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Langbart requested review of D4317: [atlas] Limit the mercenary experience bar for the basic rank.
Fri, Oct 22, 9:52 AM
autobuild committed rP25970: [i18n] Updated POT and PO files..
[i18n] Updated POT and PO files.
Fri, Oct 22, 9:16 AM
Langbart accepted D3958: Add an extra button for seeing the summary page when quitting a session.
Fri, Oct 22, 8:51 AM
wowgetoffyourcellphone added a comment to D4316: [Reference Suite] Show mercenaries' correct rank.

I know that the promotion tech for mercs is easier to "maintain", but why not do it with mixins instead? :) That should solve the issue.

Fri, Oct 22, 8:36 AM
Vulcan added a comment to D3958: Add an extra button for seeing the summary page when quitting a session.

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

Fri, Oct 22, 8:21 AM
Vulcan added a comment to D3958: Add an extra button for seeing the summary page when quitting a session.

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

Fri, Oct 22, 8:20 AM
Schweini updated the diff for D3958: Add an extra button for seeing the summary page when quitting a session.
  • Quit to replay menu, when in replay session
Fri, Oct 22, 8:15 AM
Langbart raised a concern with rP25624: Tweak mercenaries: no food cost, advanced rank, faster training.

A small problem was found caused by this changeset number. #6362

Fri, Oct 22, 8:10 AM
Freagarach added a comment to D4316: [Reference Suite] Show mercenaries' correct rank.

I'm not saying this is bad, but I guess changing the templates to train advanced rank mercenaries sounds like a good idea as well?

Fri, Oct 22, 7:46 AM
Freagarach added a comment to D4296: Layout changes to the replay menu.

(Even better.)

Fri, Oct 22, 7:39 AM
Freagarach accepted D4314: Double click tutorial bug.

Reads correct.

Fri, Oct 22, 7:36 AM
Freagarach requested review of D4295: Ignore formation selection when clicking the icon..

Due to popular request, I abandon the search for a situation which is more to my liking. ;)

Fri, Oct 22, 7:30 AM
Langbart added a comment to D4305: Fix bug where scenario map was not loading as revealed when set to revealed..

[...] I wanted to suggest enabling "allied view" as the default option. I just anticipate that the majority of hosts or players would want to see their allies when the game starts. Any opinions on this?

Fri, Oct 22, 4:13 AM
Langbart updated the summary of D4296: Layout changes to the replay menu.
Fri, Oct 22, 3:53 AM
Vulcan added a comment to D4296: Layout changes to the replay menu.

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

Fri, Oct 22, 3:47 AM
Vulcan added a comment to D4296: Layout changes to the replay menu.

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

Fri, Oct 22, 3:46 AM
Langbart updated the summary of D4296: Layout changes to the replay menu.
Fri, Oct 22, 3:43 AM
Langbart updated the diff for D4296: Layout changes to the replay menu.

Remove the striking "orange" color and replace it with a more gold-like color.

Fri, Oct 22, 3:41 AM
Vulcan added a comment to D4314: Double click tutorial bug.

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

Fri, Oct 22, 3:05 AM
Vulcan added a comment to D4314: Double click tutorial bug.

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

Fri, Oct 22, 3:04 AM
Langbart updated the diff for D4314: Double click tutorial bug.

Adding some Square brackets to match the style in the rest of the document.

Fri, Oct 22, 3:00 AM
s0600204 requested review of D4316: [Reference Suite] Show mercenaries' correct rank.
Fri, Oct 22, 12:02 AM

Yesterday

andy5995 added a comment to D4305: Fix bug where scenario map was not loading as revealed when set to revealed..

As long as the scope of this patch as already expanded, I wanted to suggest enabling "allied view" as the default option. I just anticipate that the majority of hosts or players would want to see their allies when the game starts. Any opinions on this?

Thu, Oct 21, 11:59 PM
Jammyjamjamman updated the diff for D4305: Fix bug where scenario map was not loading as revealed when set to revealed..

Order of setters no longer matters - they check if the value given is "undefined" and will not change settings if it is.

Thu, Oct 21, 11:27 PM
marder added a comment to D4295: Ignore formation selection when clicking the icon..

(With 'current behaviour' I meant 'click the icon selects the formation'.)

Thu, Oct 21, 8:33 PM
Freagarach added a comment to D4295: Ignore formation selection when clicking the icon..

(With 'current behaviour' I meant 'click the icon selects the formation'.)

