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Vulcan added a comment to D1718: Decay/regenerate option for resources when not being gathered from.

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

Tue, Feb 19, 5:06 PM
Stan added inline comments to D1718: Decay/regenerate option for resources when not being gathered from.
Tue, Feb 19, 5:04 PM
Stan updated the diff for D1718: Decay/regenerate option for resources when not being gathered from.
Tue, Feb 19, 5:04 PM
elexis added inline comments to D1718: Decay/regenerate option for resources when not being gathered from.
Tue, Feb 19, 3:52 PM
Vulcan added a comment to D1718: Decay/regenerate option for resources when not being gathered from.

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

Tue, Feb 19, 11:44 AM
Stan updated the diff for D1718: Decay/regenerate option for resources when not being gathered from.
  • Fix space after xml tag
  • Add limit
  • Fix missing changes after cleanup
  • Make delay not optional
  • Exclude 0 from interval
  • Use changeKey instead of key.
Tue, Feb 19, 11:38 AM

Mon, Feb 18

elexis added a comment to D1745: Allow loading Icons at runtime.

It's not good that they aren't declarated in XML. That's why it's harder for us to find unused or wrong named textures.

Well, the only thing that this unused references script can find are unused reference, not unused images. It means if someone removes the use of a sprite, the script doesn't complain about it and 2 things instead of 1 unused.
For example there were many styles and theme parts from the previous UI design and even the one before that (from 2003 or something), one can find the commits in the commit history.

Mon, Feb 18, 5:26 PM
elexis added a comment to D1718: Decay/regenerate option for resources when not being gathered from.

Okay I'll add both then and make this a monster patch with 6 features in one.

Monsters = spooky, spooky = bad? Just fix up what we have in such a way that the changes for future adventures can be added without rewriting this one?
Adding Min/Max to the "changes", using SetTimeout instead of SetDelay to avoid restarting the timer upon interval change
The only downside is that one could add a useless Minimum value to a change that increases the resource count.
But being able to change the limits per change seems definitely useful, so I'd propose to implement it there.
Another reason to move the limit to the change effects is that it seems, at least in the code state after this commit, wrong to be able to specify a Max value but no <change>.

Mon, Feb 18, 4:22 PM
fatherbushido added a comment to rP22081: Rome Testudo & Anti-Cavalry formations animations:.

I'd first to salute the artwork.
So I hesitated to post something here and I wondered if I was the only one to notice some weird visual.
Is there something wrong in the animation (or in the code?), I have the anti_cavalry formation walking then sometimes putting knees on the ground and standing up doing some kind of squat.

Mon, Feb 18, 11:17 AM
Nescio added a comment to D1780: legionnaire → legionary.

Yes, E legionary and L legionarius can be used both as a noun and as an adjective.

Mon, Feb 18, 11:04 AM
fatherbushido added a comment to D1780: legionnaire → legionary.

And those two ones (are those good sources?) doesn't restrict legionary to romans:
https://www.collinsdictionary.com/dictionary/english/legionary
https://www.merriam-webster.com/dictionary/legionary

Mon, Feb 18, 10:52 AM
Nescio added a comment to D1718: Decay/regenerate option for resources when not being gathered from.

Yes, it would be great to have this feature in game, I already have quite a few ideas how I want to use it in my mod.
I could help with the templates, but not with the code, unfortunately.

Mon, Feb 18, 10:26 AM
Stan added a comment to D1718: Decay/regenerate option for resources when not being gathered from.

Not your fault. I just wanted that feature really bad for the players and I did not expect having to spend more than 100 hours on it :/

Mon, Feb 18, 10:21 AM
Nescio added a comment to D1718: Decay/regenerate option for resources when not being gathered from.

Okay I'll add both then and make this a monster patch with 6 features in one. I'll also need to rewrite every single resource supply in the game. Sounds great. Gonna take some time though. Good thing we have inheritance.

Take your time; it's better to do things properly rather than quickly.

I'll also need to rewrite every single resource supply in the game.

Most resource templates (gaia) are pretty straightforward, but the field (<Amount>Infinity</Amount>) probably needs a bit more attention.

Sounds great.

Sorry to be so troublesome.

Mon, Feb 18, 10:16 AM
Stan added a comment to D1718: Decay/regenerate option for resources when not being gathered from.

Okay I'll add both then and make this a monster patch with 6 features in one. I'll also need to rewrite every single resource supply in the game. Sounds great. Gonna take some time though. Good thing we have inheritance.

