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hyperion

WFG Programming Team
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Everything posted by hyperion

  1. Well you could make a more friendly one and a more hostile one, then there would be three bots. A bot that better scales with difficulty settings might be another path. Petra has design limitations, you better create a new one with Petra as a guide only. Writing bots isn't easy but if you want to give it a try and it's fruitful then a lot of value can be added to 0ad.
  2. Petra is in maintenance mode, unlikely to get new features or at least not anytime soon. A bot can be created as a mod, such a bot could be bundled with the main game alongside Petra if it is mature. Keep in mind, Petra is generally considered to strong for new players, a newbie friendly bot could help getting more people into the game.
  3. Oh, it uses system nvtt, interesting. ActorEditor is an app and should be under some bin/ directory, probably /usr/games for Mint as that is where pyrogenesis lives, for example as pyrogenesis-actor-editor or maybe 0ad-ActorEditor or whatever the convention in Mint is, the current location means user won't be able to run it via PATH. Anyway the RUNPATH for pyrogenesis says it should see libs in /usr/lib/games/0ad and prefer them over those found in default paths.
  4. Well, someone could then create a repo with the "fixed" deb files making it easy for everyone coming later is the idea. The path seems more complicated on your system than expected, anyway where to put the libraries you can find with "chrpath -l $(which pyrogenesis)" for example. There you should find the altas and nvtt shared libraries as well.
  5. You might want to try updating sdl as handling shift + mouse button 4 / 5 (wheel) works just fine here (not a mac)
  6. You can also just unpack the shared libs form the working icu and wx deb and place them into /usr/lib64/0ad/ (on some distros it might be /usr/lib/0ad) alongside other 0ad only shared libs and where the game should pick them up. Maybe even repack the 0ad deb file to include them.
  7. As many have noticed the server was at it's limit resulting in degraded performance for various services (Let's blame AI scrapers). As a result of the migration some services may experience interruptions, this includes the forum and the game lobby. If all goes well the the migration will be over in the next few hours. We ask for your understanding.
  8. There are a few bug reports by @Langbart wrt autostart / nonvisual / rlinterface, I'd check if one of them applies here and if not file a new one with clear steps to reproduce. I probably will spend some time during the r29 release cycle on this topic, tho for the next few weeks I intend to focus on xmpp/lobby stuff open for years.
  9. @Dunedan, could the newlines and tabs extracted from xml mess up the translation?
  10. In the code they are marked as translatable, and grepping the po files indicates some languages seem to have translations.
  11. Don't use cargo but install the distribution package instead.
  12. The easiest would probably be using the windows binary with wine / proton. You might see a warning at the start tho as wine doesn't support numa and as such the hardware detection will fail. Just click continue in that case.
  13. The gather rates for civilians: <food.fruit>1</food.fruit> <food.grain>0.5</food.grain> <food.meat>1</food.meat> <wood.tree>0.7</wood.tree> <wood.ruins>5</wood.ruins> <stone.rock>0.35</stone.rock> <stone.ruins>2</stone.ruins> <metal.ore>0.35</metal.ore> <metal.ruins>2</metal.ruins> Berries would sort of work as well as it's the most obvious type of food.fruit in the game.
  14. If I select Italian it works, just that the amount of translated strings seems very low. <- @Dunedan
  15. With the desktop file you already have a means, "DRI_PRIME=1 0ad", is probably what you need but that might depend on exact hardware or distribution. Look into prime and for older nivida into optimus. There are also plenty wrappers to tune for games.
  16. Might be using the igpu then which would mean not nvidia but should be enough to go to the ingame options an select the vulkan backend. Run "which 0ad" in terminal to get the path
  17. Looks to be https://gitlab.archlinux.org/archlinux/packaging/packages/0ad/-/issues/3
  18. Definitely need sdl version and kde / plasma version, also are you using multiple monitors? You could try the AppImage at https://releases.wildfiregames.com/rc/ , if it runs would be a strong indicator where to look further into the issue. The AppImage should also be easy to add to Lutris.
  19. Created https://gitea.wildfiregames.com/0ad/0ad/pulls/8548
  20. Maybe a commit or two off, but is fine to test that branch instead. @real_tabasco_sauce ^
  21. Created https://gitea.wildfiregames.com/0ad/0ad/issues/8540
  22. SpawnEntityOnDeath definitely doesn't work, so I think @wowgetoffyourcellphone did something different or it was broken without being all to obvious back then. If you want to add a unit as if trained for example, so that the simulation knows of it, and place it where the old one died instead. An example is QuickSpan in binaries/data/mods/public/maps/scenarios/pickup_test_map_triggers.js.
  23. As @Stan` correctly stated only a local entity gets spawned. This was always the case. So either you implemented it differently or it was subtly broken anyway. Do you still have to code and is it publicly available?
  24. Can you add verbose to your build command like "make -C build/workspaces/gcc verbose=1" so we see the actual build command run. Also what output do you get for "g++ --version" and "clang++ --version"? Side note, premake --cc option with version, ie gcc-12 isn't documented and broken in some cases. Typically if you use binutils you wont have an corresponding ar-12 for example which it would look for.
  25. I think you are using gcc instead, if you want to use clang you have to set CXX environment variable or pass --cc=clang to update-workspace.sh, also your gcc version is likely older then gcc-12.
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