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adjust wall footprints etc
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Authored by Nescio on Dec 22 2019, 10:46 PM.

Details

Reviewers
bb
Group Reviewers
Restricted Owners Package(Owns No Changed Paths)
Commits
rP23609: Resize walls.
Summary

This patch adjusts the footprints, obstruction sizes, and wall piece lengths; many were actually too large, a few too small.
It is the result of a rather time-consuming trial-and-error process. What I did is place walls in Atlas, select them to show their current footprints, zoom in, then edit the footprint values in their specific templates, relaunch the game, and repeat all steps until the footprint closely fits the visible actor, then move on to the next civ wallset.
(Most wall segments turned out to have the same length (though different depths), so that simplified things a bit.)
The heights are approximate guesses. If anyone knows of an appropiate method to obtain the exact values, please let me know.

Summary list of changes:

  • <Footprint/Square> width and depth determined by repeated trial-and-error (see above)
  • <Footprint/Height> is equal to:
    • <GarrisonHolder/VisibleGarrisonPoints/Archer1/Y> + 1 for wall segments
    • <StatusBars/HeightOffset> - 1 for gates and wall towers
  • <Obstruction/Static> width and depth are equal to <Footprint/Square> width and depth - 1
  • <StatusBars/HeightOffset> is determined by repeated trial-and-error
  • <WallSet/Length> is equal to <Obstruction/Static> width
    • because most wall segments are basically the same for all civs (short is 12, medium 24, long 36), those values are moved to the shared generic parent templates
    • only the ptol and sele segments have different lengths, which is annoying, but I suppose redoing them in Blender is too much work
    • wall towers of different civs have noticably different sizes
  • the skirmish default templates ought to have the dimensions of the largest possible outcome; for the tower, this is cart; for the segments, rome; for the gate, ptol.

[EDIT]: Also adjust footprints etc. for palisades and cart low walls.

Test Plan

Apply the patch, launch Atlas, place walls, select them and zoom in, agree the new footprints are appropiate.

Event Timeline

Nescio created this revision.Dec 22 2019, 10:46 PM

Successful build - Chance fights ever on the side of the prudent.

Link to build: https://jenkins.wildfiregames.com/job/vs2015-differential/867/display/redirect

Successful build - Chance fights ever on the side of the prudent.

Link to build: https://jenkins.wildfiregames.com/job/docker-differential/1383/display/redirect

elexis added a subscriber: elexis.Dec 23 2019, 3:47 PM

Apply the patch, launch Atlas, place walls, select them and zoom in, agree the new footprints are appropiate.

There's also the wall demo map (perhaps even more than that map, I dont recall exactly).
There is the developer overlay (alt+D) which can be opened during a non-atlas game to see the precise boundary of the obstruction.
This way one can test whether the changed obstruction sizes fit or not.

(The footprint will be used for ungarrisoning positions)

This comment was removed by Nescio.
Nescio updated this revision to Diff 11252.Feb 1 2020, 8:15 PM
Nescio retitled this revision from adjust wall footprints to adjust wall footprints etc.
Nescio edited the summary of this revision. (Show Details)
  • status bars
  • footprint heights
  • remove trailing zeros
  • include palisades and cart low walls
Vulcan added a comment.Feb 1 2020, 8:16 PM

Build failure - The Moirai have given mortals hearts that can endure.

Link to build: https://jenkins.wildfiregames.com/job/docker-differential/1696/display/redirect

bb requested changes to this revision.Feb 11 2020, 11:17 PM
bb added a subscriber: bb.

I made a testing map for this patch: you can see the obstruction sizes in game by opening the map ingame, hitting alt+D and toggling the pathfinder overlay (and possibly the obstruction overlay), this will give you a easier way to tweak the obstruction sizes. Many walls already have the correct size, a couple not (the persian walls looked good for example, mostly gates seems a bit "oversized").

The map: (Maybe one could add the palisades too...)

