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andy5995

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Everything posted by andy5995

  1. Maybe one reasonable alternative would be for 0ad to host the flatpack manifest file in a gitea repo. So it would be hopefully easier for someone who volunteers to be the primary maintainer to maintain and anyone could help with it. Sounds like @ShadowOfHassenalready volunteered to do the initial setup?
  2. @OtelloHello! I'm not famililar with Flatpak maintenance, but you may have to report that to https://github.com/flatpak/flatpak/issues If they tell you to report it here, then please provide a link to the ticket you open. You may want to wait for more replies here, someone may have different information. I'm really not sure.
  3. I'm trying to build a 0ad a26 appimage for arm64, but can't get it to build on amd64 yet. Details on my PR: https://github.com/0ad-matters/0ad-appimage/pull/26#issuecomment-2381130695 But I'll leave a few details here as well. As far as I can tell, the error causing the fail is `invalid literal for int() with base 16: 'file'` during the SpiderMonkey build. There's already an a26 appimage, that I built on either focal or bionic. My present script for building is at https://github.com/0ad-matters/0ad-appimage/blob/303c4fdcc79bad3e5564492d38f2e49eaceabcd3/make-appimage.sh I've tried with and without the Debian patches. This is part of the log from the last attempt to build at https://github.com/0ad-matters/0ad-appimage/actions Is there already a patch for this, or does anyone know of a fix? I know supporting a26 is not really the highest priority right now, but I thought it would be nice to have an arm AppImage available for a26 if possible. logs_28977915588.zip
  4. @BaelishIf you're on an amd64 system and don't mind using an AppImage, you can download the 0ad AppImage and just run that.
  5. No, I hadn't done that. Ok, I've generated a new key (the public key I usually use got rejected due to its length) with: ssh-keygen -t ed25519 -f ~/.ssh/wfg I added the pub key to my settings and verified it (created and added the signature) but I still have the same problem.
  6. On GitHub, I save my work (if I'm on a different branch) and checkout main, then git fetch origin pull/216/head:pr216 which creates branch 'pr216' (based on changes from pr 216), then I check that out.
  7. I created a fork on the WFG gitea instance. I get an error when I try to clone:
  8. @real_tabasco_sauceI think I can offer some useful tips about this. I haven't used git much the last few months so I'll do my best. I hope someone will correct me if I'm mistaken about anything or omit anything. I don't think you'll have to fetch and rebase each time you want a make a change. While working on a separate branch: 1. If no new commits have been made to the main branch, you'll be able to just continue working on your branch 2. If you know that any new commits to main do not include any files you are working on. If a file has been edited that you're working on, rebasing will help prevent merge conflicts later. You may find it's not always strictly necessary though. 3. If you know your code changes won't affect or break any new code changes that have been committed (or vice versa), then your branch doesn't need to be up to date with what's in the main branch. Sometimes you won't know for certain or it may take time to check, and you'll just want to rebase, or someone may suggest that you to "rebase your branch" if they're aware of a branch you're working on (for example, if you have an open PR that you're still pushing to and isn't ready for merging yet). In this case, you'll be able to skip the "fetching and merging into your local fork", but you'll need to switch to the main branch, pull, checkout your branch, then rebase (unless you run into the conditions or similar ones like I mentioned above.
  9. https://www.livescience.com/archaeology/romans/rare-roman-era-silver-ingots-depicting-constantine-the-great-seized-from-alleged-black-market-sale [...] Three "truly sensational" Roman-era silver ingots depicting Constantine the Great were nearly sold illegally on the internet, a new investigation finds. An unnamed man alleged that his great-grandmother found the rare artifacts buried in the family's backyard in Transcarpathia (also known as Zakarpattia), a region in western Ukraine. Later, the man reportedly tried to sell one of the silver bars online, according to Public Uzhgorod, Ukraine's public broadcast station. [...]
  10. I believe someone made this but didn't know that the mod has to be approved for it to appear. I got this link from a message pep4r (mod.io username) posted as a comment on the community maps 2 mod: https://mod.io/g/0ad/m/illyrians?preview=573a48f90d428479f8b5980b7fa773ef I just now sent them a message through mod.io letting them know the mod must be signed and mentioned the people that were mentioned here:
  11. @real_tabasco_sauceYou can use that name if you want; I only did one release with that name, and I don't know that anyone ever tried it (I never received any feedback, negative or positive); it probably wouldn't be confusing for anyone. But if you want to change the name, check the mod.json file. Also, I think the zip file might need to be the same name as what you use in the name field to prevent certain types of problems (but I'm not sure).
