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MirceaKitsune

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  1. I think I figured it out: I need to clone the new 0 A.D. repository after installing git-lfs. I didn't do that since I thought LFS is just some git fork that's supposed to be faster and an optional thing. Cloning again and this time it's taking longer like it normally does when it pulls large data, so this should have solved it. Updated to confirm it works now! Got to the main menu and it's too late to test an actual match, but the menu renders fine and I hear the music so all should be good. Thanks for all the help and glad to to have 0 A.D. running from Git once more!
  2. Something strange is happening, which does seem to be related to Git cloning. The first of the errors says: ERROR: Failed to decode texture "art/textures/ui/pregame/icons/lag.png" Unknown texture format I navigated to binaries/data/mods/public/art/textures/ui/pregame/icons/lag.png and tried opening it in Gimp: Doesn't work and says the texture isn't recognized. The image is only 128b which is clearly too small even for an icon: The same file on Git says 897B and can be previewed. Is there some compatibility issue that causes git-lfs repositories to not get cloned by standard git? It's the only thing I can think of, never seen anything like this before. If so I'll install git-lfs and try with that as well, though it would be nice if standard Git cloning could be fixed in this case.
  3. Thanks for the info! Right now compiling works well from the new Git repo: The last problem seems to be that it doesn't contain the assets and default data, it's just a bugged out menu. I never used git-lfs as standard git usually works fine: If I pull again it still says there's nothing to do, I used "git clone --recurse-submodule" and still the same issue. I looked closely and the data seems to be there, it's like the engine is failing to see it even when I run with the "-mod=public" argument. Except when I look in the console it complains about unknown texture format instead... how can png fail to decode? /home/mircea/Games/0ad/0ad_GIT/binaries/system/pyrogenesis -writableRoot TIMER| InitVfs: 857.811 us FILES| Main log written to '/archive/mircea/Games/0ad/0ad_GIT/binaries/logs/mainlog.html' FILES| Interesting log written to '/archive/mircea/Games/0ad/0ad_GIT/binaries/logs/interestinglog.html' TIMER| CONFIG_Init: 1.19222 ms Sound: AlcInit success, using OpenAL Soft ERROR: Can't decode image for cursor FILES| Hardware details written to '/archive/mircea/Games/0ad/0ad_GIT/binaries/logs/system_info.txt' TIMER| write_sys_info: 16.2362 ms FILES| UserReport written to '/archive/mircea/Games/0ad/0ad_GIT/binaries/logs/userreport_hwdetect.txt' TIMER| RunHardwareDetection: 2.53506 ms TIMER| InitRenderer: 25.5204 ms TIMER| ps_console: 1.62308 ms TIMER| ps_lang_hotkeys: 960.551 us TIMER| common/modern/setup.xml: 359.541 us TIMER| common/modern/styles.xml: 75.2 us TIMER| common/modern/sprites.xml: 542.41 us TIMER| common/global.xml: 180.02 us TIMER| common/setup.xml: 108.041 us TIMER| common/sprites.xml: 183.24 us TIMER| common/styles.xml: 44.24 us TIMER| pregame/backgrounds/: 346.2 us TIMER| pregame/sprites.xml: 71.18 us TIMER| pregame/styles.xml: 28.23 us TIMER| pregame/mainmenu.xml: 17.9206 ms ERROR: could not initialize ogg data at audio/music/Honor_Bound.ogg TIMER| common/modern/setup.xml: 60.28 us TIMER| common/modern/styles.xml: 60.21 us TIMER| common/modern/sprites.xml: 517.28 us TIMER| common/global.xml: 116.16 us TIMER| common/sprites.xml: 177.451 us TIMER| splashscreen/setup.xml: 101.73 us TIMER| splashscreen/splashscreen.xml: 7.42562 ms ERROR: Failed to decode texture "art/textures/ui/pregame/icons/lag.png" Unknown texture format ERROR: Failed to decode texture "art/textures/ui/pregame/icons/map.png" Unknown texture format ERROR: Failed to decode texture "art/textures/ui/pregame/icons/experimental.png" Unknown texture format ERROR: Failed to decode texture "art/textures/ui/global/modern/gold-separator.png" Unknown texture format ERROR: Failed to decode texture "art/textures/ui/global/modern/button/red-unselected-right-center.png" Unknown texture format ERROR: Failed to decode texture "art/textures/ui/global/modern/button/red-unselected-right-top.png" Unknown texture format ERROR: Failed to decode texture "art/textures/ui/global/modern/button/red-unselected-center-bottom.png" Unknown texture format ERROR: Failed to decode texture "art/textures/ui/global/modern/button/red-unselected-center-center.png" Unknown texture format ERROR: Failed to decode texture "art/textures/ui/global/modern/button/red-unselected-left-center.png" Unknown texture format ERROR: Failed to decode texture "art/textures/ui/global/modern/button/red-unselected-left-top.png" Unknown texture format ERROR: Failed to decode texture "art/textures/ui/global/tile/stone_background.png" Unknown texture format ERROR: Failed to decode texture "art/textures/ui/global/modern/button/red-unselected-left-bottom.png" Unknown texture format ERROR: Failed to decode texture "art/textures/ui/global/border/line_corner_top_right.png" Unknown texture format ERROR: Failed to decode texture "art/textures/ui/global/button/button_stone_unselected.png" Unknown texture format ERROR: Failed to decode texture "art/textures/ui/pregame/shading/menu_panel_background_shading.png" Unknown texture format ERROR: Failed to decode texture "fonts/sans-bold-20.png" Unknown texture format ERROR: Failed to decode texture "fonts/sans-16.png" Unknown texture format ERROR: Failed to decode texture "fonts/sans-bold-12.png" Unknown texture format ERROR: Failed to decode texture "art/textures/ui/global/border/line_horiz.png" Unknown texture format ERROR: Failed to decode texture "art/textures/ui/pregame/shell/logo/wfg_logo_white.png" Unknown texture format ERROR: Failed to decode texture "art/textures/ui/pregame/backgrounds/carthage1_4.png" Unknown texture format ERROR: Failed to decode texture "fonts/sans-bold-stroke-14.png" Unknown texture format ERROR: Failed to decode texture "art/textures/ui/global/border/line_vert.png" Unknown texture format ERROR: Failed to decode texture "art/textures/ui/pregame/backgrounds/carthage1_3.png" Unknown texture format ERROR: Failed to decode texture "art/textures/ui/global/border/line_corner_top_left.png" Unknown texture format ERROR: Failed to decode texture "art/textures/ui/pregame/backgrounds/carthage1_2.png" Unknown texture format ERROR: Failed to decode texture "fonts/sans-14.png" Unknown texture format ERROR: Failed to decode texture "art/textures/ui/pregame/backgrounds/carthage1_1.png" Unknown texture format ERROR: Failed to decode texture "art/textures/ui/global/border/line_corner_bottom_left.png" Unknown texture format ERROR: Failed to decode texture "art/textures/ui/global/modern/dialog-deco-top.png" Unknown texture format ERROR: Failed to decode texture "fonts/sans-bold-16.png" Unknown texture format ERROR: Failed to decode texture "art/textures/ui/global/modern/titlebar-middle.png" Unknown texture format ERROR: Failed to decode texture "art/textures/ui/pregame/shell/logo/0ad_logo.png" Unknown texture format ERROR: Failed to decode texture "art/textures/ui/global/modern/tick-on.png" Unknown texture format ERROR: Failed to decode texture "art/textures/ui/global/border/line_corner_bottom_right.png" Unknown texture format ERROR: Failed to decode texture "art/textures/ui/global/modern/shadow-low.png" Unknown texture format ERROR: Failed to decode texture "fonts/mono-stroke-10.png" Unknown texture format ERROR: Failed to decode texture "art/textures/ui/global/modern/button/red-unselected-right-bottom.png" Unknown texture format ERROR: Failed to decode texture "art/textures/ui/global/modern/button/red-unselected-center-top.png" Unknown texture format ERROR: Failed to decode texture "art/textures/ui/global/modern/border.png" Unknown texture format ERROR: Failed to decode texture "art/textures/ui/global/modern/background.png" Unknown texture format ERROR: Failed to decode texture "art/textures/ui/global/modern/dialog-deco-bottom.png" Unknown texture format ERROR: Failed to decode texture "art/textures/ui/global/modern/titlebar-left.png" Unknown texture format ^CTIMER| shutdown Renderer: 666.501 us TIMER| shutdown SDL: 3.9146 ms TIMER| shutdown UserReporter: 90.41 us TIMER| shutdown ConfigDB: 41.99 us TIMER| resource modules: 220.25 ms TIMER TOTALS (7 clients) ----------------------------------------------------- tc_png_decode: 0 c (0x) tc_dds_transform: 0 c (0x) tc_transform: 0 c (0x) tc_plain_transform: 0 c (0x) tc_pool_alloc: 0 c (0x) tc_ShaderValidation: 3555.68 kc (1x) xml_validation: 745.848 kc (9x) ----------------------------------------------------- TIMER| shutdown misc: 53.61 us
  4. Cloned the new Git repo and changed my build scripts: I managed to successfully compile under the new configuration! Only problem now is when I start the engine, I only get a bundle of colored squares as if no graphics or even fonts are loading. Either I'm running from the wrong directory or need to clone the data from a separate repository if it's just the engine in the main one: I have a "binaries/data/mods/public" but it's only 23 MB large so the assets are likely not being cloned.
