Successful build - Chance fights ever on the side of the prudent.
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Jan 23 2020
Inlines.
Initially, I did 0.90 but then they were slower than Heavy Skirmishers, which didn't feel too correct.
That made me wonder, so I looked up the current walk speed numbers:
citizen , champion , hero cavalry javelineer : ×1.95 , ×2.25 , ×1.9425 (= 1.85 × 1.05) cavalry archer : ×1.95 , ×2.25 , ×1.85 patch proposal : ×1.792 , ×2.07 , ×1.85 infantry javelineer : ×1.4 , ×1.75 , ×1 infantry archer : ×1.1 , ×1.2 , ×1
The differences are especially pronounced for the infantry javelineer. (Maybe something to revisit in a future patch?)
Regardless, I wonder why champions are significantly faster than citizens. They have a lot more armour and health and can't gather (hunt). If anything, I'd expect champions to be slower or at most equally fast.
The current differencea between citizen and champion walk speed go back to rP20230, which introduced relative speeds (multipliers). Prior to that template_unit_cavalry.xml, template_unit_champion_cavalry.xml, and template_unit_hero_cavalry.xml all had a walk speed of 1.65; the commit message says: “No significant value change.”
Successful build - Chance fights ever on the side of the prudent.
Build failure - The Moirai have given mortals hearts that can endure.
now with svn add
Thanks @bb :)
Changed code is good.
Number of builders is correctly updated when repaired entity is transformed.
Builders continue to repair/construct when target is renamed.
Successful build - Chance fights ever on the side of the prudent.
new iteration requested by @elexis
(Finding good numbers would take some time, and to me its currently not broken.)
Yes, I understand, I meant some approximate mock-up values.
(Also equations like -144+120 should be computed)
Actually I kept those intentionally: the third number is the position at 720 pixels, since the second number cancels out the percentage.
And 1280×720 is equivalent to 3840×2160 at 300% zoom.
I would keep the organization logo and build information grouped, otherwise looks ok to me (and the product logo offset looks better than not having it so this iteration improves that).
So E is 0% and C is 60%?
Perhaps the projectinformation box should also be moved further below, or kept aligned at the organization logo.
Successful build - Chance fights ever on the side of the prudent.
diff 11136 appears best
That's why I've uploaded it last :)
If we want the images bigger, we can just render a bigger one...
That could be nice. Currently it looks like this on 3840×2160 at 300% zoom:
EDIT: I meant the watermark product could be used in the main menu;
The design is similar, but the watermark colours look brighter, presumably to have better contrast on various backgrounds?
Besides, mods might want to replace the main menu logo but keep the 0 A.D. watermark logo unchanged.
Allow floating digits for mods that would want decimal armor levels, but remove the enforced .0 from the default armor tooltip.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Perhaps it's easier if you'd state the percentages how you'd like to distribute the empty space?
(Finding good numbers would take some time, and to me its currently not broken.)
Simplify CSlider code following the IGUIButtonBehavior inheritance by deleting m_IsPressed which is now redundant with m_Pressed from the inherited class.
Unstretched look indeed better. One can also notice that we used two different sprites for the same thing 0ad_logo and watermarkCompany
diff 11136 appears best for me, maybe some artist wants to have an opinion?
This patch fixes the "copy twice" bug described in #3145!
And the crash over there can't be reproduced by me on arch, nor by go2die on mint 19.3 Tricia (based on ubuntu bionic 18.04.3. LTS kernel 5.3.x) (see lobby today)
Successful build - Chance fights ever on the side of the prudent.
Build failure - The Moirai have given mortals hearts that can endure.
Fix Vladislav’s comments, still mirrored at GitHub to avoid squashing the commits.
Successful build - Chance fights ever on the side of the prudent.
Build failure - The Moirai have given mortals hearts that can endure.
Fix windows build. Apitrace doesn't work for me though, it segfaults directly
The latest changes are rebased and pushed at https://github.com/linkmauve/0ad/tree/rm-sys
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Missing file
Successful build - Chance fights ever on the side of the prudent.
Jan 22 2020
All Armour values got consistent now, feel free to removing trailing 0's from other template values too
Looks correct and complete to me
I like the example in the description though I think it could a bigger top padding.
I could move the value label 1px further below, but if there is a dropdown coming below the dropdown, it will start to collapse with that. There is simply too few space, which is why the setting height was increased from 32px to 36px already:
I like the example in the description though I think it could a bigger top padding.
- Discussed with Vladislav on http://irclogs.wildfiregames.com/2020-01/2020-01-19-QuakeNet-%230ad-dev.log on the problem that not all values are chosen with the same frequency by users
- The UI theme was discussed with nani in a PM session today. nani proposed that the vertical center axis of the label on the left should be on the same vertical center as the average of the slider + label on the right side:
Slider Label: ----------- Number
which IMO looks worse.
Successful build - Chance fights ever on the side of the prudent.
Rebase, add value label, use it for RelicCount too
Successful build - Chance fights ever on the side of the prudent.
- Add a comment about prehistoric kernels not supporting thread names.
- Change the order of const and char.
Some notes. Can you add yourself to the credits? Keep up the great work!
With more testing, in high number deathmatch, there was still high usage in CVertextBuffer::Release (gprof)
Jan 21 2020
The structures/maur_defense_tower is missing a ..
Not done: this patch standardizes <Identity> tooltips. <Upgrade> tooltips could be done in a future patch.
Just wondering: train seems like D1245 and recruit more like what is done when clicking the button? I think this can be comitted as is and we can discuss "train" vs "recruit" elsewhere, if you want?
https://trac.wildfiregames.com/wiki/EnglishStyleGuide#Actions says “train (human units)” and that's also the verb used in the aura descriptions and technology tooltips (“training time”), so for consistency's sake we should stick with that in this patch.
A future patch could replace train with conscript/enlist/hire/muster/recruit, if people think that's clearer.
Successful build - Chance fights ever on the side of the prudent.
brit and gaul wall tower
Successful build - Chance fights ever on the side of the prudent.
Just wondering: train seems like D1245 and recruit more like what is done when clicking the button? I think this can be comitted as is and we can discuss "train" vs "recruit" elsewhere, if you want?
Then why not lower heavy skirmisher speed?
Fewer to test, basically. An additional benefit of the change being more minor, which is something I aimed to do when balancing. Avoid making big sweeping changes and if a change turns out to be too minuscule it can be further adjusted in the future.
Or raise cavalry javelinist speed?
Obviously, this would make javelin cavalry stronger, which I think is very unneeded as they're in a good spot balance wise currently.
By the way, this makes elephant archers slower, since they have the horse archer as their parent. Also, keep in mind there are two cavalry speed technologies (+10% each), from which elephantry and infantry don't benefit.
Didn't actually realize that was the case, will fix it in the patch soon. Getting the first speed upgrade will actually restore cav archer speed back to slightly higher than initially.
Successful build - Chance fights ever on the side of the prudent.
- Remove if in addBuilder.
- AddSingleBuilder -> AddBuilderHelper.
- Don't say orders have changed when they might have not been.
Successful build - Chance fights ever on the side of the prudent.
Added undefined type.
bug disappeared
Reported bug has been fixed, one can notice that the animation changed in the case when switching from 2 to 1 tab (there now is a gap between the panelButtons and the settingsPanel). New version fine with me too
That sounds nice. He'll probably dump the mod in his though.
I guess committing this means adding a PR to delenda est :D
If you make a https://github.com/0ADMods/deprecated_art mod I could these files to there, and Delenda Est could then be fixed by simply adding a dependency.