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Everything posted by andy5995
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What about something like this?
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I'm not able to build Atlas on Manjaro 21.3.6 (probably has something to do with a recent update of Manjaro) First I saw this scroll by when running './update-workspaces.sh' Premake args: --atlas sh: line 1: wx-config-gtk3: command not found sh: line 1: wx-config-gtk3: command not found Building configurations... Running action 'gmake'... Everything kept going for a while but it eventually failed: main.cpp Linking pyrogenesis ==== Building mocks_test (release) ==== Creating obj/mocks_test_Release mocks_test.cpp Linking mocks_test ==== Building AtlasObject (release) ==== ==== Building AtlasUI (release) ==== precompiled.h ../../../source/tools/atlas/AtlasUI/Misc/precompiled.h:107:11: fatal error: wx/wx.h: No such file or directory 107 | # include "wx/wx.h" | ^~~~~~~~~ compilation terminated. make[1]: *** [AtlasUI.make:188: obj/AtlasUI_Release/precompiled.h.gch] Error 1 make: *** [Makefile:181: AtlasUI] Error 2 make: Leaving directory '/home/andy/src/0ad/build/workspaces/gcc' I have no 'wx-config-gtk3' in my path, but I have 'wx-config' (which is a symlink to '/usr/lib/wx/config/gtk3-unicode-3.2') and it's version is 3.2.0. I have 'wxwidgets-gtk3 3.2.0-4' installed. I'm using the 0ad git version at commit 43232f44b28fd610481ec9594c332a5548328013 (HEAD -> master, upstream/master) Merge: 9bf575e57b 8a0866c80a Date: Mon Aug 1 05:00:50 2022 +0200 @Stan`@vladislavbelov
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profiling What Happens During a Game of 0ad?
andy5995 replied to andy5995's topic in Game Development & Technical Discussion
@Genava55I couldn't find a ticket for that in either the gperftools repo or the graphviz repo You might want to create one if you believe those results are at all concerning. If you do, could you please post the ticket link here? -
profiling What Happens During a Game of 0ad?
andy5995 replied to andy5995's topic in Game Development & Technical Discussion
I added a section to the wiki on how to generate that profiling info I originally got that info from the Geany project wiki @Stan` -
@Stan`It looks like if deathmatch is enabled, there isn't any need for the 10ad mod.
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Probably. I looked at the deathmatch mod. It looks like the 10ad mod doesn't alter any files that the deathmatch mod alters.
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@DeWynterThe 10ad mod does some of this. In the version for a26, P2 and P3 upgrades are free and they complete in under a second.
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New Map: Aegean Archipelago (Skirmish)
andy5995 replied to Yavin's topic in Scenario Design/Map making
@YavinNice! As far as teams, how is it meant to be played? I see 4 players close together at the bottom, and the rest are spread apart. I think it would be good to set the teams from Atlas so people have a better idea of a good set up. Doesn't seem like a good FFA map when 4 players are close together but the other 4 are spread out. I don't like how this CC is partially obscured from being so close to map's border. Also, the map description should be changed to something other than the default. -
New report, a release blocker I think. In these screenshots I was firing at a Fort (that was *partially* obscured by FOW) with a Mace catapult. Note the game time in the upper right. I start firing about 19:55. Continuous fire until around 23:32, but no damage appears in the fort's health bars. When I units in range to completely clear FOW, the fort instantaneously shows as destroyed. commit 3ed74c4c4924fae6ad6d0c4c8698faed362d465b (HEAD -> master, upstream/master, origin/master) Merge: 29f53fe203 08e6d4f254 Date: Wed Jul 27 05:00:36 2022 +0200 @chrstgtr @Stan`@wowgetoffyourcellphone@Freagarach@Gurken Khan@Langbart
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Got a lot of scripting errors playing git version commit 52094b6f62041c8c03cbdd9909cc1794c08bfb49 (HEAD -> master, upstream/master, origin/master) Date: Tue Jul 19 05:00:53 2022 +0200 ERROR: JavaScript error: simulation/ai/petra/transportPlan.js line 384 oldPos is undefined PETRA.TransportPlan.prototype.onBoarding@simulation/ai/petra/transportPlan.js:384:9 PETRA.TransportPlan.prototype.update@simulation/ai/petra/transportPlan.js:290:8 PETRA.NavalManager.prototype.update@simulation/ai/petra/navalManager.js:832:42 PETRA.HQ.prototype.update@simulation/ai/petra/headquarters.js:2282:20 PETRA.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:118:11 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:7 ERROR: JavaScript error: simulation/ai/petra/transportPlan.js line 384 oldPos is undefined PETRA.TransportPlan.prototype.onBoarding@simulation/ai/petra/transportPlan.js:384:9 PETRA.TransportPlan.prototype.update@simulation/ai/petra/transportPlan.js:290:8 PETRA.NavalManager.prototype.update@simulation/ai/petra/navalManager.js:832:42 PETRA.HQ.prototype.update@simulation/ai/petra/headquarters.js:2282:20 PETRA.PetraBot.prototype.OnUpdate@simulation/ai/petra/_petrabot.js:118:11 m.BaseAI.prototype.HandleMessage@simulation/ai/common-api/baseAI.js:64:7 ERROR: JavaScript error: simulation/ai/petra/transportPlan.js line 384 ... interestinglog.html commands.txt metadata.json
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I'm experimenting more with heightmaps. So far this is what I've come up with for Alexandria. What do you think? Maybe someone could make a better heightmap than the one attached? I've created this example map by replacing the red_sea.png heightmap temporarily (so generating the vanilla Red Sea map with a different png).
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Tangram Heightmapper seems like a great source to get a heightmap. I added the link to the wiki.
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@Stan` That's an intricate and great-looking map, but judging by the size, it would take literally forever to load for most people. The largest xml in cm2 right now is 2.7mb.
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@Stan`regarding the elves mod, you may also want to try to get in touch with @gameboyor @gameboy2. He's the one who did the original models for MegaGlest. The models were great, but the faction was never included in the game. (Another related link at https://github.com/zetaglest/elves-testing/) (I think he did some work for 0ad? At least I saw his nick on the forum at some point...)
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I added a section for dealing with rams to the Gameplay FAQ today, but it needs to be reviewed and added to probably.