Page MenuHomeWildfire Games
Feed All Stories

Today

Vulcan added a comment to D4249: [Gameplay] Let the mauryan working elephant build again.

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

Sat, May 21, 6:04 PM
Vulcan added a comment to D4249: [Gameplay] Let the mauryan working elephant build again.

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

Sat, May 21, 6:03 PM
marder added reviewers for D4249: [Gameplay] Let the mauryan working elephant build again: Freagarach, JCWasmx86.
Sat, May 21, 5:58 PM
marder updated the diff for D4249: [Gameplay] Let the mauryan working elephant build again.

revert the parts of https://code.wildfiregames.com/rP24027 that I deemed necessary.

Sat, May 21, 5:57 PM
marder commandeered D4249: [Gameplay] Let the mauryan working elephant build again.

I'm gonna continue to work on this. @Langbart, feel free to commandeer back if you have some time and want to continue yourself :)

Sat, May 21, 5:50 PM
marder committed rP26897: Fix issues with han siege tower.
Fix issues with han siege tower
Sat, May 21, 4:54 PM
marder closed D4655: Fix issues with han siege tower.
Sat, May 21, 4:54 PM
edoput added a comment to D4660: Native camera object.

Just for reference. This is the only use of GetCameraPivot I was able to find the public mod.

Sat, May 21, 1:41 PM
asterix added a comment to D4660: Native camera object.

Is this something we want also for the engine? Well maybe for campaigns and cinematics but we have smth similar in Atlas.

Sat, May 21, 1:18 PM
asterix updated subscribers of D4660: Native camera object.

@wraitii @vladislavbelov I believe you two can review this.

Sat, May 21, 1:13 PM
edoput added a comment to D4660: Native camera object.

I haven't been able to wrap my head around the pyrogenesis Script interfaces but I found some for Spidermonkey development that were enough to write this patch. I'm sorry that it doesn't fit at all with the rest of the engine but hey it works :)

Sat, May 21, 12:28 PM
edoput requested review of D4660: Native camera object.
Sat, May 21, 12:26 PM
Stan added inline comments to D4655: Fix issues with han siege tower.
Sat, May 21, 10:33 AM

Yesterday

Freagarach added a comment to D4645: Implement emergency mode [1/n].

This looks good, I will test later.

Fri, May 20, 6:54 PM
mastoras added a comment to D4654: Fixes A8 framebuffer format.

I don't see it in A25, it is very subtle, barely visible, I tried screen recording it but through the recording is not visible i don't know how to take lossless high quality capture. Without the patch if i activate los it crashes xD

Fri, May 20, 2:38 PM
Freagarach committed rP26896: Fix aura tooltips on panel entities..
Fix aura tooltips on panel entities.
Fri, May 20, 12:00 PM
Freagarach closed D4648: Fix aura tooltips on panel entities..
Fri, May 20, 12:00 PM
autobuild committed rP26895: [i18n] Updated POT and PO files..
[i18n] Updated POT and PO files.
Fri, May 20, 9:39 AM
marder committed rP26894: [Gameplay] - Remove min distance from siege towers.
[Gameplay] - Remove min distance from siege towers
Fri, May 20, 9:13 AM
marder closed D4657: [Gameplay] - Remove min distance from siege towers.
Fri, May 20, 9:13 AM
marder committed rP26893: Fix a comment and rename the formation angle function to better reflect what it….
Fix a comment and rename the formation angle function to better reflect what it…
Fri, May 20, 9:03 AM
marder closed D4658: Fix a comment and rename the formation angle function.
Fri, May 20, 9:02 AM
marder committed rP26892: Make ship and siege immune to poison.
Make ship and siege immune to poison
Fri, May 20, 8:45 AM
marder closed D4656: make ship and siege immune to poison.
Fri, May 20, 8:45 AM
marder committed rP26891: Rename the "Han Chinese" to "Han".
Rename the "Han Chinese" to "Han"
Fri, May 20, 8:40 AM
marder closed D4659: rename Han Chinese -> Han.
Fri, May 20, 8:40 AM
Langbart added a comment to D4650: Adds instancing support to backend and enables it for minimap.

