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Feb 15 2019

Imarok closed D932: Acoustic notification when people join hosted game.
Feb 15 2019, 7:56 PM · Contributors
Imarok added a comment to D932: Acoustic notification when people join hosted game.

Thank you for the patch.
And sorry, that it took so much time :/

Feb 15 2019, 7:55 PM · Contributors
Imarok added a comment to D932: Acoustic notification when people join hosted game.
In D932#71681, @elexis wrote:

Wondering whether these two options shouldn't be located in the Gamesetup UI and Lobby UI part of default.cfg and options.json.

I think it's more instinctive to go to the "Sound" tab.

I tend to the same opinion.

But maybe u want duplicate these options in each tab?

Definitely not a good idea ;)

Feb 15 2019, 7:51 PM · Contributors
autobuild committed rP22087: [i18n] Updated POT and PO files..
[i18n] Updated POT and PO files.
Feb 15 2019, 9:56 AM

Feb 14 2019

fatherbushido added a comment to D1472: Grouped civ bonuses into a single folder.
In D1472#71402, @Nescio wrote:

How I understand things:

  • civbonuses are free and automatically researched and are available to one or more factions, but not all
  • special technologies cost resources and are available to one or more factions, but not all
  • general technologies cost resources and are available to all factions
  • advanced_unit_bonus.json, elite_unit_bonus.json, and phase_village.json are free and automatically researched and are available to all factions

What to do with the special technologies can be decided later; they could be grouped together under special/ (see (D888 (outdated)) or mixed with the general technologies (see siege_bolt_accuracy.json).
This patch only groups the civbonuses.

Feb 14 2019, 11:48 AM

Feb 13 2019

Nescio added a comment to D1778: More aura icons.

Well, I'm not a programmer, my understanding of code is rather limited, nor do I have any idea how superimposing icons might affect performance. Feel free to propose a separate patch for it, if you think that'll be an improvement.
Two things, though:

  • currently icon paths are hard-coded in aura .json files, e.g. "overlayIcon": "art/textures/ui/session/auras/buildgather_bonus.png",
  • most sprites are 128×128 pixels, but the resource icons are 64×64
Feb 13 2019, 10:54 AM
nani added a comment to D1778: More aura icons.
In D1778#72067, @Nescio wrote:

Basically that's what I did manually. To create _bonus and _penalty versions, I simply made two copies of the icon, pasting the bonus sprite on top of one and the penalty sprite on top of the other; costs about a minute, not much effort. And the icons are only a few kb each, so space is not really an issue.

Feb 13 2019, 12:23 AM

Feb 12 2019

Nescio added a comment to D1778: More aura icons.

Basically that's what I did manually. To create _bonus and _penalty versions, I simply made two copies of the icon, pasting the bonus sprite on top of one and the penalty sprite on top of the other; costs about a minute, not much effort. And the icons are only a few kb each, so space is not really an issue.

Feb 12 2019, 4:20 PM

Feb 11 2019

nani added a comment to D1778: More aura icons.

Maybe instead of having a new icon for each bonus and penalty could be sprite combination of icon + bonus or icon + penalty combined? (would also make it easier to add new ones with less effort on the art side)

Feb 11 2019, 10:13 PM
nani awarded D1778: More aura icons a Like token.
Feb 11 2019, 10:03 PM
Nescio updated the summary of D1778: More aura icons.
Feb 11 2019, 11:02 AM
Vulcan added a comment to D1778: More aura icons.

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

Feb 11 2019, 10:56 AM
Nescio created D1778: More aura icons.
Feb 11 2019, 10:53 AM
autobuild committed rP22086: [i18n] Updated POT and PO files..
[i18n] Updated POT and PO files.
Feb 11 2019, 10:15 AM

Feb 10 2019

nani updated the diff for D1703: Map browser for gamesetup.

@elexis I think is pretty much done now. Care to confirm? Thanks.