  12. @man_s_our The writableRoot option is meant to only be used when running pyrogenesis from the source directory after it's built. Are you using that option after you've attempted installation? There's no real support for installing 0ad from source (one reason there's no workflow for that in the docs). If you really want to install it after building, you might get some clues from how distro packagers are doing it: 0ad Arch PKGBUILD 0ad-data Arch PKGBUILD Or the Debian way ``` #!/usr/bin/make -f # mozjs' build process does not seem to be compatible with other shells # like zsh export SHELL = /bin/sh export DEB_BUILD_MAINT_OPTIONS = hardening=+all DPKG_EXPORT_BUILDFLAGS = 1 include /usr/share/dpkg/buildflags.mk include /usr/share/dpkg/architecture.mk PARALLEL_JOBS=$(shell getconf _NPROCESSORS_ONLN) ifeq ($(findstring parallel=,$(DEB_BUILD_OPTIONS)),) export DEB_BUILD_OPTIONS+=parallel=$(PARALLEL_JOBS) endif %: dh $@ override_dh_auto_clean: build/workspaces/clean-workspaces.sh # Clean up some extra cruft not picked up by clean-workspaces.sh find binaries/system/ -type f ! -name readme.txt -delete rm -f libraries/fcollada/lib/*.a rm -f build/premake/.*.tmp rm -rf libraries/source/spidermonkey/lib rm -f libraries/source/cxxtest-4.4/python/cxxtest/*.pyc rm -f libraries/source/fcollada/lib/* rm -rf libraries/source/spidermonkey/include-unix-* rm -rf libraries/source/spidermonkey/mozjs-78.6.0 rm -f libraries/source/nvtt/lib/*.so rm -f source/ps/tests/stub_impl_hack.cpp dh_auto_clean override_dh_auto_build: mkdir -p libraries/source/fcollada/lib # https://bugs.debian.org/1028179 cp debian/patches/mozjs_virtualenv.patch libraries/source/spidermonkey build/workspaces/update-workspaces.sh \ --bindir=/usr/games \ --libdir=/usr/lib/games/0ad \ --datadir=/usr/share/games/0ad \ -j$(PARALLEL_JOBS) $(MAKE) config=release verbose=1 -C build/workspaces/gcc \ -j$(PARALLEL_JOBS) override_dh_auto_test: # Note: Avoid running tests from root dir of build, otherwise certain # tests (i.e. in testsuite MeshManager) may not work as intended and # create spurious directories above root dir (../data/mods). ifeq (,$(filter armhf arm64 kfreebsd-amd64 kfreebsd-i386, $(DEB_HOST_ARCH))) cd binaries/system/ && LD_LIBRARY_PATH=. ./test -libdir . endif override_dh_auto_install: install -Dm 0755 build/resources/0ad.sh $(CURDIR)/debian/tmp/usr/games/0ad dh_auto_install override_dh_makeshlibs: dh_makeshlibs -Xusr/lib/games/0ad override_dh_dwz: dh_dwz -Xlibmozjs78-ps-release.so ``` Data ``` #!/usr/bin/make -f %: dh $@ override_dh_install: dh_install --exclude=LICENSE override_dh_link: # Remove embedded fonts and use system copies instead rm -f $(CURDIR)/debian/0ad-data-common/usr/share/games/0ad/tools/fontbuilder/fonts/{DejaVuSansMono,Free*,texgyrepagella*}.{ttf,otf} dh_link override_dh_builddeb: dh_builddeb -- -Zxz ```
  13. @real_tabasco_sauceRight now I'm only reviewing pull requests (I would have replied sooner, but didn't get any email notification that you pinged me).
  14. @Stan`Enjoy a rest! Good luck on future undertakings, I know you'll succeed with anything you put your mind and heart to!
  15. I found it at https://gitlab.com/0ad/0ad-community-mod-a26 But it looks like it's not active anymore. No new merges for 7 months, and I see my request for access was never accepted, which I probably sent around the time the repo was created.
  16. I don't know how any one person can. How to rebalance each unit has to be decided by multiple people, afaik. I'm not really sure of the procedure, anymore, tbh. I think it's done with the Community mod now, but I don't know where the discussion takes place, or how its decided what gets merged and what doesn't. I don't see a link to its GitLab repo on the mod.io page.
  17. No, if you have a .pyromod file with the correct directory structure, just rename the file so it has a .zip extension (and remove the .pyromod extension). See Distributing Your Mods If you think something is missing from the docs, you might want to consider adding it. Your script looks overly-complicated imo. This is the script used by the GitHub action: entrypoint.sh
  18. Since your mod is on GitHub, it might be easier to use this GitHub action
  19. Maybe some potentially useful information in this article on Intel's website?: Identifying the Frame Rate Bottleneck in 0 A.D. @inzhu Related forum thread already exists at
  20. Seems like some feedback is needed about the names of player placement options, some that already exist, and some that are planned to be implemented Please see comments by @maroderat line 70 of TeamPlacement.js @Stan` https://code.wildfiregames.com/D4948#change-vhQdafBheTV7
  21. Bos Wars has a feature for enabling multiple viewports. You can select a viewport and scroll through it (The first screenshot is with no viewports). Does 0ad have anything like that and do you think it would be a good feature to implement?
  22. The repo here is still writable, but would need someone to review new pull requests.
  23. You might wanna try the chess skirmish map included in the community maps 2 mod
  24. @Stan`Maybe this thread should be merged with https://wildfiregames.com/forum/topic/38086-proposal-more-difficult-ai-settings/
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