Itms Posted December 23, 2024 Report Share Posted December 23, 2024 (edited) Hello everyone! We are now in Feature Freeze for A27. With the new git workflow, a few things have changed (improved, we hope). The nightly-build tracks the state of A27 and can be used to test the new version. It is generated daily, and you can get it using SVN. Detailed information can be found on the wiki if you try to build the game on Unix, please note that the build process has slightly changed. you need to run first libraries/build-source-libs.sh, then build/workspaces/update-workspaces.sh, then make as usual Mock Release Bundles are also generated daily, from the nightly build. They can be downloaded from our Jenkins build system. Future RCs will be taken directly from here. For now, we have a few bugs to fix, you can find them on the Alpha 27 Milestone of our bugtracker. A higher overview of the release process can be found at [RELEASE PROCESS] Alpha 27 Contrary to previous releases, we are able to use a git branch for preparing the release. Thus, the contribution workflow is not stalled during the process. We are still merging the work of devs and contributors into the repository, for inclusion in the future releases. The preparation of Alpha 27 is made in parallel, and not blocking. That said, most of our energy is dedicated to the release, and you will experience delays in us reviewing contributions. Please make sure no mods are enabled when testing the game. Note that the "spirv" mod for Vulkan shaders is obsolete. The nightly build and bundles already contain the shaders. You can delete all trace of this spirv mod from your computers. It will not be needed anymore. What should I test? Everything What should I report? Not everything. We must fix regressions (stuff that used to work, but doesn't work anymore) and critical issues that would prevent the users from playing. We cannot reasonably fix all the existing bugs in the release. Critical issues include crashes and multiplayer OOS. How to report them is detailed in the ReportingErrors wiki page. With the new daily generation of testable game versions, it is absolutely necessary to check you use the same nightly build (version is displayed in the main menu) without any mods when testing for OOS. Happy testing! Edited January 4 by Itms Remove macOS signature warning 15 2 Quote Link to comment Share on other sites More sharing options...
Itms Posted January 4 Author Report Share Posted January 4 I edited the previous post: the Mock Release Bundles are now signed on macOS, and should not require workarounds to be tested. Thanks to everyone who gave feedback and reported bugs already! We are steadily progressing towards the first RCs. 3 1 Quote Link to comment Share on other sites More sharing options...
Itms Posted January 17 Author Report Share Posted January 17 The first Release Candidates are available for Alpha 27 You will find them at https://releases.wildfiregames.com/rc/ Please report any issues in this thread! We are preparing the announcements, hoping to deliver this new release soon if no breaking bugs are found. Thank you to everyone who has already tested and provided feedback on the mock bundles. 3 7 Quote Link to comment Share on other sites More sharing options...
zozio32 Posted January 17 Report Share Posted January 17 I guess i should get the following one for my Ubuntu system? 0ad-0.27.0-rc1-unix-data.tar.gz I am still running in dec 2023 Alpha XXVII build, so it should only be better   Quote Link to comment Share on other sites More sharing options...
Itms Posted January 17 Author Report Share Posted January 17 The Unix bundles are used by package maintainers, they still need to be compiled following the Build Instructions. You'll need unix-build to build the game and then unix-data to play it. 1 Quote Link to comment Share on other sites More sharing options...
zozio32 Posted January 17 Report Share Posted January 17 11 minutes ago, Itms said: The Unix bundles are used by package maintainers, they still need to be compiled following the Build Instructions. You'll need unix-build to build the game and then unix-data to play it. and is there a diff between the tar.gz and the tar.xz files? i assume i need the build and data files from either one or the other Quote Link to comment Share on other sites More sharing options...
zozio32 Posted January 17 Report Share Posted January 17 hmmm, is the wiki down, or I now need to have a special access to it?   I need to be reminded how to build the game, and I could access the wiki before but not anymore Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 17 Report Share Posted January 17 20 minutes ago, zozio32 said: hmmm, is the wiki down, or I now need to have a special access to it?   I need to be reminded how to build the game, and I could access the wiki before but not anymore Everything is down currently sorry for the inconvenience Quote Link to comment Share on other sites More sharing options...
zozio32 Posted January 17 Report Share Posted January 17 13 minutes ago, Stan` said: Everything is down currently sorry for the inconvenience no worries!  to many people downloading the 0.27 rc1 ;-) Quote Link to comment Share on other sites More sharing options...
real_tabasco_sauce Posted January 17 Report Share Posted January 17 @Itms what commit are these RCs at on the release-a27 branch? Quote Link to comment Share on other sites More sharing options...
