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Ceres

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Everything posted by Ceres

  1. Is it possible for testing purposes to have public.zip extracted when running pyrogenesis.exe? I ask because public.zip is always repacked when I replace files by earlier changesets. Or shall I use "pack-only" without compression? Would that work?
  2. Yes, I know, but I am interested to understand whether these settings are then stored somewhere and if yes, where?
  3. Thank you! This is what I have on my mind but was unable to describe properly. Would that work for multiplayer games as well?
  4. If I see it right, I have to extract these and test the game each time: changeset_ps_trunk_binaries_data_mods_public_shaders_24777.zip changeset_ps_trunk_binaries_data_mods_public_shaders_25018.zip changeset_ps_trunk_binaries_data_mods_public_shaders_25114.zip changeset_ps_trunk_binaries_data_mods_public_shaders_25118.zip changeset_ps_trunk_binaries_data_mods_public_shaders_25271.zip changeset_ps_trunk_binaries_data_mods_public_shaders_25283.zip changeset_ps_trunk_binaries_data_mods_public_shaders_25285.zip Will have lunch now, though.
  5. Somewhere between https://trac.wildfiregames.com/changeset/24938/ps/trunk/binaries/data/mods/public/shaders and https://trac.wildfiregames.com/changeset/25356/ps/trunk/binaries/data/mods/public/shaders (I will first check 'shaders')
  6. I have not red everything under that link, but if I understand it correctly, it's the same as already mentioned there by @Yekaterina (see also Wiki). I was not sure yet, if that helps also during a paused game. I will give it a try.
  7. Yep, so I will have a look there... https://trac.wildfiregames.com/changeset?old=24938&old_path=%2Fps%2Ftrunk%2Fbinaries%2Fdata%2Fmods%2Fpublic%2Fshaders&new=25356&new_path=%2Fps%2Ftrunk%2Fbinaries%2Fdata%2Fmods%2Fpublic%2Fshaders
  8. Is there a way to DL from Trac auto-built archives that include 'system' and 'data'? This would very much help me finding out what the problem was and where it got fixed etc.
  9. Unfortunately, even the latest autobuilt game crashes on the PC when GLSL is enabled, i.e. simply replacing 'pyrogenesis.exe' does not seem to be a solution to find out which version is the last one that crashes and which is the first one that does not crash anymore. Could it be that some other files are the "culprit", so I have to test them all (i.e. the full set, respectively)?
  10. There are 411 steps between 'pyrogenesis_25349.exe' and 'pyrogenesis_24938.exe' (I renamed them like this after DL). Is it appropriate to halve this and go down from 25349 by 205 to 25144 and then (if it still works) again halve this and go down by 205 to 24939, etc. (roughly)? PS: How I can see only auto-built pyrogenesis.exe files in Trac between 24938 and 25356?
  11. Oh, great hint! I was not aware that the binaries are all there. Will try this! Maybe wraitii could nevertheless give me another hint about bisecting. (yeah, I know that I am slow )
  12. Where in the 0 A.D. code can I look up the team/player selection? (to understand in which variables etc. this info is stored) And is it also stored in a file during gameplay? If yes, where? Thanks again for your help! PS: Sorry, if my questions maybe do not make sense (I am still trying to learn).
  13. Building does not work either: 1>------ Build started: Project: Collada, Configuration: Release Win32 ------ 2>------ Build started: Project: atlas, Configuration: Release Win32 ------ 3>------ Build started: Project: engine, Configuration: Release Win32 ------ 4>------ Build started: Project: graphics, Configuration: Release Win32 ------ 3>precompiled.cpp 3>Unknown compiler version - please run the configure tests and report the results 1>precompiled.cpp 1>c:\users\master\documents\0ad\0ad\libraries\source\fcollada\include\fmath\fmvector3.h(107): warning C4458: declaration of 'x' hides class member I do not understand why VS now tells me that the compiler version is unknown, when 10 minutes ago (starting from scratch and cloning the latest 0 A.D. version from GitHub), building was fine (and the game also worked). What does bisect do with regard to the compiler version?
