Jump to content

hyperion

WFG Programming Team
  • Posts

    933
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by hyperion

  1. The "Dockerfile"s for the CI are in the repo, so in principle you have access. Repology suggest buster comes with cmake-3.13. There is backports for buster and the Dockerfile could be updated to fetch or even build a newer release, tho that would probably need some broader consensus as that would mean we indirectly bump the requirements.
  2. Then just make sure the cmake version available on the CI is recent enough or can be updated for your needs.
  3. Yes, should be. The thing is that directive isn't really used. There are the classic // TODO and friends tho. You can try to run svn info to get the revision. Using a shell script might be easier than using cmake. The value added by cmake for a doxy target is not much anyway. There is no "git submodule" support in svn at all, tho github has an svn interface I wouldn't go down that path. A supposed build-docs.sh could simply fetch a tarball, at least in a first installment of such a script.
  4. Just some random comments: About licenses, a link to the license file is missing. Version should just be the revision or in case it can't be fetched "latest" or "trunk" will do Todo list should be migrated to the bug tracker I think if there is really something left in there of value Maybe add a wrapper script build-docs.sh to the repo to generate the docs, for local use and in the Jenkinsfile The stylesheet looks fine at a glance
  5. It's not even our own code but 3rd party, so I'd call it a bug introduced with vma. A patch would be welcome I'd say. About the stylesheet, I don't know, I like the purely functional touch of the original one but am not opposed to a different one either as long as its clean structure and information first. About policy, well there is some mention in the CC on the wiki I believe but it's down for me so can't check. But basically the javadoc alike syntax is used in source code and if you submit patches people will yell anyway if you got it wrong
  6. They are very different, if at all I think it isn't great that the same actor is used as a treasure and as "mine". Removing one of the templates seems more reasonable to me. @wowgetoffyourcellphone what is your take. Yes, it's inconsistent, the reason being early civ design, could be changed even tho it might break some third-party code.
  7. A generic "check for updates" mechanism would make a lot more sense. Then it works for single player as well as any other mod on mod.io. Mod.io offers the API required, so the only thing really preventing it is finding someone sitting down and implementing it.
  8. For me 3.2 works well unlike 3.0 so I'd always recommend the former. From your synaptic screenshot it looks like you also installed 3.2 in parallel, so reinstall/update of some might have fixed the "alternatives" setup.
  9. https://github.com/JustusAvramenko/delenda_est/blob/master/Contributors and License.txt
  10. On Linux the game respects environment variables like HOME and XDG_* Going by the terms used in your question I suspect you are using Windows and so you're limited to use the option -writableRoot which writes everything to directories below where the exe itself resides. Could also be useful for when installing 0ad to an usb stick for example.
  11. A tts model is typically less than 100MB but likely is limited to a single language, so one might not be enough. The output could be generated and bundled while creating the mod if performance requires it. Size generated content depends on total text spoken obviously and the quality/bitrate of the encoding, might come at another 100Mb per hour. Splitting into addon-mods is possible. However, this would be a larger project (not just tts but the whole integration of speech) and I don't think it would be coming anytime soon, tho for immersion this would be a nice to have. Waiting for video support
  12. Maybe the OP should clarify if they can run 0ad at all without trying to install a mod but as I read between the lines they can. If this shall be considered fatal then and error should be thrown for arb and a message stating "no graphics backend could be initialized, shutting down ..." should be printed.
  13. This error should have nothing to do with the mod or installing it, isn't fatal but would be nice to sort out as it prevents you from using a decent graphics backend but let's focus on the main issue going by topic. Can you install other mods this way? Are you able to download and install the mod via mod.io and just not via terminal install? What happens if you rename the zh-lang-0.0.26.pyromod to zh-lang.zip and place it in your mods folder and restart the game? https://trac.wildfiregames.com/wiki/GameDataPaths lists the various default paths. Also the game logs to stdout, if an error message can't be seen there you won't find it in log files either.
  14. Fantastic video! Well, still I can't find the relevant portion in the code by skimming, all I found was the use of normal maps in the fragment shader (sure might have missed it tho). This would also give some level of perceived smoothness but is not what I have in mind for smooth shading, still the term flat shading isn't entirely appropriate either. Maybe normal map shading?
  15. Hard to tell even with a crafted example but noticeably different than in blender. Much weaker effect which might come down to a much cheaper algorithm. Could some tweaking get us closer to blender without ramping up computation time?
  16. What would I have to change to make it work as this doesn't look like smooth shading at all.
  17. If you use vulkan you have to enable the 0ad-spirv mod available on mod.io to get the required shaders
  18. 1.) Smooth shading interpolates geometry during render, which isn't free and so the game engine doesn't do it as far as I'm aware, at least I never stumbled over code that would indicate otherwise. What you get is basically the same as flat shading in blender. 2.) While baking you have to set metallic to 0 from what I remember when experimenting a year or two ago, don't know why tho. Could well have been a bug in blender.
  19. I suppose tts would have to be done similar to how png to dds with nvtt is done currently and not by using some web service. And I strongly agree with @Stan` to be careful with models as pirated data for training is pretty much standard.
  20. The argument is it can't reasonably be discovered and to a lesser extent the means to distributing units across fields are lacking. If those issues can be fixed diminishing returns doesn't sound bad but coming up with a decent proposal seems non trivial.
  21. Wild west is also fair but I don't mind either way. I see why people would want such a CoC and think it won't hurt at all. I'm fine with rules as long as they are written rules well thought out. It's exposed in the config file which I consider perfectly legitimate to edit. Beside a possible advantage it might also help with performance. There are quite a few config options that people tweak that are not exposed in the UI. "gui.scale" for example only got exposed in the UI in svn but anyone with a 4k monitor probably wants to tweak it already.
  22. And I suggest to go trough with the polishing if you are serious about creating a CoC for ladder games. Get others interested in such involved where possible. I see. Well, I'd say this isn't that straight forward. First of all there is an option in the base game to not render decorative actors but isn't exposed in the UI (set renderactors=false if memory serves me right). Small trees mod is standard in the AoE competitive scene. Lastly there might be made an argument that color blind people need texture tweaking.
  23. Globbing is used for almost all of 0ad, so rerunning premake or update-workspace.sh should be all you need to do.
×
×
  • Create New...