Atrik
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Everything posted by Atrik
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Gitea ssh-key problems
Atrik replied to Cayleb-Ordo's topic in Game Development & Technical Discussion
My bad, the @manowar config tip for lfs works for me, I also had to run git remote remove origin -
Gitea ssh-key problems
Atrik replied to Cayleb-Ordo's topic in Game Development & Technical Discussion
Ah! I missed that thread. I have a similar problem (still today). Can't update my fork. ssh -T git@gitea.wildfiregames.comSSH Says hi, but then it ask me for https authentication in a loop. No error, nothing, just keep asking credentials. I've tried a lot of different things as I though I was doing something wrong but no success here yet. -
I ran into a disk failure, probably, the error was NOT related, however after restoring everything I've then been able to compile. Something was very probably outdated but I don't think it was the compiler since I tried both clang and gcc, clang had at least the most recent version and gcc was 12.x Now using gcc 13.3.0 It works seamlessly. Thanks.
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Thanks, so what I've tried now is : ./update-workspaces.sh --cc=gcc-12 cd gcc make And ./update-workspaces.sh --cc=clang-18 cd gcc #Can't see any other folders make If i pass a compiler version i don't have to update-workspaces.sh, it tell me so. Therefor I'm guessing i do have to compiler I'm passing above. Yet compilation fails in both cases. With gcc /usr/include/fmt/core.h:2201:22: error: ‘constexpr void fmt::v8::basic_format_parse_context<Char, ErrorHandler>::on_error(const char*) [with Char = char; ErrorHandler = fmt::v8::detail::error_handler]’ called in a constant expression 2201 | context_.on_error(message); With clang In file included from ../../../source/ps/GameSetup/GameSetup.cpp:84: ../../../source/scriptinterface/FunctionWrapper.h:518:6: error: call to consteval function 'fmt::basic_format_string<char, std::basic_string<char> &>::basic_format_string<char[51], 0>' is not a constant expression 518 | "Failed defining function {:?} on the native scope.", classInfo->name)}; | ^
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That do fix the error, but compilation fails later with another forward declaration and a bunch of new errors too. I have clang 18.1.8, rusc 1.91.0
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I'm not able to compile a28 or main, the compilation fail with this error: ../../../source/scriptinterface/ModuleLoader.h:86:15: required from here /usr/include/c++/11/bits/stl_pair.h:218:11: error: ‘std::pair<_T1, _T2>::second’ has incomplete type 218 | _T2 second; ///< The second member | ^~~~~~ In file included from ../../../source/dapinterface/DapInterface.cpp:30: ../../../source/scriptinterface/ModuleLoader.h:50:15: note: forward declaration of ‘class Script::ModuleLoader::CompiledModule’ 50 | class CompiledModule; | ^~~~~~~~~~~~~~ make[1]: *** [atlas.make:233: obj/atlas_Release/MiscHandlers.o] Error 1 make[1]: *** Waiting for unfinished jobs.... JSInterface_GameView.cpp JSInterface_Renderer.cpp make[1]: *** [engine.make:390: obj/engine_Release/CConsole.o] Error 1 make: *** [Makefile:122: engine] Error 2 AtlasObjectJS.cpp make[1]: *** [graphics.make:417: obj/graphics_Release/FontManager.o] Error 1 make[1]: *** Waiting for unfinished jobs.... CCmpMotionBall.cpp make[1]: *** [simulation2.make:371: obj/simulation2_Release/CCmpAIManager.o] Error 1 make[1]: *** Waiting for unfinished jobs.... AtlasObjectText.cpp CommonConvert.cpp make[1]: *** [dapinterface.make:142: obj/dapinterface_Release/DapInterface.o] Error 1 make: *** [Makefile:92: dapinterface] Error 2 Some time ago I already had this error when compiling main, and though it was because of some WIP, but now I'm guessing the problem is on my end since it's still here. What am I doing wrong? Debian build Thanks
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@AlexHerbert those are the cav you get after Marian reform (Roman upgrade in fort). Once researched, this tech change almost all units of the Romans; It's mostly a tech to make infantry stronger, for cav, stats aren't affected but icon still are. It's new from a27.
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Hi @Thomas Stewart, you likely joined a old lobby, make sure you reinstall the new version of the game (currently a27). Downloads are available there: https://play0ad.com/
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I've tested all cases I could think of but we can always give it a couple days to see if something broken is discovered. If not, I don't have a gitea account or repo set up, and I might be lazy to set one up (a bit of other reasons too that makes me not want to do it maybe...). I've made a version of the code SnappingWallsPr.zip that use function overwrites and comments cleanup to make it easier if someone want create a PR for main game.
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Good catch for the cached entities. Alright I think I've finished this up so we might have it now. Cool enough by replacing the method to retrieve snappable entites, a couple vanilla bugs for fixed just like that; notably the inability to continue wall placement in fog of war, but also inability to build from captured walls. I've listed all features achieved in opening comment. I've tested everything I could thing of to see if any exceptions are left unhandled but I think everything seems so much better now then it ever was.
