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andy5995

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Everything posted by andy5995

  1. 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.
  2. @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.
  3. I got this from running the AppImage I made. More detailed logs attached. vulkan_andy5995_r27455_appimage.zip
  4. Thanks. I checked and saw that core.h wasn't even included in the 4.0.0 upstream version of fmtlib.
  5. 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
  6. On Ubuntu bionic, the build fails. These are the packages I'm installing https://github.com/0ad-matters/0ad-appimage/blob/trunk/Dockerfile
  7. 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
  8. 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:
  9. 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`
  10. 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.
  11. 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
  12. @CeresThe README is at https://github.com/0ad-matters/gh-action-build-pyromod and a thread here with extra info
  13. @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.
  14. 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
  15. @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.
  16. 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!
  17. I've added this to the Community Maps mod and it will be included with v0.26.5. Thanks @Yavin
  18. 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.
  19. After more experimenting, I got this, which I think is pretty good but maybe the pattern is too visible?
  20. It seems like there's not enough ice textures for terrain. I found this public domain ice texture and like it, but it seems to have some jagged outcroppings. I like that it's not completely smooth, but I think it needs *some* smoothing otherwise it looks funny when units walk across it. Can anyone touch this up or make a texture based on it? The shiny, smooth but somewhat ripply ice texture is what I like, and the color. The third pic is where I tried to modify the first one, and made it 2048x2048 but probably lost some resolution... It looks nice in-game but I think it could be improved.
  21. Doesn't sound too complicated. There's already a few functions that determine the height at a specific point, or to set constraints (such as height). It would add little more code, but I don't see it as being complicated. @maroderdoes that sound about right to you?
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