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Dec 4 2017

FeXoR accepted D900: Remove civ-specific hardcoding in Random Map Generation Wall Placement script..

@elexis No, there isn't an actual issue right now. I mentioned those two cases that came to mind above. I don't think this will help reducing debug time consumption and is IMO a pure limitation.

Dec 4 2017, 10:02 PM
FeXoR added a comment to D900: Remove civ-specific hardcoding in Random Map Generation Wall Placement script..

I wanted to clarify that my proposal is only a simple solution, not the definite way to go.

Dec 4 2017, 3:24 PM

Dec 3 2017

FeXoR added a comment to D900: Remove civ-specific hardcoding in Random Map Generation Wall Placement script..

To change the indentation of e.g. a defense tower would require to copy the wall set, change the indentation parameter and rewrite the wall alignment function.
Without the freeze and with the wall stiles constructed at import only the indent parameter would need to be changed.

Dec 3 2017, 12:58 PM
FeXoR added a comment to D900: Remove civ-specific hardcoding in Random Map Generation Wall Placement script..

Thanks for the feedback!

Dec 3 2017, 12:41 PM

Nov 12 2017

FeXoR added a comment to D900: Remove civ-specific hardcoding in Random Map Generation Wall Placement script..

Requested changes:

Nov 12 2017, 5:25 PM

Nov 11 2017

FeXoR requested changes to D900: Remove civ-specific hardcoding in Random Map Generation Wall Placement script..

The wall lengths are really good! Thanks much!

Nov 11 2017, 2:14 PM

Nov 5 2017

FeXoR added a comment to D900: Remove civ-specific hardcoding in Random Map Generation Wall Placement script..

Thanks much for picking this one up @s0600204 !

Nov 5 2017, 9:46 PM

Oct 7 2017

FeXoR accepted D950: Test Vector2D.rotate with more numbers and fix oversight.
Oct 7 2017, 12:48 AM

Oct 4 2017

FeXoR added inline comments to rP11361: More random maps and FeXoR's wall system..
Oct 4 2017, 2:25 AM

Sep 8 2017

FeXoR added a comment to D877: Move placeable templates out of special/..

@elexis Ultimately, yes. But ATM there are 2 kinds of templates in the directory templates:

  • Definitions to generate entities from (in the subdirectories). Entity templates so to say
  • Perdefinitions of of a set of those (with the prefix template_), Entity template templates so to say.

Both are templates but in a different way.

Sep 8 2017, 6:39 PM
FeXoR requested changes to D877: Move placeable templates out of special/..

@Stan pointed out that since the trigger points are moved to the directory triggers the trigger prefix should be removed.
I agree since this was the default approach previously, too.
So this should be part of this commit to stay conform.

Sep 8 2017, 6:15 PM
FeXoR accepted D877: Move placeable templates out of special/..

I somehow agree with elexis meaningful folder naming.
Still I consider this is a welcome improvement ;)

Sep 8 2017, 6:09 PM

Sep 6 2017

FeXoR added a comment to D879: Trade gain related to the current map size.

@linear gain: Then I'd always chose the shortest possible trade routes since it's the same amount of resources per time and trader no matter the distance ... and nearly no risk involved.
@square is to much: What about an exponent about 1.5?

Sep 6 2017, 11:57 PM

Aug 19 2017

FeXoR added a comment to D409: Fix the promotion healthpoint missing issue.

Thanks for the fast and pleasant feedback, @fatherbushido.
I have not looked into the other patch so please commit the two ;)

Aug 19 2017, 4:48 AM

Aug 18 2017

FeXoR accepted D409: Fix the promotion healthpoint missing issue.

This patch has been reviewed and accepted and I also agree with it.

Aug 18 2017, 5:09 PM

Jul 29 2017

FeXoR accepted D249: Fix SimpleGroup and RandomGroup placement retries.
Jul 29 2017, 9:25 PM

Jul 17 2017

FeXoR accepted D249: Fix SimpleGroup and RandomGroup placement retries.
Jul 17 2017, 4:26 PM

Jun 20 2017

FeXoR committed rP19808: Prevent height based forests to grow into player start locations..
Prevent height based forests to grow into player start locations.
Jun 20 2017, 2:16 AM
FeXoR closed D662: Prevent woods to grow into players bases by committing rP19808: Prevent height based forests to grow into player start locations..
Jun 20 2017, 2:16 AM
FeXoR updated the diff for D662: Prevent woods to grow into players bases.