Apply the patch and compile the game

Ok

Check that GL minimap looks similar/same to GL ARB

Minimap looks good, but look at the textures on the scenarios/arcadia map. They appear more squared on openGL than on openGL ARB.

Fri, May 20, 6:49 AM
Freagarach accepted D4659: rename Han Chinese -> Han.

Reads and greps correct.
Not renaming is the safest here.

Fri, May 20, 6:40 AM

Thu, May 19

asterix accepted D4659: rename Han Chinese -> Han.
Thu, May 19, 8:38 PM
Vulcan added a comment to D4659: rename Han Chinese -> Han.

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

Thu, May 19, 8:37 PM
Vulcan added a comment to D4659: rename Han Chinese -> Han.

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

Thu, May 19, 8:36 PM
marder updated the diff for D4659: rename Han Chinese -> Han.

since svn rename doesn't work- leave the art files alone and only fix the technologies.

Thu, May 19, 8:31 PM
Vulcan added a comment to D4659: rename Han Chinese -> Han.

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

Thu, May 19, 8:20 PM
Vulcan added a comment to D4659: rename Han Chinese -> Han.

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

Thu, May 19, 8:17 PM
Vulcan added a comment to D4659: rename Han Chinese -> Han.

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

Thu, May 19, 8:16 PM
marder updated the diff for D4659: rename Han Chinese -> Han.

more involved renaming. Should catch all the occurences @Langbart found minus the description in some techs where china is correct and the dae file.

Thu, May 19, 8:16 PM
Langbart updated the language for P273 eslint0ad from autodetect to bash.
Thu, May 19, 7:42 PM
phosit added inline comments to D4614: Test for CFont.
Thu, May 19, 3:56 PM
phosit added a comment to D4614: Test for CFont.

Ideally I'd prefer to not have back relation CFont > CFontManager (via callback). I don't think CFontManager being friend of CFont is worse than that, because it makes CFont a pure data holder without much logic.

Thu, May 19, 2:19 PM
wraitii added a comment to D4653: [extreme POC] Compile AssemblyScript to WASM within Spidermonkey & run the webAssembly module.
In D4653#198209, @Stan wrote:

How about the projectile code ?

Thu, May 19, 1:52 PM
Stan added inline comments to D4614: Test for CFont.
Thu, May 19, 1:43 PM
Stan added a comment to D4653: [extreme POC] Compile AssemblyScript to WASM within Spidermonkey & run the webAssembly module.

How about the projectile code ?

Thu, May 19, 1:39 PM
vladislavbelov added a comment to D4614: Test for CFont.

Ideally I'd prefer to not have back relation CFont > CFontManager (via callback). I don't think CFontManager being friend of CFont is worse than that, because it makes CFont a pure data holder without much logic.

Thu, May 19, 11:49 AM
vladislavbelov added a comment to D4654: Fixes A8 framebuffer format.
  1. Apply the patch and compile the game -> OK
  2. Check that minimap looks like before with GL and GL ARB backends -> OK
  3. Check that map revealing looks like before -> OK

Thank you for testing!

Thu, May 19, 11:48 AM
Hazeldrew updated Hazeldrew.
Thu, May 19, 11:45 AM
marder added a comment to D4659: rename Han Chinese -> Han.

there is also art/meshes/structural/han_ship_trireme.dae which uses e.g. <source id="chinese_triremeMesh_000-mesh-positions"> but I guess that should stay how it is.

Thu, May 19, 11:24 AM
wraitii added a comment to D4653: [extreme POC] Compile AssemblyScript to WASM within Spidermonkey & run the webAssembly module.
In D4653#198191, @Stan wrote:

That still sounds like something that should be tested. I wonder if the speed loss going through JS interfaces would not be mitigated by having a very fast component.

Yes, that's a bit of a question.

Thu, May 19, 11:24 AM
Langbart updated subscribers of D4659: rename Han Chinese -> Han.

