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clean up sound groups in unit templates
Needs ReviewPublic

Authored by Nescio on Jul 2 2020, 8:58 PM.

Details

Reviewers
Freagarach
Group Reviewers
Restricted Owners Package(Owns No Changed Paths)
Summary

Different soldier types have different attacks. This patch therefore moves the attack sound groups to the template where the attack damage is actually defined, rather than having it in their grandparents. This is already the case for many (e.g. javelineers, spearmen).
Also moved the <attack_slaughter> sound from template_unit.xml to only its three children that have <Attack/Slaughter>.
[EDIT] Further changes:

  • Cleaned up sounds in *fauna* templates.
  • Cleaned up sounds in template_unit_support_* templates.
  • Gave maur_elephant_archer_b.xml and maur_support_elephant.xml the same sounds as template_unit_champion_elephant.xml and template_unit_hero_elephant_melee.xml, except for <attack_melee>.
Test Plan

Check for completeness and correctness. Effectively no sounds should be change.

Event Timeline

Nescio created this revision.Jul 2 2020, 8:58 PM
Owners added a subscriber: Restricted Owners Package.Jul 2 2020, 8:58 PM
Vulcan added a comment.Jul 2 2020, 9:03 PM

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

Link to build: https://jenkins.wildfiregames.com/job/docker-differential/2571/display/redirect

Nescio planned changes to this revision.Aug 5 2020, 8:16 PM

Outdated.

Nescio updated this revision to Diff 13229.Aug 17 2020, 3:20 PM
Nescio retitled this revision from remove unnecessary armour lines from unit templates to clean up templates attack sound groups.
Nescio edited the summary of this revision. (Show Details)
Nescio edited the test plan for this revision. (Show Details)
Nescio edited subscribers, added: Angen, Freagarach; removed: Restricted Owners Package.
  • redone
Owners added a subscriber: Restricted Owners Package.Aug 17 2020, 3:20 PM

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

builderr-debug-gcc6.txt
<command-line>:0:0: internal compiler error: Segmentation fault
Please submit a full bug report,
with preprocessed source if appropriate.
See <http://gcc.gnu.org/bugs.html> for instructions.
make[1]: *** [obj/test_Debug/test_root.o] Error 1
make: *** [test] Error 2

Link to build: https://jenkins.wildfiregames.com/job/docker-differential/3012/display/redirect

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

builderr-debug-gcc6.txt
<command-line>:0:0: internal compiler error: Segmentation fault
Please submit a full bug report,
with preprocessed source if appropriate.
See <http://gcc.gnu.org/bugs.html> for instructions.
make[1]: *** [obj/test_Debug/test_root.o] Error 1
make: *** [test] Error 2

Link to build: https://jenkins.wildfiregames.com/job/docker-differential/3013/display/redirect

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

builderr-debug-gcc6.txt
<command-line>:0:0: internal compiler error: Segmentation fault
Please submit a full bug report,
with preprocessed source if appropriate.
See <http://gcc.gnu.org/bugs.html> for instructions.
make[1]: *** [obj/test_Debug/test_root.o] Error 1
make: *** [test] Error 2

Link to build: https://jenkins.wildfiregames.com/job/docker-differential/3014/display/redirect

Freagarach requested changes to this revision.Sep 23 2020, 5:22 PM

This change seems good, but needs a rebase.

This revision now requires changes to proceed.Sep 23 2020, 5:22 PM
Nescio updated this revision to Diff 13526.Sep 23 2020, 8:59 PM
  • rebased

You can include the few Gaia/ entries as well (donkey and horse)?
maur_support_elephant also has an attack node.
Idem for the infant elephant and domestic cattle.

How about the structures?

binaries/data/mods/public/simulation/templates/template_unit_support_trader.xml
42

(Do notice that e.g. the gaia/fauna_horse also has an attack entry despite not being able to attack.)

Nescio updated this revision to Diff 13531.Sep 24 2020, 10:11 AM
  • Gave template_structure_defensive_tower_bolt.xml the same sounds as template_unit_siege_boltshooter.xml.
  • Removed attack sounds from maur_support_elephant.xml, spotted by @Freagarach.

You can include the few Gaia/ entries as well (donkey and horse)?

  • Not changed to avoid conflict with D2953.

Structures: Same as BuildingAI in another patch, the sound is only necessary when a structure can attack, right?

  • Not changed to avoid conflict with D2953.

That can take a while before it is reviewed, sadly.

Structures: Same as BuildingAI in another patch, the sound is only necessary when a structure can attack, right?

Right. Done in D3016.

That can take a while before it is reviewed, sadly.

