In rP25470#52062, @Angen wrote:CounterPopulation.prototype.DefaultTotalGatherersColor
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May 23 2021
May 23 2021
Langbart added a comment to D3994: [Gameplay] Expand Experience trickle to stables and elephant stables.
In D3994#172612, @chrstgtr wrote:My reasoning is that level 3 healers are quite strong and healers don't have anything to do until fighting starts [...]
Do you think I should color it in "gold" as well, or use the current style color ("200 200 200") and color it there instead of being defined in the styles.xml file?
nani awarded D4009: [WIP] - Adding some buttons to the lobby page a Love token.
Temporary solution: stop Xmpp client when pressing Main Menu in the replay menu if still connected. The goal is not to leave the lobby to watch a replay.
May 22 2021
May 22 2021
Langbart updated the summary of D3994: [Gameplay] Expand Experience trickle to stables and elephant stables.
see rP25515
May 21 2021
May 21 2021
As of this changeset, I am no longer able to have two instances on my computer and join an MP game in the lobby. I have tried with and without STUN and port forwarding, but always end up with a UDP error.
Langbart retitled D3994: [Gameplay] Expand Experience trickle to stables and elephant stables from [Gameplay] Expand Experience trickle to stables and fortresses to [Gameplay] Expand Experience trickle to stables and elephant stables.
Langbart updated the diff for D3994: [Gameplay] Expand Experience trickle to stables and elephant stables.
Removing the Experience trickle from the fortress and adding it to the elephant stable.
May 20 2021
May 20 2021
In D3972#171770, @vladislavbelov wrote:Is it comparable to performance without the patch?
Langbart retitled D3994: [Gameplay] Expand Experience trickle to stables and elephant stables from Expand Experience trickle to stables and fortress to [Gameplay] Expand Experience trickle to stables and fortresses.
Langbart requested review of D3994: [Gameplay] Expand Experience trickle to stables and elephant stables.
When playing a map called Arctic Summer the performance and movement is great, but when changing the map to Ardennes Forest and leaving all other settings (Shadows Distance Cutoff is enabled) the same. The FPS counter is low, and I feel like I'm sitting in glue. Moving the camera around the map is very difficult, both maps were started with me as the player and 1 AI.
Start similar maps like Ardennes Forest with lots of trees, the result is similar. Movement on maps with very few trees is great, the more you add the harder it becomes to move across the map. The movement gets better as soon as I toggle the Shadow option off.
May 19 2021
May 19 2021
Adding the description to the else if statement.
In D3964#171647, @Freagarach wrote:Yes, but:
- Lower case variable first letter.
- const
In D3964#171639, @Freagarach wrote:Code is good, nice change.
To avoid displaying the rated option in the objectives dialog for LAN games, I changed "else if (g_IsNetworked)" to "else if (g_IsNetworked && Engine.HasXmppClient())".
Removing "count" from the resource description tooltip.
Change "CounterPopulation.prototype.CurrentGatherersTooltip" to "this.CurrentGatherersTooltip" in CounterPopulation.js.
Langbart added a comment to D3958: Add an extra button for seeing the summary page when quitting a session.
In D3958#171245, @Schweini wrote:Link to the forum discussion: https://wildfiregames.com/forum/topic/40219-discussion-which-dialog-looks-and-sounds-the-best/
May 18 2021
May 18 2021
Storing the translated and formatted current gatherer string in the prototype.
Gatherers: current might look more consistent than Current gatherers.
Currently the font size in the tooltip is larger than the actual number, I think we should just go with sans-bold-16.
Remove the actual number of gatheres from the tooltip, as it is clearly visible in the top panel, and write only "Gatherers: current" in the tooltip.
May 17 2021
May 17 2021
Yes, that drop is expected with Fixed distance shadows off. What's the difference when it's on?
When a user starts with the Default Settings the option for Fixed Distance Shadows is grayed out, it only works if you select Prefer GLSL. I believe you wrote via IRC that this becomes the default some time in the future, if not, perhaps the tooltip should have a hint when hovering over the grayed out option.
Removed tabs for the else if statement.
Langbart added a comment to D3958: Add an extra button for seeing the summary page when quitting a session.
I would suggest that I create a forum post with multiple options, so more people can decide on how it should look
May 16 2021
May 16 2021
Build some outposts in my territory and on neutral ground. Build some near the enemy and wait for his territory to expand.
The patch seems to work as intended, the outpost only lost garrison points if it was in enemy territory or converted by the enemy.
But there was an irregularity, when I lost my barracks building to the enemy my outpost lost points. In the GIF below you can see my CC is garrisoned and has all garrison points, when the barracks building is converted my outpost suddenly loses garrison points pretty quickly.
