You need to find out how to delete these files correctly when you create a patch. Every time I try to apply one of your patches with deleted files, the files are always empty and not deleted, I have to do it manually. This is also the reason why the ci in D4713 failed.
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Jul 21 2022
#6587
s0600204 wrote:
The issue with the Structure Tree is that r26015 removed default Researcher/TechCostMultiplier values; and whilst r26192 fixed that for the simulation, a fix was not applied to globalscripts which expects there to be values for each possible resource specified within templates.
This is causing other technology costs to be displayed incorrectly within the Structure Tree, such as those of the Mauryan temple and the Gallic forge
Jul 19 2022
General
- The fortress should come after the defense_tower
Civ list
athen
- @wraitii has already began something differnt here, see rP25239
- that is why the gymnasium and prytaneion is listed before the wonder
brit
cart
- super_dock should sit next to the wonder (only accessible in phase 3)
gaul
han
iber
kush
mace
- they have one extra building now
maur
pers
ptol
rome
sele
- they have one extra building now
spart
Jul 18 2022
Jul 14 2022
With rP26996 there are two new techs phase_city_pers.json and phase_town_pers.json, both are (wrongly) listed by the checkrefs.py script, see log output below for more clarity.
Jun 28 2022
unused aura.
#6544
I am happy with it, it fixes all the errors from the ticket.
Jun 27 2022
It found all unused files from the current change set and 26899. I also tested if the name of an aura/tech was the same but in a different folder, it found those correctly too. It even found techs where the autoResearch was set to false. 👌
After applying the patch the python script successfully found the unused han_hero_wei_qing_3.json file.
Jun 25 2022
Sorry for not being clearer!
It fixes the first issue in the referenced ticket, the second issue, the selection of units, can still be reproduced after applying the patch.
Will attach a replay with latest GIT version + D4727.
The issue occurs ~1min:40secs
(PS: it needs to be viewed via replay-visual, otherwise it will not trigger any errors.)
Jun 24 2022
I have to say that I am very disappointed with the decision to proceed with this patch. Detailed comments were simply ignored I will definitely not continue to work on this project if this carries on.
Jun 22 2022
Jun 21 2022
- reduce the size of the dialog for the openURL(url) function, it was added with rP15062 and is with 600px unnecessarily long
- The box showing the link is very useless and can be removed, it is broken anyway for very long links e.g. Multiplayer → Game Lobby → Terms of Service → View online
- The conformation box for opening URL's has already be removed for Mod selection → Help → Modding Guide/ Visit mod.io
- The box showing the link is very useless and can be removed, it is broken anyway for very long links e.g. Multiplayer → Game Lobby → Terms of Service → View online
- reduce the button size for the case there is only one button on the dialog box
- make it adoptive to the text length a little bit, but the button should not stretch across the entire message box window
- Pick a height for the red buttons, just enough to hold two lines of text and the proportions of the message box are aesthetically pleasing, 40px looks good. These confirmation options are not supposed to be very long. The string "Quit and View Summary" from rP25978 should have simply be "Summary".
- Alternatively
my idea would be a two size solution. One for short words / one lines and one for two lines.
Jun 20 2022
If you have too much time, wrap the function in a loop and see if the probability of each civ is now roughly equal when you draw 1000000 times.
Setup:
- create LongStringLocale for bundled languages (build-archives.sh).
python3 generateDebugTranslation.py --long --languages "ast" "ca" "cs" "de" "el" "en_GB" "es" "eu" "fi" "fr" "gd" "hu" "id" "it" "nl" "pl" "pt_BR" "ru" "sk" "sv" "tr" "uk"
- start
binaries/system/pyrogenesis -conf=locale:long
Impact
Jun 19 2022
Jun 16 2022
Apply the patch and compile the game
ok
Check big maps like African Planes or Egypt 3v3
tested Egypt 3v3
Compare performance via F11 (especially gui rendering)
Jun 14 2022
Apply the patch and compile the game
ok
Follow the steps from #6569
Tested with delenda and with replays from the actual game for openGL & ARB. The problem from the ticket could not be reproduced. The line of sight updates accordingly when moving your units, constructing structures or doing tech vision upgrades. Checking the minimap, testing different shadow options, switching between civilisations and different game speeds could not reveal any problems.
Jun 13 2022
Ternary it shall be.
Jun 12 2022
[23:49:31] elexis (revert rP26931 following rP26937)
Jun 11 2022
Jun 10 2022
discuss the strings that should be displayed
better VICTORIOUS and DEFEATED
see summary tooltip
or use the string from the victory track:
Music.prototype.DEFAULT_VICTORY_TRACKS = [ "You_are_Victorious!.ogg" ];
and for defeated YOU HAVE BEEN DEFEATED!
For me it compiles and runs. IDK were the code is used.
