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fabio

WFG Programming Team
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Everything posted by fabio

  1. There are already some mods or total conversion, see for example this: https://www.moddb.com/mods/hyrule-conquest Some features may currently be missing, but if an interesting mod emerge they may be added, as already done in the past. But someone should be committed in investing months of work designing models, animations, scripts and so on. As an alternative, partially free (Creative Commons Attribution-Noncommercial license), RTS ,WW2 game you can have a look at Spring 1944: http://spring1944.net/ .
  2. Selling code or art should be possible, STK does just that (as well as Red Hat and other commercial free software companies): https://supertuxkart.net/Donate But indeed it is not needed until we have money available and no plan to use it.
  3. Looking great! BTW, you should be able to get rid of copyright issues if you change the specific names, while keeping a similar look and feel.
  4. @itrelles Hi, I removed two your posts, they didn't look very useful as first posts...
  5. You may want to do some graphs before/after the patches. See here for how to use the profiling feature: https://trac.wildfiregames.com/wiki/EngineProfiling#Simulationreplaymode Also make sure the MD5 hash of final state is the same, if the changes are not supposed to introduce different paths.
  6. The patch has a lot of whitespace changes, so it is not readable... The buildlog seems fine to me. I suppose jpeg support is not needed within wx (was also removed from the game itself), correct? Then it could also be disabled with --with-libjpeg=no .
  7. Without changing cppflags it may includes different headers than the ones of the library and problems may arise...
  8. I would first move building libpng (around L376) before wxwidgets (L335). Then replace --with-png=builtin wxwidgets compile option with --with-libpng=sys . It probably will fail because it will search in standard system location. Then try to change the wxwidgets CPPFLAGS from CPPFLAGS="-stdlib=libc++ ... to something like CPPFLAGS="-Irelative/path/to/just/compiled/libpng/headers -stdlib=libc++ ... and LDFLAGS from LDFLAGS="$LDFLAGS" to LDFLAGS="-Lrelative/path/to/just/compiled/libpng/lib $LDFLAGS" . EDIT: it should be similar to what done on sdl2 with iconv (L293).
  9. BTW the forum software itself is not open source either...
  10. For reference: https://trac.wildfiregames.com/ticket/5288
  11. The mod files should be zip. IIRC they are however generated with no compression, this to be better compressible in the 0ad installer. So it would make be nice to make mods using zip compression. (No idea if this is already done, didn't check).
  12. Yes, it is nice indeed! As a clarification that mod is done by @fcxSanya.
  13. You may want to have a look here...: https://github.com/AlexanderOlkhovskiy/0ad-space
  14. Any update on publishing the game on https://0ad.mod.io/ ?
  15. Probably better to delete the bad commits, otherwise that content will be there forever as an old revision. No idea if this is possible for the wiki though (it is for tickets).
  16. I usually think the blood details are meant for B movies and games, an already enjoying work should not (ab)use them.
  17. You can register here on trac: https://trac.wildfiregames.com/register But you can also report the bug in this forum section: https://wildfiregames.com/forum/index.php?/forum/378-bug-reports/
  18. 3 years old stats about OpenGL versions here: http://feedback.wildfiregames.com/report/opengl/feature/GL_VERSION Only about 4% users with OpenGL < 2, surely a lot less by now (and likely with the game lagging or even unplayable anyway). As discussed elsewhere recently, dropping OpenGL < 2 was anyway already approved 6 years ago, just never done (probably due to myconid developer disappearing): So, if you are motivated, you are free to propose something. Also somewhat related: https://trac.wildfiregames.com/wiki/GraphicsFeatureStatus About OpenGL 4, you may even consider Vulkan as an alternative with similar card support, no idea how it's worth however.
  19. There is already a ticket for this: #919. Also #1229 is related.
  20. Someone willing to animate the propeller?
  21. For reference there was a related discussion a couple of years ago here.
  22. There is also a related ticket: https://trac.wildfiregames.com/ticket/1468
  23. See also here: https://trac.wildfiregames.com/wiki/ReleaseProcessDraft#PackageEastAsianmods
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