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hyperion

WFG Programming Team
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Everything posted by hyperion

  1. That one or the one on gitlab. If you work on a branch you can just git diff -U5000 A26 > my.patch and upload it to https://code.wildfiregames.com for review. This approach also allows you to delete files via mod easily and the mod is much smaller. Feel free to adopt it or not
  2. Can't say anything about the content but suggest rethinking the setup. My suggestion is fork the 0ad/0ad repo, create a branch maybe based on the tag A26. Then edit binaries/data/mods/public directly. This makes it much simpler to port the changes to 0ad vanilla. Also you can rebase your changes to a different version easily like when A27 gets released. Generating a mod can be done using a script, just did a minimal port of my shell script to python so it would possibly run on Windows too. If your branch is based on A26 run the script from the git base directory as python3 <path to script> A26 pyrogenesis-mod-generator.py
  3. I always find it funny to have an rc for an alpha, that's not how versioning is supposed to work ... The we don't have a stable api or are feature complete is sufficiently communicated with a version lower than 1.0.0, having a warning in the modder guide to emphasize this once more while being sensible with actual changes and I call it fair game. About unhappy users, true there will be more but that should be proportional to happy users. Even a decade ago the game was sufficient to entertain for many hours. ... or features catch up with computers
  4. This is much better than the past no doubt, still you can't expect users to be able to fix their maps created in atlas this way. I'm not advocating to not make changes for functional reasons but cosmetic changes are hard to defend.
  5. Not pyrogenesis but 0ad. Not that either officially claims something like an API That change was done manually and after tripping enough people someone wrote a script, it would have helped it it had been the other way around. Write a script, if the output is what is desired commit the result of the script.
  6. Worst are the ones like stone -> rock, don't think @Freagarach is guilty of similar ones.
  7. We can expect the fascist to have done their research as well and based their logo on authentic sources. For example the ones depicted in https://en.wikipedia.org/wiki/Fasces#/media/File:Roman_armour_and_accessories.png look a lot more like the one commonly associated with fascism. The same for the stone tablet and the coin you posted. The two sided axe is from an Etruscan tomb if my search didn't fail me, so can it be considered Roman? I'm not saying your are wrong or the image shouldn't be changed, just that I suspect any form of authentic faces may be linked to fascism one way or another if one looks hard enough.
  8. Fascist symbol: https://en.wikipedia.org/wiki/File:Fascist_symbol.svg Logo of the PNF: https://commons.wikimedia.org/wiki/File:National_Fascist_Party_logo.jpg They don't look similar but the coat of arms of St.Gallen does somewhat: https://en.wikipedia.org/wiki/File:Coat_of_arms_of_canton_of_St._Gallen.svg So for me as long as it's clear what is the source and the source is unproblematic the current logo seems fine. Not that I object to changing it either.
  9. If this is about history tags then I'd welcome it. The reason for dropping the ones there were was they were filler mostly like "this is a Roman stable, full-stop" and the like as I recall. So if you get it were they have substance and our historians are happy with the quality I don't see a reason for it no making it into the main game in the end. I suggest start a mod and limit yourself to 1 or two civs first and try to get the attention and feedback of the historians early.
  10. I'm not keen on updating yet as some of the packages for which bugs are filed for I depend on which makes testing somewhat tedious. Anyway thanks for the report. @phosit told me he might have time over the somewhat lengthy weekend.
  11. Version 10.0.0 is apparently hard masked on my system, reason being it breaks lots of packages. Do you have an older version available?
  12. That line appears wanting to format an int which should be fine ... What version of libfmt do you have installed?
  13. Had SM 102 checked out For SM 91 it's obvious why it wouldn't work. Attached patch should get you past this error. 0001-Fix-clang-16-build-of-SM-91.patch
  14. I only have clang 14 and 15 installed, will take a while to build clang 16 ... Edit: Anyway you might want to file a bug on trac and mark it as release blocker in the meantime ...
  15. Checking spidermonky sources "build/moz.configure/flags.configure" it looks like it possibly doesn't recognize clang-16 as clang, maybe try CXX=clang++ ./update-workspaces.sh -j8 instead.
  16. Would be nice if he could spend time more meaningful for the project.
  17. It's already there, used for some bushes on some map. Using it for all will break forest-nothing type maps and isn't really what people expect me thinks. So up to map creator.
  18. https://en.wikipedia.org/wiki/MacOS_High_Sierra says unsupported since 2020, not familiar enough with mac land but this sounds like we might be able to drop support as well. Similarly Windows 7 and soon Windows 8 as well a 32 bit builds.
  19. First of all you need to add mod unloading support, but rewriting larger portions VFS without <filesystem> seems not attractive enough to me.
  20. If it's a war crime go report it to Den Haag as supposed to in a lawful society, I for one think I'm playing a game here.
  21. Similar palisades and outpost with neutral territory as a hotfix for A17 ... PS: A17 isn't a typo
  22. How did you try to install the mod? There are a lot of wacky procedures circulated here. Maybe first just
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