Thu, Oct 21, 8:11 PM
Freagarach requested changes to D3958: Add an extra button for seeing the summary page when quitting a session.

One may expect to go back to the replay list when quiting a replay.

Thu, Oct 21, 7:58 PM
Freagarach accepted D4296: Layout changes to the replay menu.

Code looks good.
Works as advertised.
This looks like an improvement to me. (Although I'm not quite sure about the orange.)

Thu, Oct 21, 7:52 PM
marder added a comment to D4295: Ignore formation selection when clicking the icon..

So you say: ,,Screw the current behaviour.''?

Thu, Oct 21, 7:13 PM
Freagarach added a comment to D4295: Ignore formation selection when clicking the icon..

So you say: ,,Screw the current behaviour.''?

Thu, Oct 21, 7:01 PM
Freagarach added inline comments to D4314: Double click tutorial bug.
Thu, Oct 21, 6:58 PM
Freagarach added inline comments to D4313: Add a linter for project name misspellings.
Thu, Oct 21, 6:51 PM
thomasadam4561 updated thomasadam4561.
Thu, Oct 21, 4:40 PM
thomasadam4561 updated thomasadam4561.
Thu, Oct 21, 4:40 PM
marder added a comment to D4295: Ignore formation selection when clicking the icon..

I very much agree with @wowgetoffyourcellphone

Thu, Oct 21, 10:51 AM
Stan added a comment to D4292: Moving the mininmal resolution to 1280x800.

Horizontal scrolling is a must for sure, but some things should just be presented on one screen and the current minimum resolution severely hampers that, unfortunately. I also wonder how well the game would run anyway on a rig that can only produce a resolution of 1024x768.

Thu, Oct 21, 10:30 AM
wowgetoffyourcellphone added a comment to D4292: Moving the mininmal resolution to 1280x800.

Horizontal scrolling is a must for sure, but some things should just be presented on one screen and the current minimum resolution severely hampers that, unfortunately. I also wonder how well the game would run anyway on a rig that can only produce a resolution of 1024x768.

Thu, Oct 21, 10:18 AM
wowgetoffyourcellphone added a comment to D4295: Ignore formation selection when clicking the icon..

I requested this, because it was expected behavior. If EA wants auto-forming "soft battalions" then removing units from the battalion needs to be very easy and seamless. Selecting a mixed formation and simply clicking the icon in the center panel of the type of unit you wish to re-task to something else is very intuitive to understand. Clicking the icon and not getting a separate selection is unexpected and complicates things.

Thu, Oct 21, 10:14 AM
marder updated the Trac tickets for D4315: get rid of the landfish on archipelago.
Thu, Oct 21, 9:38 AM
marder updated the Trac tickets for D4315: get rid of the landfish on archipelago.
Thu, Oct 21, 9:27 AM
pubgkr updated pubgkr.
Thu, Oct 21, 7:28 AM
pubgkr updated pubgkr.
Thu, Oct 21, 7:28 AM

Wed, Oct 20

Langbart updated the summary of D4314: Double click tutorial bug.
Wed, Oct 20, 9:26 PM
marder requested review of D4315: get rid of the landfish on archipelago.
Wed, Oct 20, 6:03 PM
Langbart requested review of D4314: Double click tutorial bug.
Wed, Oct 20, 5:41 PM
Vulcan added a comment to D4291: [gameplay] camouflaged ambush camp.

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

Wed, Oct 20, 5:39 PM
Vulcan added a comment to D4291: [gameplay] camouflaged ambush camp.

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

Wed, Oct 20, 5:38 PM
marder updated the diff for D4291: [gameplay] camouflaged ambush camp.

removed unnecessary WallPiece from the template

Wed, Oct 20, 5:34 PM
Langbart awarded rP25969: Sets SVN property to ignore test_tex.cpp after rP25884. a Like token.
Wed, Oct 20, 3:05 PM
Vulcan added a comment to D3958: Add an extra button for seeing the summary page when quitting a session.

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

Wed, Oct 20, 10:03 AM
Vulcan added a comment to D3958: Add an extra button for seeing the summary page when quitting a session.

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

Wed, Oct 20, 10:02 AM
marder added a comment to D368: Gameplay Scripting: Entity and Actor coding for Secondary Attacks.
In D368#183671, @bb wrote:

Actually what happens is supposed to happen: [...] The key is to realise that wanting capture and (no)projectile are independent properties.
That being said, this probably should end up in loading tips and hotkey descriptions.

