Also there's some info in the meson FAQ about how to use wildcards
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Sep 19 2022
Sep 2 2022
And if a decision were made, I'd help implement it. This is an example of how I implemented it on rmw https://github.com/theimpossibleastronaut/rmw/blob/master/src/parse_cli_options.c
Well, I guess I'm repeating myself a bit... a man page can be a bitch to maintain. I suggest implementing a parser like C's getopt or https://theboostcpplibraries.com/boost.program_options , and using help2man to generate a man page (which can be at least customized a little with a template).
Sep 1 2022
In D4777#203603, @Stan wrote:Ah nvm the last inline then ^^
Nice! After I applied the patch, and renamed /usr/bin/wx-config to /usr/bin/wx-config.old, this is the output
@Stan I'm sorry for using abusive language like that. You didn't deserve it. I had some anger that's not at all related to you and unjustly took it out on you. You're dedicated on work very hard on this project, and definitely I was wrong to state my difference of opinion in such a hostile manner.
In D4777#203583, @lyv wrote:I am not sure the check should happen earlier. It's only relevant for the pyrogenesis atlas make process, building the other dependencies does not require wx.
Maybe easier on CI I suppose.
@Stan Well... who gives a shit what the ticket was about... if there's a better way to implement the ultimate goal of the ticket.
I was thinking something like
Ok, but why not check for its existence near the top of update-workspaces.sh?
Looks good @Stan , but the check and fail should happen earlier, before the Collada build.
Aug 29 2022
Is it guaranteed that we'll get the error for compile settings earlier?
Aug 9 2022
I did some more testing. Teams are correct in a 3v2 or 2v3 or 3v4 or 4v3, but in a 2v4, the placement is incorrect.
Aug 8 2022
imo, this is a bug fix, not a new feature, so it should get merged before a26 is released if it can get reviewed in time.
Aug 7 2022
Works for me. Thanks @marder
Jul 31 2022
Jul 6 2022
Jun 14 2022
It seems like I see Latium played pretty regularly in the lobby. But I think it could be replaced by a rectangular map that supports all the biomes, like Mainland Rectangled in community maps. Nothing special about that one, it's just Mainland but with canyons on each side so the playing area is rectangular. Although Latium has rivers on each side, so more like Yekaterinaville (also in community maps).
Jun 8 2022
Thanks for reviewing. It sounds pretty confusing and complicated to me, probably partly because I'm not proficient in Javascript. I'll free this up in case someone else would like to do it.
Jun 7 2022
var clPlayer = g_TileClasses.player (painted in the createBases function)
Simplify
Jun 6 2022
I suggest we give all removed maps to the 'Community Maps' mod, if the curator of that mod wants them.
May 27 2022
In D4303#198634, @smiley wrote:
In D4303#198624, @smiley wrote:I haven't looked at the actual arc function in detail yet.
(who freely and ethically admits to pinching code from other sources)
Well and good, but would need a link to the original in a comment with the relevant code. And licensing details of course unless the code is public domain and is sufficiently changed.
I understand there's a feature freeze now. Is there a chance we could get this in before the a26 release is if we removed the BesideAllies code and associated function, and then just keep the existing placements that we're already using for Frontier. So Mainland and African Plains would still have the same options for Team placement in this patch, but without the new BesideAllies placement (Then we stick that in *after* the a26 release). @marder
rebased against code in github master and fixed merge conflict in mainland.js
Mar 5 2022
Mar 3 2022
Mar 2 2022
Rebased against master at d25309b (Wed Mar 2 05:00:23 2022 +0100). The only merge conflict I saw was that "chicken" was changed to "starting_animal" in mainland.js and african_plains.js.
Feb 22 2022
I tested the patch and it works on Manjaro 21.2.3 with python 3.10.2
Dec 16 2021
Nov 20 2021
@Jammyjamjamman attempts to fix the remaining linter messages
Nov 19 2021
Betterize the code
Computes the gap between allies based on radius(g_PlayerbaseTypes[pattern].distance)
Nov 15 2021
In this example (mainland, medium), the 3 players are on the same team, but do you think they are too close together? If so, any suggestions or pseudo-code ideas on how to alter the algorithm on how to prevent that?
