specific to installing it on Kali Linux. https://www.kali.org/community/ But perhaps some other user in this forum will be able to guide you further. EDIT: Oh, you got it working, great!