Wed, Oct 20, 10:01 AM
Schweini updated the diff for D3958: Add an extra button for seeing the summary page when quitting a session.

Improve upon Freagarach's feedback

Wed, Oct 20, 9:58 AM
vladislavbelov committed rP25969: Sets SVN property to ignore test_tex.cpp after rP25884..
Sets SVN property to ignore test_tex.cpp after rP25884.
Wed, Oct 20, 8:38 AM

Tue, Oct 19

Vulcan added a comment to D368: Gameplay Scripting: Entity and Actor coding for Secondary Attacks.

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

Tue, Oct 19, 11:59 PM
Vulcan added a comment to D4313: Add a linter for project name misspellings.

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

Tue, Oct 19, 11:53 PM
bb added a comment to D368: Gameplay Scripting: Entity and Actor coding for Secondary Attacks.
In D368#183639, @marder wrote:

[Edit] hotkeys work when holding ctrl at the same time, so no huge bug, but a bit unintuitive for me.

Actually what happens is supposed to happen: pressing ctrl (or better the noCapture hotkey) triggers the attack to prefer noCapture, while without the hotkey pressed it will prefer capture. Pressing the (no)projectile hotkeys results in preferring (no)capture. The Capture preference takes precedence over the (no)projectile. So if one attacks a building with the (no)projectile hotkey pressed, one prefers Capture and (no)projectile. However since there is no (no)projectile with capture effect in most cases, it will just default to capture. When pressing noCapture + (no)projectile it will try to do noCapture +(no)projecile which usually result in the damaging attack with(out) the projectile. The key is to realise that wanting capture and (no)projectile are independent properties.
That being said, this probably should end up in loading tips and hotkey descriptions.

Tue, Oct 19, 11:19 PM
Vulcan added a comment to D368: Gameplay Scripting: Entity and Actor coding for Secondary Attacks.

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

Tue, Oct 19, 11:18 PM
bb updated the diff for D368: Gameplay Scripting: Entity and Actor coding for Secondary Attacks.

Attempt to respond better on attacked. Should be tested (also remove a leftover "Melee" hardcoding)

Tue, Oct 19, 11:13 PM
Vulcan added a comment to D4313: Add a linter for project name misspellings.

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

Tue, Oct 19, 10:53 PM
bb added inline comments to D4313: Add a linter for project name misspellings.
Tue, Oct 19, 10:21 PM
bb updated the diff for D4313: Add a linter for project name misspellings.

Please Freagarach linting Ltd.

Tue, Oct 19, 10:20 PM
marder added inline comments to D4291: [gameplay] camouflaged ambush camp.
Tue, Oct 19, 9:32 PM
Angen added inline comments to D4291: [gameplay] camouflaged ambush camp.
Tue, Oct 19, 9:20 PM
Freagarach added a comment to D3958: Add an extra button for seeing the summary page when quitting a session.

I'll take another look when I'm less tired, but this seems to be good to go.

Tue, Oct 19, 8:57 PM
Vulcan added a comment to D4291: [gameplay] camouflaged ambush camp.

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

Tue, Oct 19, 8:46 PM
Vulcan added a comment to D4291: [gameplay] camouflaged ambush camp.

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

Tue, Oct 19, 8:45 PM
marder updated the diff for D4291: [gameplay] camouflaged ambush camp.

Thanks @Angen
Petra Ignoring camouflaged structures works now

Tue, Oct 19, 8:40 PM
Freagarach added a comment to rP25966: There have been quite a bit of number of questions how to change scale of the….
[20:04:32] <elexis> to whom it may concern, ./common/timer.js                                
(,,,)
[20:25:11] <elexis> for Angens concern
[20:25:21] <elexis> in the options timeout
[20:26:10] <elexis> also if one wanted to one could use the size property, which is a JS object, modify the width/height/post of that object and push that object back, this way one doesnt hardcode the 50%
Tue, Oct 19, 8:29 PM
Angen added inline comments to D4291: [gameplay] camouflaged ambush camp.
Tue, Oct 19, 7:52 PM
Vulcan added a comment to D4308: Fix pop indications of paused items..

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

Tue, Oct 19, 7:14 PM
Vulcan added a comment to D4308: Fix pop indications of paused items..

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

Tue, Oct 19, 7:13 PM
Freagarach updated the diff for D4308: Fix pop indications of paused items..

Fix all hands.