Rebased after changeset 19807 (D659 committed)

Jun 20 2017, 12:42 AM
FeXoR added a comment to D662: Prevent woods to grow into players bases.

To reproduce the original bug:
Generate: Map Size: Normal, Number of Players: 4, Seed: 2537 (High ground trees in bases of player 1 and 4)

Jun 20 2017, 12:22 AM

Jun 19 2017

FeXoR accepted D659: Remove caledonian meadows / wild lake duplication.
Jun 19 2017, 11:38 PM
FeXoR added a comment to D659: Remove caledonian meadows / wild lake duplication.

I'd add a comment to the documentation of getTileCenteredHeightmap() that TILE_CENTERED_HEIGHMAP must be false (see comment at the top of heightmap.js) for this is the point where things would break.
Otherwise perfect, thanks much, @elexis !

Jun 19 2017, 11:09 PM
FeXoR added a comment to D662: Prevent woods to grow into players bases.

Wait with this after D659 !

Jun 19 2017, 10:45 PM
FeXoR added a reviewer for D662: Prevent woods to grow into players bases: Restricted Owners Package.
Jun 19 2017, 10:42 PM
FeXoR created D662: Prevent woods to grow into players bases.
Jun 19 2017, 10:41 PM
FeXoR accepted D658: Fix caledonian meadows thumbnail.
Jun 19 2017, 2:05 PM

Jun 8 2017

FeXoR accepted D610: River Archipelago - Left vs Right.
Jun 8 2017, 2:01 PM

Jun 6 2017

FeXoR accepted D486: Fix metal mines in latium.
Jun 6 2017, 11:57 AM

Jun 1 2017

FeXoR committed rP19704: Add random map Wild Lake. Patch by FeXoR. Reviewed by elexis and Imarok..
Add random map Wild Lake. Patch by FeXoR. Reviewed by elexis and Imarok.
Jun 1 2017, 10:46 AM
FeXoR closed D548: Wild Lake random map script by committing rP19704: Add random map Wild Lake. Patch by FeXoR. Reviewed by elexis and Imarok..
Jun 1 2017, 10:46 AM
FeXoR updated the diff for D548: Wild Lake random map script.

Added mappreview

Jun 1 2017, 10:42 AM
FeXoR updated the diff for D548: Wild Lake random map script.

Fixed most of elexis comments
Increases defenders of the mercenary camps
Larger map sizes also have smaller lakes (maybe that initial heightmap would work well for all map sizes)

Jun 1 2017, 2:42 AM
FeXoR added inline comments to D548: Wild Lake random map script.
Jun 1 2017, 2:24 AM
FeXoR added inline comments to D548: Wild Lake random map script.
Jun 1 2017, 2:08 AM

May 31 2017

FeXoR added a comment to D548: Wild Lake random map script.

The mappreview is missing.
Would be nice if someone with full graphics enabled could provide some ;)

May 31 2017, 11:07 PM
FeXoR updated the diff for D548: Wild Lake random map script.

Fixed:

  • Player placement fails on Tiny and small maps: Smaller lake and slightly reduced player base smothing and no Iberian walls on those map sizes
  • Changed the one occurrence of mercenary_camp_egyptian to merc_camp_egyptian. Good catch! ;)
  • Halfed the number of animals at the lake
  • Smothened the terrain below farms
  • Slightly reduced the amount of fish
May 31 2017, 11:02 PM

May 30 2017

FeXoR added a comment to D380: Danubius: Spawn gaia waves at civic centers.

I reviewed the random map part and it gets my OK.

May 30 2017, 5:36 PM

May 28 2017

FeXoR added a comment to D548: Wild Lake random map script.

For tiny (and small) map sizes I have to use a different initial terrain and/or water level ;/

May 28 2017, 10:56 PM
FeXoR updated the diff for D548: Wild Lake random map script.

Made farms biome specific

May 28 2017, 10:17 PM
FeXoR updated the diff for D548: Wild Lake random map script.

Settlements are ready now. Please check the guarding units.

May 28 2017, 8:18 PM
FeXoR planned changes to D548: Wild Lake random map script.

Also needs a screenshot, but I guess better when it's finished ... which it is not ^^

May 28 2017, 7:06 PM
FeXoR updated the diff for D548: Wild Lake random map script.

Fixes elexis remarks (but map specificarguments).
Changed the order so woods don't grow into bases.
Added settlements, not fully designed yet.
Added terrain flattening for settlements (flat) and raider camps (pits).
ToDo:

  • Biome specific settlements
  • Biome specific domestic animals and farm buildings
  • Biome specific raiders
  • Move some functions to libs
May 28 2017, 7:03 PM

May 27 2017

FeXoR accepted D539: Add raindrops to Extinct Volcano.

