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Jan 26 2020
Successful build - Chance fights ever on the side of the prudent.
reported at #5666
(and Sicilia Nomad showcase)
Successful build - Chance fights ever on the side of the prudent.
Fix missing m_MinValue -/+ for the case 0.25...0.75 with stepSize = 0.1.
http://irclogs.wildfiregames.com/2020-01/2020-01-26-QuakeNet-%230ad-dev.log
Seperate node per garrisoned entity.
In D2537#106648, @OptimusShepard wrote:As I know AMD has made his new Radeon Image Sharpening filter free open source, I would recommend to have a look on it.
No difference whatsoever for me on a very large deep forest map.
Build failure - The Moirai have given mortals hearts that can endure.
Successful build - Chance fights ever on the side of the prudent.
Add step_size == 0 LOGERROR
Successful build - Chance fights ever on the side of the prudent.
Add a +/- m_MinValue to the rounding equation so that it works for min=1.25, max=1.75, stepSize=0.1 too.
Jan 25 2020
Successful build - Chance fights ever on the side of the prudent.
1.d -> static_cast<double>(1)
Successful build - Chance fights ever on the side of the prudent.
Build failure - The Moirai have given mortals hearts that can endure.
Build failure - The Moirai have given mortals hearts that can endure.
Fix float vs double comparison, headers
Successful build - Chance fights ever on the side of the prudent.
Build failure - The Moirai have given mortals hearts that can endure.
I'd be very happy if attacking siege engines was the default, but in my opinion, capturing ranged siege engines isn't too bad. It already happens very rarely as players tend to have those things near their army, so capturing them only really happens if a player somehow forgets the siege weapon in some area or the siege engine wasn't brought back in time after an enemy gains a big army lead. Even in such cases, players have plenty of time to delete the siege engine as capturing takes a while.
All relevant cases of resourceGatherRates covered.
I assume you can't use a fixed?
So the main problem with this feature has been and still is the fact that rounding is messed up.
Successful build - Chance fights ever on the side of the prudent.
- Rebased.
- Redistribute pop cap using PlayerManager.
- Separate data file for world pop cap.
Build failure - The Moirai have given mortals hearts that can endure.
Build failure - The Moirai have given mortals hearts that can endure.
Build failure - The Moirai have given mortals hearts that can endure.
Typo.
Jan 24 2020
Successful build - Chance fights ever on the side of the prudent.
- Because wall segments are not buildable on their own, moved their tooltip to template_wallset.xml.
- Also standardized <Identity> and <Upgrade> tooltips of all gates.
- Purged meaningless tower <Upgrade> tooltips, since the entity it will be upgraded to and the resources upgrading cost are already present in the automatically displayed tooltip. Having and additional <Tooltip> string just means more text, not more information.
- While at it, renamed tower <Upgrade> nodes for clarity and consistency.
Build failure - The Moirai have given mortals hearts that can endure.
Build failure - The Moirai have given mortals hearts that can endure.
Build failure - The Moirai have given mortals hearts that can endure.
I like having champs having the same move speed as their citizen counterparts. As mentioned it is much more realistic and has the additional benefits of making them feel fairer to play against and also easier to balance.
I wouldn't mind switching to nanis theme under the condition that it uses a color style that fits to the existing theme, i.e. using gold for enabled controls and gray for disabled ones, no? and secondly the rectangular shape looks more brutal than the current slider sprite. so if that square rectangle shape would be changed, I might agree with that diff. One advantage of nanis proposal might be that the area of the slider selector is larger, so it may be easier to use / move it (or not, I didnt look at the size property in the xml).
In D2578#108522, @Nescio wrote:Not done: this patch standardizes <Identity> tooltips. <Upgrade> tooltips could be done in a future patch.
My bad.
This would fix all your complains. Improved from the version elexis mentioned before by making the edges not overlap with the slider button.
Actually I'm not sure it would. Also, I agree with elexis those sliders in your screenshot look a bit ugly, though they are clearer.
In rP23430#41084, @Nescio wrote:Perhaps move the game speed setting to the top, to make things visually more pleasing? This looks a bit ugly to me:
- The sliders are rather narrow and because you have to click on them, this makes them harder to use than the vertically much larger drop-down boxes.
It would be nice if clicking above the slider, rather than exactly on the line, would also work. It shouldn't be too hard to increase the (vertical) sensitive area? And maybe make the arrow keys work with sliders as well?
Also dropdowns require hardcoding the values whereas a slider only has 3 datapoints (min, max, step)
Thanks, I agree that's an improvement.
Gamespeed (1) has labels, so it would remove something, also stepsize other than 1, so I would have added a worse workaround until there was D406.