Tue, Oct 19, 7:08 PM
Freagarach added inline comments to rP25779: Improvement to autoqueue usability.
Tue, Oct 19, 6:51 PM
marder added inline comments to D4291: [gameplay] camouflaged ambush camp.
Tue, Oct 19, 5:01 PM
vladislavbelov raised a concern with rP25966: There have been quite a bit of number of questions how to change scale of the….
Tue, Oct 19, 4:04 PM
marder updated the summary of D4291: [gameplay] camouflaged ambush camp.
Tue, Oct 19, 2:38 PM
marder added a comment to D368: Gameplay Scripting: Entity and Actor coding for Secondary Attacks.

Tested this in a few matches and I generally like it very much. No errors or crazy unwanted behavior, but the hotkey to choose which attack to use only work when attacking units and not when attacking buildings. Then it just deafaults to capture.
Maybe beacause of that it felt a bit hard to control what the units do (capture/ ranged attack /melle attack) but the generla UnitAI logic without specific player input works as I expected it to.

Tue, Oct 19, 2:28 PM
marder added inline comments to D4291: [gameplay] camouflaged ambush camp.
Tue, Oct 19, 1:30 PM
marder added a comment to D4291: [gameplay] camouflaged ambush camp.

I narrowed down the problem and it seems to be somthing AI/ API specific that I don't understand.

Tue, Oct 19, 1:28 PM
crisjordan551 updated crisjordan551.
Tue, Oct 19, 11:35 AM
Angen added inline comments to rP25966: There have been quite a bit of number of questions how to change scale of the….
Tue, Oct 19, 10:13 AM
eliananelson updated eliananelson.
Tue, Oct 19, 9:45 AM
eliananelson updated eliananelson.
Tue, Oct 19, 9:45 AM
eliananelson updated eliananelson.
Tue, Oct 19, 9:44 AM
eliananelson updated eliananelson.
Tue, Oct 19, 9:43 AM
Vulcan added a comment to D4291: [gameplay] camouflaged ambush camp.

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

Tue, Oct 19, 9:36 AM
Vulcan added a comment to D4291: [gameplay] camouflaged ambush camp.

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

Tue, Oct 19, 9:34 AM
marder planned changes to D4291: [gameplay] camouflaged ambush camp.

AI still broken

Tue, Oct 19, 9:30 AM
marder updated the diff for D4291: [gameplay] camouflaged ambush camp.

fix a small problem with the obstruction
Still haven't found the reason the Petra attacks.

Tue, Oct 19, 9:30 AM
jbecker1762 updated jbecker1762.
Tue, Oct 19, 5:47 AM
rajkumarias updated rajkumarias.
Tue, Oct 19, 2:58 AM

Mon, Oct 18

Stan added a comment to D4305: Fix bug where scenario map was not loading as revealed when set to revealed..

Also think this should go in with the comment added, and maybe track the needed refactoring with a ticket and hopefully more patches.

Mon, Oct 18, 11:12 PM
Langbart added a comment to rP25884: Moves tex tests to the related folder, was forgotten to move in rP5518..
Mon, Oct 18, 8:53 PM
Vulcan added a comment to D2016: Rename "ElevationBonus" and "Delay" to "Origin" and "EffectDelay", respectively..

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

Mon, Oct 18, 8:07 PM
Vulcan added a comment to D2016: Rename "ElevationBonus" and "Delay" to "Origin" and "EffectDelay", respectively..

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

Mon, Oct 18, 8:05 PM
marder added a comment to D4291: [gameplay] camouflaged ambush camp.

Camouflaged is one thing, but invisible is another. Since visibility will only matter in MP games, I would make it at least discernable on the low graphics settings that the majority of MP players play with.

This is how it looks at the moment out in the open:

Mon, Oct 18, 8:02 PM
Freagarach retitled D2016: Rename "ElevationBonus" and "Delay" to "Origin" and "EffectDelay", respectively. from Rename "ElevationBonus" and "Delay" to "AttackHeight" and "EffectDelay", respectively. to Rename "ElevationBonus" and "Delay" to "Origin" and "EffectDelay", respectively..
Mon, Oct 18, 8:01 PM
Freagarach updated the diff for D2016: Rename "ElevationBonus" and "Delay" to "Origin" and "EffectDelay", respectively..

Rebased, use origin.

Mon, Oct 18, 8:01 PM
Vulcan added a comment to D4291: [gameplay] camouflaged ambush camp.

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

Mon, Oct 18, 7:19 PM