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Posts posted by hyperion
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3 hours ago, rossenburg said:
Here's an idea to ensure fairness and block cheat mods: why don't we consider permitting only verified mods through mod.io? These mods undergo manual checks before being signed. If a mod isn't listed on mod.io, its not compatible even tho it can still be used in single player games. This approach ensures fairness as any mod used should be available to everyone. if your mod isn't signed, it won't be usable in multiplayer games.
So instead of a dev just checking if there is no malicious code you want to put him into the crossfire of the vocal and abusive community for signing the wrong mod? Given that it's outright impossible to implement so that it can't be sidestepped I suggest to give up the notion of this being a good idea.
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48 minutes ago, zozio32 said:
Linux 22.04
Mh, probably Ubuntu 22.04. python-is-python3 sounds like a package installing a symlink python pointing to python3 and the the package python-is-python3 just so depends on a package python3 which in turn depends on a package python3.10 for example. My guess the package python3 if it exists would be what you want.
Not sure what the canonical way to install python 3 on Ubuntu is but looking at the results of "apt search python" should probably make it obvious.
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5 hours ago, phosit said:
Can you upload a patch? (I'm shy of patching libraries)
Is correct but might be incomplete.
Edit: tested to be complete, builds with 2.11.5, 2.12.1, 2.12.2 and git HEAD.
5 hours ago, phosit said:To address the readability issue we could use a temporary/using.
using MaybeConstXmlError = std::conditional_t<LIBXML_VERSION >= 21200, const xmlError, xmlError>; void errorHandler(void* UNUSED(userData), MaybeConstXmlError* error)
Don't think this improves readability over your first suggestion. It's not complexity that is the issue just that people aren't used to it in this context so it takes an extra one or two seconds to mentally parse, at least for me. The greater than char in the greater than equal token doesn't help
Whether or not the tradeoff vs. not using the preprocessor is worth it I don't know.
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20 minutes ago, phosit said:
I don't like preprocessor directives. We could go for:
void errorHandler(void* UNUSED(userData), std::conditional_t<LIBXML_VERSION >= 21200, const xmlError, xmlError>* error)
As long as it's not the cast variant of solving this I'd be fine with either.
21 minutes ago, phosit said:@hyperion Does Fcollada also have an issue with newer lxbxml2 version?
Looking at the linked ticket a future 2.12.3 should no longer have any issue, still technically it's a downstream bug, just that the fallout was unexpectedly large and the missing headers where injected back upstream. So I'd add the parser header regardless as this also allows the use of all 2.12.x releases.
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Well, some of the changes you posted look valid at a glance, not so the use of an internal type of libxml2 tho.
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2 minutes ago, Riesi said:
libxml2 2.12.1-1
A more recent version than mine, looking at my distros bugracker there are lots of similar bugs to this one for various packages with 2.12 and so it's still hard masked.
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On 02/12/2023 at 9:39 PM, alre said:
is it?
Obviously this is just an opinion due to lack of a definitive metric
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What version of libxml2 are you using and is it an install from your package manager and with no local build in path?
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2 hours ago, alre said:
what do you like about tham map exactly?
The gameplay is sufficiently unique.
17 minutes ago, Gurken Khan said:I think the problem is taking a height map and not adjusting it for gameplay needs.
A bug in the placement function I'd say, same as chickens or berries in mines or trees in iber walls. <- @maroder
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What needs fixing the most is not being able to register on phab.
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1 hour ago, Vantha said:
What about only removing the ability to train traders, but keep the bartering? Having no traders is not that big of a disadvantage.
I suggest you play Polar Sea map once.
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Well, wasn't there an olympic discipline of running with hoplite gear?
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Trees, units, buildings from an art perspective are actors, you find these xml files under art/actors. There is an introduction to actors on the wiki. The schema is named actor.rng and can be found in the source tree.
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https://www.khronos.org/files/collada_spec_1_5.pdf
But I suspect Blender has the required code, it's just not wired up for the colada exporter. Did you try fbx for example, did it work?
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Well, me thinks the biggest issue with walls is placing and repairing
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Some blender exporters have a scale factor, might try exporting and re-importing using one of those formats as a quick hack. Never tried myself so might not work.
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On 14/10/2023 at 3:11 AM, The Undying Nephalim said:
- Glow Shader: Another feature I have been practically begging for since as far back as 2017. I have seen various implementations of this in screenshots but it has to this day never been released. There are many ghostly units and creatures known for their glow effects that are missing them and they look terrible in the game at the moment.
Alpha channel of spec map can be used for emission with corresponding material definition, eg see basic_glow_norm_spec.xml
Another option would be to grab a Kronos ref implementation of PBR shader and modify it to work with pyrogenesis, Vladislav has plans to move to PBR at some point, so you'd be somewhat future proof and have a probably better time using modern tools.
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Finite resources are somewhat important for rts, so me think it's up to mapmakers to add more fish (more or bigger patches) if that improves a certain map.
One problem is the role of fishing isn't that obvious in 0ad as let's say aoe2, where its used to grow eco faster early on and still not lose all purpose later with fish traps by converting wood to food over time in balance with fields.
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Well, for Linux only sources are provided and distributions have to build 0ad themself. Also they wouldn't accept bundled deps and so the situation is different than for Mac where the goal is an all-in-one dmg. If you build for yourself fixing the build script to use homebrew packages is obviously possible. At least you get a working build script you can use as base unlike on Windows where the deps are prebuilt.
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All data files are OS-independent so you can just copy them over as long as you preserve the structure, for where to find them, there is the helpful page https://trac.wildfiregames.com/wiki/GameDataPaths
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8 hours ago, LienRag said:
Well, for starters the "terain tab" subsection doesn't say a thing about elevations...
(which is what would have interested me as I tried to make some on a map, and wasn't able to understand what makes them buildable upon or not)
I can certainly not fix the manual for a part I don't understand, but I could report an issue is there's a git somewhere (I mean, not a Microsoft-owned one, of course).
Well, guess you figured out at least 90%, so if you add that and then post in the forum asking for review and pose a question or two, you likely get proper answers for the reminder if you really can't figure it out.
I don't intend to target you but there is a rather common pattern here, complain and expect someone else to sit down and do research or do work. So it comes down to if you can't be bothered why should I be. While not absolute, I'm far more willing to help people who actually contribute. As for brilliant ideas, I'm sure all contributors have lots of them, so why would they need others to provide more.

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Server side, maybe to much load, try again after a while.
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To my knowledge those tarballs are exports of gecko-dev.git and are in essence stripped tarballs of firefox source releases for size reason, the following should work as drop-in.
https://ftp.mozilla.org/pub/firefox/releases/102.12.0esr/source/

"auto-sniping" thoughts and tests
in Gameplay Testing
Posted
Does this mean the authority to decide doesn't lie with the dev signing? So how should it work then, some user claiming the mods I use are fine but the one you use is not gets to make the call?
I struggle to see why WFG should even try to get involved in this mess (a social problem with not technical solution at all). Why not simply add a vanilla badge to user in lobby that don't use any mods and make the only form of cheating recognized by WFG modifications to show said badge when not appropriate. If hosts of games or even tournaments want random mods rules then it's their business.