Perhaps move the game speed setting to the top, to make things visually more pleasing? This looks a bit ugly to me:
- The sliders are rather narrow and because you have to click on them, this makes them harder to use than the vertically much larger drop-down boxes.
It would be nice if clicking above the slider, rather than exactly on the line, would also work. It shouldn't be too hard to increase the (vertical) sensitive area? And maybe make the arrow keys work with sliders as well?
In rP23430#41082, @Nescio wrote:Then one could at most use a 5 minute step dropdown, but that would also not allow chosing 2 minutes or 38 minutes for example.
It is also easier to pick values with a slider if there are 60 of them.True; the question is how likely it is people would want 38 minutes, rather than 40.
Also dropdowns require hardcoding the values whereas a slider only has 3 datapoints (min, max, step)
Then one could at most use a 5 minute step dropdown, but that would also not allow chosing 2 minutes or 38 minutes for example.
It is also easier to pick values with a slider if there are 60 of them.
True; the question is how likely it is people would want 38 minutes, rather than 40.
Ceasefire has the main use case at < 5 minutes on nomad.
Then why not reduce it further, to e.g. 30 or 20? (Just curious.)
The number of relics is the number of civs, each relic is spawned at most once.
So each mod that adds civs ought to edit the gui files?
Why did you use it for these four settings, but not others?
This had been discussed as well. It seems not publicly.
There are dropdowns with few choices where the labels are more informative than numbers, for example mapsize "small" is more descriptive than mapsize 192.
For starting resources the upper limit is infinite / 50.000, so using that as a scale wont work well.
For the population limit, maybe, I never said that this should be the final layout, but it was used for the durations first and foremost because those are continuous values selectable.
Understood, I was thinking more of settings with narrower ranges, e.g. game speed (up to 2×) or number of players (up to 8).
The relic and wonder time go from 0 to 60 minutes, ceasefire from 0 to 45; why not 60 as well, for consistency? 60 minutes ceasefire used to be an option.
The more narrow the range, the easier it is to pick values.
I have seen maybe 300 matches with Victory durations and they were usually 50minutes, since for shorter times it was too hard to attack the enemy, as it is easy to turtle up.
Ceasefire has the main use case at < 5 minutes on nomad.
(See also irc discussion with Vladislav linked)
A few minor points:
- The sliders are rather narrow and because you have to click on them, this makes them harder to use than the vertically much larger drop-down boxes.
- The ends are noticeably faded, which is somewhat confusing. (Are the min and max values less valid options?)
- The relic and wonder time go from 0 to 60 minutes, ceasefire from 0 to 45; why not 60 as well, for consistency? 60 minutes ceasefire used to be an option. (Off-topic, why exactly is 13 the maximum number of relics?)
- Why did you use it for these four settings, but not others? Having a drop-down for game speed directly above the ceasefire slider is a bit ugly.
Overall, I'm not entirely convinced sliders are better (more user-friendly) than drop-down lists, though I don't have very strong feelings either way.
Just confirmed that the crash in debug mode of apitrace is not linked to this patch. So only thing to fix is Mac Os.
"SB1" and "SB2" appeared exactly once, in the maur.json file, and were obviously placeholders; other civs leave this string empty ("").
Inserting SpecialBuilding is rather meaningless, because the fact that they're “special” (i.e. not available to all civilizations) is the very reason they're listed in the civ files in the first place.
I assume there is no class for special buildings? (SB1 & SB2)
Successful build - Chance fights ever on the side of the prudent.
First proof of concept with stepWidth
From 2017-12-06-QuakeNet-#0ad-dev.log:
20:14 < temple> stepWidth sounds easier
nani posted more review comments in a PM conversation, most importantly motivating me to create the second iteration of the patch, also he tested the patch.
Successful build - Chance fights ever on the side of the prudent.
Jan 23 2020
Also update MapReader.
All Armour values got consistent now, feel free to removing trailing 0's from other template values too
D2000 removes trailing zeros from aura files, D2222 improves the civ files.
For templates, maybe later, preferably after D2502 (adjusting wall footprints) is in, because rebasing that would be a lot of work.
In case phabricator can't handle the images (D889#38774), here's a zip with the textures:
Tested. Works as advertised.
Successful build - Chance fights ever on the side of the prudent.
- Remove redundant comment in JSDOC.
- Use correct way of object property notation.
Classic StatusEffect applies.
StatusEffect with modifiers applies modifiers to target.
When effect has duration, it is removed after duration ends.
StatusEffect with interval deals damage correctly to target.
Tooltip with effect for attack is displayed correctly when hovering over attack details.
Tooltip with applied effect is displayed correctly when hovering over effect icon.
Successful build - Chance fights ever on the side of the prudent.