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May 19 2022

Langbart updated subscribers of D4659: rename Han Chinese -> Han.

So I think changing everything to that might be the best and if its just for consistency reasons.

May 19 2022, 11:09 AM
Langbart resigned from rP26208: Fix compilation on Apple Silicon.

D4607

May 19 2022, 11:02 AM
Langbart created P273 eslint0ad.
May 19 2022, 5:43 AM

May 18 2022

Langbart added a comment to D4659: rename Han Chinese -> Han.

:) no matches found for Han Chinese, only the single word Chinese still shows up in some files e.g. Chinese Fire Ship Alight , should it be called Chinese ... or Han ... / Han Dynasty ... ?

May 18 2022, 8:19 PM
Langbart added a comment to D4659: rename Han Chinese -> Han.

I agree, did you try to use grep?

May 18 2022, 7:50 PM

May 13 2022

Langbart abandoned D4622: Change the sound for completed LaoziGate.
May 13 2022, 8:31 PM
Langbart retitled D4608: Han Chinese stone thrower from [Gameplay] Han Chinese stone thrower to Han Chinese stone thrower.
May 13 2022, 8:31 PM
Langbart abandoned D4609: Bring the old cursor back.
May 13 2022, 8:30 PM
Langbart abandoned D4620: Position of the ministry in the construction panel.
May 13 2022, 8:29 PM
Langbart updated the Trac tickets for D4607: Fix build on MacOS Darwin arm64 / aarch64 (M1 / Apple Silicon).
May 13 2022, 8:25 PM
Langbart abandoned D4572: [macOS] Spidermonkey fix .
May 13 2022, 8:24 PM

May 10 2022

Langbart resigned from rP26269: Remove leftover terrain-based movement cost code..

see D4627
"Needs another fix to be tested so trust me bro ™"
ok

May 10 2022, 4:27 PM
Langbart added a comment to D4640: Avoids drawing text in GUI if it will be clipped.

Apply the patch and compile the game

ok

Check that text input and multiline text are correctly clipped

I did not encounter any problems.

May 10 2022, 11:54 AM
Langbart added a comment to D4641: Fixes shader program and technique reloading.

Apply the patch and compile the game
Run the game

ok

Change something in shaders

Changing binaries/data/mods/public/shaders/glsl/common/debug_fragment.h while the game is running

  • from return vec3(alpha);
  • to return vec3(1.0, 0.8, 0.0) * (1.0 - alpha);

It would crash without the patch being applied.
With the patch, a crash could no longer be observed and the colour change takes place correctly within the game window.

May 10 2022, 11:23 AM

May 9 2022

Langbart resigned from rP26485: Moves GL depth comparison function to SamplerDesc..

see D4639

May 9 2022, 2:41 AM
Langbart added a comment to D4639: Fixes depth texture sampling in ARB shaders after rP26485.

Arcanist wouldn't let me apply the patch, but doing it manually did the trick.
Patch fixes the problem described in the ticket.

May 9 2022, 2:39 AM
Langbart raised a concern with rP26485: Moves GL depth comparison function to SamplerDesc..

a problem with openGL ARB was tracked down to this changeset.
see #6537

May 9 2022, 12:09 AM

May 8 2022

Langbart added a comment to D4638: Fixes dynamic GL buffer orphaning forgotten in rP26406.

Apply the patch and compile the game

Ok

Compare performance for Combat Demo Huge

Before: ~170
After:~85
https://ttm.sh/bkP.jpg

May 8 2022, 10:11 PM

May 6 2022

Langbart resigned from rP26284: Moves color mask, depth mask and function management from CShaderPass to….

see rP26852

May 6 2022, 7:17 AM

May 5 2022

Langbart added a comment to D4636: Adds dummy renderer backend.

Apply the patch and compile the game

  1. Applied the patch with pull0ad.
  2. When compiling, I get a myriad of new warnings. It did compile though.
May 5 2022, 8:36 PM
Langbart accepted D4637: Fixes decals writing depth.

