andy5995 Posted October 16, 2023 Report Share Posted October 16, 2023 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 ``` 1 Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted November 3, 2023 Report Share Posted November 3, 2023 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... Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted November 3, 2023 Report Share Posted November 3, 2023 Isn't a spear a much more basic weapon than a sword? Kinda strikes me wrong that some civs have sword-units in p1 and then get spear-units in p2. 1 Quote Link to comment Share on other sites More sharing options...
BreakfastBurrito_007 Posted November 3, 2023 Report Share Posted November 3, 2023 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. Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted November 3, 2023 Report Share Posted November 3, 2023 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. Spoiler Always Outnumbered, Never Outgunned 1 Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted November 4, 2023 Report Share Posted November 4, 2023 Is it new and/or intended that my buildings decay to Gaia in allied territory? Quote Link to comment Share on other sites More sharing options...
Palaiologos Posted November 4, 2023 Report Share Posted November 4, 2023 3 hours ago, Gurken Khan said: 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. Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted November 4, 2023 Report Share Posted November 4, 2023 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. Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted November 23, 2023 Report Share Posted November 23, 2023 On 04/11/2023 at 7:25 PM, Gurken Khan said: Is it new and/or intended that my buildings decay to Gaia in allied territory? Played on a different map where one of my storehouses was right next to an allied CC and it didn't decay. Guess this is a "Fortress" thing; that map seems "special" in a lot of ways. Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted November 23, 2023 Report Share Posted November 23, 2023 (edited) On Alpine Valley the enemies' teams are not placed adjacent to each other. (Team2: red & orange, Team3: yellow and teal) Edited November 23, 2023 by Gurken Khan nvm Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted November 23, 2023 Report Share Posted November 23, 2023 2 hours ago, Gurken Khan said: On Alpine Valley the enemies' teams are not placed adjacent to each other. (Team2: red & orange, Team3: yellow and teal) Click the little ring icon in the bottom left next time? Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted November 23, 2023 Report Share Posted November 23, 2023 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. Quote Link to comment Share on other sites More sharing options...
phosit Posted November 23, 2023 Report Share Posted November 23, 2023 There is work done towards a alternating placement. But that isn't commited yet Can you upload the replay? Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted November 23, 2023 Report Share Posted November 23, 2023 22 minutes ago, phosit said: Can you upload the replay? Forget anything I said about placement: Checking my files I realized I have kaputtgespielt my settings, so there isn't any team configured except team 1 with my ally and me. Please excuse any inconvenience. Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted November 24, 2023 Report Share Posted November 24, 2023 Across the civs the heroes are titled inconsistently; some have an alternative spelling, some have their unit type. Since I still don't know them by heart I find the unit type very convenient, instead of having to deduct it or click on the details. But it should be consistent. Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted November 30, 2023 Report Share Posted November 30, 2023 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. Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted December 2, 2023 Report Share Posted December 2, 2023 (edited) 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: Yeah, F that S. Can't even gather the starting stone. Edited December 2, 2023 by Gurken Khan fts Quote Link to comment Share on other sites More sharing options...
alre Posted December 2, 2023 Report Share Posted December 2, 2023 10 hours ago, Gurken Khan said: 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: Yeah, F that S. Can't even gather the starting stone. ngorongoro is past saving imo. what do you like about tham map exactly? Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted December 2, 2023 Report Share Posted December 2, 2023 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... Quote Link to comment Share on other sites More sharing options...
hyperion Posted December 2, 2023 Report Share Posted December 2, 2023 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 Quote Link to comment Share on other sites More sharing options...
maroder Posted December 2, 2023 Report Share Posted December 2, 2023 35 minutes ago, hyperion said: A bug in the placement function I'd say, same as chickens or berries in mines or trees in iber walls. <- @maroder noted : https://trac.wildfiregames.com/ticket/6892 1 Quote Link to comment Share on other sites More sharing options...
maroder Posted December 2, 2023 Report Share Posted December 2, 2023 On 30/11/2023 at 2:17 PM, Gurken Khan said: I feel Gulf of Bothnia could use some more fish sprinkled in. What biome was this? The amount of fish (and hunt + berries) are intentional quite variable depending on the "time of the year". Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted December 2, 2023 Report Share Posted December 2, 2023 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: Do the small islands mentioned in the description also change with the seasons? Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted December 2, 2023 Report Share Posted December 2, 2023 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. 1 Quote Link to comment Share on other sites More sharing options...
alre Posted December 2, 2023 Report Share Posted December 2, 2023 7 hours ago, hyperion said: The gameplay is sufficiently unique. is it? I can understand the adventurous feeling though. Quote Link to comment Share on other sites More sharing options...
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