TEST PLAN: Compile on all major platforms.
The rating option is hidden if no rating option is available and the number of players is not equal to 2.
I couldn't figure out how to implement wraitti's request (Can you also make it so that you can still toggle the other button?). So I did the next best thing and made the rating permanently visible and also show "No" when "Cheats" are enabled.
Changing the note above the function "abbreviateLargeNumbers" from "Large numbers are shortened." to "@param {number} number - A number to shorten using SI prefix."
May 15 2021
May 15 2021
Also change the divisor to use the same format 1e3 and 1e6
Changed the numbers 1000000, 100000 and 10000 to 1e6, 1e5 and 1e4 for the function "abbreviateLargeNumbers".
Langbart added a comment to D3958: Add an extra button for seeing the summary page when quitting a session.
In D3958#171021, @Schweini wrote:@Langbart regarding your suggestions:
- I don't think the button should be called "Yes, Summary" as this looks clunky and out of place, just "Summary" should be enough.
- The hotkey functionality should be a seperate patch in my opinion, this one just aims to fix trac:#4300
The error you reported should be fixed now and the strings should now also be translateable.
I originally wanted a larger font, which required a new style called "resourceTextTopPanel", but after changing the font back to "sans-bold-stroke-14", the newly created style is the same as "resourceText", so I just deleted "resourceTextTopPanel" because it's redundant.
I use a third party image hoster, the files are quite large and I did not want to compress the image. Shadows look the same. I tested both with the option "Very High" for shadows.
rP25444
https://pasteall.org/media/8/6/865b88ab944e2d67edd4f5cb616d0e02.png
rP25444+D3967
https://pasteall.org/media/4/e/4e29196d00a1d938ffc2efa301bfb0ff.png
Removed unnecessary "curly braces" from the "abbreviateLargeNumbers" function and moved the necessary one to a new line.
Changed the function "abbreviateLargeNumbers" from (number >= 1000) to (number >= 10000), now only numbers above 10.000 will be abbreviated
In D3911#170894, @Angen wrote:What if i want to know if i have 1780 or 1702 ?
Changed "num" to "number" and added missing "translateWithContext" to the function "abbreviateLargeNumbers"
Replacing "else" with "else if (g_IsNetworked)", then the option will ony be displayed in MP games.
I used a replay with the skirmish map "Sporades Islands (2)" , 1x and follow player.
Sporades_Islands_2.zip6 KBDownload
Procedure:
In my replay on the map Lower Nubia I could not see any red water, but when I play it on a skirmish map called Sporades Islands (2) I see a red line on the horizon. It is very subtle and one could assume that it is due to the sunlight, but it is not.
May 14 2021
May 14 2021
I applied this patch (diffID 17551) to my working copy rP25437. I used the same replay (red_water.zip) as the last time I checked this patch.
I did not see any red water this time.
Langbart added a comment to D3958: Add an extra button for seeing the summary page when quitting a session.
Okay, that would be nice to have.
The Summary choice may need some adjustment, maybe Yes, summary. Or you could take the options from D3768: No, Yes, skip summary and Yes.
I would like it even more, if the quitconfimation window could be accessed via a hotkey instead of menu clicks.
ffffffff awarded D3911: Improve the usefulness of the counters in the top panel a Like token.
May 13 2021
May 13 2021
TEST PLAN
Test it
Another user will try to implement it, I will not work on this one anymore.
see D3958 - Add an extra button for seeing the summary page when quitting a session (13/May/21).
May 12 2021
May 12 2021
Removed the note "// Do not show zeroes." from CounterResource.js and CounterPopulation.js
May 11 2021
May 11 2021
I applied this patch via Arcanist to my working copy rP25420 and I only received these messages:
May 10 2021
May 10 2021
In D3911#170081, @wraitii wrote:I feel like I'd prefer a light blue or something redder maybe?
I dunno, maybe it's just me.
Changed the name of the function from "shortLargeNumbers" to "abbreviateLargeNumbers"; Font size has been changed to "sans-bold-stroke-14 and 13"; Zeros are always present and colored in "200 200 200"; I kept the "gold" color for gatherers because it is easier to distinguish the two numbers.
May 9 2021
May 9 2021
When I apply this patch to my working copy rP25411, I can load a mod that contains 0ad>=0.0.24 in its mod.json file.
PS: Have also tested the feature when a mod from A24b is still active but not compatible with the latest version. The feature works correctly. This is a great addition.
I applied this patch to my working copy rP25335 because applying this patch to the latest SVN version rP25410 did not work for me with Arcanist, so I went back.
I think this fixes the problem I described in ticket #6176. I tested it both with and without this patch, only with this patch applied I did not see any red water.
see D3942
Using the rally point of a structure when the entity (does not) exist.