Itms Posted January 17 Author Report Share Posted January 17 1 minute ago, real_tabasco_sauce said: @Itms what commit are these RCs at on the release-a27 branch? They're at the tip of the branch, 173100c5c3. The RCs are based on the nightly build. 1 Quote Link to comment Share on other sites More sharing options...
zyli Posted January 19 Report Share Posted January 19 Debian Trixie, 0.0.27 svn 173100c5c3. Elephantine map, very large. Everything seems fine to me, but in 'mainlog.html' I found: "WARNING: PlayerID 2 | Petra: Raid 14 has an inaccessible target foundation|structures/gaul/dock indices 10 1". Regards. mainlog.html_svn_RC1_173100c5c3_Debian_Trixie_nvidia.zip 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 19 Report Share Posted January 19 @zyli can you please upload the replay as well ? Quote Link to comment Share on other sites More sharing options...
zyli Posted January 19 Report Share Posted January 19 I am attaching replay files from the directory '~/.local/share/0ad/replays/0.27.0/2025-01-18_0001' 2025-01-18_0001.zip Quote Link to comment Share on other sites More sharing options...
Itms Posted January 21 Author Report Share Posted January 21 The second Release Candidates are available for Alpha 27 You will find them at https://releases.wildfiregames.com/rc/ with the -rc2- infix. Thanks for testing! 4 2 Quote Link to comment Share on other sites More sharing options...
Atrik Posted January 22 Report Share Posted January 22 (edited) I'm sure it will feel silly for some but I know some people beside just myself who would have used this post if it existed For lazies on ubuntu/deb who want to spare themselves reading the sorting the build instructions: Download : 0ad-0.27.0-rc2-unix-data.tar and 0ad-0.27.0-rc2-unix-build.tar https://releases.wildfiregames.com/rc/ Unzip folders and merge their content. Get dependencies : sudo apt install build-essential cargo cmake libboost-dev libboost-system-dev \ libboost-filesystem-dev libcurl4-gnutls-dev libenet-dev libfmt-dev \ libfreetype-dev m4 libgloox-dev libicu-dev libminiupnpc-dev libnvtt-dev \ libogg-dev libopenal-dev libpng-dev libsdl2-dev libsodium-dev libvorbis-dev \ libwxgtk3.2-dev libxml2-dev python3 rustc subversion zlib1g-dev llvm Build third parties, in the new folder you created : cd libraries ./build-source-libs.sh -j3 Then build game: cd ../build/workspaces ./update-workspaces.sh -j3 # if using system-installed versions of the libs, pass --with-system-mozjs and/or --with-system-nvtt cd gcc make -j3 Voilà ! You can launch a27 by executing the "pyrogenesis" in binaries/system/  @Acero @Meister Edited January 26 by Atrik 3 1 Quote Link to comment Share on other sites More sharing options...
zyli Posted January 22 Report Share Posted January 22 (edited) I checked if the 0ad-0.27.0-rc2 build works correctly on Live Debian Trixie. $ cat /run/live/medium/.disk/info Auto-generated Debian GNU/Linux Live testing xfce 2025-01-20T02:15:25Z It compiled correctly, but two comments. 1. The 'llvm' package is not specified in the dependencies. It is not on Live Trixie - you have to install it (# apt install llvm). Otherwise we will see: 0:03.83 ERROR: Cannot find llvm-objdump *** Fix above errors and then restart with "./mach build" ERROR: SpiderMonkey build failed 2. In my opinion, the 'subversion' package is unnecessary for RC compilation. It is useful for svn compilation. Best regards. PS. If I find time – I will try compiling on Live Debian 12.9 – but the 'rustc' version there is probably too low. The computer has an NVidia card, but Trixie uses the 'nouveau' driver and because of that, strange shadows appear in the game. Of course, there will be no problems on the NVidia proprietary driver. PS. No. 2 After switching graphics to Vulkan and restarting the game, the strange shadows disappeared. The game is playable - of course it is slower than on the Nvidia company drivers.  Edited January 22 by zyli Quote Link to comment Share on other sites More sharing options...
