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andy5995

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Everything posted by andy5995

  1. Hi @Dakara This mod is compatible with 0ad a26 You can download the latest version of the mod from https://github.com/0ad-matters/no-gather/releases The generic instructions for installing mods is at https://trac.wildfiregames.com/wiki/Modding_Guide#Howtoinstallmods
  2. First, I'm not very experienced with Blender. I'm using Blender 3.2.2 My goal is to enlarge the females (for the no-gather mod) by 1.25%. I have basic rescaling skill in Blender. I was successful when importing art/meshes/skeletal/new/f_dress.dae and rescaled it, and exported it. When I import art/meshes/props/new/head_female_c.dae, there are no visible objects. I also tried importing the _d and _e file. The same result. Can someone tell me why there are no objects? How many dae files would ultimately need to be altered so that the female support worker citizen from each civ is rescaled?
  3. @smileyYou mean like this? https://github.com/0ad-matters/no-gather/commit/00cdb664862f667cdba054318cb4df9ca2c35819 and https://github.com/0ad-matters/no-gather/commit/e24e74fbdac99932eecdd872deb0459816a331db
  4. @hyperionExcuse me, that's wrong. You're right, it's not accessible without decompressing the appimage. I don't know of any way to make it more accessible than by extracting the appimage (--appimage-extract), cd to '/squashfs-root/usr/bin' and run ./ActorEditor'.
  5. ActorEditor works when I use use the -editor argument or select scenario editor from the main menu. As for the rest, I should be able to fix that soon. I don't think the xml is really used by the appimage but I'll correct that. Thanks. Thanks for the feedback. Can you extract the appimage and see what your fps is? You can use './Name_of_app_image --appimage-extract' and then cd to 'squashfs-root' and enter './AppRun' to execute pyrogenesis.
  6. Unfortunately I just found out that an OOS happens when playing multiplayer Anyone know how to fix it or want to make a pull request on GitHub?
  7. @wowgetoffyourcellphone Here's the fix and a little history https://github.com/0ad-matters/community-maps-2/issues/47
  8. I made a new mod called no-gather (available for a26) Resources accumulate over time, women are champions, and on random maps players start with about 50 infantry.
  9. I know in theory a wiki is supposed to make it easier to maintain documentation, but I'm not sure if that's always the case. Has there been any discussion on using some website builder for docs? A few examples of other projects that do this: Community Health Toolkit Godot Meson Especially after 0ad has migrated to a {git/pull request}-based system so people can submit patches more efficiently, it seems that being able to review new documentation will help assure the docs are in better shape, and hopefully encourage more people to review, edit, and submit.
  10. I've created a git repo for replays. It's called "0ad replays".
  11. Yes, this works. I'll update the wiki shortly. Everyone who has a GitHub account and loves Atlas should star the linuxdeploy-plugin-gtk project.
  12. Reading and replying quickly, but I think understand. Caching is available in github actions, but I've found that sometimes errors happen due to the cache not getting updated correctly. Another way is to create docker image with everything and push it docker hub. Then pull that image and start a container in your CI workflow? But that has disadvantages too, obviously.
  13. I'm pretty sure I'd be available to help some with the migration process, when it's decided upon. I'm looking forward to 0ad switching primarily to git, as I never worked with svn much when it was more popular (because I didn't do much development at that time) and I'm much more comfortable with the "pull request" workflow. I guess arcanist is supposed to make it easier, but I kept getting certificate errors when I tried it, and it seemed to be a problem for a while, iirc. When the Devuan distro forked Debian, they used self-hosted GitLab, but eventually switched to self-hosted gitea. I don't know why.
  14. A torrent I'm seeding, it's an AppImage I created of the latest 0ad dev snapshot at svn rev 27077 magnet:?xt=urn:btih:b53d14f9027859128e38a238d219c29fd3c0f4ba&dn=0ad-a26-27077-x86_64.AppImage magnet:?xt=urn:btih:e33ed5ec968a5b31ddb3a36fc623b357db4c2f10&dn=0ad-a26-27077-x86_64-2.AppImage
  15. For Atlas, I expect that the linuxdeploy-plugin-gtk will be the best (maybe only) option. (more info about linuxdeploy plugins in the linuxdeploy user guide ) When I run the appimage with the '-editor' option, this is the output
  16. I've gone through all the steps again and updated the script and docs accordingly. This should be easy-as-pie now. @Stan`
  17. It's working now (except for Atlas)! Putting libAtlasUI.so and libCollada.so in AppRun/usr/lib did the trick. (I thought I tried that already, as I mentioned above, but saw libCollada.so wasn't there). I'll update the howto in a few minutes, but I'd say it's ready for someone who's familiar with your CI to start adding it. I think best to create the AppImage on systems with a slightly older version of libc than the bleeding edge. That assures it's more likely to run on newer, as well as older systems. But I'm a bit hazy about that yet.
  18. I increased and took a closer look at my scrollback. Right before the DLL conversion errors, near the top of the console output is a fairly good clue: I've looked at the code in DllLoader.cpp, but I don't see yet how I can have the complete path output to the console. The base filename is passed to dlopen(); doesn't really make sense to me yet.
  19. @Old Roman The seed used for each game is stored in the replay file. 0ad has cmd line options to use the same seed. They're listed in binaries/system/readme.txt
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