I noticed a problem => #6175: Rally point - pick up treasures bug (9/May/21).
May 8 2021
May 8 2021
Thank you for taking up my suggestion from ticket #5940 so quickly.
I received some errors when trying to access the Population--> Total chart for a replay I did in multiplayer. I attach the file: 6_may_21.zip
May 7 2021
May 7 2021
I noticed some errors when popLimit is reached. #6173
May 6 2021
May 6 2021
Use a hotkey to toggle the feature.
Look at e.g. the storehouse.
Both with and without this patch.
I have tested rP25391 and it solves the problem.
split the color prototype for total and resource gatherers
Changed the word "Colors" to "Color" in CounterPopulation.js
Current situation looks like this
{F1999172, width=600}
Change the color from "yellow" to "gold"; switch position between gatherers and resource number; changed the the layout of the CounterCaption string to count/limit (max); decreased the font size a bit and moved everything a bit to the left so there is enough space for the pop info in mimimal resolution (1024x768)
Langbart added a comment to D3929: [Gameplay] - Disable TreasureCollecter component in siege engines..
try collecting treasure with a ram and other units.
Tested with Macedonian civ for the following units: "Siege Tower", "Battering Ram", "Bolt Shooter" and "Siege Catapult". Works as intended.
The "Crossbowman" can still pick up treasures, which is good.
Map: skirmish map "Median Oasis (2)"
May 4 2021
May 4 2021
In D3911#169128, @wraitii wrote:I think I'm not a fan of the # of gatherers above the resource count. I think I preferred it where it is in SVN. Barring that, I would prefer it under the resource count, not above. I'm also not a fan of the yellow color, would probably prefer something else, but that's less important.
They can sure be switched and colored in white, as shown in this image below from the popular AOE2 channel T90Official - Age Of Empires 2
I would also prefer if the pop reads current/cap (max) instead of current/cap/max which reads like a weird date to me.
Errors no longer occur when you host a MP game.
In D3911#169118, @Freagarach wrote:I was wondering, @Langbart, is there any kind of reasoning behind changing the positions of the numbers?
May 3 2021
May 3 2021
Adding prototype for color and correct remark for translation message
Adding translation remark for "k"; a short message for translators regarding the spces for CouterPopulation.js; adjusting color function
Implementing "seeh's" idea
In D3911#168949, @nwtour wrote:In D3911#168946, @Langbart wrote:adjusting the .po files
This change will roll back after the robot commits "Update PO and POT files"
The correct way is to register on transifex (in group en_GB) and change in the web-interface
https://www.transifex.com/wildfire-games/0ad/viewstrings/#en_GB/public-gui-ingame/93621272?q=text%3ApopCount
adjusting the .po files
In D3911#168944, @nwtour wrote:In D3911#168941, @Langbart wrote:The problem with the spaces around the slash symbol seems to persist.
It`s translation issue
$ grep ' %(popLimit' binaries/data/mods/public/l10n/*po binaries/data/mods/public/l10n/en_GB.public-gui-ingame.po:msgstr "%(popCount)s / %(popLimit)s" binaries/data/mods/public/l10n/en_GB.public-gui-ingame.po:msgstr "%(popCount)s / %(popLimit)s / %(popMax)s" binaries/data/mods/public/l10n/eu.public-gui-ingame.po:msgstr "%(popCount)s/ %(popLimit)s" binaries/data/mods/public/l10n/eu.public-gui-ingame.po:msgstr "%(popCount)s/ %(popLimit)s/ %(popMax)s"
The problem with the spaces around the slash symbol seems to persist. How do you ensure that there are no spaces between the population numbers?
A user nicknamed seeh has reported back that this worked for him:
CounterPopulation.prototype.CounterCaption = markForTranslation("%(popCount)s\/%(popLimit)s\/%(popMax)s") + ' ';
Moving the function "shortLargeNumbers" into common/tooltips.js
May 1 2021
May 1 2021
I got the message "Lint Errors", lets try again.
Where shall I place the function? "shortLargeNumbers"
change the name of the function to "shortLargeNumbers", adding Math.floor; adding translate "M";
I don't see the need for this, but if people like it more, I am okay with it.
Yes, I just want to avoid a line break. In this video from mysticjim you can see the issue @21:55min: 0AD My First Alpha 24 Game (28/Feb/21)
I don't have this problem with spaces on my PC, but I have seen it in some youtube videos. It seems that some operating systems make spaces around the slash symbol.
JavaScript/Guide/Regular_Expressions#escaping
because the resource style in the top panel is "resourceText", it is also used for barter and trade in the HUD and in the "Bart&Trade" menu, to get around this I just added a new style in styles.xml
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