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Posts
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Posts posted by nwtour
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5 minutes ago, Alexandra said:
oh, I want, I want
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I can convert and send a pull request. Need to?
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LOL. Forum shows spoilers during loading and hides them after loading. I already know the winner
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5 hours ago, Stan` said:
Did you check the git or the svn version? I wouldn't trust the dll in binaries/system folder of git.
You did not understand.
I was looking for the reason why it could be damaged by the certificate at the start of Steam and found a line that in Gloox in newer versions better handles the loss of chunk
https://camaya.net/gloox/changelog/
As far as I see in 0 A.D version 1.0.20
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@Stan`
Perhaps the gloox version in the repository is out of date?
version 1.0.21 released: 12 Jun 2018
- InBandBytestream: error handling corrected -
58 minutes ago, Yekaterina said:
As soon as I run Steam, the lobby kicked me and gave me this error when I tried to rejoin.
Is the issue reproduced without Steam? If not, it is possible that the Valve was cheated on something or they were hacked.
Here they complain that they are trying to get root access to modify network settings
https://steamcommunity.com/discussions/forum/1/4739473745766391099/
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Thank you. Looks nice
Small fix missing translations for non-English interface in shiny:--- /dev/null +++ globalscripts/rename.js +function rename(maingamevalue, newvalue) +{ + const translate_mgv = translate(maingamevalue); + const translate_nv = translate(newvalue); + if (translate_mgv != maingamevalue && translate_nv == newvalue) + return translate_mgv; + return translate_nv; +} --- gui/pregame/ProjectInformationItems.js.orig +++ gui/pregame/ProjectInformationItems.js - "caption": translate("Translate the Game"), + "caption": rename("Translate the Game", "Translate"), --- gui/pregame/TopMenuItems.js.orig +++ gui/pregame/TopMenuItems.js - "caption": translate("Map Editor"), + "caption": rename("Scenario Editor", "Map Editor"), --- gui/pregame/CenterMenuItems.js.orig +++ gui/pregame/CenterMenuItems.js - "caption": translate("Join Private Game"), + "caption": rename("Join Game", "Join Private Game"), - "caption": translate("Host Private Game"), + "caption": rename("Host Game", "Host Private Game"),
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20 minutes ago, sis_gam said:
if I understand correctly now, 0 A.D. does not work with my processor and could it work in the next version in February?
You can try temporary forcibly limit the number of processors to 32 in Microsoft msconfig utility (and reboot)
It seems safe20 minutes ago, sis_gam said:I wish you a merry christmas and a happy new year. best regards
And you
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1 hour ago, sis_gam said:
Hallo
Hello
1 hour ago, sis_gam said:Details: unhandled exception (std::out_of_range("invalid bitset<N> position"))
Look like Your computer has more cores than the build computer considers the maximum (32)
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Cheater detected!
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2 hours ago, allalongthetower said:
In A23 this did not happen
Sent a patch to the developers
D4372 Inherit comment of overwritten save -
18 minutes ago, seeh said:
works now
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25 minutes ago, seeh said:
i was able to enable that mod and now i got this error message
The game can not find a pmp file. Check that two files are identically named and exists in directory mymaps/maps/scenarios:
TheLegendofAvilava17.pmpTheLegendofAvilava17.xml
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16 minutes ago, seeh said:
ts crating a json file?
Yeap. Create mod.json with mandatory fields so that the game understand that the folder is mod
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41 minutes ago, Yavin said:
You mean the "hellenistic" bridge
Yes. Change in text editor
<Entity uid="1008"> <Template>structures/bridge_hele</Template> <Player>1</Player> <Position x="1761.21534" z="796.4726"/> <Orientation y="-1.54537"/> <Actor seed="2022"/> </Entity>
->
<Entity uid="1008"> <Template>actor|props/special/eyecandy/bridge_edge_hele.xml</Template> <Position x="1761.21534" z="796.4726"/> <Orientation y="-1.54537"/> <Actor seed="2022"/> </Entity>
And the game will not write an error on the screen even with the most recent version of the game
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1 hour ago, allalongthetower said:
Hi all!
Hello
1 hour ago, allalongthetower said:When they go back to save and click on their previous game and hit save, it saves without a name. It does ask to overwrite, but it doesn't keep the name. It happens both with and without the No Violence Mod, and it happens across computers. Is this an issue that the community is aware of?
This is a usability bug. Description is not the name of the save as in other games - it is an optional comment.