Ok, tested on random/unknown, skirmishes/corinthian_isthmus_2p and skirmishes/forest_battle_4p maps. The issue from the ticket could not be reproduced.

May 5 2022, 6:54 PM
Langbart raised a concern with rP22366: UnitMotion - Change "Possibly At Destination" logic..

An issues was found tracked down to this changeset. See #6531

May 5 2022, 5:07 PM

May 3 2022

Langbart resigned from rP26815: Moves vertex attribute binding to CDeviceCommandContext..

see rP26849

May 3 2022, 9:24 AM

May 2 2022

Langbart added a comment to D4631: Moves uniform and texture binding to CDeviceCommandContext.

Check that game looks like before (with different settings): water, shadows, particles, skies, trees, terrain, ao

(not yet, will upload some images later)

May 2 2022, 3:44 PM
Langbart raised a concern with rP26815: Moves vertex attribute binding to CDeviceCommandContext..

The mentioned performance difference between OpenGL and OpenGL ARB in D4631 is caused by this changeset. See ticket #6525 for more details.

May 2 2022, 2:47 PM
Langbart raised a concern with rP26170: Performs texture uploads via DeviceCommandContext interface..
May 2 2022, 1:22 PM
Langbart added a comment to rP26170: Performs texture uploads via DeviceCommandContext interface..

bisecting leads me to this changeset for ticket #6524

May 2 2022, 1:22 PM
Langbart added a comment to D4631: Moves uniform and texture binding to CDeviceCommandContext.

Apply the patch and compile the game

It worked for the most part with arc patch D4631, but I had to create source/ps/containers/Span.h manually.
It did compile.

Check that game looks like before (with different settings): water, shadows, particles, skies, trees, terrain, ao

(not yet, will upload some images later)

Compare performance

  • system_info.txt is here #5969
  • I created a map with 5 players (me+4AI's) on a normal sized Ratumacos map. Entered the cheat code gift from the gods and have 91 horses run around the edge of the map..


Procedure (Visual Replay):
  1. add profiler2.autoenable = true to user.cfg file
  2. run the following command 0ad/binaries/system/pyrogenesis -mod=public -replay-visual=PATH
  3. open profiler2.html in browser (but only when the loading screen disappears and the actual replay starts)
  4. replay begins, choose paria and click Follow Player
  5. replay ends, click Save Live Report to file
  6. save profiler2.jsonp from the log folder and rename it accordingly
  7. perform this for default settings with OpenGL and OpenGL ARB with/without applying the patch.


openGLARB felt very choppy with and without the patch being applied on this particular map.

May 2 2022, 12:05 PM
Langbart added a comment to D4623: Fix quicksave not appearing in the menu.

The time elapsed should display properly now.

Yes, it is fixed. I did not find any other issues when testing the patch. Seems to work as planned. Good job.

May 2 2022, 9:46 AM

May 1 2022

Langbart added a comment to rP26584: Let the Gamesetup.cpp Autostart (starting from cl) use the gamesettings via the….
[03:31:30] elexis correction, where bb removed the (only) call to the function but not the function, so that is another miss of his commit
May 1 2022, 10:28 AM

Apr 29 2022

Langbart added a comment to rP26269: Remove leftover terrain-based movement cost code..
Apr 29 2022, 4:16 PM
Langbart added a comment to D4623: Fix quicksave not appearing in the menu.

Hello, thank you for taking the time to create a patch.
I noticed the following:

  • Start a normal game e.g. Random/Guadalquivir River and press Shift+F5
  • end the game, return to the Main menu and open Load game.
  • The Played time is always 00:00

Apr 29 2022, 4:09 PM
Langbart added a comment to rP26269: Remove leftover terrain-based movement cost code..
In rP26269#57636, @Stan wrote:

Does it work if you replace the ENSURE by an if ?

Apr 29 2022, 7:58 AM
Langbart added a comment to rP26269: Remove leftover terrain-based movement cost code..
In rP26269#57626, @Stan wrote:

Can you be more specific about that issue ? Are we running into that Ensure ? And if so why ?