Very nice!

May 27 2017, 6:56 PM
FeXoR added a reviewer for D380: Danubius: Spawn gaia waves at civic centers: FeXoR.
May 27 2017, 1:05 PM
FeXoR added a reviewer for D539: Add raindrops to Extinct Volcano: FeXoR.
May 27 2017, 1:04 PM
FeXoR committed rP19668: Fixes an error while placing Cartaginian walls ingame..
Fixes an error while placing Cartaginian walls ingame.
May 27 2017, 12:59 PM
FeXoR closed D343: TowersOverlapping entries added for cart_wall_stone.xml by committing rP19668: Fixes an error while placing Cartaginian walls ingame..
May 27 2017, 12:59 PM
FeXoR requested changes to D343: TowersOverlapping entries added for cart_wall_stone.xml.

Applying the patch causes multiple errors:

May 27 2017, 12:11 PM
FeXoR added a reviewer for D343: TowersOverlapping entries added for cart_wall_stone.xml: FeXoR.
May 27 2017, 10:17 AM

May 24 2017

FeXoR commandeered D548: Wild Lake random map script.
May 24 2017, 3:18 PM

May 21 2017

FeXoR added a comment to D249: Fix SimpleGroup and RandomGroup placement retries.

createAreas() argument "behaveDeprecated" can be removed since it's only changed by createAreasDeprecated() ... which then again is unused ;p

May 21 2017, 9:59 PM
FeXoR added a comment to D249: Fix SimpleGroup and RandomGroup placement retries.

what speaks against committing it before the release?

To be honest I'd rather fix the glitch where it happens (the functions, as you already did) and adjust the maps afterwards (even if that means a bit strange maps along the way) than add new functions that are by design not meant to stay.

May 21 2017, 9:14 PM
FeXoR added a comment to D249: Fix SimpleGroup and RandomGroup placement retries.

Thanks much @Imarok for this patch!
(Not so much for @elexis for retiring as reviewer after making this patch big...)

May 21 2017, 12:54 PM

May 7 2017

FeXoR updated the summary of D401: Stringify failed type conversation.
May 7 2017, 5:38 PM
FeXoR removed a reviewer for D401: Stringify failed type conversation: vladislavbelov.
May 7 2017, 5:36 PM

May 1 2017

FeXoR added a comment to D401: Stringify failed type conversation.
In D401#16690, @elexis wrote:
May 1 2017, 3:26 PM
FeXoR added a reviewer for D401: Stringify failed type conversation: leper.
May 1 2017, 3:12 PM
FeXoR removed a reviewer for D343: TowersOverlapping entries added for cart_wall_stone.xml: leper.
May 1 2017, 3:12 PM
FeXoR edited reviewers for D343: TowersOverlapping entries added for cart_wall_stone.xml, added: leper; removed: FeXoR.
May 1 2017, 3:12 PM
FeXoR created D401: Stringify failed type conversation.
May 1 2017, 2:34 PM
FeXoR added a comment to D126: Show Fight Activity Ratio Score in Summary.

The "Total" of a ratio is the weighted average. Not sure if that was taken into account and how to weight each player (for the total score is an arbitrary value).
Why do we show those "scores" in the first place? IMO we should only show numbers that are not made up like number/cost of units produced/buildings constructed, number/cost of units killed/buildings razed/captured. If a player want to make up things he can do it himself. And different styles of play will lead to different "scores" while they still can be as effective.

May 1 2017, 12:56 PM
FeXoR added a comment to D227: [gameplay] new concept for fields.

"...currently it's enough to garrison its gatherers and wait for the end of the storm." is already damaging the economy of the attacked player.

May 1 2017, 12:35 PM
FeXoR committed rP19500: Fix scenario .rnc/.rng validation errors..
Fix scenario .rnc/.rng validation errors.
May 1 2017, 12:26 PM
FeXoR closed D391: Fix scenario .rnc/.rng validation errors by committing rP19500: Fix scenario .rnc/.rng validation errors..
May 1 2017, 12:26 PM

Apr 18 2017

FeXoR committed rP19431: Make random map Caledonian Meadows circular and some style changes. Reviewed by….
Make random map Caledonian Meadows circular and some style changes. Reviewed by…
Apr 18 2017, 11:51 PM
FeXoR closed D180: Make random map Caledonian Meadows circular by committing rP19431: Make random map Caledonian Meadows circular and some style changes. Reviewed by….
Apr 18 2017, 11:51 PM
FeXoR added a comment to D180: Make random map Caledonian Meadows circular.

