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adjust trader footprints
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Authored by Nescio on Feb 17 2020, 9:32 PM.

Details

Reviewers
Angen
Summary

Currently most traders have inappropiate (e.g. circular) footprints; this patch corrects them. (See also D2496.)
Before:


After:

Notice that donkey traders are centred on the human, not the donkey (@Stan).

Fundamentally there are four types of traders:

  • camel: cart, pers, ptol
  • donkey: brit, gaul, iber, kush
  • horse-drawn cart: athen, mace, rome, sele, spart
  • ox cart: maur

Because none of them has a majority, footprints have to be defined in the individual specific templates, not in the generic shared parent.

Test Plan

Check for mistakes and omissions.

Event Timeline

Nescio created this revision.Feb 17 2020, 9:32 PM
Nescio added inline comments.
binaries/data/mods/public/simulation/templates/template_unit_support_trader.xml
41 ↗(On Diff #11390)

Valid for ten of them, only the three camels are higher.

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

Link to build: https://jenkins.wildfiregames.com/job/docker-differential/1786/display/redirect

Stan added a comment.Mar 18 2020, 12:10 PM

Notice that donkey traders are centred on the human, not the donkey (@Stan).

Should it be centered on the donkey? Then the human would go out of the circle?

Is it an either/or situation? Or can you centre on the centre of the donkey + human compound? Or the donkey's head and front legs?

Stan added a comment.Mar 19 2020, 10:46 AM

I can probably center on the compound.

Separately, could you create a donkey trader for Athens and Sparta? Southern Greece is rather mountaineous, horses were scarce, and donkeys (and mules!) were used extensively.
Macedon and Seleucids can keep the horse-and-cart trader.

Angen requested changes to this revision.Mar 27 2020, 3:01 PM
Angen added a subscriber: Angen.

please split footprint changes from name changes
else I agree, footprints should not be smaller than entity

This revision now requires changes to proceed.Mar 27 2020, 3:01 PM
Nescio updated this revision to Diff 11585.Mar 27 2020, 3:15 PM
Nescio edited the summary of this revision. (Show Details)
Owners added a subscriber: Restricted Owners Package.Mar 27 2020, 3:15 PM

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

Link to build: https://jenkins.wildfiregames.com/job/docker-differential/1935/display/redirect

@Feldfeld anything against? If yes do we agree that camel traders need to have the same footprint, one or another?

I personally have nothing against this, I think a slight imbalance between traders will not change much there. Can ask @ValihrAnt just in case.

Angen added a comment.Mar 30 2020, 7:11 PM

Donkey traders looks better but are not exactly correct. Although there cant be much done without changing dae files. Only concern about it I have is that they will receive missile hit at the front part where is no mesh.

Stan added a comment.Mar 31 2020, 12:39 AM

I believe I can fix the donkey trader offset, if it is worth it as apparently it is technically incorrect for Celt civs to rely on those. One has to be careful when changing the position dae, as a lot of models currently use the merchant's object.

I believe I can fix the donkey trader offset, if it is worth it as apparently it is technically incorrect for Celt civs to rely on those. One has to be careful when changing the position dae, as a lot of models currently use the merchant's object.

That would be great! Although donkeys are inappropiate for Celtic traders, they are correct for the Iberians and Kushites, and I would recommend to give Athens and Sparta donkey traders as well. See https://wildfiregames.com/forum/index.php?/topic/27756-unit-actor-mistakes/&tab=comments#comment-393430
However, those are things that ought to be done separately from this patch. Although the donkey traders have an offset, which is an art problem, the footprint dimensions are correct, and thus this template is an improvement. It doesn't matter in which order the actor and footprint adjustments are committed.

Angen added a comment.Apr 1 2020, 3:59 PM

I agree, but I want to avoid situation in which you would want to adjust footprint again because new actors are a bit bigger or smaller.

Nescio updated this revision to Diff 12041.Fri, May 29, 12:37 PM
  • rebased

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

Link to build: https://jenkins.wildfiregames.com/job/docker-differential/2256/display/redirect

Stan added a comment.Fri, May 29, 5:01 PM

Would that be enough?

No, that's wrong too. Previously it was centred on the trader, now you've centred it on the donkey; what ought to be done is centre it on the donkey+trader compound:


Likewise, the catafalque is neither centred on the cart, nor on the horse, but on the total.

Stan added a comment.Fri, May 29, 7:14 PM

But the other traders are centered on the cart ?

No, on the cart+horse it seems, see screenshot in summary.

Stan added a comment.Fri, May 29, 7:40 PM

Unit is out of the circle though (or at least on the ellipsis)

You mean the human? Yeah, a bit it seems, but at least the front-to-back centre looks correct.
Ideally he ought to be seated on the wagon, as is the case with the maur ox cart.

Stan added a comment.Sun, May 31, 10:06 AM

So like so

<Footprint replace="">
  <Square width="4" depth="6"/>
  <Height>4</Height>
</Footprint>

Yes!
How does it look from behind? Are the donkey's hindlegs inside?

Are the donkey's hindlegs inside?

I would not see this as huge issue :)

Stan added a comment.Sun, May 31, 2:45 PM

you can try :)

you can try :)

Thanks, I did, in combination with this patch, and I'm quite happy with the result:


Can you commit the mesh separately, or should it be included in this differential?

Stan added a comment.Sun, May 31, 5:43 PM

I can commit it