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hyperion

WFG Programming Team
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Everything posted by hyperion

  1. true, but there is an additional 3 or so turns command delay for networked games. So the effective delay didn't get reduced by much, it just looks much better.
  2. https://launchpad.net/~wfg/+archive/ubuntu/0ad already has a26
  3. Which should be more computationally expensive than adding the "platform" to the model itself, right?
  4. Finally proper paving stones on Acropolis Bay! Yay! Looks so much better. Congratulations on the release!
  5. 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?
  6. Variants can also be actors, so one level of indirection might do the trick for you.
  7. Gorgeous and with fantastic sound https://www.youtube.com/c/play0ad
  8. 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.
  9. Ha, creative use of github Quick notes looking at the yml: 0ad tarballs don't get checked for checksum mismatch No checksum generated for the app image ActorEditor doesn't look accessible 0ad.appdata.xml belongs into /usr/share/metainfo/ instead
  10. 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.
  11. 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?
  12. 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
  13. 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.
  14. 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
  15. 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.
  16. It was removed. The main reason might have been it being deemed sexist.
  17. 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
  18. 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
  19. Human reaction time is around 200ms, some gamer are even faster. 50ms with 150ms net delay sound like a very nice target indeed.
  20. Just because teams aren't locked doesn't mean there can't be defaults. Looks like a bug.
  21. 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.
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