So I think changing everything to that might be the best and if its just for consistency reasons.

Thu, May 19, 11:09 AM
Langbart resigned from rP26208: Fix compilation on Apple Silicon.

D4607

Thu, May 19, 11:02 AM
marder added a comment to D4657: [Gameplay] - Remove min distance from siege towers.

yeah true, but they are stonethrower/ catapults and since the normal catapult also has a quite high minimal range I guess we should keep it.

Thu, May 19, 10:58 AM
mastoras added a comment to D4654: Fixes A8 framebuffer format.
  1. Apply the patch and compile the game -> OK
  2. Check that minimap looks like before with GL and GL ARB backends -> OK
  3. Check that map revealing looks like before -> OK
  4. Check that LOS behaves like before -> Sort of OK. I see there is a very subtle flicker in the los area while the unit moves and lasts up until like a few seconds after it stops. It is quite subtle, I don't see it in stable version though.
Thu, May 19, 10:29 AM
phosit added a comment to D4657: [Gameplay] - Remove min distance from siege towers.

Heavy Warships also have this behavior.

Thu, May 19, 10:12 AM
Stan added a comment to D4653: [extreme POC] Compile AssemblyScript to WASM within Spidermonkey & run the webAssembly module.

That still sounds like something that should be tested. I wonder if the speed loss going through JS interfaces would not be mitigated by having a very fast component.

Thu, May 19, 10:11 AM
marder added inline comments to D4655: Fix issues with han siege tower.
Thu, May 19, 9:39 AM
marder commandeered D4657: [Gameplay] - Remove min distance from siege towers.
Thu, May 19, 9:35 AM
marder added a comment to D4659: rename Han Chinese -> Han.

I did some googling and didn't arrive at a final conclusion. But I found this article "Han Dynasty" of the metropolitan museum which uses the phrase "... a Han general", which leads me to believe that we can drop the Chinese and just speak of e.g. a Han storehouse / temple ect.
So I think changing everything to that might be the best and if its just for consistency reasons.

Thu, May 19, 9:33 AM
wraitii added a comment to D4656: make ship and siege immune to poison.

(This is exactly why I push for D3886)

Thu, May 19, 9:18 AM
wraitii added a comment to D4653: [extreme POC] Compile AssemblyScript to WASM within Spidermonkey & run the webAssembly module.
In D4653#198028, @Stan wrote:

So it's not worthwile at all?

Thu, May 19, 9:17 AM
Freagarach added a comment to D4657: [Gameplay] - Remove min distance from siege towers.

I guess they wanted to accept. :)
@marder can commandeer back?

Thu, May 19, 7:58 AM
chrstgtr added a comment to D4657: [Gameplay] - Remove min distance from siege towers.

Makes sense to me.

Thu, May 19, 7:58 AM
chrstgtr commandeered D4657: [Gameplay] - Remove min distance from siege towers.
Thu, May 19, 7:57 AM
Freagarach accepted D4658: Fix a comment and rename the formation angle function.

Reads correct.
Change is good.

Thu, May 19, 7:27 AM
Freagarach retitled D4657: [Gameplay] - Remove min distance from siege towers from remove min distance from siege towers to [Gameplay] - Remove min distance from siege towers.
Thu, May 19, 7:23 AM
Langbart created P273 eslint0ad.
Thu, May 19, 5:43 AM
smiley added a comment to D4659: rename Han Chinese -> Han.

Apparently Han Chinese is the demonym. In which case this isn't exactly right either. I would imagine this is equivalent to calling Roman fortresses, Rome fortresses.

Thu, May 19, 12:30 AM

Wed, May 18

Stan added a comment to D4659: rename Han Chinese -> Han.

You can bother to fix the files in actors/ but they are not user facing strings.

Wed, May 18, 10:39 PM
asterix updated subscribers of D4659: rename Han Chinese -> Han.

:) no matches found for Han Chinese, only the single word Chinese still shows up in some files e.g. Chinese Fire Ship Alight , should it be called Chinese ... or Han ... / Han Dynasty ... ?

