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arn34

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Everything posted by arn34

  1. Hi, I've started making a map, but one or two things disturb me at the moment : units can walk under the seas or on vertical cliffs without pain. I guess that for sea, you'll implement at some point of the project a "limit" the unit won't be able to cross, but what about cliffs (by cliff I mean almost vertical parts of the map, when you "pull" a piece of map at its max height) ? Actually, I am interested in this feature just because it would be great for example to have a piece of map just accessible by a unique waypoint, a kind of natural fortress surrounded by unclimbable rocks. Or things of this kind. So, did you plan to make units unable to walk on a slope harder than, let's say, 60°, or is it not a whished feature ?
  2. Sounds like a similar problem I encountered (see http://www.wildfiregames.com/forum/index.p...howtopic=12489). I was connecting through a proxy. From home, it works perfectly ...
  3. I don't agree with you Belisarivs : having an installer is indeed a non-sense from a developper point of view, I have to admit it, but from a simple user point of view, this is good feature. You are obviously an expert at compiling program, but actually most of the users are not and so won't make the effort to have a look at the game, because they are afraid of the amount of energy they would have to spend trying just to get the game running on their machine. On the other hand, with an installer you can have much more people looking at the game, just because it is so easy to see it running and you just have to enjoy (even if there is always cases where it just won't work, see current example). Then, if they want to see more, they can afford to spend time getting sources, required library, developpement environnement and compile the program. So I believe that, from a "basic" end-user point of view this is a nice initiative, especially for "exotic" OS such as Mac OS X where the game is quite hard to get compiled (I made the experience of it).
  4. Well, I didn't downloaded it (I haven't any Windows computer under the hand to test it), but it looks great for the place gained (one hundred MB is fine). I'll test it when I'll get back the windows computer from my sons (they're on holidays right now) or if I can find one elsewhere. Nice initiative anyway !
  5. OK, so I'll wait for the game to be a bit more advanced before working on the map. Waiting isn't a problem for me, the project is so interesting and anyway isn't life mostly made of waitings at last ? As I don't have any skills that could help the project go faster and I am absolutely not a hardcore gamer, I can wait for the game, letting it go at its speed, just amazing me now magnificent things I can create in Atlas
  6. By "nothing related to it", do you mean the game logic is not developped yet ? I've seen some screenshots on your website, nice ... One of them shows two ships with infantry units on the deck, that looks great. I am indeed working on a quite big map (256x256) which will be played as a "catch the flag" map if you see what I mean (players will have to control territories to win), and one of these territories will have to be won only by naval battle (this will be a kind of atoll surrounded by large sea areas). But for now, the game is not mature enough to be able to use this map (units can "walk" under the sea, ships can't garison troups, siege units are not available, ...). So I'll wait that the team release a more complete set of units and a more advanced game logic. Subsidiary question (and you don't have to answer me if you don't want) : all these improvements (units on the deck, siege units, ...) and others (other civs for example) aren't present in the source code but if I'm right, we can see it on some screenshots sometimes, so you (developpers) might be playing/working (choose the one that best fits ) with another set of files, don't you ? Anyway, keep on doing this kind of good job, this is what end-users are waiting for !
  7. OK, OK. Do you think this is close to be available or not ? (I planed to make a map with a lot of sea, so that interest me a lot).
  8. As I don't have a linux computer, I can't answer you for sure. According to the first topic I told you to read, it should not be mandatory anymore with the latest svn release ... but you need to pass extra arguments ("nspr-config --cflags" and "nspr-config --libs").
  9. Hmm, no error here, fcollada compiled, althought you get some warnings. No error here again, updateworkspace did its job correctly. Well, here there's an error at last It seems to start from spidermonkey, but there might be something before as the snippet seems to show other errors before the line ../../../source/scripting/SpiderMonkey.h:48:22: Fehler: js/jsapi.h: No such file or directory Did you take a look at this topic about spidermonkey and the Spidermonkey related section in BuildInstruction Wiki ?
  10. I've read some posts about transport ships, but they're quite old and I did not see anything in the source files about them. Is it a dead idea or is it still under development ?