Mon, Feb 18, 10:04 AM
autobuild committed rP22093: [i18n] Updated POT and PO files..
[i18n] Updated POT and PO files.
Mon, Feb 18, 10:00 AM
Nescio added a comment to D1718: Decay/regenerate option for resources when not being gathered from.

No, threshold is by definition a minimum value that must be exceeded (see https://en.oxforddictionaries.com/definition/threshold 2); limit is more generic and can work both ways (lower limit, upper limit). Moreover, having two separate values would allow entities that only change if their current amount is between e.g. 20% and 80%.

Mon, Feb 18, 9:55 AM
Nescio added a comment to D1780: legionnaire → legionary.

Also:
https://dictionary.cambridge.org/dictionary/english/legionary
https://en.oxforddictionaries.com/definition/legionary

Mon, Feb 18, 9:50 AM
Stan added a comment to D1718: Decay/regenerate option for resources when not being gathered from.

Is it okay if it's threshold for both ? Can be a threshold below and above right ?

Mon, Feb 18, 9:32 AM
Nescio added a comment to D1718: Decay/regenerate option for resources when not being gathered from.

Ideally there would be four separate amounts:

  • <Max>: the highest value an entity can start with (cf. <Health/Max>)
  • <Min>: the lowest value an entity can start with; if unspecified (-1), entity always starts with Max
  • <Limit>: the value above which resource change won't work
  • <Threshold>: the value below which resource change won't work

The resource bar length is equal to whichever amount is greatest. E.g. a stone quarry that starts at 4567/6000 is fine, but then the length of the resource bar should be 6000, not 4567.

Mon, Feb 18, 9:30 AM
fatherbushido added a comment to D1780: legionnaire → legionary.

The fact that one is used doesn't mean that the other is not correct :D
I don't know if those electronic dictionnaries are ok but:
It's explictly in https://en.oxforddictionaries.com/definition/legionnaire
It's in the examples in https://www.merriam-webster.com/dictionary/legionnaire#examples
Only the general meaning without explicit mention to antiquity is in https://www.collinsdictionary.com/dictionary/english/legionnaire
It's not in https://dictionary.cambridge.org/spellcheck/english/?q=legionnaire
(I am not an expert in english - euphemism - not in the position to discuss if this is good or not! Just take that as discussing about things ;-))

Mon, Feb 18, 9:29 AM
fatherbushido added a comment to rP22082: Rome helmets (Also reverting a deleted song in rome civ template):.

Fixed in rP22090 (rome_helmet_agen)

Mon, Feb 18, 8:55 AM
fatherbushido added a comment to rP22079: Remove old naming schema of Celtic helmets..

Fixed in rP22090

Mon, Feb 18, 8:53 AM
fatherbushido added a comment to rP22074: Add pig animation source files..

fixed in rP22089

Mon, Feb 18, 8:51 AM
fatherbushido added a comment to rP22062: Hele Phrygian Helmet commit.

fixed in rP22091 and rP22092

Mon, Feb 18, 8:50 AM
ffffffff added a comment to D1746: Network Dialog / Troll removal device.

(doll)

Mon, Feb 18, 12:46 AM

Sun, Feb 17

elexis added a comment to D1718: Decay/regenerate option for resources when not being gathered from.

Your call

I don't take calls currently, but I can post some things that I can see in this webpage

Sun, Feb 17, 9:49 PM
Stan committed rP22092: Fix a missed file in the previous commit..
Fix a missed file in the previous commit.
Sun, Feb 17, 9:48 PM
vladislavbelov added a comment to D1698: Various compilation fixes for different compilers.
In D1698#72244, @Stan wrote:

It's still using the 2017 toolset so yes.

Sun, Feb 17, 9:16 PM
vladislavbelov added a comment to D1745: Allow loading Icons at runtime.
In D1745#72226, @elexis wrote:

So you're asking for AddIcons instead of AddIcon.

Actually no, though AddIcons is better than AddIcon. I think these functions are dangerous currently.

Sun, Feb 17, 9:13 PM
Alexandermb committed rP22091: Fix double slash on phrygian mask's.
Fix double slash on phrygian mask's
Sun, Feb 17, 7:06 PM
Alexandermb committed rP22090: Assign helmets to celtc infantry..
Assign helmets to celtc infantry.
Sun, Feb 17, 5:34 PM
Stan committed rP22089: Fix a typo revealed by checkrefs.pl.
Fix a typo revealed by checkrefs.pl
Sun, Feb 17, 5:03 PM
Stan added a comment to D1718: Decay/regenerate option for resources when not being gathered from.
In D1718#72241, @elexis wrote:

can't differentiate Growth from Fattening from spawning

The question is whether we want the possibility to have multiple resourcesupply effects simultaneously or whether one effect at a time covers all use cases realistically imagineable.