Apr 29 2022, 7:53 AM
Langbart raised a concern with rP26269: Remove leftover terrain-based movement cost code..

While working on #6513, we stumbled over this issue.

[01:42:34] Langbart could we do it like  wraitii  and make an if statement ?
[01:42:36] Langbart https://code.wildfiregames.com/D4459#change-tcKZz2mtyCmK
[01:44:26] elexis ehm
[01:45:21] elexis that was before bbs commit
[01:45:53] elexis if that texture manager commit is not reverted, then you possibly might not only may but have to add that if statement
...
[01:58:54] Langbart I am at rP26583 and the -autostart-nonvisual is running correctly.
[02:01:04] elexis did you test with a random map or skirmish/sceario?
[02:01:28] Langbart binaries/system/pyrogenesis -conf=mod.enabledmods:"public" -autostart="scenarios/arcadia" -autostart-nonvisual
[02:02:30] elexis this line
[02:02:30] elexis     ENSURE(CTerrainTextureManager::IsInitialised()); // we need this for the terrain properties (even when graphics are disabled)
[02:02:30] elexis totally looks like 26269 should have changed that
[02:03:59] elexis oh
[02:04:06] elexis try a random map
[02:04:13] elexis I tried the units demo map in that replay
[02:04:36] elexis that wasnt a random map actually, hm
[02:04:46] elexis a skirmish map that places the entities from a JS simulation script
[02:05:21] elexis so the question now is why does our code run CXMLReader::ReadTerrain but at rP26583 it doesnt
[02:08:53] elexis grep -R 'Terrain' -l | grep xml | sort
[02:09:00] elexis shows that only few maps have this element
[02:09:10] elexis units_demo.xml one of them
[02:09:22] elexis arcadia not
[02:09:41] elexis so try units_demo if you can
...
[02:11:55] Langbart arcadia works
[02:11:58] Langbart units dem does not
[02:12:05] Langbart i am at rP26583
[02:12:15] elexis so you can raise a concern there on that particular line
[02:12:23] Langbart do u want the lldb ?
[02:12:34] elexis it will be the same
[02:12:39] elexis the error is clear now
[02:12:48] elexis wraitii removed some lines but not all

Line 561 in MapReader.cpp

Apr 29 2022, 2:18 AM

Apr 28 2022

Stan awarded D4621: Fix chat window a 100 token.
Apr 28 2022, 6:48 PM

Apr 27 2022

Langbart updated the diff for D4621: Fix chat window.

update adding if (text)

Apr 27 2022, 11:28 PM
Langbart accepted rP26815: Moves vertex attribute binding to CDeviceCommandContext..

Fixed in rP26833.

Apr 27 2022, 10:08 PM
Langbart raised a concern with rP26815: Moves vertex attribute binding to CDeviceCommandContext..
Apr 27 2022, 1:29 PM
Langbart added a comment to rP26815: Moves vertex attribute binding to CDeviceCommandContext..

Ended up at this commit after bisecting.
#6520

Apr 27 2022, 1:28 PM
Langbart requested review of D4622: Change the sound for completed LaoziGate.
Apr 27 2022, 4:12 AM
Langbart updated the summary of D4608: Han Chinese stone thrower.
Apr 27 2022, 3:41 AM
Langbart updated the diff for D4608: Han Chinese stone thrower.

lower cost pop to 3 and change specific name back to Tóushí Chē

Apr 27 2022, 3:38 AM
Langbart added a comment to D4527: Don't segfault on autostart nonVisual games after rP26584.