@long argument: The suggestion means another variable is needed. I plan to extract this function (as many others of this map) into a lib. So that's not a good idea IMO.

Apr 18 2017, 11:04 PM
FeXoR updated the diff for D180: Make random map Caledonian Meadows circular.

Added style changes according to elexis patch.
I don't remove non-innermost brackets though!

Apr 18 2017, 5:47 PM
FeXoR added a comment to D249: Fix SimpleGroup and RandomGroup placement retries.

@elexis: Sounds wise.
Could you please add links for all patches that should go in first (if not only that git branch you already linked)?

Apr 18 2017, 4:29 PM
FeXoR updated the diff for D180: Make random map Caledonian Meadows circular.

Added mappreview

Apr 18 2017, 4:04 PM

Mar 23 2017

FeXoR requested changes to D249: Fix SimpleGroup and RandomGroup placement retries.

elexis and me agreed on:

Mar 23 2017, 1:01 AM

Mar 19 2017

FeXoR accepted D204: Danubius Random Map Script with TriggerScripts + DoRepeatedly Trigger function.
Mar 19 2017, 7:51 PM
FeXoR added a comment to D204: Danubius Random Map Script with TriggerScripts + DoRepeatedly Trigger function.

I still think placeCircularWall should be used for the ritual.
Otherwise I accept the map generation code.

Mar 19 2017, 7:46 PM

Mar 18 2017

FeXoR requested changes to D204: Danubius Random Map Script with TriggerScripts + DoRepeatedly Trigger function.
Mar 18 2017, 5:50 PM
FeXoR added a comment to D204: Danubius Random Map Script with TriggerScripts + DoRepeatedly Trigger function.

@Random map generation code:
Very similar to Aegean Sea.
Walls leave a gap to the map border where units can pass through (IMO the forts should not be placed right at the map border).
Line 1: False comment
Line 5-10: I'd suggest to define some variables for those like tpA, tpB, ... (I don't mind. But if you comment on stuff that is somewhere else in the code that seems odd.)
Line 14, 22: tIsland, tSeaDepths, oDeer, oFish used exactly once each so unneeded (Just saying, I don't mind). Also I'd rename tSeaDepths to tSeaDeap or tDeepSea for tSeaDepths sounds like it's the depth of the sea rather than the texture of the deeper sea areas.
Line 14, 17, 18, 19: Commented out code (I'dd pick one and remove the other or randomly pick one of both)
Line 113: Add "for ships" to the comment.
Line 226-233: I'd suggest to use placeCircularWall() instead. Much simpler and takes care of the angles ;) (Use 2 * Pi * radius / n as WallElement.widths then)
Line 273 ff: Cleaner/simpler solution welcome ;)

Mar 18 2017, 5:50 PM

Mar 11 2017

FeXoR committed rP19288: Fixes a bug that caused an error when distributeEntitiesByHeight() in hightmap..
Fixes a bug that caused an error when distributeEntitiesByHeight() in hightmap.
Mar 11 2017, 3:55 PM
FeXoR closed D114: Schwarzwald tiny map - tile is undefined by committing rP19288: Fixes a bug that caused an error when distributeEntitiesByHeight() in hightmap..
Mar 11 2017, 3:55 PM
FeXoR requested review of D114: Schwarzwald tiny map - tile is undefined.
Mar 11 2017, 3:28 PM
FeXoR updated the diff for D114: Schwarzwald tiny map - tile is undefined.

Removed the "two spaces".

Mar 11 2017, 3:27 PM
FeXoR updated the diff for D180: Make random map Caledonian Meadows circular.
  • Removed obsolete ToDo.
  • Added tab and newline
  • Preview still missing!
Mar 11 2017, 3:19 PM
FeXoR requested review of D114: Schwarzwald tiny map - tile is undefined.
Mar 11 2017, 2:57 PM
FeXoR added a comment to D180: Make random map Caledonian Meadows circular.