  14. I cannot execute 'update-workspaces.sh' when bisecting: master@HP-PC MINGW64 ~/Documents/0AD/0ad (master) $ git bisect start --term-old broken --term-new fixed master@HP-PC MINGW64 ~/Documents/0AD/0ad (master|BISECTING) $ git bisect fixed master master@HP-PC MINGW64 ~/Documents/0AD/0ad (master|BISECTING) $ git bisect broken A24b Bisecting: 1308 revisions left to test after this (roughly 10 steps) [ab3f99641ef65f471886987a102adfa8793032f6] Merge 'remotes/trunk' master@HP-PC MINGW64 ~/Documents/0AD/0ad ((ab3f99641e...)|BISECTING) $ cd build/workspaces/ master@HP-PC MINGW64 ~/Documents/0AD/0ad/build/workspaces ((ab3f99641e...)|BISECTING) $ ./update-workspaces.sh Updating bundled third-party dependencies... ./update-workspaces.sh: line 85: make: command not found ERROR: FCollada build failed master@HP-PC MINGW64 ~/Documents/0AD/0ad/build/workspaces ((ab3f99641e...)|BISECTING) What am I doing wrong?
  15. Yes, I know about this one. The advantage I see (for my needs at home/LAN) for mumble is to be able to set up the server locally. But keeping in mind the large audience, Discord is certainly more important. Just for curiosity: Does playing 0 A.D. with Discord as chatting/speaking solution work "out of the box"? I don't ask for a guide, just want to know if it's possible without tweaking 0 A.D. And how about different channels for different teams? Does Discord already support this? (mumble does not, i.e. we have to set up several channels, and then select the right ones for communication, if we want to avoid that one can hear the other team opponents)
  16. Ok, I see. Thank you! (still waiting for the 32bit build process to end...) Now I built Alpha XXV: Y--- from GitHub and will see what I find out with bisect...
  17. In VS 2017, I selected 'Release' and 'Win32', but I see that instead of 'Win32' I could also set a new environment for 64bit. Is it possible and does it make sense to build for 64bit?
  18. Hello! When playing a multiplayer 0 A.D. game on 2 PCs and pausing it on both, both PCs keep being very busy with high load on GPU, CPU, and fans. Since saving and restoring multiplayer games is not yet possible, the kids wanted to let both PCs running with the game paused. Because of the continuing high demand on the hardware, power consumption, and noise of the fans I was not too happy about their idea. Is there anything that could be done to reduce the load on PCs with a paused multiplayer game? Already now with the latest developers' version or maybe in the future? Thanks for sharing your thoughts.
  19. Hello! This thread is already older, and I rather stumbled over it. I am especially curious about the second paragraph (loading a multiplayer saved game on two machines). How can this be done without the possibility in the GUI? Thank you!
  20. Oh, I see, this is really complicated - even a bounty was discussed. And now I also see the related question: In order to not duplicate discussions, I suggest that we close this thread here. If you agree, can you close it? Thank you!
  21. Hello! How is multiplayer game saving and continuing supposed to work? It seems that there is only a possibility to replay a saved multiplayer game. Furthermore, I am unsure if all players have to save the multiplayer game, or only the player who hosts it? Thanks for sharing your thoughts and helping me understanding this.
  22. Thanks for your thorough reply, which I agree with. I had not given enough thought about the position. And TTS can certainly be annoying if used too frequently/for too many messages. It should be adjustable at least. Finally, some help as you described for "integrating" (using when playing 0 A.D.) of mumble or some other tool would be great enough. E.g., maybe joining the correct channel(s) depending on the team one plays in could be supported? Sorry that it seems that I am just throwing wild ideas here. Please regard them just as some "brainstorming" stuff. If not worth to further purpsue, I will still be happy.
  23. @wraitii Hello! I would like to be reviewer of German translations of 0 A.D. I asked 2 reviewers in the transifex 0 A.D. repo but have not yet heard back. Where else could I ask to add me to the group of German language reviewers (incl. group of translators, if that is possible) for 0 A.D.? Thank you so much for your hints. Kind regards Ceres
  24. A note from Michael over on GitHub: So 0 A.D. could create a proper JSON file based on the default or user-set key bindings, which could then be imported in Michael's tool. This is certainly not of a high priority, but when you developers/contributors think of touching/updating the key settings part, maybe you would like considering this for somewhere in the future? EDIT: The key settings shown on the screenshot in the previous post are captured in the attached JSON file. keyboard-diagram-0ad.json
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