❯ rg '(Han)*Chinese' -g='!l10n' -g='!translators.json' --stats
mods/public/simulation/templates/units/han/champion_chariot.xml
9:    <GenericName>Chinese War Chariot</GenericName>

mods/public/simulation/templates/special/players/han.xml
18:    <History>The Han dynasty (206 BC – AD 220) was the second imperial dynasty of China, preceded by the Qin dynasty (221–207 BC) and succeeded by the Three Kingdoms period (AD 220–280). It is considered a golden age in Chinese history, and China made significant progress in arts and sciences during the Han period. The core of the Han empire was around the Wei River, and the Han capital was Chang'an, very close to the Qin capital Xianyang (both are now part of Xi'an, Shaanxi).</History>

mods/public/simulation/data/technologies/crossbow_training.json
3:	"description": "The Chinese had a tradition of fine archery and a penchant for using massed crossbowmen in battle.",

mods/public/simulation/data/technologies/art_of_war.json
4:	"description": "This famous and most important work of the Seven Military Classics teaches Chinese commanders everything about planning battles, maintaining armies, and defeating one's enemies.",

mods/public/art/actors/structures/han/fishing_ship.xml
6:    <variant name="Chinese Fishing Ship">

mods/public/art/actors/structures/han/fireship_fire.xml
6:    <variant name="Chinese Fire Ship Alight">

mods/public/art/actors/structures/han/fireship.xml
6:    <variant name="Chinese Fire Ship">

mods/public/art/actors/structures/han/merchant_ship.xml
6:    <variant name="Chinese Merchant Ship">

mods/public/art/actors/structures/han/towership.xml
6:    <variant name="Chinese Towership">

mods/public/art/actors/structures/han/bireme.xml
6:    <variant name="Chinese Bireme">

mods/public/art/actors/structures/han/trireme.xml
6:    <variant name="Chinese Trireme">

mods/public/art/actors/props/structures/han/civic_center_leaves.xml
5:    <variant frequency="1" name="Chinese CC leaves">

mods/public/art/actors/props/structures/han/range_nature.xml
5:    <variant frequency="1" name="Chinese range nature">

mods/public/art/actors/props/structures/han/bixie_nature.xml
5:    <variant frequency="1" name="Chinese bixie nature">

mods/public/art/actors/props/structures/han/civic_center_nature.xml
5:    <variant frequency="1" name="Chinese CC plants">

mods/public/art/actors/props/structures/han/civic_center_bixie_gold.xml
5:    <variant frequency="1" name="Golden Chinese CC Bixie statues">

mods/public/art/actors/props/structures/han/civic_center_trunks.xml
5:    <variant frequency="1" name="Chinese CC trunks">

mods/public/art/actors/props/structures/han/civic_center_bixie.xml
5:    <variant frequency="1" name="Chinese CC Bixie statues">

mods/public/art/actors/props/structures/han/ministry_bixie.xml
5:    <variant frequency="1" name="Chinese CC Bixie statues">

mods/public/art/actors/props/structures/han/bixie.xml
5:    <variant frequency="1" name="Chinese Bixie">

mods/public/art/actors/props/structures/han/wonder_nature.xml
5:    <variant frequency="1" name="Chinese wonder nature">

21 matches
21 matched lines
21 files contained matches
26225 files searched
3008 bytes printed
1917303123 bytes searched
84.324502 seconds spent searching
10.780179 seconds
Wed, May 18, 10:08 PM
Vulcan added a comment to D4654: Fixes A8 framebuffer format.

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

Wed, May 18, 9:18 PM
Stan added inline comments to D4655: Fix issues with han siege tower.
Wed, May 18, 9:01 PM
Vulcan added a comment to D4659: rename Han Chinese -> Han.

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

Wed, May 18, 8:40 PM
Vulcan added a comment to D4654: Fixes A8 framebuffer format.

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

Wed, May 18, 8:37 PM
Vulcan added a comment to D4659: rename Han Chinese -> Han.

