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Alpha 27 Feature Freeze


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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 Note that the "spirv" mod for Vulkan shaders is obsolete.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 :torch:

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 by Itms
Remove macOS signature warning
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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.

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  • 2 weeks later...

:roman: The first Release Candidates are available for Alpha 27 :roman:

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.

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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

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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

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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

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 by Atrik
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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 by zyli
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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.

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.

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16 hours ago, Atrik said:

Voilà! You can launch a27 by executing the "pyrogenesis" in binaries/system/

thanks. has compiled now .
but the first start crashed with the following output:

 

./pyrogenesis
TIMER| InitVfs: 513.788 us
FILES| Main log written to '~/.config/0ad/logs/mainlog.html'
FILES| Interesting log written to '~/.config/0ad/logs/interestinglog.html'
TIMER| CONFIG_Init: 3.14662 ms
Sound: AlcInit success, using OpenAL Soft
ERROR: CVFSFile: file audio/sound_group.rng couldn't be opened (vfs_load: -110100)
ERROR: CXeromyces: failed adding validator for 'audio/sound_group.rng'
ERROR: CSoundManager: failed to load grammar file 'audio/sound_group.rng'
WARNING: Window icon not found.
FILES| Hardware details written to '~/.config/0ad/logs/system_info.txt'
TIMER| write_sys_info: 16.2726 ms
ERROR: CVFSFile: file hwdetect/hwdetect.js couldn't be opened (vfs_load: -110100)
ERROR: Failed to load hardware detection script
TIMER| RunHardwareDetection: 502.708 us
ERROR: CVFSFile: file gui/gui_page.rng couldn't be opened (vfs_load: -110100)
ERROR: CXeromyces: failed adding validator for 'gui/gui_page.rng'
ERROR: CGUIManager: failed to load GUI page grammar file 'gui/gui_page.rng'
ERROR: CVFSFile: file gui/gui.rng couldn't be opened (vfs_load: -110100)
ERROR: CXeromyces: failed adding validator for 'gui/gui.rng'
ERROR: CGUIManager: failed to load GUI XML grammar file 'gui/gui.rng'
WARNING: Unknown render path 
ERROR: CVFSFile: file shaders/program.rng couldn't be opened (vfs_load: -110100)
ERROR: CXeromyces: failed adding validator for 'shaders/program.rng'
ERROR: CShaderManager: failed to load grammar shaders/program.rng
ERROR: CCacheLoader failed to find archived or source file for: "shaders/effects/overlay_line.xml"
ERROR: Failed to load effect 'overlay_line'
ERROR: CCacheLoader failed to find archived or source file for: "shaders/effects/overlay_line.xml"
ERROR: Failed to load effect 'overlay_line'
ERROR: CCacheLoader failed to find archived or source file for: "shaders/effects/overlay_line.xml"
ERROR: Failed to load effect 'overlay_line'
ERROR: CCacheLoader failed to find archived or source file for: "shaders/effects/overlay_line.xml"
ERROR: Failed to load effect 'overlay_line'
ERROR: CCacheLoader failed to find archived or source file for: "shaders/effects/overlay_line.xml"
ERROR: Failed to load effect 'overlay_line'
ERROR: CCacheLoader failed to find archived or source file for: "shaders/effects/overlay_line.xml"
ERROR: Failed to load effect 'overlay_line'
ERROR: CCacheLoader failed to find archived or source file for: "shaders/effects/foreground_overlay.xml"
ERROR: Failed to load effect 'foreground_overlay'
ERROR: CCacheLoader failed to find archived or source file for: "shaders/effects/foreground_overlay.xml"
ERROR: Failed to load effect 'foreground_overlay'
ERROR: CCacheLoader failed to find archived or source file for: "shaders/effects/overlay_solid.xml"
ERROR: Failed to load effect 'overlay_solid'
ERROR: CCacheLoader failed to find archived or source file for: "shaders/effects/overlay_solid.xml"
ERROR: Failed to load effect 'overlay_solid'
TIMER| InitRenderer: 483.678 us
ERROR: Failed to open font file fonts/mono-10.fnt
ERROR: Failed to open font file fonts/sans-10.fnt
TIMER| ps_console: 25.77 us
TIMER| ps_lang_hotkeys: 1.30469 ms
ERROR: CCacheLoader failed to find archived or source file for: "gui/page_pregame.xml"
ERROR: Failed to open font file fonts/mono-stroke-10.fnt
fish: Job 1, './pyrogenesis' terminated by signal SIGSEGV (Address boundary error)

 

mainlog.html

Edited by seeh
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@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.

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