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Apr 10 2023
Apr 9 2023
We now publish the infrastructure code used to deploy the lobby (https://github.com/0ad/lobby-infrastructure) and this code includes the systemd unit files to run the bots as well: https://github.com/0ad/lobby-infrastructure/tree/master/roles/lobby_bots/templates
Apr 8 2023
My first instinct would have to put them in GUI as well.
In D4979#212301, @phosit wrote:Looks like it would be enough to have access only to the files in your own mod.
Can't be done with 0 A.D.'s system unfortunately.
Looks like it would be enough to have access only to the files in your own mod.
Apr 7 2023
In D4979#212298, @Stan wrote:Why do you need to write in audio and art exactly?
Why do you need to write in audio and art exactly?
Also, possibly it would be good to make some mock technology and unit template just for test so it will not come invalid when someone tries to do balancing or removes it
Apr 6 2023
D2432 might have some relevance.
- Just a change in window size when hidpi is set to true.
- hidpi is not officially supported yet, but I note it here
Apr 5 2023
The demand to sync was added with rP15761. Having binaries/system/readme.txt with all command line options is great, why it also needs to be in GameSetup.cpp is not clear. I would delete that part and just refer to binaries/system/readme.txt, other cli option examples such as archivebuild, writableRoot, ... aren't sync either. But there's no harm in continuing something a man wrote ~10 years ago.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
New changes in line with your comments:
- <DisabledTooltip>Infantry Hoplites only, requires at least 10.</DisabledTooltip> → <DisabledTooltip>Requires at least 10 Infantry Hoplites.</DisabledTooltip>, and similar cases in binaries/data/mods/public/simulation/templates/special/formations/*.xml.
- Insufficient resources → Requires more resources, in binaries/data/mods/public/simulation/components/Player.js.
- Removed all requirementsTooltips from binaries/data/mods/public/simulation/data/technologies/*.json. They'll now be generated automatically.
@real_tabasco_sauce: It usually happens when coming back from the mod selection.
It also seems to happen sometimes when plugging a screen
can't reproduce the issue on intel mac.
Apr 4 2023
Guess it makes sense to also have mouse grabbing in windowed mode and a hot key to release the mouse.
Build failure - The Moirai have given mortals hearts that can endure.
Build failure - The Moirai have given mortals hearts that can endure.
Build failure - The Moirai have given mortals hearts that can endure.
Work on autoresearched techs.
I think it should/could be separated from fullscreen because some people like to play in Windowed mode and are not able to scroll using the mouse because the window does not grab it. It should be off by default as it's not the default case.
Theoretically, the MinimapTexture class is created once per match. One could store a local boolean instead of a static variable (done by the ONCE macro) to display the error message each time a map overloads the number of entities supported by the minimap. But that would probably add too much code for something that is not a critical issue in the first place. It's perhaps more of a warning "Hey! you exceeded the number of entities the minimap can draw" than an error "Hey! you exceeded the number of entities the minimap can draw and because of that the game can no longer run correctly".
It's arguably not an error, but I would agree with this change, fits the mantra of "don't let the game crash from bad data"
Apr 3 2023
In D4974#212098, @phosit wrote:Would "grab cursor in window mode" be a destinct option or would there be a common "grab cursor" option?
I think "in window mode", though I'm not sure if it's necessary to exist.
In D4906#212205, @Stan wrote:In D4906#212108, @sera wrote:I remember there being shaders where the info in the xml is insufficient and the engine has special knowledge regarding them, me thinks those should also be in mod mod as belonging to the engine.
@sera how do you define special knowledge? Some shaders like water_high / simple_water / minimap ping where the engine provides some textures manually.
Pretty much, also postproc shaders like bloom or hdr.
In D4906#212108, @sera wrote:I remember there being shaders where the info in the xml is insufficient and the engine has special knowledge regarding them, me thinks those should also be in mod mod as belonging to the engine.
Successful build - Chance fights ever on the side of the prudent.
In D4976#212180, @bb wrote:I once hoped we could ditch the duplicate handling of gamesettings. Made a start with rP26584, never finished it. Adding an extra simple instance won't hurt.
Sorry about that, VM certificate issue.
Build failure - The Moirai have given mortals hearts that can endure.
Build failure - The Moirai have given mortals hearts that can endure.
Successful build - Chance fights ever on the side of the prudent.
@bb's comments.