IRC 27/Apr/22

[01:01:23] elexis and yes 26584 is conceptually broken by requiring GUI files while simultaneously requiring the GUI not to be initialized
[01:02:01] Langbart but it gave me "random" civs as an autostart option. this is great
[01:03:28] elexis I could argue this should have been considered in the (missing) use case analysis before r25077 already when gui/gamesettings/ was created. 26584 was to fix that hole already (bb made the patch after I ranted about that folder change). while the commits that introduced the redundancy of the gamesetup logic in Gamesetup.cpp gamesetup-js and Atlas gamesetup were to blame for this duplication of logic, it would have been warranted by the 
[01:03:29] elexis reaction of the folder and moving that much code (which comes at the penalty of code auditing cost if its perfect and in this case many (10+?) bugs)
[01:07:01] elexis I wonder if those slashes in "fix/ improve/ commit" mean "or" or "and"
[01:07:30] elexis void InitNonVisual(const CmdLineArgs& args) g_GUI = new CGUIManager(); just no 😃
[...]
[01:30:02] elexis D4527 would have to move  gui/gamesettings/ out of the gui folder and reflect on the best place
Apr 27 2022, 3:22 AM
Langbart requested review of D4621: Fix chat window.
Apr 27 2022, 3:18 AM

Apr 26 2022

Langbart resigned from rP26815: Moves vertex attribute binding to CDeviceCommandContext..

Thank you for quickly fixing the problem in the ticket with rP26829.

Apr 26 2022, 8:31 PM
Langbart raised a concern with rP26815: Moves vertex attribute binding to CDeviceCommandContext..

Some issues with particles were noted, wowgetoffmang mentioned that you can`t see the smoke on the Han forge and I have strange looking fires when buildings are destroyed.
#6519

Apr 26 2022, 7:03 AM
Langbart updated the diff for D4619: [Gameplay] Scythes aura affecting unit.

"Human"

Apr 26 2022, 2:35 AM

Apr 25 2022

wowgetoffyourcellphone awarded D4619: [Gameplay] Scythes aura affecting unit a Dat Boi token.
Apr 25 2022, 11:12 PM
Langbart requested review of D4620: Position of the ministry in the construction panel.
Apr 25 2022, 6:21 PM
Stan awarded D4620: Position of the ministry in the construction panel a Love token.
Apr 25 2022, 6:11 PM
Langbart requested review of D4619: [Gameplay] Scythes aura affecting unit.
Apr 25 2022, 6:00 PM

Apr 24 2022

Langbart updated the Trac tickets for D4527: Don't segfault on autostart nonVisual games after rP26584.
Apr 24 2022, 3:58 AM
Langbart updated the Trac tickets for D4615: Shift group hotkeys to map 1 - 10 instead 0 - 9.
Apr 24 2022, 12:56 AM

Apr 23 2022

Langbart accepted D4615: Shift group hotkeys to map 1 - 10 instead 0 - 9.

Ok

Apr 23 2022, 10:19 PM

Apr 22 2022

Langbart added a comment to D4610: Moves vertex attribute binding to CDeviceCommandContext.

Does the slowness happen immediately after recompile?

Every time I run recompile and start the replay the FPS is at 23 when the camels spawn (~20seconds) the FPS goes down to 9-11 and stays there for the rest, on the second run they reach 14-18 FPS.

What if don't run the replay for the first time, only open the main menu and close?

  • Opening and immediately closing the game before starting the replay made no difference.
  • If you wait a while for the Macbook to cool down between compiling and starting, it makes a difference. Could just be thermal throttling.
Apr 22 2022, 8:23 AM

Apr 21 2022

Langbart added a comment to D4610: Moves vertex attribute binding to CDeviceCommandContext.

@Langbart I've made few optimizations, could you check performance?

Apr 21 2022, 7:46 AM

Apr 19 2022

Langbart added a comment to D4610: Moves vertex attribute binding to CDeviceCommandContext.

On the first run I started the replay immediately after compiling, maybe the game needed a test run before the performance test.
Now the performance felt more similar with and without the patch applied for openGL.

Apr 19 2022, 10:42 PM
Langbart added a comment to D4610: Moves vertex attribute binding to CDeviceCommandContext.

I personally felt that the performance was worse after applying the patch than without it, especially for openGL. It felt more choppy.

Apr 19 2022, 10:27 PM
Langbart added a comment to D4610: Moves vertex attribute binding to CDeviceCommandContext.