Sun, Feb 17, 3:58 PM
elexis added a comment to D1746: Network Dialog / Troll removal device.

(done, will upload some day)

Sun, Feb 17, 3:44 PM
Stan added a comment to D1698: Various compilation fixes for different compilers.

It's still using the 2017 toolset so yes.

Sun, Feb 17, 3:37 PM
vladislavbelov added a comment to D1698: Various compilation fixes for different compilers.
In D1698#72240, @Stan wrote:

the goal is to drop support eventually and move on to 2015 2017

It's true, but we didn't drop it yet.

Sun, Feb 17, 3:36 PM
elexis added a comment to D1718: Decay/regenerate option for resources when not being gathered from.

can't differentiate Growth from Fattening from spawning

The question is whether we want the possibility to have multiple resourcesupply effects simultaneously or whether one effect at a time covers all use cases realistically imagineable.

Sun, Feb 17, 3:05 PM
Stan added a comment to D1698: Various compilation fixes for different compilers.

I can't test on VS2013 but the goal is to drop support eventually and move on to 2015 2017 and maybe 2019

Sun, Feb 17, 1:55 PM
elexis added a comment to D1745: Allow loading Icons at runtime.

Notice that this isn't the first place where textures definitions are not present when the GUI page is loaded:

Sun, Feb 17, 1:36 PM
vladislavbelov added a comment to D1698: Various compilation fixes for different compilers.
In D1698#72235, @Stan wrote:

Errors for debug build are here https://trac.wildfiregames.com/ticket/4460

Ok, it should be linked then (I added).

Sun, Feb 17, 1:29 PM
vladislavbelov updated the Trac tickets for D1698: Various compilation fixes for different compilers.
Sun, Feb 17, 1:28 PM
Stan added a comment to D1698: Various compilation fixes for different compilers.

Errors for debug build are here https://trac.wildfiregames.com/ticket/4460
To reproduce just start a game in debug mode.

Sun, Feb 17, 1:25 PM
vladislavbelov added a comment to D1698: Various compilation fixes for different compilers.
In D1698#72233, @Stan wrote:

Updating Fcollada is not that important. Nevertheless though our debug build is broken on windows because of it and the game doesn't work with Fcollada compiled with vs2015 instant default.

So I thought we might as well take all the fixes from the other forks over the internet.

Sun, Feb 17, 12:00 PM
Stan added a comment to D1698: Various compilation fixes for different compilers.

Updating Fcollada is not that important. Nevertheless though our debug build is broken on windows because of it and the game doesn't work with Fcollada compiled with vs2015 instant default.

Sun, Feb 17, 11:49 AM
vladislavbelov added a comment to D1698: Various compilation fixes for different compilers.

Do we have to update our fcollada? Especially if it has useful changes.

Sun, Feb 17, 11:37 AM
elexis added a comment to D1745: Allow loading Icons at runtime.

So you're asking for AddIcons instead of AddIcon.

Sun, Feb 17, 11:30 AM
Vulcan added a comment to D1581: Mod Interface: Enable setting territory visibility.

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

Sun, Feb 17, 7:45 AM
aeonios updated the diff for D1581: Mod Interface: Enable setting territory visibility.

Update copyrights

Sun, Feb 17, 7:37 AM
Vulcan added a comment to D1581: Mod Interface: Enable setting territory visibility.

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

Sun, Feb 17, 7:18 AM
aeonios updated the diff for D1581: Mod Interface: Enable setting territory visibility.

Added context, hopefully.

Sun, Feb 17, 6:38 AM
nani updated the test plan for D1650: GridBrowser GUI addon.
Sun, Feb 17, 2:38 AM
nani updated the summary of D1702: GUI addon to animate objects proprieties..
Sun, Feb 17, 2:33 AM
nani updated the summary of D1702: GUI addon to animate objects proprieties..
Sun, Feb 17, 2:32 AM
nani updated the summary of D1702: GUI addon to animate objects proprieties..
Sun, Feb 17, 2:31 AM
nani updated the diff for D1702: GUI addon to animate objects proprieties..

Fixed some object references annoyance. Made sure shared animation settings don't get modified.