  11. Well, I managed to launch Atlas and I even made a few maps to begin, but my main question was : how to delimiter territories without the special_settlement object ? If I want two players on two territories, I need to put two special_settlements, right ? But what if just want to have a civil center, as in Latium map ? Indeed, it does not provide me with a territory, so I have to put a special_settlement AND a civil center. There is certainly a solution to that, but obviously I don't know it ...
  12. Sorry to confuse you about profile , I just meaned I am more a doc writer than a code writer. Don't know if it is the right way to say it in english as I'm French basically , but this is just the idea, you see. So if I feel the need to write doc, I'll send it to the team . For now, I'm trying to build a custom map, without making the game crash (and it's sometimes hard wow). About this, can you help me a bit ? I found how to delimiter territories with the special_settlement object, but is it the only way ? Actually, I would like to have only a civil center, like in the Latium map. Is it possible ? In a word, do I need to place the civil center just above the special_settlement or is there another solution ?
  13. Allright, I understand a bit more. I'll try creating maps in the editor from my windows build (Atlas crashes on OS X, I'll try to help finding why). About the AI, well it's not important, I prefer the multiplayer game side. About "non-developper" I mean that I am not able to code in c/c++, althought I have good coding experience in java and php/javascript. But coding took too much of my life and I prefer now not being involved in the coding side of projects. Anyway, I can give a hand in writting documentation as I did for some opensource projects (http://baghira.sourceforge.net) or maintaining binaries releases for OS X or Windows (I did that for Mandriva Linux in the Baghira project, building rpms every new release) or anything else that is not critical for the project as finding time to free for it is my main problem, so I prefer those kind of "short" tasks rather than making the project slow down because I cannot release the code in the right time. So if you need this kind of profile, I would be pleased to help.
  14. Hi ! I've managed to compile 0ad on my Mac and on my PC and now I am looking at the various features of the game. On my system, I cannot : - select a different civilisation than Hellenes - select a different map than Latium or Oasis (I can actually, but it has no effect) - select a different size than large (here again, I can but it does nothing more) - have more than two players on the map (me and the computer) - get the computer to do something : it never plays (develop buildings and so on) until I attack it - research technologies (no "technology" tab available) - upgrade units or buildings So I'm wondering if this is a problem on my system or just not implemented in the game yet (but I saw so many screenshots with various units I can't get, so it might be possible). If some features are available separately (maps, civilizations), where can I get them ? I've read the FAQ and some posts and know the game is evolving at it's speed, so I completely understand that nothing is yet finished, and that things are rather far from being finished at all, this is not a problem for me (I may even be interested in giving a hand in the project if you accept non-developper profiles). Cheers, Arnaud
  15. Atlas does not work on my MBP (compiled with gcc 4.3). Do you mean it should work with gcc 4.0.1 ?
  16. Either on my Mac build and my Windows build, F10 doesn't popup any game menu as mentionned in the docs. Is there really a game menu (and I encounter a bug) or not ? If no, is there a way to save a game ? TIA Arnaud
  17. Not sure if this is related with the errors here above, but I cannot open game menu (F10) on my Windows build (not yet tryed on my Mac build).
  18. Win XP Pro and Mac OSX 10.4 (plus compiled on 10.5, but never played on).
  19. Right, I managed to compile 0ad under Leopard this morning, with gcc 4.0.1, althought I got at last two errors like the one I encountered before about AtlasUI_Debug (I was in a hurry this morning, so I did not take time to copy the errors, but basically they were the same as this one) : make[1]: *** [obj/AtlasUI_Debug/ColourTesterImageCtrl.o] Error 1 make[1]: *** Waiting for unfinished jobs.... make: *** [AtlasUI] Error 2 Indeed, there were tons of warnings but no more error. So don't know if the previously mentionned errors were just related to Tiger, as I was compiling on my MBP under Tiger before. Unfortunately, I can not launch the game under Leopard, but not sure this is not due to my configuration (it is a "simple" mac Mini, with poor CPU and even worst GPU ). As I said, I was in a hurry, so I did not copy the crash log. I am now at work, I'll see it this evening. I'll update the wiki to mention that, for those who don't manage to compile with gcc 4.0.1, there is also the solution with gcc 4.3 edit : wiki updated (and I learned by the same time a new function gcc_select, nice !)