  5. My Git clone seems to point to https://github.com/0ad/0ad.git origin on master branch. The package python-six is installed. I can't find a build-source-libs.sh anywhere even with search. Am I just not updating it right? I did "git pull --recurse-submodules" and it says everything is up to date. But I'm not seeing any recent commits. Edit: Yes, I'm seeing it has moved with the old repo archived. Wonder why that is. So do I clone again from https://gitea.wildfiregames.com/0ad/0ad.git this time?
  6. Waited a bit longer just to be sure, but it still won't work for me on latest Manjaro Linux. Everything pulled and up to date, I run "clean-workspaces.sh" followed by "update-workspaces.sh" but the later still leads to the same issue. The error can be more easily tested by running "libraries/source/spidermonkey/build.sh" directly: Building SpiderMonkey... SpiderMonkey build options: --disable-tests --disable-jemalloc --disable-js-shell --without-intl-api --enable-shared-js --disable-jitspew patching file js/src/moz.build patching file js/src/old-configure patching file python/mozbuild/mozbuild/virtualenv.py patching file third_party/python/virtualenv/virtualenv/discovery/py_info.py patching file python/mozbuild/mozbuild/action/process_define_files.py patching file python/mozbuild/mozbuild/backend/base.py patching file python/mozbuild/mozbuild/preprocessor.py patching file python/mozbuild/mozbuild/util.py patching file python/mozbuild/mozpack/files.py patching file build/moz.configure/flags.configure /archive/mircea/Games/0ad/0ad_GIT/libraries/source/spidermonkey/mozjs-91.13.1/python/mozbuild/mozbuild/configure/__init__.py:915: SyntaxWarning: invalid escape sequence '\.' RE_MODULE = re.compile("^[a-zA-Z0-9_\.]+$") Traceback (most recent call last): File "/archive/mircea/Games/0ad/0ad_GIT/libraries/source/spidermonkey/mozjs-91.13.1/build-debug/../js/src/../../configure.py", line 22, in <module> from mozbuild.configure import ( ...<2 lines>... ) File "/archive/mircea/Games/0ad/0ad_GIT/libraries/source/spidermonkey/mozjs-91.13.1/python/mozbuild/mozbuild/configure/__init__.py", line 13, in <module> from six.moves import builtins as __builtin__ ModuleNotFoundError: No module named 'six.moves'
  7. Thank you very much for the update! I don't think I've played 0 A.D. since posting this: I have the release installed from the package manager, but found it easier to compile from Git so I've been waiting for a solution while focusing on other FOSS projects. Hope this means a fix may be coming soon!
  8. Ah, it's a Python version issue? I hope at least an emergency fix like this is possible to address soon, especially if a PR exists and only needs approval. I have the 0 A.D. release installed by the package manager, but it's already well behind the many changes and features in Git so I've only used the later for a long while.
  9. Hello. I'm experiencing a compilation issue for latest 0 A.D. Git on latest Manjaro Linux stable, would like to know when a fix is projected. I tried asking on Discord but some bot called MEE6 glitched out DM'd me an unrelated spam warning and this morning my mention of the issue was removed from the server, no idea what must have happened but hopefully it's okay to post here. Here's the relevant part of the log, the complaint seems to be about something called SpiderMonkey and a module named six.moves: Building SpiderMonkey... SpiderMonkey build options: --disable-tests --disable-jemalloc --disable-js-shell --without-intl-api --enable-shared-js --disable-jitspew patching file js/src/moz.build patching file js/src/old-configure patching file python/mozbuild/mozbuild/virtualenv.py patching file third_party/python/virtualenv/virtualenv/discovery/py_info.py patching file python/mozbuild/mozbuild/action/process_define_files.py patching file python/mozbuild/mozbuild/backend/base.py patching file python/mozbuild/mozbuild/preprocessor.py patching file python/mozbuild/mozbuild/util.py patching file python/mozbuild/mozpack/files.py patching file build/moz.configure/flags.configure /archive/mircea/Games/0ad/0ad_GIT/libraries/source/spidermonkey/mozjs-91.13.1/python/mozbuild/mozbuild/configure/__init__.py:915: SyntaxWarning: invalid escape sequence '\.' RE_MODULE = re.compile("^[a-zA-Z0-9_\.]+$") Traceback (most recent call last): File "/archive/mircea/Games/0ad/0ad_GIT/libraries/source/spidermonkey/mozjs-91.13.1/build-debug/../js/src/../../configure.py", line 22, in <module> from mozbuild.configure import ( File "/archive/mircea/Games/0ad/0ad_GIT/libraries/source/spidermonkey/mozjs-91.13.1/python/mozbuild/mozbuild/configure/__init__.py", line 13, in <module> from six.moves import builtins as __builtin__ ModuleNotFoundError: No module named 'six.moves' ERROR: SpiderMonkey build failed
  10. I had no idea this was already proposed for nearly a decade. I imagine it was simply forgotten? Glad I could bring some attention to the concept, maybe now it's possible to give this a try somehow.
