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Alpha 27 Pre-release/Release Candidate Build Testing


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10 hours ago, man_s_our said:

after I built A27 and executed pyrogenesis I got these two results:

when I placed it in system (debian, pyrogenesis in /usr/games and data in /usr/share/games/0ad and .so files in /usr/lib) it gave me this error:

CreateDirectories: failed to mkdir /usr/data (mode 448)
Function call failed: return value was -110300 (Insufficient access rights to open file)
Location: file_system.cpp:168 (CreateDirectories)

Call stack:

(0x564f5ee82375) pyrogenesis(+0x673375) [0x564f5ee82375]
(0x564f5ee31d21) pyrogenesis(+0x622d21) [0x564f5ee31d21]
(0x564f5ee337d3) pyrogenesis(+0x6247d3) [0x564f5ee337d3]
(0x564f5ee31f33) pyrogenesis(+0x622f33) [0x564f5ee31f33]
(0x564f5ee44baa) pyrogenesis(+0x635baa) [0x564f5ee44baa]
(0x564f5ee44822) pyrogenesis(+0x635822) [0x564f5ee44822]
(0x564f5ee447c7) pyrogenesis(+0x6357c7) [0x564f5ee447c7]
(0x564f5ee5926e) pyrogenesis(+0x64a26e) [0x564f5ee5926e]
(0x564f5eadb882) pyrogenesis(+0x2cc882) [0x564f5eadb882]
(0x564f5e8c69d2) pyrogenesis(+0xb79d2) [0x564f5e8c69d2]
(0x564f5e8b2688) pyrogenesis(+0xa3688) [0x564f5e8b2688]
(0x7f9dba6e0d0a) /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xea) [0x7f9dba6e0d0a]
(0x564f5e8c3aca) pyrogenesis(+0xb4aca) [0x564f5e8c3aca]

errno = 13 (Insufficient access rights to open file)
OS error = ?


(C)ontinue, (S)uppress, (B)reak, Launch (D)ebugger, or (E)xit?

trying to use -writableRoot always give me error: Skipping file '/home/user/.local/share/0ad' which does not have a mod file extension.

when I run it inside binaries it works fine.

@man_s_our The writableRoot option is meant to only be used when running pyrogenesis from the source directory after it's built. Are you using that option after you've attempted installation?

There's no real support for installing 0ad from source (one reason there's no workflow for that in the docs). If you really want to install it after building, you might get some clues from how distro packagers are doing it:

 

0ad Arch PKGBUILD

0ad-data Arch PKGBUILD

 

Or the Debian way

 

```

#!/usr/bin/make -f

# mozjs' build process does not seem to be compatible with other shells
# like zsh
export SHELL = /bin/sh

export DEB_BUILD_MAINT_OPTIONS = hardening=+all
DPKG_EXPORT_BUILDFLAGS = 1
include /usr/share/dpkg/buildflags.mk

include /usr/share/dpkg/architecture.mk

PARALLEL_JOBS=$(shell getconf _NPROCESSORS_ONLN)
ifeq ($(findstring parallel=,$(DEB_BUILD_OPTIONS)),)
    export DEB_BUILD_OPTIONS+=parallel=$(PARALLEL_JOBS)
endif

%:
    dh $@

override_dh_auto_clean:
    build/workspaces/clean-workspaces.sh
    # Clean up some extra cruft not picked up by clean-workspaces.sh
    find binaries/system/ -type f ! -name readme.txt -delete
    rm -f libraries/fcollada/lib/*.a
    rm -f build/premake/.*.tmp
    rm -rf libraries/source/spidermonkey/lib
    rm -f libraries/source/cxxtest-4.4/python/cxxtest/*.pyc
    rm -f libraries/source/fcollada/lib/*
    rm -rf libraries/source/spidermonkey/include-unix-*
    rm -rf libraries/source/spidermonkey/mozjs-78.6.0
    rm -f libraries/source/nvtt/lib/*.so
    rm -f source/ps/tests/stub_impl_hack.cpp
    dh_auto_clean

override_dh_auto_build:
    mkdir -p libraries/source/fcollada/lib
    # https://bugs.debian.org/1028179
    cp debian/patches/mozjs_virtualenv.patch libraries/source/spidermonkey
    build/workspaces/update-workspaces.sh \
        --bindir=/usr/games \
        --libdir=/usr/lib/games/0ad \
        --datadir=/usr/share/games/0ad \
        -j$(PARALLEL_JOBS)
    
    $(MAKE) config=release verbose=1 -C build/workspaces/gcc \
        -j$(PARALLEL_JOBS)

override_dh_auto_test:
    # Note: Avoid running tests from root dir of build, otherwise certain
    # tests (i.e. in testsuite MeshManager) may not work as intended and
    # create spurious directories above root dir (../data/mods).
ifeq (,$(filter armhf arm64 kfreebsd-amd64 kfreebsd-i386, $(DEB_HOST_ARCH)))
    cd binaries/system/ && LD_LIBRARY_PATH=. ./test -libdir .
endif

override_dh_auto_install:
    install -Dm 0755 build/resources/0ad.sh $(CURDIR)/debian/tmp/usr/games/0ad
    dh_auto_install

override_dh_makeshlibs:
    dh_makeshlibs -Xusr/lib/games/0ad

override_dh_dwz:
    dh_dwz -Xlibmozjs78-ps-release.so

```

 

Data

 

```

#!/usr/bin/make -f

%:
    dh $@

override_dh_install:
    dh_install --exclude=LICENSE

override_dh_link:
    # Remove embedded fonts and use system copies instead
    rm -f $(CURDIR)/debian/0ad-data-common/usr/share/games/0ad/tools/fontbuilder/fonts/{DejaVuSansMono,Free*,texgyrepagella*}.{ttf,otf}
    dh_link

override_dh_builddeb:
    dh_builddeb -- -Zxz

```

 

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  • 3 weeks later...