Yes, for me too. macOS10.15
/** * Unit classes to be checked for the idle-**worker**-hotkey. */ var g_WorkerTypes = ["FemaleCitizen", "Trader", "FishingBoat", "Citizen"];
Jun 9 2022
PS: Will not test this patch again, seems to be a rabbit hole. Minor problem may not be noticed by users and can be easily patched by the user themselves through activating Filtering in the options..
Jun 6 2022
This problem can still be seen on the Mainland map with the generic/sahara biome for the Han civic centre.
With the latest update of this patch, I can no longer reproduce the problem described in the ticket.
Jun 3 2022
Check LOS changing by moving unit with enabled/disabled frame limitation with GL and GL ARB
Just some videos, they both look fine.
Apply the patch and compile the game
ok
Check LOS changing by moving unit with enabled/disabled frame limitation with GL and GL ARB
See patch D4681.
This commit makes the problem more visible, but is not the actual cause of the bug.
In D4677#199006, @Stan wrote:@Langbart can you try to build this on your mac? It seems the tests fail to build.
Jun 2 2022
It fixes the problem described in the ticket.
May 28 2022
May 27 2022
May 26 2022
Apply the patch and compile the game
ok
Check that minimap looks like before with GL and GL ARB backends
ok
Check that map revealing looks like before
Check that LOS behaves like before
Yes, but it should be noted as soon as I added smoothlos = "true" to my user.cfg without the patch being applied I would crash for any rendererbackend. After applying the patch I could set smoothlos to "true" and would not crash for both rendererbackends.
May 23 2022
# notes [17:01:08] elexis we had some iconics back in the day [17:02:06] elexis fpre had destroyed about 20 CCs in 6 minutes with mauryan warrior champions [17:03:23] elexis if you can keep a wonder for wonder duration time, you get the victory, how can they violate that rule? [17:04:40] elexis and I dont see any descriptions being changed, if they want to change the rules they should update the rules [17:05:13] elexis then they can reconsider if complex conditions that dont fit into one short sentence makes sense
May 22 2022
elephant_worker.json could be removed.
May 20 2022
Apply the patch and compile the game
Ok
Check that GL minimap looks similar/same to GL ARB
Minimap looks good, but look at the textures on the scenarios/arcadia map. They appear more squared on openGL than on openGL ARB.
May 19 2022
In D4659#198186, @marder wrote:So I think changing everything to that might be the best and if its just for consistency reasons.
May 18 2022
:) 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 ... ?
In D4659#198119, @asterix wrote:I agree, did you try to use grep?
May 13 2022
May 10 2022
see D4627
"Needs another fix to be tested so trust me bro ™"
ok
Apply the patch and compile the game
ok
Check that text input and multiline text are correctly clipped
I did not encounter any problems.
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 9 2022
see D4639
Arcanist wouldn't let me apply the patch, but doing it manually did the trick.
Patch fixes the problem described in the ticket.
a problem with openGL ARB was tracked down to this changeset.
see #6537
May 8 2022
Apply the patch and compile the game
Ok
Compare performance for Combat Demo Huge
Before: ~170
After:~85
https://ttm.sh/bkP.jpg
May 6 2022
see rP26852
May 5 2022
Apply the patch and compile the game
- Applied the patch with pull0ad.
- When compiling, I get a myriad of new warnings. It did compile though.
- Entire build log: https://ttm.sh/b4G.txt
Ok, tested on random/unknown, skirmishes/corinthian_isthmus_2p and skirmishes/forest_battle_4p maps. The issue from the ticket could not be reproduced.
An issues was found tracked down to this changeset. See #6531
May 3 2022
see rP26849
May 2 2022
In D4631#196937, @Langbart wrote:Check that game looks like before (with different settings): water, shadows, particles, skies, trees, terrain, ao
(not yet, will upload some images later)
bisecting leads me to this changeset for ticket #6524
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):
- add profiler2.autoenable = true to user.cfg file
- run the following command 0ad/binaries/system/pyrogenesis -mod=public -replay-visual=PATH
- open profiler2.html in browser (but only when the loading screen disappears and the actual replay starts)
- replay begins, choose paria and click Follow Player
- replay ends, click Save Live Report to file
- save profiler2.jsonp from the log folder and rename it accordingly
- 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.
In D4623#196589, @sotirangelo wrote: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 1 2022
[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
Apr 29 2022
In rP26269#57641, @wraitii wrote:
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
In rP26269#57636, @Stan wrote:Does it work if you replace the ENSURE by an if ?
In rP26269#57626, @Stan wrote:Can you be more specific about that issue ? Are we running into that Ensure ? And if so why ?
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 28 2022
Apr 27 2022
In rP26815#57590, @vladislavbelov wrote:Fixed in rP26833.