That's understandable, I reallize D2953 is quite a large patch (as is D3000). I do hope it'll make it into A24, though, since the current template_unit_fauna_* situation is rather messy.

Nescio retitled this revision from clean up templates attack sound groups to clean up unit templates attack sound groups.Sep 25 2020, 11:26 AM
Nescio edited reviewers, added: Restricted Owners Package; removed: Restricted Owners Package.
Freagarach requested changes to this revision.Wed, Sep 30, 7:07 PM

Idem for the infant elephant and domestic cattle.

binaries/data/mods/public/simulation/templates/template_structure_defensive_tower_bolt.xml
80–81 ↗(On Diff #13531)

Can be included in D3016.

This revision now requires changes to proceed.Wed, Sep 30, 7:07 PM
Nescio updated this revision to Diff 13592.Fri, Oct 2, 1:25 PM
Nescio retitled this revision from clean up unit templates attack sound groups to clean up unit templates attack sound groups + animal sounds.
Nescio edited the summary of this revision. (Show Details)

template_unit_support_healer.xml:48: <order_attack>voice/{lang}/civ/civ_{phenotype}_attack.xml</order_attack>

binaries/data/mods/public/simulation/templates/template_structure_defensive_tower_bolt.xml
80–81 ↗(On Diff #13531)

Can be included in D3016.

binaries/data/mods/public/simulation/templates/template_unit_support_trader.xml
34–35

^

Perhaps the <order_attack> lines ought to stay since now no sound is played with a mixed group where the first entity in the selection happens to have no attack order sound. Ideally we'd use the sound of the first entity that can actually perform the command.

Perhaps the <order_attack> lines ought to stay since now no sound is played with a mixed group where the first entity in the selection happens to have no attack order sound. Ideally we'd use the sound of the first entity that can actually perform the command.

You mean for fauna? Non-domestic animals can't be trained or controlled, so order sounds won't be used, will they? Moreover, animals that can attack (e.g. bear, crocodile, lion) don't have order sounds either.

Nay, I meant for non-fauna :) I.e. support elephant, trader and healer.

Nay, I meant for non-fauna :) I.e. support elephant, trader and healer.

<order_attack> isn't removed from template_unit_support_* files in this patch, is it? Should it? (<attack_melee> is.)

Freagarach added inline comments.Fri, Oct 9, 11:25 AM
binaries/data/mods/public/simulation/templates/units/maur_support_elephant.xml
61

<order_attack> isn't removed from template_unit_support_* files in this patch, is it? Should it? (<attack_melee> is.)

Please bring this back then and ignore my comments regarding the trader and healer ;)

Nescio updated this revision to Diff 13611.Fri, Oct 9, 11:48 AM
Nescio retitled this revision from clean up unit templates attack sound groups + animal sounds to clean up sound groups in unit templates.
Nescio edited the summary of this revision. (Show Details)
  • clean up template_unit_support_* sounds
  • give maur_elephant_archer_b.xml and maur_support_elephant.xml the same sounds as template_unit_champion_elephant.xml and template_unit_hero_elephant_melee.xml

Something for a future patch: rename <trained> to <created> (because of ships, siege engines, aeroplanes, etc.).

My grep for <order_attack> shows that some, but not all, *fauna* entities having an attack have that sound defined. Since they're not controllable, they cannot be used, but as is now it is inconsistent.

Nescio updated this revision to Diff 13615.Fri, Oct 9, 3:38 PM
  • solve <order_attack> inconsistency spotted by @Freagarach

I understand that you've also removed the order_walk from those *fauna* entries, but that implies they ought to be removed from other gaia animals as well? (In the gaia-folder.)

Nescio added a comment.Fri, Oct 9, 7:11 PM

If an animal is Domestic (i.e. controllable), it should keep the order sounds; otherwise they should be removed, yes. Did I miss any?

Are the peacock, donkey, horse and camel domestic (in the game)?

Stan added a subscriber: Stan.Mon, Oct 12, 11:58 AM

They should probably have another sound for input feedback when they can't be ordered around?

Are the peacock, donkey, horse and camel domestic (in the game)?

camel.xml, no, camel_trainable.xml, yes, donkey.xml, no, horse.xml, no, horse_trainable.xml, yes, peacock.xml, yes.

They should probably have another sound for input feedback when they can't be ordered around?

What do you mean?

That they play a sound when they cannot be ordered, refs D1960.

Stan added a comment.Fri, Oct 23, 5:27 PM

I meant that animals should play a sound when you can't order (e.g uncontrollable/not owned by you) them to move around. I assumed incorrectly that it would no longer be the case after this patch.