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Posts
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Everything posted by andy5995
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Someone recently asked me in a chat about release-type stuff: Here's what I said: I generally have a different philosophy about release cycles. But it also depends on what's involved in doing a release. But what I usually do with rmw, if I make a bug fix that's a significant improvement (even if it's not a critical flaw or security risk) and would be helpful to users, I do a release. a bugfix or a nice new feature For minor changes that I think the majority of users won't care about or need, I wait. But the time it takes to do packaging and update docs for a release is also a consideration. I released my first software back around 2004, using SourceForge. I read there the suggestions they had about releases, and I guess I still kind of follow it: "Release early, release often" I say, if there are no known security flaws or new bugs, and there are some good improvements, release, so users can enjoy the changes, and the devs can get feedback. Another advantage is that any time a release happens, the project gets more active and more visible for a temporary time afterward.
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How to make a 0ad AppImage
andy5995 replied to andy5995's topic in Game Development & Technical Discussion
@hyperionwhich distro do you use. I added some new info to the ticket Just curious, do you have 'libthai.so.0' on your system, but in a different location than where the appimage is looking for it? -
How to make a 0ad AppImage
andy5995 replied to andy5995's topic in Game Development & Technical Discussion
@hyperionThanks for letting me know. Ticket created I'm glad the game part is working for you. Thanks for the feedback. -
How to make a 0ad AppImage
andy5995 replied to andy5995's topic in Game Development & Technical Discussion
I pushed some changes so now `ActorEditor` will be accessible by using a symlink. As noted on README.md now: cd /path/to/<Appimage-File> ln -s <Appimage-File> ActorEditor The new images should be on the release page in about an hour. cc @hyperion@Stan` -
How to make a 0ad AppImage
andy5995 replied to andy5995's topic in Game Development & Technical Discussion
Anyone who tried the a26 appimage and got **libc errors** should try the newer a26 appimage at https://github.com/0ad-matters/0ad-appimage/releases/tag/v0.0.26-alpha (Though no errors like that have been reported yet) -
pyromod GitHub Action that will build a pyromod
andy5995 replied to andy5995's topic in Game Modification
@KampotI'm glad you got it working! Since you're new to GitHub, I can understand how it could be confusing. It's the very first github action I made, and I've been using GitHub for several years. I know you've already looked at the files in the build-pyromod repo. If you look at some of the links in the README, it might help you understand better. They key element is the use of docker with the action. Note that Docker isn't required to make an action, but it can be very helpful. If at some point you have some specific questions about how it's done, feel free to post here. Good luck! -
pyromod GitHub Action that will build a pyromod
andy5995 replied to andy5995's topic in Game Modification
@KampotI made a couple mistakes in my docs. The release action should be 'ncipollo/release-action@v1` not `ncipollo/release-action@v1.1` -
pyromod GitHub Action that will build a pyromod
andy5995 replied to andy5995's topic in Game Modification
I've also updated the README with some extra info. Thanks for the suggestion @smiley -
pyromod GitHub Action that will build a pyromod
andy5995 replied to andy5995's topic in Game Modification
I can try to make things a bit more clear, but I'm not sure a tutorial is warranted at this point. There's already docs on building a pyromod, github actions, and docker. So... this thread is intended for anyone who hosts a mod on GitHub and want a bit of convenience when doing a release. Or this thread is intended for anyone thinking about hosing a mod on GitHub. People who don't use GitHub to mod will have no use for this action and can safely ignore this thread. The docs for using the Action on the repo README. It assumes the root directory of your mod is in the repo root (e.g., the repo root is where 'mod.json' is located) When the action runs, it will create the mod using the pyrogenesis archive builder as shown here, and output the resulting .pyromod file to $PWD/output. An example is shown on the README on how to access it so it can be used in a separate release action. The release action shown in the example is not required to use the gh-action-build-pyromod action (there are other release actions available on GitHub that can be used instead, if you prefer) No technical knowledge of Docker is needed to use the Action. I posted this for anyone who is curious about the docker image used "behind-the-scenes" for the action, or for anyone who wants to "audit" how the image is created, or make a PR to improve upon it. I'd be happy to answer any specific questions related to the Action. How's that @smiley? -
Ticket 6622 created @sarcoma@Freagarach@Stan`
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pyromod GitHub Action that will build a pyromod
andy5995 replied to andy5995's topic in Game Modification
The Dockerfile I'm using for the Action is at 0ad-matters/0ad-bin-nodata -
@kun0AppImage for Linux is at https://github.com/0ad-matters/0ad-appimage/releases/tag/v0.0.26-alpha @Stan`
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I've made a GitHub action that builds a pyromod. It does it using the 'pyrogenesis' archive builder so converts the textures and stuff.
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No, actually the idea just popped into my head one day ("instead of writing a lot of code to alter the bot's behavior, why not just make one civ OP?")
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This is on 0ad.mod.io now and downloadable from the mod center if you're using a26. (cc @Norse_Harold)
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How to make a 0ad AppImage
andy5995 replied to andy5995's topic in Game Development & Technical Discussion
Presently using linuxdeploy to create an appimage, there's no option to disable compression. I've opened a ticket about that on the appimage plugin repo here. Someone familiar with how 0ad decompresses the data at runtime want to comment or have a look @Stan`@vladislavbelov -
@logandavidNot yet. The first problem I noticed was voice chat doesn't work. In the settings, I can grant permissions to my audio devices, but the settings are immediately lost. Welcome to the forum.
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I added some info to the build instructions about using distcc to speed up build times. I see that using distcc has been mentioned here before:
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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
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How to make a 0ad AppImage
andy5995 replied to andy5995's topic in Game Development & Technical Discussion
@hyperionI've opened a ticket -
How to make a 0ad AppImage
andy5995 replied to andy5995's topic in Game Development & Technical Discussion
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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?