  11. Nice! Sounds like we already have many features from their Advanced Diplomacy concept: The three Enemy / Neutral / Ally states always existed in 0AD. While you can't put time limits on them or restrictions just on economic activities, you can always break away... in recent versions I've had AI break neutrality pacts and go back to enemy, thankfully not alliances which would be more difficult on players. You can even send resources to your enemies, always wondered if that makes AI more likely to accept a neutrality pact... since it's already default we could allow it with units too, if you want to keep a match going for longer give troops to a nearly defeated foe so you have what to keep fighting. And implementing this should also be super easy with no engine changes: Next to the buttons to tribute food / wood / stone / metal, just add a button to tribute the selected units... when clicked all units become those of your ally where they stand as if captured. So if there's nothing I'm missing that could result in significant bugs or disrupt gameplay in unexpected ways, I'd say this is a fun concept we could try out with a mod then merge it if it plays well!
  12. I still run into this issue during my games and it's always a headache I'd be happy without. Whenever I'm out of resources my barracks forcefully disable auto-queue... if I don't see the little text announcing it or know which building it refers to, it can take minutes before I realize I'm no longer producing soldiers and remember that's why. It would be both more logical and pleasant if unit production just paused instead and you weren't limited in what you can schedule including upgrades, this already happens when the limit is not having enough houses so why not do the same for insufficient resources as the population cap?
  13. I thought I already posted this but it seems not, and it's an idea I'm quite interested in so I'd like to hear what you think! What if we made it possible for allied players to donate units to one another, based on how they can give each other resources? Just like Player 1 can send Player 2 a tribute of 100 wood, they would also be able to give 10 soldiers to another faction, even a building like a tower or barracks or civic center. An extra button in the alliance menu would be available, when clicked all own units you have selected become units of that faction. This should probably be a game setting rather than a default universal change, but I'm quite interested in supporting this as an option... at worst it should be easily doable as a mod to test the idea and see how the concept plays out. Technically speaking I see no limitation: Players can already capture units from other players regardless of faction... this includes living units even if that isn't supported by default and only buildings are possible to catch, a change to the unit json allows capturing and using even enemy soldiers. When you capture a building that's irrelevant to your faction you won't be able to use it, like if you aren't an elephant warrior faction an elephant stable is useless if captured... it's then the responsibility of your ally to give you units you can use, but most are universal so soldiers from another faction would work the same way and fight for you. I think this would add a fun new level of strategy between allies based on how much you wish to help them: If I have enough soldiers but my ally is on the verge of death and resources may not be enough to save them, give them some of your troops which immediately get to work gathering or attacking. Or maybe I have an extra barracks I'm no longer using, I can give it to my ally instead... it can be in my base as there's no territory decay between allies, the ally can then train units in my area if I decide that doesn't bother me. If I'm generous or think that makes me safer, I can even donate a civic center I built or captured, useful if I don't want to focus on securing that area and would rather have an AI do it for me. I see lots of fun possibilities to how this can play out!
  14. I had been thinking about something; Not a thing I'm likely to do myself especially as I haven't modded 0 A.D. yet, but I was at least wondering if it's possible. What would stop us from having this as a mod? Unit editor mod: When enabled you open a special menu which lets you edit units during a game and apply changes! I presume the biggest obstacles would be realtime asset loading and hot reloading of unit settings. The former would likely be manageable, you'd just get stutter when loading an unit that wasn't already precached at level start... the later would require being able to change the stats of existing units as well as add or delete them during a match, this would likely be complicated as the engine wasn't designed with that in mind: You may be able to change the health / attack / defense of existing units but probably can't define new ones, not to mention making then use different icons / models / sounds whereas things like new command icons appearing on existing units would also be a problem (eg: I defined a new soldier and want it to appear in the barracks the moment I hit Apply). Other than that I presume no sandboxing system forbids a mod from saving changes to a unit json like a text editor would, so you could do edits in fields and have the menu translate them to text and update that unit file. How far would such a system be able to get right now? What engine changes would be required to support such an unconventional idea? Even if the engine didn't have obstacles I doubt someone would put time into this... unlike Minetest I never made mods for Pyrogenesis but am familiar with JavaScript so if I had a base example maybe I could do the fields? Imagine how awesome it would be though, having an in-game menu to edit units with immediate effects while a match is running... we could even give it multiplayer support to have collaborative game design! Probably just a dream but a nice one to have
  15. That solved it, thanks! Haven't started a game but the Git version now boots to the main menu successfully
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