Sun, Feb 17, 2:31 AM
nani updated the diff for D1703: Map browser for gamesetup.
Sun, Feb 17, 12:47 AM
nani added inline comments to D1703: Map browser for gamesetup.
Sun, Feb 17, 12:41 AM

Sat, Feb 16

vladislavbelov added a comment to D1745: Allow loading Icons at runtime.
In D1745#72176, @elexis wrote:

So the numbers show us that displaying 250 new textures means that 250 more textures are processed, but that's not surprising, is it?

Of course.

Sat, Feb 16, 10:52 PM
elexis added a comment to D1703: Map browser for gamesetup.

Code looks much better than what I remember from last revision. (I only did a superficial glance however and didn't pay the patch the attention that it deserves.)

Sat, Feb 16, 9:58 PM
elexis added a comment to D1777: Move map data to settings.js.
  • MapFilter: Wondering if this should remain in gamesetup/, since the purpose of settings.js to contain data that is used by multiple GUI pages. But it seems to pass that test, because similarly to the other data in settings.js, this could be used for example in the replay menu or lobby to filter games by maps too (at least if the map exists on the local computer). As mentioned in D1703, it would be better to specify the mapfilters JSON (using MatchClasses syntax) rather than JS. But I have a patch for that somewhere, and it could be considered independent.
  • MapType: Good idea, it never occured to me!
Sat, Feb 16, 9:32 PM
elexis added a comment to D1745: Allow loading Icons at runtime.

Now some numbers
I added 247 flags (16x11 PNG) through the iconTag

So the numbers show us that displaying 250 new textures means that 250 more textures are processed, but that's not surprising, is it?

Sat, Feb 16, 9:03 PM
Nescio added a comment to D1780: legionnaire → legionary.

Here's page from The Cambridge History of Greek and Roman Warfare, Volume I: Greece, the Hellenistic World and the Rise of Rome (2007), with legionary/-ies highlighted:

Sat, Feb 16, 7:57 PM
Polakrity added a comment to D1581: Mod Interface: Enable setting territory visibility.

He means the context lines (lines before and after the codes that are modified).
For each patch, you must add the full context.
To add these lines, refer here.

Sat, Feb 16, 7:35 PM
vladislavbelov added inline comments to D1752: Add GUI events for middle mouse click.
Sat, Feb 16, 6:27 PM
vladislavbelov requested changes to D1751: [WIP] Map ping.

Currently few of my comments should be fixed anyway, so I add a "Request changes". But also I want to discuss about a method to pass the ping event to the C++.

Sat, Feb 16, 6:21 PM
aeonios added a comment to D1581: Mod Interface: Enable setting territory visibility.

I would ask you add a context to your patch.

Sat, Feb 16, 6:15 PM
aeonios added a comment to D1780: legionnaire → legionary.
In D1780#72137, @Nescio wrote:

“Legionnaire” is common in English when referring to a member of e.g. the French foreign legion, however, “legionary” is the English word used specifically for the Roman soldier:

legionary *noun* (pl. legionaries) a soldier in a Roman legion.
*adjective* of an ancient Roman legion.

It's a proper English word and refers to exactly what we have in game, therefore let's use it.

Sat, Feb 16, 6:13 PM
vladislavbelov added a comment to D1756: #loadingordermatters.

What's about wraitii suggestion:

If not, I would recommend passing an enum VFS::SORTED or something instead of true or false since C++ doesn't have named arguments

It makes sense to use a name. It'd be easier to read such code.

Sat, Feb 16, 6:11 PM
vladislavbelov added inline comments to D1622: [CSlider] On click move the slider-button to the mouse position.
Sat, Feb 16, 5:53 PM
vladislavbelov added a comment to D1586: Allow mod packagers to not bundle XML files.

As we discussed XML is a pretty specific case and it may have some problems. But I can suggest to add a more common parameter, like an ignore mask. Example:

... --ignore-mask="*test.js|*.xmb"

But it also requires a motivation.

Sat, Feb 16, 5:38 PM
vladislavbelov added inline comments to D1584: Seed random sounds.
Sat, Feb 16, 5:29 PM
vladislavbelov added a comment to D1581: Mod Interface: Enable setting territory visibility.

I would ask you add a context to your patch.

Sat, Feb 16, 5:25 PM
Stan added inline comments to D1584: Seed random sounds.
Sat, Feb 16, 5:23 PM
vladislavbelov requested changes to D1584: Seed random sounds.
Sat, Feb 16, 5:19 PM
vladislavbelov requested changes to D1491: Const-Correct the long range pathfinder.

The patch looks good for me. It only needs to fix some details.

