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wraitii

WFG Programming Team
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Everything posted by wraitii

  1. I think we should consider this on a per-civilisation basis. Our "women / citizen-soldiers / champions" distinction really mimics a typical greek city-state, and then again not perfectly.
  2. Hello everyone, I have just merged SM68. To compile the game, you will now require the Rust compiler. You can follow instructions here: https://www.rust-lang.org/tools/install It should be mostly straightforward. I am now working towards SM78 which I hope to merge soon. I will detail this thread with what the changes mean later
  3. The upgrade is officially complete (has been for a few days).
  4. That's kind of "by design", but it did change things. I'm not certain that it's better for auras to just be a radius with a centre or a radius around edges? Do you have arguments for either choice? I'm going to make a diff adjusting aura ranges, which ought to mostly move things back how they were.
  5. Did you recompile the game? I do not have the autobuild reflex (yet), sorry...
  6. Hello Gameboy I just tested the installation script and everything seemed to work fine. Can you make sure that you run it on a clean SVN ? What exactly are you doing to start it?
  7. Hello everyone, As said in the "Spidermonkey 52 upgrade" thread, we will (very soon) be moving from VS15 to VS17. This upgrade is necessary to support Spidermonkey version 68 and 78 (our target at the moment), which require newer versions of the standard. The Windows autobuild will soon be switched to this compiler, so please report any issues you might encounter. If you were compiling 0 A.D. yourself on Windows, you will need to download VS2017 Community Edition. VS2017 comes with its own dependency installer, you ought to be good to go with the "Desktop development with C++" option. At the moment, we have some issues with debug tests, but that ought to be fixed quickly and the rest of the game ought to work fine. You may also report issues here: https://trac.wildfiregames.com/ticket/5862 Edit: update-workspaces.bat will already generate solutions that ought to be compatible.
  8. I think I'll try to recap the changes after C++17 too. I expect to be a little shamed by the amount of detail @Itms provided in this initial post, though That being said, what Angen said is correct.
  9. Hello everyone, I have just committed SM60. I'll be around for any bug report should I have missed something. The most interesting thing about this upgrade was that we now compile the game using the C++14 standard. Now, I will work towards using Visual Studio 2017 (I'll make another forum post about that), and once that's done, we can start looking at SM68.
  10. They aren't actually removed yet You need to set the Realm creation option "SetToSourceEnabled" : https://github.com/wraitii/0ad/commit/08fe2e8e86a671228c3cffac6734e16b0b896087 I do think it'll probably be removed entirely in a future ESR, but in the interest of going fast I'll tackle that problem later. (BTW thanks for noticing the JS_PUBLIC_API thing of structure clones)
  11. You were right, previews don't have a size, and my original fix was further buggy. This is fixed now, I'm running the windows auto build. Sorry about the gameplay disturbance.
  12. Indeed I had made a mistake on that commit, and as you noted, we fixed it (in fact, the fix went in before you posted this topic, but the auto build was this morning ) Thanks for playing SVN !
  13. Hello everyone, as promised above, SM52 is now merged in SVN. If you experience issues with building the game, please drop by #0ad-dev on IRC or create a ticket on trac (or, if all else fail, write about it here ). Work will now continue towards SM60.
  14. Rejoice everyone, for this is coming to svn (soon™) I've got a branch up and running on SM78 here: https://github.com/wraitii/0ad/tree/sm78 (with stops at SM60 and 68). Work is ongoing to upgrade svn to SM52.
  15. Following @Itms lack of time recently, I have taken up the mantle of the spidermonkey migration. For SM52, most of what he had done is directly usable and I plan to commit the upgrade in the upcoming days. I will be uploading patches to Phabricator, but for those using git, you can access the whole thing here: https://github.com/wraitii/0ad/tree/sm52-clean My plan is to try and move rather quickly up the ladder, since we need SM78 for Python3 support (which we need to not be dropped by linux distros), and that will take 3 more rounds of upgrading.
  16. Cheers, love a good CBA. You can easily do things like giving improved attack/defense/other by using modifiers. You can check out the "Cheat.js" file for how to use this.
  17. The solution is actually to delete your matchsetttings.json (and the MP version) in your user settings folder, see https://trac.wildfiregames.com/wiki/GameDataPaths
  18. Hello @Adunakhor, The current alpha release ought to work, and the next-one will too. The "development" version needs some patches to function.
  19. It would be nice if you could also show the other panels from the in-game profiler, such as the Draw calls one. I agree with Vlad that you appear to be using quite different graphics settings.
  20. i don't think so, but I did notice that also. I've made a ticket to make sure we won't forget about this too easily: https://trac.wildfiregames.com/ticket/5807#ticket
  21. Wikipedia concurs and cites a book that I couldn't find online: https://en.wikipedia.org/wiki/Stirrup#cite_note-Chamberlin80-13 Looking at the location of the temples where those engravings are (from wikipedia again), it's right in the middle of the Maurya empire, and the dates kind of fit - I would say it seems like a very good late-game technology. Historically, it might be 50-100 years too early, but it's an interesting trivia and it feels unique enough that we might give it a pass.
  22. Hell @1dabred , Can you confirm that you ran: cd libraries/osx ./build-osx-libs.sh -j3 and that you had no errors?
  23. I'm really warming up to D2875/shrink variant, I think.
  24. It's been committed now, thanks for reporting
  25. My opinion/argument is that it is impossible, unless we: Effectively reduce the # of civs (e.g Celt, Greek, Roman, Kushites), by making the different "sub-civs" very similar. Effectively make all civs very similar. We can't get AoE2 level of variety because our tech tree/unit tree is much too small. @Genava55 seems to side with #1. I'd rather take the 3rd option I'm presenting in the OP.
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