Apply the patch and compile the game

ok

Make sure the game looks like before the patch on GL and GL ARB

ok

Compare performance

  • system_info.txt is here #5969
  • I created a map with 5 players (me+4AI's) on a normal sized Lake map. Entered the cheat code gift from the gods and have 81 camels run around the edge of the map..


Procedure (Visual Replay):
  1. add profiler2.autoenable = true to user.cfg file
  2. run the following command 0ad/binaries/system/pyrogenesis -mod=public -replay-visual=PATH
  3. open profiler2.html in browser (but only when the loading screen disappears and the actual replay starts)
  4. replay begins, choose paria and click Follow Player
  5. replay ends, click Save Live Report to file
  6. save profiler2.jsonp from the log folder and rename it accordingly
  7. perform this for default settings with OpenGL and OpenGL ARB with/without applying the patch.

Apr 19 2022, 10:19 PM
Langbart updated subscribers of D4608: Han Chinese stone thrower.
The unpacked siege units still have UnitMotion, but a very small almost-zero speed, and UnitAI doesn't allow them to move without packing anyway.

Do note this is wrong. I've noticed a long time ago that when you attack siege set to passive, interesting things happen to see by those who wait.

Apr 19 2022, 6:18 PM
Langbart requested review of D4609: Bring the old cursor back.
Apr 19 2022, 4:11 AM
Langbart updated the summary of D4608: Han Chinese stone thrower.
Apr 19 2022, 3:56 AM
Langbart updated the diff for D4608: Han Chinese stone thrower.

Adding UnitMotion

Apr 19 2022, 3:54 AM
Langbart added a reverting change for rP26681: [art] The final new default cursor? : D4609: Bring the old cursor back.
Apr 19 2022, 3:46 AM
Langbart added a comment to D4607: Fix build on MacOS Darwin arm64 / aarch64 (M1 / Apple Silicon).

Build the game bundle and playtest it to see that nothing is broken.

Apr 19 2022, 3:04 AM
Langbart added a comment to rP26681: [art] The final new default cursor? .

The old cursor wins, the new one annoys me. wrong angle, wrong style, bad contrast

Apr 19 2022, 2:56 AM

Apr 18 2022

Langbart updated subscribers of D4608: Han Chinese stone thrower.
The unpacked siege units still have UnitMotion, but a very small almost-zero speed, and UnitAI doesn't allow them to move without packing anyway. This has some mostly visual side effects in formations, because the formation moves at the speed of its slowest member (it goes very slow until the packing unit is done).
Apr 18 2022, 9:13 PM
Langbart requested review of D4608: Han Chinese stone thrower.
Apr 18 2022, 9:12 PM

Apr 14 2022

Langbart updated the diff for D4603: LIB_URL zlib change.

https

Apr 14 2022, 8:56 AM

Apr 13 2022

Langbart requested review of D4603: LIB_URL zlib change.
Apr 13 2022, 6:14 PM

Apr 12 2022

Langbart added a comment to D4597: Add color mixer.


[14:55:22] elexis IMO on the screenshot it lacks the information what the user is supposed to do there, not everyone knows about the RGB color model
[14:55:28] elexis so it should be Red Green Blue IMO

Apr 12 2022, 3:27 PM
Langbart resigned from rP26680: [art Alpha 26] Update the footprint sizes and selectable shapes for mechanical….

These changes are not the cause of the problem from ticket #6486. They only made the problem visible.

Apr 12 2022, 2:43 PM
Langbart added a comment to D4597: Add color mixer.

Could you attach screenshots?

Apr 12 2022, 9:17 AM
Langbart resigned from rP26776: Adds names to GL shaders and programs..

Applying the changes from rP26780 to the GIT working copy under rP26777 fixes the problem described in ticket #6495 .

Apr 12 2022, 8:52 AM
Langbart raised a concern with rP26776: Adds names to GL shaders and programs..

#6495

Apr 12 2022, 7:02 AM
Langbart raised a concern with rP26777: Simplifies GL::CShaderProgram to store less data..

#6495

Apr 12 2022, 7:01 AM
Langbart abandoned D4589: Units demo fixes.
Apr 12 2022, 6:45 AM

Apr 9 2022

Langbart added a comment to D4594: Make outpost capturable.

