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hyperion

WFG Programming Team
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hyperion last won the day on April 28 2025

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  1. Don't know if that is the latest, but the latest I have at least. shiny_a27_2-01w3.zip
  2. 2GB per job is usually a good value, not enough for some packages, Webkit being notorious for needing about 4GB per job. Anyway dmesg will tell you if oom happened.
  3. What is the kernel version and mesa version? Asking because the Xe driver is still quite new. Also can you consistently reproduce it or was that a one off? Also is it limited to one of opengl or vulkan?
  4. I can't suggest any help. You have to look further up in the output for what went wrong. For the download issue curl should have given you the answer and for openal the compiler. "Problems with spidermonkey" doesn't allow anyone to help. Always go back in the logs and look for the first issue.
  5. Just retry, the server hosting the file might have been to busy.
  6. Your hardware / driver doesn't support it.
  7. That is Petra doing it, it's not inherent to the game. It makes the AI "stronger" but arguably "less fun" to play against. So if there is some consensus we could revert it.
  8. pmp is the terrain (heightmap and textures), xml basically says where to place which entity and some other parameters like sun light for example and js is indeed for triggers. pmp and xml you probably only want to edit via Atlas. For triggers best read the scripts for other scenarios and binaries/data/mods/public/simulation/components/Trigger.js for available events.
  9. What are the configured remotes (git remote -v) and what command do you try to push?
  10. Quick look at the gloox sources there is no explicit handling of client certs at all. Also https://learn.microsoft.com/en-us/windows/win32/secauthn/performing-authentication-using-schannel suggest Windows only looks for client certs if the server actually asks. Maybe you can configure ejabbered to not do that.
  11. Getting to a hundred pop a minute faster beats any of this optimizations hands down. Indeed, much more useful.
  12. Just experience doesn't change anything, it's only used for promotions. You can double click to get all units of the same type and if you triple click you can limit the selection to the same rank. Generally micro isn't of much relevance until you become really really good at the game, so I'd suggest to focus on macro instead.
  13. It's inspired by the network code found in AOE2, the original edition. A resource would be https://www.gamedeveloper.com/programming/1500-archers-on-a-28-8-network-programming-in-age-of-empires-and-beyond Beyond that we use enet and @phosit has a move to quic in the works https://gitea.wildfiregames.com/0ad/0ad/pulls/8925 No discord, we are using irc , see the forum header, but none of us is highly active, so you would have to idle some time there to catch someone.
  14. The structure tree mockup is also much better then the current one, do you have one for in-game ui as well?
  15. I'm not really fond of "customizations" either, lots of code for little value. Having a single toggle for two UIs, the current "CRT" optimized one and a new one focusing on modern format 1080p and 16:9 supporting also 21:9 and whatever insanely wide monitors exist. The "LED" version would scale well on modern resolutions, be it 720p, 1080p, 1440p or even 2160p. It could also incorporate many of the suggested changes, I can't say I absolutely love the mock ups but they are much much better than what we currently have. Once the "LED" one is polished we can consider dropping the "CRT" one at some point.
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