  20. Do you mean the instructions I posted this evening ? Or the one previously written ? The error with OpenAL comes from gcc 4.3 indeed (as Jan said : "C allows parameters typedefed to void, C++ does not; GCC >=4.2 are now strict about the error"). So the two solutions are : use gcc < 4.2 or modify alc.h, but for another reason I don't remember exactly, gcc 4.1 failed in compiling 0ad (something in gcc that should have been implemented but that was not actually). And gcc 4.0.1 gave me tons of other warnings and errors if I remember well, so switching to 4.3 is a good thing I believe. And with MacPorts it's just so easy ... I'll try to compile on Leopard with the default gcc (4.0.1) and modify the wiki if I succeed (I should cause you did it), letting other users know there are two ways to do it. edit : XCode >= 3.1 is needed for Leopard in order to build wxWidget dependencies (tiff actually). See output here under : ---> Fetching tiff ---> Attempting to fetch tiff-3.8.2.tar.gz from ftp://ftp.uk.FreeBSD.org/pub/FreeBSD/ports/distfiles/ ---> Verifying checksum(s) for tiff ---> Extracting tiff On Mac OS X 10.5, tiff 3.8.2 requires Xcode 3.1 or later but you have Xcode 3.0. Error: Target org.macports.extract returned: incompatible Xcode version Error: The following dependencies failed to build: tiff Error: Status 1 encountered during processing.
  21. I updated the wiki for OS X building, taking in account your last changes about LibXML.
  22. Hi Matt, I just got it to work on my MBP (under Tiger) and terato (under Leopard) also. These two topics will help you : - terato's buil : http://www.wildfiregames.com/forum/index.p...98entry200298 - my build : http://www.wildfiregames.com/forum/index.p...75entry200375 Terato made a lot of patchs that were integrated in revisions 7000 and above, so you don't need to do all what he wrote in his topic. Basically, you now need : 1) install Macports : http://www.macports.org/install.php 2) install Apple's XCode for your system : see your Mac OsX install DVD 3) sudo port install gcc 4.3 if this is not the one provided by Apple (on my MBP under Tiger, I can only get gcc 4.0.1 which will fail on compiling 0ad) - I believe you don't need this step under Leopard as it is already provided with 4.3 (if this is 4.1, install 4.3, gcc 4.1 will fail also) 4) sudo port install the following packages : - boost - libsdl - spidermonkey - xercesc - wxWidgets - ffmpeg - libxml2 5) As mentionned in the help file : "You also need to install DevIL manually. It depends on some libraries downloaded through MacPorts above, so get those first. Next, obtain DevIL 1.6.8 RC2 from http://openil.sourceforge.net/download.php. Then extract the archive, and run ./configure, make, and sudo make install." - I downloaded 1.7.8 which is the latest version and it seems to work as well. [edit] 5') You also need the enet library for networking : http://enet.bespin.org/ [/edit] 6) Then, you're almost ready to compile 0ad : first delete libraries/fcollada/src/FCollada/LibXML and libraries/fcollada/include/LibXML as they override system libraries and are making compile errors that system library don't. [edit] 6') Secondly, you need to patch Apple's OpenAL (/System/Library/Frameworks/OpenAL.Framework/alc.h : replace all ALCvoid by void (except first one which is a typedef) [/edit] 7) then recompile FCollada 8) then compile the game (I still get a last error, but it seems harmless) You should be done ! PM if something fails.
