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Everything posted by hyperion
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@Dunedan, could the newlines and tabs extracted from xml mess up the translation?
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In the code they are marked as translatable, and grepping the po files indicates some languages seem to have translations.
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Build instructions for A28
hyperion replied to Seleucids's topic in Game Development & Technical Discussion
Don't use cargo but install the distribution package instead. -
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.
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Tutorial incorrectly references "vegetables" - no such resource type exists
hyperion replied to ffm2's topic in Bug reports
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. -
If I select Italian it works, just that the amount of translated strings seems very low. <- @Dunedan
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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.
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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
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Looks to be https://gitlab.archlinux.org/archlinux/packaging/packages/0ad/-/issues/3
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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.
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Created https://gitea.wildfiregames.com/0ad/0ad/pulls/8548
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Maybe a commit or two off, but is fine to test that branch instead. @real_tabasco_sauce ^
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Created https://gitea.wildfiregames.com/0ad/0ad/issues/8540
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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.
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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?
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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.
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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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The next release will no longer use macOS proprietary OpenAL (deprecated and possibly now broken on Tahoe), but an open source alternative. You can try the latest test version from https://jenkins.wildfiregames.com/job/0ad-bundles/93/artifact/
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There are distributions that have gaming as a core part. Then there are those that are just bleeding edge for being bleeding edge. Rolling distributions are also more likely to have the lasted versions around. On the other hand if it's a distribution meant to provide a solid and stable base to work of from then it usually takes time for versions to tickle down. Based on some Ubuntu telemetry 0ad has probably some 300'000+ installs on Linux. Single player don't need the latest version, certainly not zero day bumps. There is also the option to build from source. While that may sound daunting most long term linux users (or open source user on other platforms) will start doing it at some point and realize it's not harder then learning to drive a bicycle. That will allow you to use a fix to one of your issues right after it got committed without having to wait for a release (every day is release day ). Also instead of the some 20'000 packages your distro offers you have the whole world of open source software at your tip. That said, there is a Flatpack for 0ad and an AppImage will be provided for the next release as well.
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Scroll to change batch number not working
hyperion replied to AlexHerbert's topic in General Discussion
Maybe you have enabled macmouse option, the one to be used with those one button mice. -
You can set waypoints in between markets that way. Setting a route with multiple markets is always less efficient then one between only 2 markets and therefore isn't implemented.
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BUG - Game incredibly slow/freeze at start because because of 1 player.
hyperion replied to Atrik's topic in Help & Feedback
Merged https://gitea.wildfiregames.com/0ad/0ad/pulls/8329, which fixes a probable cause of what we see here, at least this bug should result in pretty much what is described in here. @elexis spent some considerable time trying to debug this. -
The rank up shouldn't matter, tho might have it's own issues, but the float-heal is certainly real. https://gitea.wildfiregames.com/0ad/0ad/pulls/8315
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So there are now: https://gitea.wildfiregames.com/0ad/0ad/pulls/8293 https://gitea.wildfiregames.com/0ad/0ad/pulls/8294 https://gitea.wildfiregames.com/0ad/0ad/pulls/8295 This allows to use GTK on pure Wayland builds of wxWidgets where "Alt" works as expected and the others are in preperation for wxWidgets 3.3/3.4. The cause for the "alt" issue root lays in https://github.com/wxWidgets/wxWidgets/issues/22325 , guess we could work around it by directly depending on gtk (which I rather not) or check if it's possible to upstream a patch.
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I can reproduce it with system wx. If I build wx from source without the make it work for both x11 and wayland hacks the distribution adds the alt key starts working again. Instead it it triggers another issue with our code which makes Atlas useless. Namely wxGetKeyState is only usable for modifier keys with that codepath. Will have to think more about how to go about it. There is also wx 3.4 in the making which likely will solve the x11 vs wayland issue (glcanvas) but trying to build against wx 3.3 fails, so atlas needs fixing for that as well, don't know yet how much work it would be yet. TLDR, not something fixed in a few minutes.