Build failure - The Moirai have given mortals hearts that can endure.
Successful build - Chance fights ever on the side of the prudent.
Build failure - The Moirai have given mortals hearts that can endure.
Successful build - Chance fights ever on the side of the prudent.
I once hoped we could ditch the duplicate handling of gamesettings. Made a start with rP26584, never finished it. Adding an extra simple instance won't hurt.
Successful build - Chance fights ever on the side of the prudent.
Add default to ReadMe.
force fixed point representation for floating point values
Add entry to ReadMe.
Build failure - The Moirai have given mortals hearts that can endure.
Successful build - Chance fights ever on the side of the prudent.
I have no idea what the size for this column should be. Sometimes the new strings are rendered on the previous column and sometime they are not. As pointed by Stan before this should also be readable in 1024x768 but I really have no idea how to make sure the column width/font size combination should be computed. I will try it in 1024x768 to make sure it's still readable and the columns are rendered correctly.
Make sure all parameters for the new functions are const and use +/- in place of unicode gliph.
In D4870#211736, @phosit wrote:Now some parameters are const and some aren't.
If i replace PacketLossNormalize(mean) on line 36 with 20.2 it does print 20. Is this expected?
Nullish coalescing is denoted by double question marks (??).
Missing entry in binaries/system/readme.txt
Was fixed already, reopening ticket because it's broken again
#6294
Apr 1 2023
Quick search suggest it might be incremental linking https://learn.microsoft.com/en-us/cpp/build/reference/incremental-link-incrementally
Premake offers a flag to disable this feature https://premake.github.io/docs/flags/ -> NoIncrementalLink
In D4967#212124, @Vulcan wrote:Debug: 23>network_dbg.lib(NetEnet.obj) : fatal error LNK1236: corrupt or invalid COFF sections [E:\Jenkins\workspace\vs2015-differential\build\workspaces\vs2017\test.vcxproj]
Thanks for the patch! I'm waiting for the Windows build and I'm committing it with minor style fixes.
Build failure - The Moirai have given mortals hearts that can endure.
Mar 31 2023
Build failure - The Moirai have given mortals hearts that can endure.
Successful build - Chance fights ever on the side of the prudent.
Build failure - The Moirai have given mortals hearts that can endure.
Successful build - Chance fights ever on the side of the prudent.
Build failure - The Moirai have given mortals hearts that can endure.
Successful build - Chance fights ever on the side of the prudent.
Functioning in-game GUI.
Mar 30 2023
I remember there being shaders where the info in the xml is insufficient and the engine has special knowledge regarding them, me thinks those should also be in mod mod as belonging to the engine.
As noted by Vlad You forgot ARB shaders. Maybe you can add a few more from here https://github.com/justjuangui/editor_pyrogenesis/tree/main/shaders since they are gonna need to be in modmod anyway (cc @trompetin17 )
Build failure - The Moirai have given mortals hearts that can endure.
Successful build - Chance fights ever on the side of the prudent.
Mar 29 2023
It does work. I didn't reproduce the tiket.
I don't think the comment is necessary.
Mar 28 2023
Successful build - Chance fights ever on the side of the prudent.
Build failure - The Moirai have given mortals hearts that can endure.
Adding to default.cfg for the purpose of documenting the option. Not offering falling back to upstream default as the current value is problematic and possibly future values may take a decade for us to be relied on. Also what should constitute and invalid value may be stuff for discussion, so conveniently avoid that.
Mar 27 2023
In D4967#212059, @sera wrote:I thought about adding it to default.cfg but I feel users really shouldn't touch it unless really really required. So I'm on the fence whether it's a good idea or not to "tell" users it exist instead of it being an emergency workaround. So I let you make the call here.
Mar 26 2023
In D4967#212056, @Itms wrote:Hello, this looks nice and clean, thanks for the work!
I know this is caused by the successive improvements to the patch, but now that you have created a config value, there is no need anymore for a hardcoded default MTU in the C++ code. I think that you should add network.enetmtu = 1372 ; lower enet's MTU in order to account for ICMP and IPv4 headers with some VPN solutions in default.cfg, and remove the constant in the C++. Then, inside CreateHost, check if the config value exists, if it doesn't it will mean the user explicitly wanted to remove the MTU customization, just return host; with the default MTU of 1400; if the config value is here, use it.
Hello, this looks nice and clean, thanks for the work!