  23. I got it to work, yeaaaahhhh ! (sorry ) So, here it is : I still have a compilation error, but that doesn't seem to hurts much more : ColourTesterImageCtrl.cpp ../../../source/tools/atlas/AtlasUI/ColourTester/ColourTesterImageCtrl.cpp:34:19: error: IL/il.h: No such file or directory ../../../source/tools/atlas/AtlasUI/ColourTester/ColourTesterImageCtrl.cpp:35:20: error: IL/ilu.h: No such file or directory ../../../source/tools/atlas/AtlasUI/ColourTester/ColourTesterImageCtrl.cpp: In constructor 'ColourTesterImageCtrl::ColourTesterImageCtrl(wxWindow*)': ../../../source/tools/atlas/AtlasUI/ColourTester/ColourTesterImageCtrl.cpp:48: error: 'ilInit' was not declared in this scope ../../../source/tools/atlas/AtlasUI/ColourTester/ColourTesterImageCtrl.cpp:49: error: 'ILuint' was not declared in this scope ../../../source/tools/atlas/AtlasUI/ColourTester/ColourTesterImageCtrl.cpp:49: error: expected primary-expression before ')' token ../../../source/tools/atlas/AtlasUI/ColourTester/ColourTesterImageCtrl.cpp:49: error: 'ilGenImages' was not declared in this scope ../../../source/tools/atlas/AtlasUI/ColourTester/ColourTesterImageCtrl.cpp:50: error: 'IL_KEEP_DXTC_DATA' was not declared in this scope ../../../source/tools/atlas/AtlasUI/ColourTester/ColourTesterImageCtrl.cpp:50: error: 'IL_TRUE' was not declared in this scope ../../../source/tools/atlas/AtlasUI/ColourTester/ColourTesterImageCtrl.cpp:50: error: 'ilSetInteger' was not declared in this scope ../../../source/tools/atlas/AtlasUI/ColourTester/ColourTesterImageCtrl.cpp: In member function 'void ColourTesterImageCtrl::SetImageFile(const wxFileName&)': ../../../source/tools/atlas/AtlasUI/ColourTester/ColourTesterImageCtrl.cpp:55: error: 'ilBindImage' was not declared in this scope ../../../source/tools/atlas/AtlasUI/ColourTester/ColourTesterImageCtrl.cpp:57: error: 'IL_ORIGIN_UPPER_LEFT' was not declared in this scope ../../../source/tools/atlas/AtlasUI/ColourTester/ColourTesterImageCtrl.cpp:57: error: 'ilOriginFunc' was not declared in this scope ../../../source/tools/atlas/AtlasUI/ColourTester/ColourTesterImageCtrl.cpp:58: error: 'IL_ORIGIN_SET' was not declared in this scope ../../../source/tools/atlas/AtlasUI/ColourTester/ColourTesterImageCtrl.cpp:58: error: 'ilEnable' was not declared in this scope ../../../source/tools/atlas/AtlasUI/ColourTester/ColourTesterImageCtrl.cpp:59: error: 'ilLoadImage' was not declared in this scope ../../../source/tools/atlas/AtlasUI/ColourTester/ColourTesterImageCtrl.cpp:67: error: 'IL_DXTC_DATA_FORMAT' was not declared in this scope ../../../source/tools/atlas/AtlasUI/ColourTester/ColourTesterImageCtrl.cpp:67: error: 'ilGetInteger' was not declared in this scope ../../../source/tools/atlas/AtlasUI/ColourTester/ColourTesterImageCtrl.cpp:69: error: 'IL_RGBA' was not declared in this scope ../../../source/tools/atlas/AtlasUI/ColourTester/ColourTesterImageCtrl.cpp:69: error: 'IL_UNSIGNED_BYTE' was not declared in this scope ../../../source/tools/atlas/AtlasUI/ColourTester/ColourTesterImageCtrl.cpp:69: error: 'ilConvertImage' was not declared in this scope ../../../source/tools/atlas/AtlasUI/ColourTester/ColourTesterImageCtrl.cpp:75: error: 'ILinfo' was not declared in this scope ../../../source/tools/atlas/AtlasUI/ColourTester/ColourTesterImageCtrl.cpp:75: error: expected `;' before 'info' ../../../source/tools/atlas/AtlasUI/ColourTester/ColourTesterImageCtrl.cpp:76: error: 'info' was not declared in this scope ../../../source/tools/atlas/AtlasUI/ColourTester/ColourTesterImageCtrl.cpp:76: error: 'iluGetImageInfo' was not declared in this scope ../../../source/tools/atlas/AtlasUI/ColourTester/ColourTesterImageCtrl.cpp: In member function 'wxString