Feb 10 2019, 8:46 PM
nani updated the diff for D1777: Move maptype and mapfilter from gui/gamesetup/ to gui/common/settings.js.
Feb 10 2019, 8:38 PM
nani updated the summary of D1777: Move maptype and mapfilter from gui/gamesetup/ to gui/common/settings.js.
Feb 10 2019, 4:26 AM
nani created D1777: Move maptype and mapfilter from gui/gamesetup/ to gui/common/settings.js.
Feb 10 2019, 4:18 AM

Feb 9 2019

nani added inline comments to D1703: Map browser for gamesetup.
Feb 9 2019, 6:10 PM
nani updated the diff for D1703: Map browser for gamesetup.
Feb 9 2019, 6:06 PM
elexis retitled D1746: Network Dialog / Troll removal device from Network Dialog to Network Dialog / Troll removal device.
Feb 9 2019, 2:31 PM
Nescio added a comment to D1377: Loading Tips update.

Any updates?

Feb 9 2019, 12:03 PM
Nescio added a comment to D1042: rename maps/ file names to use underscores (instead of spaces and capitalization).

For 5, I would rather find a unique and appealing name allowing to discriminate the maps easily. Small/Large breaks immersion quite a bit.

Well, I'm open for suggestions, of course. *_large and *_small are probably less problematic placeholders than * (2) and * (4). Also, this patch is about renaming the file names. The map names as displayed in game can be different and don't have to be changed.

Feb 9 2019, 10:50 AM
Nescio added a comment to D1718: Decay/regenerate option for resources..

Why not make MaxAmount independent from Amount and rename it to Limit? E.g. a berry bush that starts at 100% but can only regrow up to 80%.

Feb 9 2019, 10:47 AM

Feb 8 2019

ffffffff added inline comments to D1703: Map browser for gamesetup.
Feb 8 2019, 9:33 PM
ramtzok1 updated the diff for D1764: Dynamically sizes the dataCounter overlay.

Spaced lines and fixed my name in the programmers credits file.

Feb 8 2019, 9:02 PM
nani added inline comments to D1703: Map browser for gamesetup.
Feb 8 2019, 8:37 PM
ffffffff added inline comments to D1703: Map browser for gamesetup.
Feb 8 2019, 8:24 PM
elexis added a comment to D1042: rename maps/ file names to use underscores (instead of spaces and capitalization).

I think 2) should be kept: it's nice, for skirmishes, to be able to choose depending on the number of players, instead of saying that Azure Coast is only for two players.

The problem with that is that this
(a) it means it needs a copy of the terrain file for each instance (we have the file three times). For Azure Coast this case it's only 1.5mb, but other maps use 10mb
(b) if we already have the copy, why not add so much art to it, that the maps become an actually unique experience. For Azure Coast, one can say that the map terrain is so amazing and unique that one wants to play it in multiple scenarios. Notice that the entities are really unique (players start at the shore with a dock and a tower).
(c) if the argument is true in general, then it would apply to the other maps as well. So then we would be inviting to copy around many maps and just differ the playercount. But we don't want so many copied files, and we don't want to get the same map multiple times when we browse through the mapselection list (but rather get a map variant choice after having selected a map, if it's essentially the same map). Also there are random maps that can load *pmp files since a23, so I would encourage future devs to implement such map variants using that.
I'd be ok with it being a exemption though.

Feb 8 2019, 8:24 PM
Stan added a comment to D1718: Decay/regenerate option for resources..

You need to add more classes. And you can't mix stuff. Dunno if it's good

Feb 8 2019, 8:21 PM
Nescio added a comment to D1775: Delete unused technologies.

Where can those be found?

Feb 8 2019, 8:14 PM
Nescio added a comment to D1718: Decay/regenerate option for resources..

It also sucks because you can't differentiate Growth from Fattening from spawning.

One can use , "affects": [Class] for that.

Feb 8 2019, 8:13 PM
Stan added a comment to D1775: Delete unused technologies.

I guess that's somehow meaning that we should check design documents before deleting stuff.

Feb 8 2019, 8:07 PM
Nescio added a comment to D1775: Delete unused technologies.

(refs "treasure" and "design documents" / "design document repository")

?

Feb 8 2019, 8:04 PM
elexis added a comment to D1703: Map browser for gamesetup.

I noticed from the screenshot that you use different button styles. They should be the same theme on the entire page. I favored the Stone buttons too (replay menu), but they are considered deprecated and should be superseded by the Red ones, and we should aim at making the GUI theme globally consistent. The Stone buttons on the other pages except for the menu buttons will probably be replaced. At least that was the plan few years ago.

