Frederick_1
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Frederick_1 last won the day on November 18 2022
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Thank you all for the help, it worked now. Interestingly, when compiling the libs spider mokey failed. At least with optimisations. Second pass without they were built fine. After that I was able to built pyrogenesis with optimizations works fine so far.
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So now that a did a new try, with zylis comands it worked fine. Now the next idea is to compile with machine specific Optimation ( Intel Skylake), to see how much this makes a difference. Where is the place to put the compile options?
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I now have added the data files, and the tests are now fine. So I have to reason which way to go with spieder monkey. @ zyli: Debian is the current stable Version (with some backports), so it is Debian 13 Trixie. The dependency check is fine. What is "cont" have not found this comand. Guess typo "cd" is meant. I have made 30 GB Space bevore I tried to compile.
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In the Debian section I found a remark to spider monkey, so I tried: ./update-workspaces.sh -j3 --with-system-mozjs And then it compiled. Guess using spidermonkey Version 128.14 from Debian instead of 128.13 which is bundled. The test runs.... were 99% sucessfull, starting pyrogenensis finishes with a Seg-fault. Although I can not find the dump file. This is the test output: gamer@Nanox:~/bin/0ad-0.28.0$ binaries/system/test Running cxxtest tests (471 tests).................................................................................................... In TestDapInterface::test_dap_interface: /home/gamer/bin/0ad-0.28.0/source/dapinterface/tests/test_DapInterface.h:55: Error: Expected ((g_VFS->Mount(L"", DataDir() / "mods" / "mod" / "", VFS_MOUNT_MUST_EXIST)) == INFO::OK), found (-110100 != 0) /home/gamer/bin/0ad-0.28.0/source/dapinterface/tests/test_DapInterface.h:57: Error: Test failed: DAP entry script not found at tools/dap/entry.js /home/gamer/bin/0ad-0.28.0/source/dapinterface/tests/test_DapInterface.h:57: Error: Expected ((DAP::Interface{address, port, *g_ScriptContext })) not to throw, but it did ../../../source/dapinterface/tests/test_DapInterface.h:44: Error: Test failed: DAP entry script not found at tools/dap/entry.js ................................................................................Skipping map generator tests (can't find binaries/data/mods/public/maps/random/tests/) ................................................................. In TestNetComms::test_dummy: /home/gamer/bin/0ad-0.28.0/source/network/tests/test_Net.h:57: Error: Expected ((g_VFS->Mount(L"", DataDir() / "mods" / "public" / "", VFS_MOUNT_MUST_EXIST)) == INFO::OK), found (-110100 != 0) .................................................................................................................................................................................................Skipping globalscripts tests (can't find binaries/data/mods/public/globalscripts/tests/) .Skipping component scripts tests (can't find binaries/data/mods/public/simulation/components/tests/setup.js) .............................. Failed 2 and Skipped 0 of 471 tests Success rate: 99% I attached the log file from ~.local/state/log: mainlog.html
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The packet installed from Debian Repository libmozjs-128-0: libmozjs: 128.14.0-1~deb13u1 libmozjs-128-dev (128.14.0-1~deb13u1) I think there is another Version, which is bundled part in the tree derived vom tar-ball. It is in the directory ..../mozjs-128.13.0 ... so I d guess this is the version number
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Frederick_1 started following What am I Missing About the Spartans? and Issues self compling 0ad 28
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I want to try a local build version of the 0ad 28 on my debian system. So I got the source code tar file from: https://play0ad.com/download/source/ (direct download tar). The I followed the built instructions on: https://gitea.wildfiregames.com/0ad/0ad/wiki/ . (Where the Linux getting the libarys section could be better separated from the rest of instructions) So far, I sucessfully built the libarys. But when I invoke the make comand it brakes not finding libary / header files, altough, they are available on my system. gamer@Nanox:~/bin/0ad-0.28.0/build/workspaces/gcc$ make -j5 [...] ==== Building simulation2 (release) ==== Globals.cpp precompiled.h In file included from ../../../source/lobby/Globals.cpp:20: ../../../source/lobby/IXmppClient.h:23:10: fatal error: js/Value.h: Datei oder Verzeichnis nicht gefunden 23 | #include <js/Value.h> | ^~~~~~~~~~~~ compilation terminated. make[1]: *** [lobby.make:162: obj/lobby_Release/Globals.o] Fehler 1 make: *** [Makefile:104: lobby] Fehler 2 make: *** Es wird auf noch nicht beendete Prozesse gewartet … In file included from ../../../source/dapinterface/DapInterface.cpp:20: ../../../source/dapinterface/DapInterface.h:24:10: fatal error: js/RootingAPI.h: Datei oder Verzeichnis nicht gefunden 24 | #include <js/RootingAPI.h> | ^~~~~~~~~~~~~~~~~ compilation terminated. ../../../source/scriptinterface/ScriptForward.h:21:10: fatal error: js/TypeDecls.h: Datei oder Verzeichnis nicht gefunden 21 | #include "js/TypeDecls.h" | ^~~~~~~~~~~~~~~~ compilation terminated. I have checktd the files are on my system, something with the path seems wrong. I also installed them via apt from debian: ~/bin/0ad-0.28.0/build/workspaces/gcc$ locate RootingAPI.h /home/gamer/bin/0ad-0.28.0/libraries/source/spidermonkey/mozjs-128.13.0/js/public/RootingAPI.h /usr/include/x86_64-linux-gnu/mozjs-128/js/RootingAPI.h ~/bin/0ad-0.28.0/build/workspaces/gcc$ locate Value.h /home/gamer/bin/0ad-0.28.0/libraries/source/spidermonkey/mozjs-128.13.0/js/public/Value.h /home/gamer/bin/0ad-0.28.0/libraries/source/spidermonkey/mozjs-128.13.0/js/src/wasm/WasmValue.h /home/gamer/bin/0ad-0.28.0/libraries/source/spidermonkey/mozjs-128.13.0/mozglue/baseprofiler/public/ProportionValue.h /home/gamer/bin/0ad-0.28.0/source/graphics/SmoothedValue.h /usr/include/llvm-19/llvm/CodeGen/PseudoSourceValue.h /usr/include/llvm-19/llvm/DebugInfo/DWARF/DWARFFormValue.h /usr/include/llvm-19/llvm/ExecutionEngine/GenericValue.h /usr/include/llvm-19/llvm/IR/GlobalValue.h /usr/include/llvm-19/llvm/IR/Value.h /usr/include/llvm-19/llvm/MC/MCValue.h /usr/include/x86_64-linux-gnu/mozjs-128/js/Value.h /usr/include/x86_64-linux-gnu/mozjs-128/mozilla/ProportionValue.h gamer@Nanox:~/bin/0ad-0.28.0/build/workspaces/gcc$ locate TypeDecls.h /home/gamer/bin/0ad-0.28.0/libraries/source/spidermonkey/mozjs-128.13.0/js/public/TypeDecls.h /home/gamer/bin/0ad-0.28.0/libraries/source/spidermonkey/mozjs-128.13.0/js/src/wasm/WasmTypeDecls.h /usr/include/x86_64-linux-gnu/mozjs-128/js/TypeDecls.h So, what to do....
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When I first tested German Civilization, I trained some of them for eco, cause they are called worker. Then I had no use of them. Sure next time this does not happen to me again. Albeit I think they should be usable like mercenaries as builder when not full workers. But it seem not to be necessary to make germans stronger.
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The description of Cimbrian Clubman puts them in the following categories: Classes: Builder, Worker, Soldier, Infantry, Melee, Maceman, Champion As I have tried, they can not gather, and do also not built, even do not help building. So at least I'd say the first two categories are false. Altough it would be nice in phase one if they can be help in eco. For a Champion, their health is only 100 like citizen Melee. Their resistance is even worse than spearman, so their only advantage is speed. Capture attack of 2.5 is also not on par with champion but with citizen soldiers. So, is this by design little weird, or is something off?
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Oh well I was stuck by translation, carthaginians are already in the game available.
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What am I Missing About the Spartans?
Frederick_1 replied to CandidClodhopper's topic in General Discussion
What are 3 dmg ?? They get 10% more attack...but it might depend on installed mods. -
What am I Missing About the Spartans?
Frederick_1 replied to CandidClodhopper's topic in General Discussion
I think some infoscreens while loading are outdated. For example the iberian fireship is only effective against ship, not against harbours, as ist was. But strongest Infantrie unit is true with the agape technology, which can be explored in the military cantine. Then they go to 250 health, with a penality in training time. Silver Shild only yield 220 health. The spartanian hoplite with +10 health bonus is also pretty strong for citizen melee units. With rank they upgrade from 111 over 138 to 172. They also get stronger from 3,0/ 2,5 hack/pierce damage to 4,3/3,6. Their resistance increase from 5/5/15 to 7/7/15 (hack/pierce/crush). No forge upgrade. So they get really cavaly killers. With the hoplite tradition they are much more likely to reach a rank in gameplay compared to other melee. Albeit the potolomies pikeman, when ever they get rank promoted with 157 health and the Ptolomy IV Champion bonus +40% health, they end up with 219 health having pretty good resistance, they become tough to fight in the champion aura. What I do miss on the spartaniens is chamion cavalery, or a replacement. The Siritaki can gather, but like all promoted units their effectiveness goes down. Wood chopping rate of 0,37 for example is little more than half of woman wood chopping. So best they are used for building/repair. When I started with 0.ad Version 0.24 spartans had two special buildings. The stoa and the royal stoa. When you look into the scenario "Laconia" you can still see them because player 1 is starting with each one of them. Albeit.... they are both called "stoa", and not much of use now (okey you can garnison any unit in the royal stoa, this is good when under attack, and they are pretty). They were able to train Thracian Black Cloaks ( see Macedon), as soon as you get into phase two. I really liked that feature of the spartanians. The black Cloaks saved my ass serveral times when I was fighting computer AI on alpha 0.24. Generally it seems to me units were more different those days. From my remembering their walking speed was like the naked fanatics of the gauls. Nowadays they are like all other chamion melee, except for fanatics. -
I am using english user interface to be "compatible" to forum etc. But it is not my native language.
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Oh, so I did not get that detail in foreign language.
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It is Aplha XXVI Zhuganzi where I noticed this.
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When playing ptolemies I build a libary which supposes to reduce building cost and time for 15%. But when I built a wonder thereafter, It cost me 1000 metal as usual and my resource counter was lowered that numer. Should be 850, with 15% discount. Other buildings the same, and building a house with 1 worker is the same 30sec built counter starting with 29 sec left as without a libary. It seems to me this is an error, because I do not notice an effect