ColourTesterImageCtrl::GetImageFiletype()': ../../../source/tools/atlas/AtlasUI/ColourTester/ColourTesterImageCtrl.cpp:96: error: 'IL_DXTC_DATA_FORMAT' was not declared in this scope ../../../source/tools/atlas/AtlasUI/ColourTester/ColourTesterImageCtrl.cpp:96: error: 'ilGetInteger' was not declared in this scope ../../../source/tools/atlas/AtlasUI/ColourTester/ColourTesterImageCtrl.cpp:97: error: 'IL_DXT1' was not declared in this scope ../../../source/tools/atlas/AtlasUI/ColourTester/ColourTesterImageCtrl.cpp:98: error: 'IL_DXT2' was not declared in this scope ../../../source/tools/atlas/AtlasUI/ColourTester/ColourTesterImageCtrl.cpp:99: error: 'IL_DXT3' was not declared in this scope ../../../source/tools/atlas/AtlasUI/ColourTester/ColourTesterImageCtrl.cpp:100: error: 'IL_DXT4' was not declared in this scope ../../../source/tools/atlas/AtlasUI/ColourTester/ColourTesterImageCtrl.cpp:101: error: 'IL_DXT5' was not declared in this scope ../../../source/tools/atlas/AtlasUI/ColourTester/ColourTesterImageCtrl.cpp:103: error: 'IL_IMAGE_WIDTH' was not declared in this scope ../../../source/tools/atlas/AtlasUI/ColourTester/ColourTesterImageCtrl.cpp:103: error: 'ilGetInteger' was not declared in this scope ../../../source/tools/atlas/AtlasUI/ColourTester/ColourTesterImageCtrl.cpp:103: error: 'IL_IMAGE_HEIGHT' was not declared in this scope ../../../source/tools/atlas/AtlasUI/ColourTester/ColourTesterImageCtrl.cpp: In member function 'void ColourTesterImageCtrl::CalculateImage()': ../../../source/tools/atlas/AtlasUI/ColourTester/ColourTesterImageCtrl.cpp:126: error: 'ilBindImage' was not declared in this scope ../../../source/tools/atlas/AtlasUI/ColourTester/ColourTesterImageCtrl.cpp:128: error: 'ILubyte' was not declared in this scope ../../../source/tools/atlas/AtlasUI/ColourTester/ColourTesterImageCtrl.cpp:128: error: 'data' was not declared in this scope ../../../source/tools/atlas/AtlasUI/ColourTester/ColourTesterImageCtrl.cpp:128: error: 'ilGetData' was not declared in this scope ../../../source/tools/atlas/AtlasUI/ColourTester/ColourTesterImageCtrl.cpp:129: error: 'ILinfo' was not declared in this scope ../../../source/tools/atlas/AtlasUI/ColourTester/ColourTesterImageCtrl.cpp:129: error: expected `;' before 'info' ../../../source/tools/atlas/AtlasUI/ColourTester/ColourTesterImageCtrl.cpp:130: error: 'info' was not declared in this scope ../../../source/tools/atlas/AtlasUI/ColourTester/ColourTesterImageCtrl.cpp:130: error: 'iluGetImageInfo' was not declared in this scope ../../../source/tools/atlas/AtlasUI/ColourTester/ColourTesterImageCtrl.cpp:137: error: 'p0' was not declared in this scope ../../../source/tools/atlas/AtlasUI/ColourTester/ColourTesterImageCtrl.cpp:137: error: 'p1' was not declared in this scope make[1]: *** [obj/AtlasUI_Debug/ColourTesterImageCtrl.o] Error 1 make[1]: *** Waiting for unfinished jobs.... make: *** [AtlasUI] Error 2 I needed to delete the two folders mentionned here above and to patch Apple's OpenAL (alc.h : replace all ALCvoid by void, except first one which is a typedef). Then compile it with gcc 4.3, not Apple's gcc, nor gcc 4.1 I'll update the wiki on monday as I am leaving for the week-end. Thanks to all the developpers and forum addicts for their precious help.
  24. OK, I'll try this tonight and give you the answer. Thanks for your help.
  25. jan's patch was made to allow me to compile on my MacBook Pro under Tiger unfortunately. It seemed to be the very last thing that bloqued my compilation. It is obviously not the good solution, but now how can I force OsX to use system libxml2 instead of FCollada's copy ? Which files/directories do I have to delete ou modify ? TIA
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