Feb 8 2019, 8:03 PM
nani updated the diff for D1703: Map browser for gamesetup.

@elexis changed code to reflect your comments and will refractor GameMap function if you think the rest of the code looks ok.

Feb 8 2019, 8:00 PM
Stan added a comment to D1718: Decay/regenerate option for resources..

So first of all it's currently

Feb 8 2019, 7:55 PM
elexis added a comment to D1775: Delete unused technologies.

(refs "treasure" and "design documents" / "design document repository")

Feb 8 2019, 7:32 PM
elexis added inline comments to D1776: Cleanup Timer.js and update documentation.
Feb 8 2019, 7:29 PM
elexis added a comment to D1718: Decay/regenerate option for resources..

About the naming dilemma:
The idea of the auras refering to custom, userspecified names of effects is unsettling me a bit.
With the approach in this version, all techs and auras would refer to ResourceSupply/CivRelatedName/Rate or ResourceSupply/CustomName/Rate.
With Nescios approach, all techs and auras would refer to ResourceSupply/Alive/Rate or ResourceSupply/Dead/Rate, which seems much more clear when comparing many templates/auras/techs.
So the question is how realistic are mods/vanilla specifying a ResourceSupply effect that applies to the entity in both alive or dead state.
(Perhaps in a fantasy mod, a rock that is alive and moves around and provides a replenishing mineral resource supply regardless, even after the point in the storyline where the rock dies. https://en.wikipedia.org/wiki/List_of_The_Neverending_Story_characters#Pyornkrachzark)
Such a mod would not only have to duplicate the "change" item, but also all effects of auras and techs refering to that resource supply would have to be duplicated (effect ResourceSupply/Alive/Rate or ResourceSupply/Dead/Rate).
But if that's the worst that's the worst that can happen from Nescios approach, I think that's still better than auras and techs refering to an <anyName/> rather than a fixed property name.
After all, having a separate ResourceSupply effects template per health state would likely end up in the mod creator actuallly picking different numbers for the two states and making the entity more interesting.
Also, one could provide the three way choice <Alive>,<Dead>,<Always> that was already hinted at in the code if one really wants to use the same value for both helathstates.

Feb 8 2019, 7:24 PM
nani added a comment to D1758: Smooth new Kushite background.

How about this?

Feb 8 2019, 6:27 PM · Contributors
Vulcan added a comment to D1718: Decay/regenerate option for resources..

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

Feb 8 2019, 4:52 PM
Stan added inline comments to D1718: Decay/regenerate option for resources..
Feb 8 2019, 4:50 PM
Stan updated the diff for D1718: Decay/regenerate option for resources..
  • Update description
  • Add infinite check
  • rename functions
  • Simplify timer call to only pass the key.
Feb 8 2019, 4:50 PM
elexis added a comment to D1718: Decay/regenerate option for resources..

Add option to change the interval and restart the timers

If you want to implement it, why not, but notice that this can yield unintended consequences:
For example if flesh decays and a hero has a local aura that doubles the decay interval (smart man to use salt) but the decay of flesh starts only 5 seconds after the death,
woudln't the hero moving in and out of the range of the carcass (patrol command) entirely prevent the decay, because the timer is stopped and the delay never runs out until the timer is started again?

Feb 8 2019, 3:58 PM
Stan added a comment to D1724: Cleanup ExtractFormations in Commands.js.

@elexis Anything preventing you to commit this ?

Feb 8 2019, 3:15 PM
Stan added inline comments to D1776: Cleanup Timer.js and update documentation.
Feb 8 2019, 2:47 PM
Imarok added inline comments to D1776: Cleanup Timer.js and update documentation.
Feb 8 2019, 2:44 PM
Stan added inline comments to D1776: Cleanup Timer.js and update documentation.
Feb 8 2019, 2:37 PM
Imarok added inline comments to D1776: Cleanup Timer.js and update documentation.
Feb 8 2019, 2:32 PM
Vulcan added a comment to D1776: Cleanup Timer.js and update documentation.

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

Feb 8 2019, 11:57 AM
Stan updated the diff for D1776: Cleanup Timer.js and update documentation.
  • Fix Vulkan warning
  • @returns -> @return
Feb 8 2019, 11:55 AM
Vulcan added a comment to D1776: Cleanup Timer.js and update documentation.