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0AD clearly lacks campaigns, and Hyrule is one of the rare mod to bring one. That's what i know. But beside this I'm not a huge single player, as I'm mostly caught in multiplayer already, so I don't feel best positioned to say more. If ever since it was my case at some point : building the game on linux is super easy, but reading through the build instructions is confusing. Someone should make something better with tabs or something for each os, instead of the current giant monolith... I made a summary here for building a27 on debian.
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On the campaign, I'm not sure where to find the enemy after destroying the first base (got all the map explored), so I'm unable to finish first mission. Beside this very good job on the mod
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It seems to have been fixed, the newest upload says 5 downloads. Wonder what the bug was. You probably got confused by the counter resetting because I'm reuploading shamefully the mod every time I find some bugs coming from the mod.. 4rd reupload due to poorly handled exceptions ... Also on @Vantha's tip I've tried to see if I could get some of the logic in guiinterface. I couldn't import much logic there but in SetWallPlacementPreview we could control additional visual effects of the previews. I also rewrote some of it to be able to reason from it... Anyways... If the mod/code is working as I think it is now (finely), my guess is that it is still not possible to PR it as long as it is a constant storing tower-like structures, usable as start/end points for wall segments.
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Thanks, I've just realized I've slept an stupid, potentially error-generating mistake so I've just re-uploaded again with tiny fix... There are also small compromises I made as said in the opening comment... And the buildings templates that can be used as end wall sections (towers) are defined arbitrarily in a constant etc... So there are a few things that needs extra work.
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Unlikely to be accepted as a PR. It lengthen the code by a bit; and is probably not how one would go about to implement all of the different features I've added, without the constraint of trying to make it into a compatible mod..
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Wish I could, however this would either be very complicated, or needs to be as a incompatible mod setting some references point in fort templates or something. I wanted this mod to be compatible.
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Updated : Significant performance improvement (First version was bad, this one fix it but also improve wall placement performance impacts in general) Now other towers can be used as a starting or end point for wall placement instead of wall towers. This doesn't prevent you from walling easily around them : you can also snap walls and palisades to their edges! (The threshold distance makes it so easy to choose between the two you won't even be bothered).
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Why don’t more players use “Call to Arms”?
Atrik replied to AlexHerbert's topic in Gameplay Discussion
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Why don’t more players use “Call to Arms”?
Atrik replied to AlexHerbert's topic in Gameplay Discussion
Can only agree that it is underrated. You can roughly estimate, moving 100 CS who were gathering, they'll carry 500 resources on average. These are resources you lose AND that you will give to the enemy as loot once your army dies. -
This mod allow snapping walls to any buildings (or entities like mineral deposits), increasing drastically their potential utility by making sure to leave no gaps, and/or speed at which you can place them. Walls.. That snaps... I did my best for the behavior to be simple and intuitive, but there are still a couple compromises that were done. Also there are vanilla flaws with wall placements that I couldn't address. Mod compatibility: Compatible mod (can be enabled in MP) Works with other mods I tested that modify inputs (autociv, customtrainer, moderngui) Features : Starting wall tower can be snapped to any edge just like regular building End wall tower can be snapped to any edge but might only really works on building corners Towers can be used as start or end point for wall segments Can continue wall building even in fog of war Can restore wall segment and continue building from captured foreign civilization Can continue palisade from stone wall tower Performance improvements for most situations* when placing walls *Known exception : after placing a wall tower snapped to a building edge, performance is actually worse for a couple frames. SnappingWall.zip
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It's a bit more APM overall, you have to make sure formation is toggled only when desired. Which is what I don't really like, you want to get the efficiency gain from it, but you also have to go with the frustrations of having units in formations at random times .
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Introducing the Official community mod for 0 A.D. Empires Ascendant
Atrik replied to wraitii's topic in Gameplay Discussion
The reason Petra doesn't use them is that it consider they have 0 attack therefore it's at the very end of it's priorities. So it would stay true even if you buffed them 100x as long as you don't add default attack. -
./config/0ad/logs Or gather the errors from terminal if you open 0ad from there. I don't see any reasons why editing the population bonus of structures in template would break anything so probably you are right to try to look into how you packaged your mod. A random guess would be that you extracted the mod you're playing with creating a extra folder like 0ad/mods/yourmod/yourmod/simulation/templates/..., and should be 0ad/mods/yourmod/simulation/templates/.... Besides this, mods downloaded from the downloader should create the correct folder structure.
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Under Options > Gameplay > Formation control, one can set orders to unit to not override current formation. With the current workings of formations, this can lead to a non-negligible efficiency gain for orders like gather, build, capture... This because units will waste far less time bumping into each others while in the same formation. I'm posting this because I have for a long time, I not understood it was a setting when witnessing players using it, thinking it was marginal usage of a custom command where the game allowed you to define formation. Recently, much more players starting using it, so I started to try it too. I'm used to using formation at my advantage in fights, so I don't hate the current formation buffs. However for economy, it feels a bit... Weird... To be able to make gains using formations, that should be more like a battle thing. I don't have a defined opinion or improvement ideas for this, but hoping opening a thread on it can gather interesting ones.
