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Everything posted by hyperion
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https://launchpad.net/~wfg/+archive/ubuntu/0ad already has a26
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Which should be more computationally expensive than adding the "platform" to the model itself, right?
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Finally proper paving stones on Acropolis Bay! Yay! Looks so much better. Congratulations on the release!
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just press h for halt.
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suggestions Thread for posting suggestions for Alpha 27.
hyperion replied to Lion.Kanzen's topic in General Discussion
Not to long ago the forge techs were simplified to make it easier to switch rooster, now you want the opposite. Care to elaborate why this was fundamentally the wrong direction? -
But props are actors, right?
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Variants can also be actors, so one level of indirection might do the trick for you.
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@ivicok, grep for DamageVariants
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Increasing social media markting effort for 0ad visibility
hyperion replied to Darkcity's topic in General Discussion
Gorgeous and with fantastic sound https://www.youtube.com/c/play0ad -
Right in-game scenario editor is Atlas (-atlas option). Well, appimages have exactly one payload application but that could also be a shell script passing args to pyrogenesis unless there is an option -editor in which case it would run ActorEditor or in case of -h, --help print the readme.txt in binaries/system.
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Maybe use "go to work on resources" or similar for now even if a somewhat poor fit, so there is a slim chance it makes it into a26 still and file a bug on trac with the commands needed to cover Chinese properly.
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Why not moving to Git?
hyperion replied to balduin's topic in Game Development & Technical Discussion
Thanks, I probably have a rough idea now. on commit to trunk: for each builder in freebsd windows-v2015 linux-gcc7 linux-clang7 macos: restore snapshot ${builder}:trunk do partial build on success: run tests on failure: go boink update snapshot ${builder}:trunk on failure: go boink keep logs Well, except macos, hurray to MacStadium Should be possible to use worktrees if careful, but clones are robuster. Another hack to save another 30+ GB $ git checkout $(git commit-tree -p HEAD $(git hash-object -t tree /dev/null) < /dev/null) save/restore snapshot $ git checkout HEAD^ The combination would shrink your repo to a couple kB and the snapshot to basically only build artifacts. PS: windows-v2015 has c++17 support? -
Why not moving to Git?
hyperion replied to balduin's topic in Game Development & Technical Discussion
https://trac.wildfiregames.com/wiki/JenkinsSetup isn't really helpful in understanding the current setup or what you want to do, neither zfs, docker, phab integration, full/partial builds, machines nor test runs are mentioned. Anyway I thought worktree support was added a few years back, whether this might be of use here I don't know -
Why not moving to Git?
hyperion replied to balduin's topic in Game Development & Technical Discussion
man git-worktree ? -
How to make a 0ad AppImage
hyperion replied to andy5995's topic in Game Development & Technical Discussion
Well, if you can't figure out the right path, worst case you could patch ColladaManager to not dlopen but to link directly to collada, then it would behave like the other deps. -
How to make a 0ad AppImage
hyperion replied to andy5995's topic in Game Development & Technical Discussion
libCollada.so is dynamically loaded by 0ad and not via linker, so location must match 0ad-libdir for it to be found. I never dealt with app images, but your --libdir and --bindir settings look wrong (libdir in particular). I'd assume you can use the default values just fine. Edit: fix hard to parse typo -
Some questions about event dispatch
hyperion replied to Mercury's topic in Game Development & Technical Discussion
Using entityid as order is just one possibility, straight forward and easy to understand. Nothing inherent. Basically you have two types of events, those that have or might have side effects and those who don't (at least wrt simulation). The removal of a corpse for instance is a case of the latter. For events with side effects you must guarantee the same order of execution every single time, however you do it.- 1 reply
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It was removed. The main reason might have been it being deemed sexist.
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Cloned, loaded and crashed Tried with A25, see below for the errors: ERROR: JavaScript error: globalscripts/Templates.js line 21 simulation/data/civs/east.json doesn't contain Name loadCivFiles@globalscripts/Templates.js:21:11 loadCivData@gui/common/functions_utility.js:37:28 @gui/gamesetup/gamesetup.js:13:30 onPress@gui/pregame/MainMenuItems.js:90:13 performButtonAction@gui/pregame/MainMenuItemHandler.js:77:9 pressButton@gui/pregame/MainMenuItemHandler.js:63:10 ERROR: JavaScript error: gui/gamesetup/Pages/GameSetupPage/GameSettings/Single/Sliders/RelicCount.js line 51 can't access lexical declaration 'g_CivData' before initialization @gui/gamesetup/Pages/GameSetupPage/GameSettings/Single/Sliders/RelicCount.js:51:1 onPress@gui/pregame/MainMenuItems.js:90:13 performButtonAction@gui/pregame/MainMenuItemHandler.js:77:9 pressButton@gui/pregame/MainMenuItemHandler.js:63:10 TIMER| gamesetup/gamesetup.xml: 61.2914 ms TIMER| common/global.xml: 271.786 us ERROR: JavaScript error: globalscripts/Templates.js line 21 simulation/data/civs/east.json doesn't contain Name loadCivFiles@globalscripts/Templates.js:21:11 loadCivData@gui/common/functions_utility.js:37:28 init@gui/gamesettings/GameSettings.js:24:13 SetupWindow@gui/gamesetup/SetupWindow.js:29:39 init@gui/gamesetup/gamesetup.js:47:18 onPress@gui/pregame/MainMenuItems.js:90:13 performButtonAction@gui/pregame/MainMenuItemHandler.js:77:9 pressButton@gui/pregame/MainMenuItemHandler.js:63:10 ERROR: GUI page 'page_gamesetup.xml': Failed to call init() function
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Changing C++ Coding Conventions
hyperion replied to phosit's topic in Game Development & Technical Discussion
Quick notes only header sorting: changing sort order might cause changes. IIRC curl on at least on windows isn't safe and we can't assume the code base to be free of "order hacks" loops: std::ranges::iota is c++23 -
Is 5 turns per second too many?
hyperion replied to Mercury's topic in Game Development & Technical Discussion
Human reaction time is around 200ms, some gamer are even faster. 50ms with 150ms net delay sound like a very nice target indeed. -
New Map: Aegean Archipelago (Skirmish)
hyperion replied to Yavin's topic in Scenario Design/Map making
Just because teams aren't locked doesn't mean there can't be defaults. Looks like a bug. -
Changing C++ Coding Conventions
hyperion replied to phosit's topic in Game Development & Technical Discussion
c-style ps_stringutils_stringFromDouble as for str, I don't like this as a namespace name, I'd prefer a proper name. If it's to long in certain TU due to heavy use just use using or alias.