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20 hours ago, Yavin said:
I've also included some bridges
In the developer version, removed one of the bridges you are using
https://code.wildfiregames.com/D4297
Just for information - in the next version of the game, the map may become impassable (if you want to continue developing it)- 1
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13 minutes ago, seeh said:
maybe there is a folder with maps?
Does the system allow you to install mods?
Then there is no problem Go to the folder where at least one mod is installed in console:
mkdir -p mymaps/maps/scenarios echo -ne '{\n\t"name": "mymaps",\n\t"version": "1",\n\t"label": "mymaps",\n\t"description": "mymaps",\n\t"dependencies": []\n}\n' > mymaps/mod.json
copy TheLegendofAvilava17.xml and TheLegendofAvilava17.pmp to mymaps/maps/scenarios
enable self-made mod in Settings->Mods
Map will appear in the list
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4 hours ago, seeh said:
is it possible to use this with the snap - version ? ~/snap/0ad/current/
Do you have a version with access to your home directory? If not, then you can't
See thread -
25 minutes ago, seeh said:
i searched crashlopg path and found it here:
https://trac.wildfiregames.com/wiki/GameDataPaths
means ~/snap/0ad/current/.config/0ad/logs/
BTW i was not server and not host. as i said Observergenerated 2021-09-26
Looks outdated
Try search another file
slocate crashlog.txt
or
find ~ | grep crashlog.txt
in console
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On 26/11/2021 at 10:25 PM, dave_k said:
What is only nice to have?
- GPG signing of commits or at least tags and pull requests
- 2-factor authentication
That is unnecessary. 0 A.D. does not use the practice of "committing on trust"
Nice code from "random internet user" will be added
Any code from the "main administrator" will still be reviewed
On 26/11/2021 at 10:25 PM, dave_k said:Solarwinds was hit by malware that targeted the build environment. It was described in some articles as "IT's Pearl Harbor". I encourage people to personally examine the security of the build environment, if only briefly. If you can think of vulnerabilities then so can the bad guys.
One step to achieving security of the software supply chain is to cryptographically sign patches or tags and pull requests, as well as releases.
Source code signing does not protect against MTM injection in build system. Replace files for the compiler with unsigned ones and it is almost impossible to detect it
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19 hours ago, vladislavbelov said:
So the trick is that when we load a mod in pyrogenesis we cache a list of its files and store an offset for each of them. Which means we don't need to do an expensive system call for each file.
Red card for unsportsmanlike conduct
This is obtained by re-implementation of the NoSQL database. -
1 hour ago, vladislavbelov said:
4MiB are read in both cases: a) for unpacked they are read in a random order file by file with 480 bytes each b) for packed they are read in a random order from a ZIP archive file by file 480 bytes each. All tests have multiple prewarms (they read total size multiple times), so in theory I should have warm HDD caches.
Ideally I expect if I read multiple files with a total size less than a cache size then it should have similar time for unpacked and packed mods.
But as I mentioned a file system has own meta information and alignment which might increase a "reading cost" of small files.
There is a disk cache - it works with very high speed It loads the data around the requested seek()/read() system calls. This allows you to load it completely to the cache in case of requests to one file and receive data at the SATA-2 interface speed. https://www.alphr.com/what-is-hard-drive-cache/ (Block Reading Ahead and Behind)
You argue that both tests worked with a disk cache and an archive 10 times faster. It can not be
I brought the test that the meta-information from the file system is always faster than metainformation from the archive. The file system is an hot indexed file information database in the kernel space. And any archive - always has a primitive way on requests inside -
1 hour ago, vladislavbelov said:
- File size 480 bytes, unpacked costs +972% reading time than packed (total read ~4MiB).
- File size 2333 bytes, unpacked costs +690% reading time than packed (total read ~80MiB).
- File size 111333 bytes, unpacked costs +9.7% reading time than packed (total read ~1GiB).
- File size 521111 bytes, unpacked costs -32% reading time than packed (total read ~1GiB).
On a hard disk with a cache of 128 megabytes (WDC WD2005FBYZ), multi reading of 4 megabytes from from one file is very cheap compared to random files in the file system
If this was meant as a "contiguous memory", then I agree
How do I open an old map?
in Scenario Design/Map making
Posted · Edited by nwtour
https://raw.githubusercontent.com/nwtour/0ad_path_backward_capability/main/update_map.pl
Script renames the old template names in the XML file to the new ones