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

Wed, May 18, 8:34 PM
Vulcan added a comment to D4654: Fixes A8 framebuffer format.

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

Wed, May 18, 8:25 PM
Vulcan added a comment to D4654: Fixes A8 framebuffer format.

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

Wed, May 18, 8:22 PM
Langbart added a comment to D4659: rename Han Chinese -> Han.

:) no matches found for Han Chinese, only the single word Chinese still shows up in some files e.g. Chinese Fire Ship Alight , should it be called Chinese ... or Han ... / Han Dynasty ... ?

Wed, May 18, 8:19 PM
Vulcan added a comment to D4654: Fixes A8 framebuffer format.

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

Wed, May 18, 8:10 PM
marder updated the diff for D4659: rename Han Chinese -> Han.

proper replacement this time (hopefully catched all now)

Wed, May 18, 8:09 PM
Vulcan added a comment to D4654: Fixes A8 framebuffer format.

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

Wed, May 18, 8:09 PM
vladislavbelov updated the diff for D4654: Fixes A8 framebuffer format.
Wed, May 18, 7:58 PM
asterix requested changes to D4659: rename Han Chinese -> Han.

Langbart found some other not fixed matches, please fix those too. Thanks @Langbart

Wed, May 18, 7:55 PM
vladislavbelov updated the diff for D4654: Fixes A8 framebuffer format.
Wed, May 18, 7:55 PM
Langbart added a comment to D4659: rename Han Chinese -> Han.

I agree, did you try to use grep?

Wed, May 18, 7:50 PM
Vulcan added a comment to D4654: Fixes A8 framebuffer format.

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

Wed, May 18, 7:19 PM
marder added inline comments to D4655: Fix issues with han siege tower.
Wed, May 18, 7:10 PM
Vulcan added a comment to D4654: Fixes A8 framebuffer format.

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

Wed, May 18, 6:56 PM
Vulcan added a comment to D4654: Fixes A8 framebuffer format.

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

Wed, May 18, 6:55 PM
Stan added inline comments to D4655: Fix issues with han siege tower.
Wed, May 18, 6:50 PM
marder added a comment to D4659: rename Han Chinese -> Han.

something similar :) so I hope I got all. just want to make sure.

Wed, May 18, 6:45 PM
marder added a comment to D4655: Fix issues with han siege tower.

just to make the blue selection ring/ square fit better to the actor, so don't leave so much space around the unit. The other siege towers are bigger, which is why it was looking sub-optimal with the han one.

Wed, May 18, 6:44 PM
vladislavbelov added a comment to D4654: Fixes A8 framebuffer format.

@vladislavbelov I wonder what this patch has changed? Please!

Wed, May 18, 6:41 PM
vladislavbelov updated the diff for D4654: Fixes A8 framebuffer format.
Wed, May 18, 6:40 PM
phosit accepted D4655: Fix issues with han siege tower.

The Flag dont disapear on halt and on attack the spears dont move (this is good).
Just for understanding what is the Footprint stuff about?

Wed, May 18, 6:33 PM
asterix accepted D4659: rename Han Chinese -> Han.

I agree, did you try to use grep?

Wed, May 18, 6:24 PM
asterix accepted D4656: make ship and siege immune to poison.

It does make sense to me too.

Wed, May 18, 6:21 PM
Stan accepted D4656: make ship and siege immune to poison.

Make sense to me, unlike fire those units should not be vulnerable.

Wed, May 18, 6:11 PM
marder requested review of D4659: rename Han Chinese -> Han.
Wed, May 18, 6:10 PM
marder requested review of D4658: Fix a comment and rename the formation angle function.
Wed, May 18, 5:57 PM
marder requested review of D4657: [Gameplay] - Remove min distance from siege towers.
Wed, May 18, 5:40 PM
marder requested review of D4656: make ship and siege immune to poison.
Wed, May 18, 5:27 PM
marder requested review of D4655: Fix issues with han siege tower.
Wed, May 18, 5:13 PM