One could instead tweak the units_demo map to place only buildings/walls or so, to get a similar idea...

binaries/data/mods/public/simulation/templates/structures/cart_s_wall_long.xml
14

width -1

34

-1

binaries/data/mods/public/simulation/templates/structures/cart_s_wall_medium.xml
14

same

binaries/data/mods/public/simulation/templates/structures/cart_s_wall_short.xml
14

also

binaries/data/mods/public/simulation/templates/structures/gaul_wall_tower.xml
22

that file doesn't exists

binaries/data/mods/public/simulation/templates/structures/sele_wall_long.xml
26

Missing <

This revision now requires changes to proceed.Feb 11 2020, 11:17 PM
bb edited reviewers, added: Restricted Owners Package; removed: Restricted Owners Package.Feb 11 2020, 11:18 PM

Thank you for reviewing this, I appreciate it!

binaries/data/mods/public/simulation/templates/structures/cart_s_wall_long.xml
14

Or footprint +1. Copied from the palisades. I'll have another look.

binaries/data/mods/public/simulation/templates/structures/cart_s_wall_medium.xml
14

idem

binaries/data/mods/public/simulation/templates/structures/cart_s_wall_short.xml
14

idem

binaries/data/mods/public/simulation/templates/structures/gaul_wall_tower.xml
22

You're right. I'm not sure what happened here; maybe I got confused with the gate; it wasn't changed in the initial diff (10750).

binaries/data/mods/public/simulation/templates/structures/sele_wall_long.xml
26

Oops.

Nescio updated this revision to Diff 11330.Feb 12 2020, 6:32 PM

several corrections

Successful build - Chance fights ever on the side of the prudent.

Link to build: https://jenkins.wildfiregames.com/job/docker-differential/1747/display/redirect

Also, the current Ptolemaic short wall actor is off-centre:

Nescio updated this revision to Diff 11338.Feb 13 2020, 9:40 AM

Adjust ptol_wall_short.xml because of rP23494 (thanks, @Stan).

Successful build - Chance fights ever on the side of the prudent.

Link to build: https://jenkins.wildfiregames.com/job/docker-differential/1749/display/redirect

bb accepted this revision.Apr 29 2020, 11:03 PM

Rebased the patch and did the minor changes below, writing them and going back and forth is at least twice as much work as simple doing it myself => So accept

binaries/data/mods/public/simulation/templates/skirmish/structures/default_wall_gate.xml
4

should be 40x12

binaries/data/mods/public/simulation/templates/skirmish/structures/default_wall_tower.xml
4

should be 12x12

binaries/data/mods/public/simulation/templates/structures/athen_wall_gate.xml
12–15

Also these needed some adaptation.

binaries/data/mods/public/simulation/templates/structures/brit_wall_gate.xml
19

doesn't sound right

binaries/data/mods/public/simulation/templates/structures/ptol_wall_long.xml
21

.1 matters!!!

This revision is now accepted and ready to land.Apr 29 2020, 11:03 PM
This revision was automatically updated to reflect the committed changes.
bb added a commit: rP23609: Resize walls..
Owners added a subscriber: Restricted Owners Package.Apr 29 2020, 11:22 PM

Thank you for reviewing and committing this large patch, I appreciate it!

binaries/data/mods/public/simulation/templates/skirmish/structures/default_wall_gate.xml
4

Oops, you're right (ptol gate).

binaries/data/mods/public/simulation/templates/skirmish/structures/default_wall_tower.xml
4

Again, you're right (cart tower).

binaries/data/mods/public/simulation/templates/structures/brit_wall_gate.xml
19

Actually it is: the brit and gaul gates have a roof in the middle:


The status bar is placed right above the centre, and it looks better if it's just above the roof rather than at the wall level.

binaries/data/mods/public/simulation/templates/structures/ptol_wall_long.xml
21

Yes, it does, which is why I changed it: I noticed the feet of some infantry units on the wall was not entirely visible, but the +0.1 solved it.
Similarly, units where levitating above the sele walls, which I why I lowered their <Y> position from 11.5 (copied from athen/mace placeholders) to 10.4.

bb added inline comments.Apr 30 2020, 11:30 AM
binaries/data/mods/public/simulation/templates/structures/brit_wall_gate.xml
19

In that case L5 must be wrong

Nescio added inline comments.Apr 30 2020, 11:46 AM
binaries/data/mods/public/simulation/templates/structures/brit_wall_gate.xml
19

No, footprint height corresponds to the wall height, and is related to the position where units would stand. The roof is something extra, not part of the wall itself, think of it as something like a flagpole.
Also have a look at the Mauryan walls, which have a footprint height of 10.5, but a status bar offset of 18, because of their roofs; if the footprint was raised to the roof height, that would mean units on the walls would actually be inside the walls, meaning they can't really be hit.
(I probably should have made that clearer in the summary.)