Sat, Feb 16, 5:06 PM
Nescio added a comment to D1780: legionnaire → legionary.

“Legionnaire” is common in English when referring to a member of e.g. the French foreign legion, however, “legionary” is the English word used specifically for the Roman soldier:

legionary *noun* (pl. legionaries) a soldier in a Roman legion.
*adjective* of an ancient Roman legion.

It's a proper English word and refers to exactly what we have in game, therefore let's use it.

Sat, Feb 16, 5:03 PM
aeonios added a comment to D1780: legionnaire → legionary.

"legionary" isn't a word that anyone uses. English borrows the french "legionnaire" (breton influence), although the original latin "legionarius" would also be acceptable for a roman unit and might even be preferred in this context.

Sat, Feb 16, 4:33 PM
vladislavbelov added a comment to D1745: Allow loading Icons at runtime.
In D1745#70233, @elexis wrote:

I get the impression that you two didn't read the patch and spent maybe 2 minutes on your reply.

I disagree with that.

Sat, Feb 16, 4:21 PM
Nescio added a comment to D1762: Give Fortress a territory root.

A week ago I started a poll on the forums; there appears to be a clear majority in favour (12 to 6), although the number of votes is not overwhelming.

Sat, Feb 16, 12:05 PM
Harbormaster failed remote builds in B6919: Diff 7489 for D1780: legionnaire → legionary!
Sat, Feb 16, 12:01 PM
Vulcan added a comment to D1780: legionnaire → legionary.

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

Sat, Feb 16, 12:01 PM
Nescio updated the diff for D1780: legionnaire → legionary.
Sat, Feb 16, 12:00 PM
Vulcan added a comment to D1780: legionnaire → legionary.

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

Sat, Feb 16, 11:59 AM
Nescio created D1780: legionnaire → legionary.
Sat, Feb 16, 11:55 AM
Vulcan added a comment to D1779: Technology icon consistency.

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

Sat, Feb 16, 11:39 AM
Nescio created D1779: Technology icon consistency.
Sat, Feb 16, 11:03 AM
Nescio added a comment to D1472: Grouped civ bonuses into a single folder.

D888 updated.

Sat, Feb 16, 10:51 AM
Nescio retitled D888: Regrouped special technologies from Regrouped civbonuses and special technologies to Regrouped special technologies.
Sat, Feb 16, 10:35 AM
Nescio updated the summary of D888: Regrouped special technologies.
Sat, Feb 16, 10:31 AM
Harbormaster failed remote builds in B6915: Diff 7485 for D888: Regrouped special technologies!
Sat, Feb 16, 10:31 AM
Vulcan added a comment to D888: Regrouped special technologies.

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

Sat, Feb 16, 10:31 AM
Nescio updated the test plan for D888: Regrouped special technologies.
Sat, Feb 16, 10:30 AM
Nescio updated the diff for D888: Regrouped special technologies.
Sat, Feb 16, 10:29 AM
fatherbushido added a comment to D1472: Grouped civ bonuses into a single folder.
In D1472#72081, @Nescio wrote:

Grouping generic and special technologies together makes sense. In that case we might also consider moving advanced_unit_bonus.json, elite_unit_bonus.json, and phase_village.json into the civbonuses folder and renaming it to autoresearched.

Sat, Feb 16, 9:39 AM
Nescio added a comment to D1472: Grouped civ bonuses into a single folder.

For the second point, I came to the conclusion to let them in the main directory. As we discussed before, it seems hard to found a schema which fits for all cases.

Sat, Feb 16, 9:20 AM

Fri, Feb 15

fatherbushido added a comment to D1472: Grouped civ bonuses into a single folder.
In D1472#72079, @Nescio wrote:

True; I'm willing to update D888 to do that, but before that, two things have to be decided first:

  • should we keep unused technologies that were deprecated years ago (D1775)?
  • should special technologies (e.g. siege_bolt_accuracy.json) be grouped together in a special directory or should they be grouped alongside ordinary technologies?
Fri, Feb 15, 10:49 PM
Nescio added a comment to D1472: Grouped civ bonuses into a single folder.

True; I'm willing to update D888 to do that, but before that, two things have to be decided first:

Fri, Feb 15, 8:15 PM
Nescio added a comment to D1472: Grouped civ bonuses into a single folder.
Fri, Feb 15, 8:14 PM
Imarok committed rP22088: Acoustic notification when people join a hosted game.
Acoustic notification when people join a hosted game
Fri, Feb 15, 7:56 PM