I don't see the connection between the 2 diffs, other than they both include towers. :)

The palisades_outpost template is removed, this diff replaces it with structures/brit/outpost and the other with structures/wooden_tower (structures/palisades_fort), both handle the issue from the ticket.

Apr 9 2022, 7:56 AM

Apr 7 2022

Langbart updated the Trac tickets for D2740: rename palisades_fort to wooden_tower, deprecate palisades_outpost and palisades_watchtower.
Apr 7 2022, 12:28 PM
Langbart abandoned D4594: Make outpost capturable.

see D2740

Apr 7 2022, 12:27 PM
Langbart requested review of D4594: Make outpost capturable.
Apr 7 2022, 12:00 PM
Langbart raised a concern with rP26284: Moves color mask, depth mask and function management from CShaderPass to….

A problem with a texture at death. #6494
Bisecting reports that this is the first commit in which the problem appears.

Apr 7 2022, 10:43 AM

Apr 6 2022

Langbart accepted D4592: Fix progress slider on autoqueued items..

This solves the problem of the linked ticket.

Apr 6 2022, 7:38 PM
Langbart added a comment to D4591: acropolis_bay_2p changes.

@wowgetoffyourcellphone has already made a revision to the map in changeset rP26747.

Apr 6 2022, 2:45 PM
Langbart updated the diff for D4591: acropolis_bay_2p changes.

Changing the camera angle was not intended.

Apr 6 2022, 2:37 PM
Langbart requested review of D4591: acropolis_bay_2p changes.
Apr 6 2022, 2:26 PM

Apr 5 2022

Langbart updated subscribers of D4589: Units demo fixes.

this solves the problem with the Viking Longship (ref #6486) and some objects were sitting too close to each other.

I believe it doesn't solve the issue but hides it. It seems if someone would make a test when the ship is pushed (or vice versa) the test might fail for the same reason.

Apr 5 2022, 5:31 AM
Langbart updated the diff for D4589: Units demo fixes.

Replace "MoveTo" with "JumpTo"; Remove unnecessary whitespace

Apr 5 2022, 5:19 AM

Apr 4 2022

Langbart requested review of D4589: Units demo fixes.
Apr 4 2022, 7:57 AM

Apr 3 2022

Langbart added a comment to D4588: Fix selecting formations when cycling idle entities..

This fixes the problem in the listed ticket.

Apr 3 2022, 8:49 AM

Apr 2 2022

Langbart added a comment to rP26681: [art] The final new default cursor? .

turned looks better

Apr 2 2022, 11:49 AM

Apr 1 2022

Langbart added a comment to rP26681: [art] The final new default cursor? .

@wowgetoffyourcellphone don't do the others with this angle, this one is bad enough. It obscures too much of the icon below. All the old ones were better.

Apr 1 2022, 8:58 PM
Langbart raised a concern with rP25182: Add a simple 'pushing' logic to unit motion to improve movement..

#6486
Related to rP26680

Apr 1 2022, 8:50 PM
Langbart resigned from rP26681: [art] The final new default cursor? .
Apr 1 2022, 7:10 PM
Langbart resigned from rP26523: Set the size of the overlaybox without relying on the arbitrary initSize.

D4585

Apr 1 2022, 7:10 PM
Langbart added a comment to rP26680: [art Alpha 26] Update the footprint sizes and selectable shapes for mechanical….
Apr 1 2022, 6:33 PM
Langbart raised a concern with rP26680: [art Alpha 26] Update the footprint sizes and selectable shapes for mechanical….

#6486
I think you need a smaller depth number for your viking_longship.xml, at any number above 43 it breaks the Units Demo map.

Apr 1 2022, 6:33 PM
Langbart resigned from rP25559: Add trading posts and shrines as map props.
Apr 1 2022, 2:43 PM

Mar 31 2022

Langbart raised a concern with rP26523: Set the size of the overlaybox without relying on the arbitrary initSize.

#6484

Mar 31 2022, 6:09 AM