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andy5995

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Everything posted by andy5995

  1. Ok. I had js91 installed. I tried recompiling but got the same errors @Stan`mentioned above.
  2. @hyperionsm? What library is that and where are the sources? I can't find it available in Manjaro or the AUR.
  3. On both systems I was running 0ad from an AppImage. On the desktop it worked. @Jammyjamjammanhad a similar problem. His graphics card has an AMD chipset. He was able to use Vulkan with the Refresh2025 program I mentioned. But it didn't work with the 0ad AppImage. He may report here later himself with his details.
  4. I don't see that package is available for Manjaro. I have vulkan-intel installed on my Laptop, nvidia-dkms on my desktop. @vladislavbelovI was on my laptop when I gave you those logs yesterday. On my desktop, Vulkan with the 0ad AppImage worked. Laptop: 0000:00:02.0 VGA compatible controller: Intel Corporation TigerLake-LP GT2 [Iris Xe Graphics] (rev 01) (prog-if 00 [VGA controller]) Desktop: 01:00.0 VGA compatible controller: NVIDIA Corporation GP107 [GeForce GTX 1050] (rev a1) (prog-if 00 [VGA controller]) The distro on both systems is Manjaro. I didn't have to install anything extra yet. Same output on both systems when I run: I ran Refresh 2025_Linux (Binary will attempt to run in Vulkan), on my Laptop and it worked (images attached) For the config, I set the res to 1920x1080 and quality to Ultra.
  5. @vladislavbelov I rebuilt after adding 'LOGWARNING("%s", SDL_GetError());' and this was the new message in the console: WARNING: Installed Vulkan doesn't implement the VK_KHR_surface extension That was built in Ubuntu bionic with the available libvulkan-dev package from the bionic repo.
  6. I got this from running the AppImage I made. More detailed logs attached. vulkan_andy5995_r27455_appimage.zip
  7. Thanks. I checked and saw that core.h wasn't even included in the 4.0.0 upstream version of fmtlib.
  8. Chatting with @Stan`helped me figure out the problem core.h isn't in the bionic libfmt-dev package (though it must have been at some point because I'm using the same build environment as I was using for the a26 appimage) https://packages.ubuntu.com/bionic/amd64/libfmt-dev/filelist It's in the corresponding Debian buster package though https://packages.debian.org/buster/amd64/libfmt-dev/filelist
  9. On Ubuntu bionic, the build fails. These are the packages I'm installing https://github.com/0ad-matters/0ad-appimage/blob/trunk/Dockerfile
  10. I'll see if I can get an AppImage for a dev build available within a few days. https://github.com/0ad-matters/0ad-appimage/pull/18
  11. This is the first time I tried compiling with system mozjs. On Manjaro LInux, I've installed the js78 package. js78 --version reports 78.15.0 In the 0ad workspaces directory, I ran ./update-workspaces.sh --with-system-mozjs -j5 It completed: But when I ran make -C gcc -j5 I got a failure very quickly:
  12. Could someone please confirm this bug so it doesn't get incorrectly closed again: https://trac.wildfiregames.com/ticket/6617#comment:3 cc @Freagarach@wowgetoffyourcellphone@Stan`
  13. Also tried with an a26 self-build, which actually links to the SDL2 library installed on Manjaro. I still can't reproduce the issues mentioned above.
  14. Actually I just tried reproducing this again but I am not able to. @Freagarachhow about you? DISTRIB_ID=ManjaroLinux DISTRIB_RELEASE=22.0.0 Using 0ad-0.0.26-alpha-2210110407-x86_64.AppImage
  15. @CeresThe README is at https://github.com/0ad-matters/gh-action-build-pyromod and a thread here with extra info
  16. @norjayFor that test, I setup 3 AI vs 3 AI and then set the game speed to 20x. In other tests, yes, sometimes I make all the AI players opponents.
  17. From my initial test, it seems kind of cluttered, with too many bottlenecks. Note in the mini-map, the AI doesn't even try to build (or they can't build) in a significant portion of the map. Though I definitely like the concept and general uniqueness of this map @norjay
  18. @Outis Already done, as of v0.26.5 https://github.com/0ad-matters/community-maps-2/releases/tag/v0.26.5 Those 2 you mentioned are included in the "6" I mentioned in the release notes.
  19. I agree that it's inferior, but it hasn't been tweaked yet. The samples are just from an initial experiment. I don't really know how much it can be improved. Also.. I didn't know there were already existing waterfall actors... that's good to know!
  20. I've added this to the Community Maps mod and it will be included with v0.26.5. Thanks @Yavin
  21. I agree that three levels should be perfectly adequate. Seems like once the other details are worked out, this should be implemented on 2 or 3 maps before the next release, then changed as the feedback comes pouring in or bugs are discovered. Gotta figure out the heights yet for each of those levels though.
  22. After more experimenting, I got this, which I think is pretty good but maybe the pattern is too visible?
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