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

Feb 8 2019, 11:33 AM
Stan created D1776: Cleanup Timer.js and update documentation.
Feb 8 2019, 11:31 AM
autobuild committed rP22085: [i18n] Updated POT and PO files..
[i18n] Updated POT and PO files.
Feb 8 2019, 10:01 AM
Stan added a comment to D1396: Remove not needed checks and code for VS2015 [VS2013 -> VS2015].

For future reference.

Feb 8 2019, 9:44 AM

Feb 7 2019

Itms added a comment to D1042: rename maps/ file names to use underscores (instead of spaces and capitalization).
In D1042#71075, @Nescio wrote:

Still to be decided:
1 what to do with the scenarios/Height Map *.png files
2 what to do with the three Azure Coast scenarios (identical maps, different player numbers)
3 what to do with the two Flight_demo scenarios (different maps, similar function)
4 what to do with the two Sandbox - Ptolemies scenarios (different maps, similar function; all other factions have only one sandbox)
5 how to differentiate similary named skirmishes, e.g. Corinthian Isthmus (different maps, similar names)

How about the following?

  • 2, 3, 4: keep only one version, delete the others
  • 5: rename them to _small and _large
Feb 7 2019, 10:50 PM
Vulcan added a comment to D1775: Delete unused technologies.

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

Feb 7 2019, 6:35 PM
Nescio updated the diff for D1775: Delete unused technologies.

Thank you, Polakrity. Two more.

Feb 7 2019, 6:34 PM
Polakrity added a comment to D1775: Delete unused technologies.

One ticket about this. #3800

Feb 7 2019, 6:22 PM
Polakrity added a comment to D1758: Smooth new Kushite background.

What do you mean by the sprite's attribute?

Feb 7 2019, 6:12 PM · Contributors
Vulcan added a comment to D1775: Delete unused technologies.

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

Feb 7 2019, 5:56 PM
Nescio created D1775: Delete unused technologies.
Feb 7 2019, 5:52 PM
ffffffff added inline comments to D1703: Map browser for gamesetup.
Feb 7 2019, 5:37 PM
nani added inline comments to D1703: Map browser for gamesetup.
Feb 7 2019, 5:02 PM
Stan committed rP22084: Fix two comments by @elexis on rP22075.
Fix two comments by @elexis on rP22075
Feb 7 2019, 4:51 PM
Stan committed rP22083: Group civ bonuses into a single folder.
Group civ bonuses into a single folder
Feb 7 2019, 4:38 PM
Stan closed D1472: Grouped civ bonuses into a single folder.
Feb 7 2019, 4:38 PM
elexis added inline comments to D1703: Map browser for gamesetup.
Feb 7 2019, 3:52 PM
Stan added a comment to D1758: Smooth new Kushite background.

@nani Feel free to suggest values.

Feb 7 2019, 3:51 PM · Contributors
nani added a comment to D1758: Smooth new Kushite background.

I can also feel the clouds move too fast relative to the city+river+desert+near mountain (looks like if the clouds are very close).

Feb 7 2019, 3:36 PM · Contributors
Vulcan added a comment to D1758: Smooth new Kushite background.

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

Feb 7 2019, 3:25 PM · Contributors
Polakrity updated the diff for D1758: Smooth new Kushite background.
Feb 7 2019, 3:24 PM · Contributors
ffffffff added inline comments to D1703: Map browser for gamesetup.
Feb 7 2019, 2:56 PM
Vulcan added a comment to D1718: Decay/regenerate option for resources..

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

Feb 7 2019, 2:50 PM
nani added inline comments to D1703: Map browser for gamesetup.
Feb 7 2019, 2:49 PM
Stan updated the diff for D1718: Decay/regenerate option for resources..
  • Make the message filter a bit smarter
Feb 7 2019, 2:48 PM
ffffffff added inline comments to D1703: Map browser for gamesetup.
Feb 7 2019, 2:41 PM
Vulcan added a comment to D1718: Decay/regenerate option for resources..

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

Feb 7 2019, 1:36 PM
Stan updated the diff for D1718: Decay/regenerate option for resources..

Fix lint

Feb 7 2019, 1:35 PM
Stan added a comment to D1718: Decay/regenerate option for resources..

