Successful build - Chance fights ever on the side of the prudent.
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Nov 29 2019
static_cast
I am against the use of the word time, at least alone.
rate is used mainly to talk about money or a pourcentage.
Here we are talking about a movement so the use of the word speed is more appropriate.
In rP23195#39836, @Alexandermb wrote:In rP23195#39832, @minohaka wrote:Was playing and got these errors:
ERROR: Mismatch between model's skeleton and animation's skeleton (46 model bones != 49 animation keys)
ERROR: CCacheLoader failed to find archived or source file for: "art/variants/quadraped/base_horse_trader.xml"
ERROR: Could not open path quadraped/base_horse_trader.xml
ERROR: CCacheLoader failed to find archived or source file for: "art/actors/props/units/helmets/hele_thracian_cart_hero_01.xml"
ERROR: CObjectManager::FindObjectBase(): Cannot find object 'props/units/helmets/hele_thracian_cart_hero_01.xml'
ERROR: Failed to build prop model "props/units/helmets/hele_thracian_cart_hero_01.xml" on actor "hero_elephantry_hannibal_d"Fixed most of them but i can't recognize the mismatch model. Do you know where the model mismatch happens?
In rP23195#39832, @minohaka wrote:Was playing and got these errors:
ERROR: Mismatch between model's skeleton and animation's skeleton (46 model bones != 49 animation keys)
ERROR: CCacheLoader failed to find archived or source file for: "art/variants/quadraped/base_horse_trader.xml"
ERROR: Could not open path quadraped/base_horse_trader.xml
ERROR: CCacheLoader failed to find archived or source file for: "art/actors/props/units/helmets/hele_thracian_cart_hero_01.xml"
ERROR: CObjectManager::FindObjectBase(): Cannot find object 'props/units/helmets/hele_thracian_cart_hero_01.xml'
ERROR: Failed to build prop model "props/units/helmets/hele_thracian_cart_hero_01.xml" on actor "hero_elephantry_hannibal_d"
Was playing and got these errors:
ERROR: Mismatch between model's skeleton and animation's skeleton (46 model bones != 49 animation keys)
ERROR: CCacheLoader failed to find archived or source file for: "art/variants/quadraped/base_horse_trader.xml"
ERROR: Could not open path quadraped/base_horse_trader.xml
ERROR: CCacheLoader failed to find archived or source file for: "art/actors/props/units/helmets/hele_thracian_cart_hero_01.xml"
ERROR: CObjectManager::FindObjectBase(): Cannot find object 'props/units/helmets/hele_thracian_cart_hero_01.xml'
ERROR: Failed to build prop model "props/units/helmets/hele_thracian_cart_hero_01.xml" on actor "hero_elephantry_hannibal_d"
Nov 28 2019
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Straight from @wraitii's patch from the ticket.
[EDIT]: I've missed the template_unit_ship in changing the decays.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Current naming cases are heterogenous.
It seems most of the UNDERSCORE_UPPERCASE seems to come from C developers.
We notice that at least in source/gui/ there are no UNDERSCORE_UPPERCASE constants, so the folder is selfconsistent.
hmm yes, i wanted that mainly for player, because petra would have advantage as she see whole map.
but realistically, if you see someone runs on top of hill and then down, you dont see him anymore but you know where he went :)
I've been testing this and it is still awesome :)
I really like the feeling when peaking around a corner and what awaits you is a high density of bad guys, it feels so much more like it should.
Nov 27 2019
Successful build - Chance fights ever on the side of the prudent.
Build failure - The Moirai have given mortals hearts that can endure.
Successful build - Chance fights ever on the side of the prudent.
Build failure - The Moirai have given mortals hearts that can endure.
remove debug printf
do profiling
build boost dlls
optional variant, have fun
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Use ints remove the changes.
@nani maybe a good occasion to use the new class syntax? VSCode can auto convert it.
Also missing newline at end of file and semicolons :)
Nov 26 2019
In D1635#102030, @FeXoR wrote:Could you add a screenshot as a showcase, please?
There was the rectangularSmoothToHight function that took an influence map of surrounding tiles that could also be used to create dunes. (looks like it has been removed in a cleanup frenzy though...)
Could you add a screenshot as a showcase, please?
There was the rectangularSmoothToHight function that took an influence map of surrounding tiles that could also be used to create dunes. (looks like it has been removed in a cleanup frenzy though...)
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Still broken @Angen?
I tested it and couldn't break it ;)
Even when obstruction is removed, the formation members go to their correct position.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
This patch also fixes a Profiler2 crash when the userreporter is enabled.
Was missing Profiler2::SaveToFile() that's writing a file as well.
Then let's hope another team member (@elexis?) will eventually find time to review this.
Okay so I tried the script in the WSL (Windows Subsystem for Linux) As I expected it totally failed because Windows disks are not case sensitive.
Botherthings:
- XmppClient (edit: and UserReporter) equally pulls onTick but only receives messages occasionally, so it should receive the same treatment
- One needs to subscribe to a GUI Object, but the GUI object itself is not involved at all in the processing of the event. So it would seem nicer to subscribe the event globally, perhaps similar to D2260/rP22851. (The event handlers must be destroyed when the GUI page is destroyed, yet CGUI should remain agnostic of NetClient and XmppClient)
- To trigger a ScriptEvent, one needs to call RecurseObject. But that means on a GUI object page with 10k objects and only 1 object using the event, it will iterate over 10k objects with 10k function calls for no reason. (However not iterating using RecurseObject means iteration order will not be hierarchical anymore, which is sad, but appears that it can be assumed to be negligible. Secondly it means having to copy the pointers to iterate since that container can change while iterating).
I didn't reuse the "pack"-image because someone who wants to change the textures also needs to touch the StatusBars.js then. Which is not bad for base game, but *is* bad for modders.
Since you just copy that textures, why just not to reuse the original directly?
If artists will want to add special texture for them, they will re-upload them anyway,
Nov 25 2019
I'd suggest adding a reviewer so someone gets notified of your work waiting to enter ;)
The 'raster' lib is only used by this map so far so I'd suggest to import it in the map rather than in library.js.
I didn't see this map before and so far it looks good!
Eager to test it ;)
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Yeah binary files and moving never works.
When I applied the patch, it failed to get pictures so i had to copy them manually.
Aside from that, looks good and works.
I tested on my raspberry pi, and it fixes a segfault for me too.
Thanks for the patch and the detailed answer. I just wanted to make sure we were not doing something wrong by replacing those.
In D2441#101896, @Stan wrote:Any performance difference in using one of the other? I'm all for removing dependencies though.
(Just for the record I had written first half of the post already, I don't forget such a thing.)
Lods should be in the template visual actor. Else actors will become a great mess. Also there will be warnings everywhere or missing props.
Successful build - Chance fights ever on the side of the prudent.