Fix placement of players when they are not assigned teams
Nov 12 2021
Me and @Jammyjamjamman have found that on a setup such as a 6 player game, when 2 players are on T1 and the other 4 not assigned to any team, the placement is not correct:
Nov 3 2021
Oct 27 2021
Another attempt to remove linter errors
fix opposing teams spacing, finish de-linting
@Jammyjamjamman the opposing teams are so close together (3v3 medium map)! Is there anything we can do about that?
Fixes more linter errors
Attempt to fix most linter errors.
Oct 21 2021
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?
Oct 17 2021
I added the besideAllies placement option to Frontier and Ambush
removed some of @Jammyjamjamman 's crazy comments
Oct 16 2021
This fixes the error about the playerIDs.map function I mentioned in the previous diff.
This mostly uses existing code that's used for Frontier and Ambush to create the TeamPlacement drop down box, and adds the same options to Mainland and African plains, plus adds the "Beside Allies" placement option.
Oct 14 2021
Duplicate of D2432
In D4283#182540, @sera wrote:I'm not sure why you've mentioned implementing a command line parser. 0ad already has this.
A poor man solution only.
In D4305#183373, @Freagarach wrote:In D4305#183351, @Langbart wrote:[Dropdown] Map state: Concealed, Explored, Revealed.
[Toggle] Allied viewGiven the rather minor impact of the bug fixed, and the (seemingly) large (code) readability improvements created, I'd say do that in this patch (which should also fix the bug this patch fixes now).
Oct 13 2021
In D4303#183343, @andy5995 wrote:In D4303#183277, @Langbart wrote:Should the option appear if there are only two players? Better just disable and gray them out.
That would be a separate patch. The random option is also presented for the Frontier and Ambush map.
It seems the default when using "TeamPlacements" is to add that random option (not the randomGroup which is completely different); So any patch that changes the code to remove the random option would affect all maps that use TeamPlacements in the .json file.
In D4303#183276, @Langbart wrote:
In D4303#183277, @Langbart wrote:Should the option appear if there are only two players? Better just disable and gray them out.
LGTM!
In D4303#183237, @andy5995 wrote:I think it would be good to also add the "stronghold" formation that's used on the Frontier map. I haven't figured out how to implement it cleanly yet though.
Oct 12 2021
I think it would be good to also add the "stronghold" formation that's used on the Frontier map. I haven't figured out how to implement it cleanly yet though.
temporarily revert african_plains to original version
remove unused tight_arc from g_PlayerbaseTypes (setup.js)
implemented TeamPlacement (per-map) settings similar to Frontier
In D4303#183165, @Freagarach wrote:Also, have you seen the Frontier random map? That seems to have what you want.
clean-up
removed 2 duplicated variables
Oct 11 2021
Still trying to get the value of g_MapSettings.EvenPlayerSpacing for the newly-added condition in the .js files. Still getting the same result. Always evaluates to true.
No changes, just regenerated the diff with 'git diff -U9999 master'
I completed removed african_plains_tg.js and mainland_tg.js. The option is now in the .json files.
So now I've avoided duplicating the maps, and just use 2 distinct json files, adding the setting "EvenPlayerSpacing".
These 2 maps are from the stock mainland and African Plains map.
Sep 29 2021
After applying this patch, rebuilding, I tried this with a skirmish map I made. It didn't turn out correctly:
Sep 28 2021
I understand you'd rather I use C++ code. I'm not famillar with C++ actually, so I'll probably not do anymore with this diff.
Sep 27 2021
In D2432#102349, @Stan wrote:Just for the record, only debian seems to provide a man command.
In D4283#182511, @Stan wrote:Did you see https://code.wildfiregames.com/D2432
This obviously isn't finished yet. I wanted to get some feedback before I proceeded.
Jul 18 2021
Sure. I'm currently building the game+developing this patch from the github mirror. What would "adding this option to atlas" involve?
Jul 12 2021
Jul 6 2021
Me and @Jammyjamjamman just tested it with an Internet game; no problems.
Jul 5 2021
I didn't get any warnings or errors while patching.
Jun 6 2021
imo, I don't really see any value in having periods at the ends of all these incomplete sentences.