Perhaps Constraint -> HealthConstraint or HealthCondition.

Feb 7 2019, 1:32 PM
Vulcan added a comment to D1718: Decay/regenerate option for resources..

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

Feb 7 2019, 1:31 PM
Stan updated the diff for D1718: Decay/regenerate option for resources..
  • Add option to change the interval and restart the timers
  • Fix the incorrect description
  • Remove parameter from AddRegenTimer function.
Feb 7 2019, 1:29 PM
elexis added a comment to D1718: Decay/regenerate option for resources..

(The naming is still a dilemma until we have a new idea)

Feb 7 2019, 1:27 PM
elexis added a comment to D1718: Decay/regenerate option for resources..

I guess we keep the timer interval and delay unmodifiable by auras/techs (otherwise the timer would have to be restarted, which in the case of local auras might be considerable to problematic performance-wise)

Feb 7 2019, 1:18 PM
Vulcan added a comment to D1718: Decay/regenerate option for resources..

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

Feb 7 2019, 12:57 PM
Stan updated the diff for D1718: Decay/regenerate option for resources..
  • Remove whitespace.
Feb 7 2019, 12:56 PM
Vulcan added a comment to D1718: Decay/regenerate option for resources..

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

Feb 7 2019, 12:55 PM
Stan updated the diff for D1718: Decay/regenerate option for resources..

@elexis Okay no problem remove the files.

Feb 7 2019, 12:53 PM
elexis added a comment to D1718: Decay/regenerate option for resources..

Please don't add all the template changes in this diff, as they really change the gameplay idea and balancing.
This patch should only be about the code, and maybe one trivial example everybody agrees on of how the code can be used.
The gameplay changes should go to a separate patch where we don't have to discuss technicalities of implementation but can solely discuss the gameplay changes.

Feb 7 2019, 11:41 AM
elexis added a comment to D1703: Map browser for gamesetup.

Thanks for the update

Feb 7 2019, 11:31 AM
Stan added a comment to D1718: Decay/regenerate option for resources..
In D1718#71776, @Nescio wrote:

How is ResourceSupply/Fattening/Value different ?

Fattening is wrapped inside Change, right, so shouldn't it be ResourceSupply/Change/Fattening/Value then?

Sure could add a change

MaxAmount is the max amount of resource an entity can carry.

So MaxAmount is always larger than Amount? And what happens if MaxAmount is not specified?

Should be. In that case Max Amount is set to current amount.

Rate is not changeable by tech/aura. Any reason to change it over the Value ?

Actually I think both ought to be possible. E.g. heal_rate.json technology decreases Heal/Rate, not Heal/HP; for growth having smaller steps could make sense.

Okay but that will need way more code. Because you have to cancel timers for the rate to change I believe.

Feb 7 2019, 7:43 AM
nani updated the diff for D1702: GUI addon to animate objects proprieties.

Now can modify text color, object sprite color type and size.

Feb 7 2019, 4:13 AM
nani updated the diff for D1650: GridBrowser GUI addon.

Made coder more clear added some checks, functionality.

Feb 7 2019, 4:09 AM
nani updated the diff for D1703: Map browser for gamesetup.

Added search function, made code cleaner and made fixes mentioned by @elexis . Still not sure if we should show biomes previews.

Feb 7 2019, 4:08 AM
nani updated the summary of D1703: Map browser for gamesetup.
Feb 7 2019, 4:04 AM

Feb 6 2019

Nescio added a comment to D1718: Decay/regenerate option for resources..

How is ResourceSupply/Fattening/Value different ?

Fattening is wrapped inside Change, right, so shouldn't it be ResourceSupply/Change/Fattening/Value then?

Feb 6 2019, 9:44 PM
Alexandermb committed rP22082: Rome helmets (Also reverting a deleted song in rome civ template):.
Rome helmets (Also reverting a deleted song in rome civ template):
Feb 6 2019, 8:23 PM
Stan added inline comments to rP22081: Rome Testudo & Anti-Cavalry formations animations:.
Feb 6 2019, 7:49 PM
Stan added a comment to D1718: Decay/regenerate option for resources..

How is ResourceSupply/Fattening/Value different ?

Feb 6 2019, 7:46 PM