zyli Posted January 22 Report Share Posted January 22 (edited) I checked if it is possible to compile 0ad-0.27.0-rc2 on Live Debian Bookworm 12.9. Short answer: you can't, because 'rustc' is too old. If someone wants to play 0ad-0.27.0-rc2, they have to upgrade Bookworm -> Trixie. Quote Added on 2025-01-27 Unless... You uninstall Debian's 'rustc' and 'cargo' and use 'rustup', then see: https://wildfiregames.com/forum/topic/127464-debian-bookworm-129-rustup-successful-compilation-of-0270-rc2/ Details. After installing dependencies (without 'subversion', but with 'llvm') and issuing the command './build-source-libs.sh' I found out that: 0:02.40 checking rustc version... 1.63.0 0:02.42 checking cargo version... 1.65.0 0:02.45 ERROR: Rust compiler 1.63.0 is too old. 0:02.45 To compile Rust language sources please install at least 0:02.45 version 1.66.0 of the 'rustc' toolchain (or, if using nightly, 0:02.45 at least one version newer than 1.66.0) and make sure it is 0:02.45 first in your path. 0:02.45 You can verify this by typing 'rustc --version'. 0:02.45 If you have the 'rustup' tool installed you can upgrade 0:02.45 to the latest release by typing 'rustup update'. The 0:02.45 installer is available from https://rustup.rs/ *** Fix above errors and then restart with "./mach build" ERROR: SpiderMonkey build failed The system has: $ apt policy rustc rustc: Installed: 1.63.0+dfsg1-2 Candidate: 1.63.0+dfsg1-2 There is no newer version in backports. If anyone wants to know how to compile 0ad, the README.md file contained in the 0ad-0.27.0-rc2-unix-build.tar.gz archive directs them to: https://gitea.wildfiregames.com/0ad/0ad/wiki/BuildInstructions In my opinion, in the 'Linux Debian Ubuntu' subitem (https://gitea.wildfiregames.com/0ad/0ad/wiki/BuildInstructions#debian-ubuntu) you should; 1. Remove: Debian 12 (bookworm) Enter: Debian 13 (trixie) 2. In the 'sudo apt install' code Remove: 'subversion' 3. In the 'sudo apt install' code Add: 'llvm' Best regards. Edited January 27 by zyli Quote Link to comment Share on other sites More sharing options...
zozio32 Posted January 22 Report Share Posted January 22 I second that: it took me some time to get the rc1 to compile as I was missing llvm-objdump and I did not know where to get it. Suggesting to install the full "llvm" library is necessary I think. Quote Link to comment Share on other sites More sharing options...
Atrik Posted January 22 Report Share Posted January 22 @seeh If you used the rc download (not from git), i can only guess you didn't merge build and data properly. Maybe some files are in wrong subfolder, or merge operation skipped some folders. Make sure you also didn't terminated the build script early... Maybe someone more knowledgeable know other reasons this can happen. Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted January 23 Report Share Posted January 23 (edited) I guess in spite of the title this is also the feedback thread? Anyway, when I hit "Enable Feedback" nothing happens. Edit: the ad for Nastasen says he grants a bonus for Kushite triremes; do they have triremes anymore? Can't find that word and the portrait of the arrow ship doesn't look like three rows of oars. Edited January 23 by Gurken Khan 1 Quote Link to comment Share on other sites More sharing options...
nifa Posted January 23 Report Share Posted January 23 Thanks for the great work! small bug I found, the tooltip for the spartian Syssition (phase 1 building) says you can train heroes there, but they are actually trained in Gerousia (phase 2 building), tested with rc1 Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted January 23 Report Share Posted January 23 The punctuation is effed. Every description I looked at had periods where I expected commas. Did it get verschlimmbessert automatically? Also "structure" capitalized? I hope this release doesn't get rushed out the door. 1 Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted January 23 Report Share Posted January 23 wut? What is "Infantry"? I always considered pedestrian spearmen infantry. And what are "Auxiliaries" and "conscript infantry"? I can't find those in the structure tree. Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 23 Report Share Posted January 23 9 hours ago, Gurken Khan said: Anyway, when I hit "Enable Feedback" nothing happens. Can you clarify ? Did you accept the terms ? Quote Link to comment Share on other sites More sharing options...
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