Units seem to default to aggressive stance when they advance due to rigorous training. At least my kush spearmen changed their behavior in the barracks. Think I preferred if they kept their assigned stance.

Spoiler

With the new decay rates three basic rank units garrisoned inside a tower are not enough to completely stop decay; so I started training my tower guys...

 

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I suppose, but it would be pretty boring to have all civs with spearmen only in p1. At the moment for iberians and romans its mainly a vulnerability and not a strength that they have swords in p1 (because of cavalry being the main threat early in the game). Popular upcoming design changes may include a melee rebalance and possibly palisade and stone wall ease of placement/snapping improvements, so this could make swords in p1 quite interesting for those civs.

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42 minutes ago, BreakfastBurrito_007 said:

palisade and stone wall ease of placement/snapping improvements

This is badly needed independent of any other changes.

 

43 minutes ago, BreakfastBurrito_007 said:

this could make swords in p1 quite interesting for those civs

Great news for all those people building walls and palisades in p1 and all those other people who do p1 inf rushes?

 

Spoiler

I'm totally biased. I don't like melee units. (Yeah, I need spearman shields.) And I like it much less to spend precious metal on those.

 

 

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3 hours ago, Gurken Khan said:

0ad-stateofdecay.jpg.3aaf61b9035753ad8e4a2d390f88356d.jpg

Is it new and/or intended that my buildings decay to Gaia in allied territory?

https://code.wildfiregames.com/D1226

Was it just the storehouse? Sometimes noticed a building no where near the territories boundaries would convert too. Have done the same and bridge the connection with new building.

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13 minutes ago, Palaiologos said:

Was it just the storehouse?

Yeah. Thought I was clever placing it there before I needed it because I saw my ally's CC go up. Really believed my buildings wouldn't decay in allied territory. Or is it just "small" structures?

Don't know what to make of your link. An abandoned patch? Also don't know what rootless territory is.

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  • 3 weeks later...
20 minutes ago, wowgetoffyourcellphone said:

Click the little ring icon in the bottom left next time?

So I don't see anymore that the teams are not placed together?

Spoiler

If the team members are separated it can only make my life easier, so I don't mind it too much; but I believe that's not how placement should work.

 

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0ad-bothnia.jpg.8045dcc33a3da66a065ad6bc53d3a732.jpg

I feel Gulf of Bothnia could use some more fish sprinkled in.

---

Supposedly it is theoretically possible to merge partial replays to get a complete replay; however, if I pause at 00:00 (while still on the loading screen) and save, exit & reload and then play the game I get no replay for 00:00 and the created replay for 00:00-end is rubbish.

---

Besides my tower guys always changing their stance to aggressive (from the assigned standground) when they rank up in the barracks (mildly annoying), they also frequently lose their control group membership (pretty annoying).

I usually notice it when the second half of them is done with their vigorous training; I then have to click together what's left of the group with the other members. "Unfortunately" it doesn't happen all the time, so in a test I couldn't pinpoint it; but it does happen quite frequently. I believe it's unique to the barracks, as I never noticed a pedestrian lose their group membership when advancing in the field, nor a horsie regardless if advancing in the field or in a stable; however, it could be that I routinely define the cav group anew, I will keep an eye on it.

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0ad-thehole.jpg.23c206e05ae57eca0498054a4d495b82.jpg

I really think Ngorongoro should get some touchups. Especially "the hole", the spawn point in the SW.

I like the map, but please flatten the terrain a bit so gathering the resources isn't such a pain.

Edit:

0ad-ftsngoror.jpg.61d36c77a337d0e0118527980ecb6256.jpg

Yeah, F that S. Can't even gather the starting stone.

Edited by Gurken Khan
fts
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10 hours ago, Gurken Khan said:

0ad-thehole.jpg.23c206e05ae57eca0498054a4d495b82.jpg

I really think Ngorongoro should get some touchups. Especially "the hole", the spawn point in the SW.

I like the map, but please flatten the terrain a bit so gathering the resources isn't such a pain.

Edit:

0ad-ftsngoror.jpg.61d36c77a337d0e0118527980ecb6256.jpg

Yeah, F that S. Can't even gather the starting stone.

ngorongoro is past saving imo. what do you like about tham map exactly?

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1 hour ago, alre said:

ngorongoro is past saving imo.

I think the problem is taking a height map and not adjusting it for gameplay needs.

1 hour ago, alre said:

what do you like about tham map exactly?

The games are kind of epic. Lots of lions you have to be aware/take care of, lots of hunt, lots of colonies...

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2 hours ago, alre said:

what do you like about tham map exactly?

The gameplay is sufficiently unique.

 

17 minutes ago, Gurken Khan said:

I think the problem is taking a height map and not adjusting it for gameplay needs.

A bug in the placement function I'd say, same as chickens or berries in mines or trees in iber walls. <- @maroder

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34 minutes ago, maroder said:

noted

commented

29 minutes ago, maroder said:

What biome was this? The amount of fish (and hunt + berries) are intentional quite variable depending on the "time of the year".

I didn't know it was intentionally variable. It was Winter, guess that explains it. My previous visit there was also in winter, even less fish and ofc also farthest possible away from my starting location:

0ad-bothnia2.thumb.jpg.a73c676b09d62ebc3e2e9add6b1f5bc9.jpg

Do the small islands mentioned in the description also change with the seasons?

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5 hours ago, maroder said:

What biome was this? The amount of fish (and hunt + berries) are intentional quite variable depending on the "time of the year".

This isn't a bad thing, adds a bit of variance for the maps, but in reality the coldest waters on Earth are some of the most productive for fishing. 

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