@"!validT": That loop contains terrain texture and entity placement. The entity is checked for "validT" in placeObject(). The terrain texture - if checked for validT - is not painted everywhere visible (at the edge of the map). So I need to place it everywhere.
The actual bug is in "visual map area" (Renderer?) doesn't match "validT(distToBorder = 0)" (rmgen).
@Map preview: Definitely! I can't make such a screenshot with my hardware though. Would you provide that, elexis?
@player start position distance to map border: I am sure it's at least 30, yes. That might actually be more than needed if Iberian players don't get walls (which I should IMO do in some map size/number of players combinations) - then 20 would be enough. Agreed?
@ missing tab: Oops x) Quite obviously ;p
@ToDo removel: Accnoleged!
@pizza: Nop. Diffenernt concept. Where that leads you can see in Schwarzwald.... Still I agree to soften the issue by increasing the valid height range for start locations dependent on map size/number of players combinations (related to start positions didtance to map border)

Mar 11 2017, 2:43 PM
FeXoR added inline comments to D114: Schwarzwald tiny map - tile is undefined.
Mar 11 2017, 2:16 PM
FeXoR updated the diff for D114: Schwarzwald tiny map - tile is undefined.

Removed spaces
Changed "integer" to "number" for js doc for the changed function
Thanks elexis!

Mar 11 2017, 1:51 PM

Mar 10 2017

FeXoR added a comment to D145: Survival Of The Fittest - exponential waves, heroes, template refactoring, cleanup.

While the debug messages will not be of any use to the player I agree with elexis that debug code/messages can stay in some cases and silenced in the release version.
This will help maintaining that specific part of code.
Shouldn't be to extensive though.
I'd suggest to use a debug flag for that.

Mar 10 2017, 1:02 PM

Mar 1 2017

FeXoR created D180: Make random map Caledonian Meadows circular.
Mar 1 2017, 11:48 PM
FeXoR updated the diff for D114: Schwarzwald tiny map - tile is undefined.

Adjusted to comments of elexis, thanks!

Mar 1 2017, 11:02 PM

Feb 28 2017

FeXoR accepted D156: Polar Sea Random Map.

Reviewed the map generation code mainly.
(Some functions still use hard coded tile class names for their defaults and don't use the now available alternative argument syntax - but that's not this map's fault.)

Feb 28 2017, 10:14 AM

Feb 23 2017

FeXoR updated the diff for D114: Schwarzwald tiny map - tile is undefined.

Try another time since the last diff didn't apply for some reason

Feb 23 2017, 8:23 PM
FeXoR added inline comments to D114: Schwarzwald tiny map - tile is undefined.
Feb 23 2017, 8:10 PM

Feb 7 2017

FeXoR added inline comments to D114: Schwarzwald tiny map - tile is undefined.
Feb 7 2017, 5:48 PM

Feb 6 2017

FeXoR accepted D118: Infinite loop in random map Ambush.

Accepting this patch since in case of returning Undefined the only function using it (addBases) takes care of valid start positions.
I don't think that return Undefined is needed but this patch solves the original issue of an infinite loop.

Feb 6 2017, 9:39 PM
FeXoR requested changes to D118: Infinite loop in random map Ambush.

Oh, I didn't see that the minimum distance was relative, sorry.
That means that the probability that all attempts fail go against 0 for resets going against infinity.
So the last change returning Undefined is not needed. And it will break the map definitely if more than 10000 tries are needed.

Feb 6 2017, 2:53 PM

Feb 4 2017

FeXoR added a reviewer for D114: Schwarzwald tiny map - tile is undefined: vladislavbelov.
Feb 4 2017, 6:53 PM

Feb 3 2017

FeXoR accepted D118: Infinite loop in random map Ambush.

Though this will still end up in an infinite loop when the maps size is to small for a given map size and minimum distance between player AFAICS this change will reduce the chance.
Otherwise the minimum distance would need to be lowered with each "reset" which also would be possible to do in case "if (attempts > 100)".
I'd find the use of a while loop more appropriate than reducing the current player index "i" over and over again but OK.

Feb 3 2017, 2:03 PM

Jan 31 2017

FeXoR updated the diff for D114: Schwarzwald tiny map - tile is undefined.

Resetting to best chice I found
So no context for now...

Jan 31 2017, 5:57 PM
FeXoR updated the diff for D114: Schwarzwald tiny map - tile is undefined.

Another try
"svn diff" definitely shows full context ;/

Jan 31 2017, 5:54 PM
FeXoR updated the diff for D114: Schwarzwald tiny map - tile is undefined.

And another try
Maybe a Windows cache update problem?

Jan 31 2017, 5:40 PM
FeXoR updated the diff for D114: Schwarzwald tiny map - tile is undefined.

Another try
svn diff now definitely gives full context. Let's see if this works out...

Jan 31 2017, 5:09 PM