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Mon, Apr 8

sera added a comment to D5256: Remove Roman numerals from bot names.

When the AINames are empty or don't exist, the game already throws errors before the step of choosing the names.

Mon, Apr 8, 2:03 PM

Sun, Apr 7

sera added a comment to D5256: Remove Roman numerals from bot names.

Guess some of those let could be const instead.

Sun, Apr 7, 4:45 PM

Sun, Mar 31

sera added inline comments to D5254: Shutdown mongoose in rl-interface gracefully.
Sun, Mar 31, 5:21 PM

Sat, Mar 30

sera added inline comments to D5254: Shutdown mongoose in rl-interface gracefully.
Sat, Mar 30, 3:08 PM

Wed, Mar 27

sera added inline comments to D5254: Shutdown mongoose in rl-interface gracefully.
Wed, Mar 27, 10:04 PM
sera added inline comments to D5254: Shutdown mongoose in rl-interface gracefully.
Wed, Mar 27, 9:00 PM

Wed, Mar 20

sera added a comment to D5222: Don't use a ScriptContext on the server.

However clients have no idea which user issued which command which might be ok-ish or not, you don't need it for basic gameplay but per user stats are of reach for instance.

Wed, Mar 20, 9:16 PM
sera added a comment to D5222: Don't use a ScriptContext on the server.

Thinking a bit more about player spoofing, it probably is a bad idea in the first place and extending the command protocol to have both a "user" and "player" id would probably make implementing co-op play a lot cleaner. Sure it's not the intended scope of this patch ...

Wed, Mar 20, 8:00 PM

Mar 19 2024

sera added inline comments to D5252: docs: Improve Doxygen Visuals and Build process..
Mar 19 2024, 9:16 AM

Mar 18 2024

sera added inline comments to D5252: docs: Improve Doxygen Visuals and Build process..
Mar 18 2024, 7:35 PM

Mar 17 2024

sera added a comment to D5252: docs: Improve Doxygen Visuals and Build process..

Quick review

Mar 17 2024, 7:56 PM

Mar 14 2024

sera added a comment to D5222: Don't use a ScriptContext on the server.
In D5222#223495, @sera wrote:

IMO The behavior of the server shouldn't dependent on the simulation's init-atributes. Instead the controller should explicitly control the server.

allowCheats is an init-attribute, at least that's my take.

Is that also the case if we call it allowPlayerSpoofing?

Mar 14 2024, 9:44 PM
sera added a comment to D5222: Don't use a ScriptContext on the server.

IMO The behavior of the server shouldn't dependent on the simulation's init-atributes. Instead the controller should explicitly control the server.

Mar 14 2024, 8:37 PM

Mar 9 2024

sera added inline comments to D5250: Combine Frame functions.
Mar 9 2024, 4:52 PM
sera added inline comments to D5250: Combine Frame functions.
Mar 9 2024, 2:42 PM
sera added a comment to D5220: Allow to use a generator as MapGenerator.

That all maps must be migrated more or less immediately to use the new way is a given and doesn't depend on whether to leave a compatibility layer behind.

Mar 9 2024, 2:30 PM

Mar 6 2024

sera added a comment to D5220: Allow to use a generator as MapGenerator.
In D5220#223418, @sera wrote:

So what is the plan?

My plan is to

  1. Learn rmgen
  2. Document the flaws
  3. Come up with a solution
  4. Convince other devs

xD

Mar 6 2024, 8:36 PM
sera added a comment to D5220: Allow to use a generator as MapGenerator.
In D5220#223414, @sera wrote:

Also now that you drive generation from cpp why the need to call export map from js?

You mean calling g_Map.MakeExportable() from C++?
That's a good idea. Do you have a better name for MakeExportable? "finalize" or something...

*shrug, also would be more obvious an improvement if the old way is removed.

Mar 6 2024, 7:40 PM
sera added a comment to D5220: Allow to use a generator as MapGenerator.

Checking the code in pyrogenesis the global object is indeed available under the name "global" in js running in pyrogenesis, my bad, I got tricked to believe you added a property global to the global object :)

Mar 6 2024, 6:18 PM
sera added a comment to D5220: Allow to use a generator as MapGenerator.

Also now that you drive generation from cpp why the need to call export map from js?

Mar 6 2024, 3:28 PM
sera added a comment to D5220: Allow to use a generator as MapGenerator.

global is as good a name as rootedvalue or habakuk.

Mar 6 2024, 3:04 PM
sera added a comment to D5220: Allow to use a generator as MapGenerator.

why not Engine.map?

Mar 6 2024, 2:24 PM

Feb 25 2024

sera added a comment to D5247: improve starting resource placement.

Ok, now that we have established that for sufficiently small deviation in radius this approach is acceptable let's continue getting the patch into shape.

Feb 25 2024, 1:13 PM

Feb 23 2024

sera added a comment to D5247: improve starting resource placement.

Depending on how it's done it could have an impact for competitive gameplay.

Feb 23 2024, 7:15 PM
sera updated subscribers of D5247: improve starting resource placement.

@Baelish , not sure I follow you. To find a solution one must exist, the code you touch doesn't guarantee such at all. What the ticket suggest is to make the radius variable to some extent to increase the probability such a solution exist in the first place. Ofc there is a tradeoff that now possible minor imbalance is introduced, like one players chickens are on average one tile further away than the other players or the like. The change from random angle to iterative angle in practice should be less impactful.

Feb 23 2024, 11:33 AM

Feb 22 2024

sera added a comment to D5247: improve starting resource placement.

Thanks for the rational, tho the idea was to update the summary at the top of this web page. The summary is what the commit message should be based on.

Feb 22 2024, 11:22 PM
sera added a comment to D5247: improve starting resource placement.

I did not remove old parts, so i took them as comments

Feb 22 2024, 6:37 PM
sera added inline comments to D5240: Atlas Actor Viewer Toggle 3d.
Feb 22 2024, 10:32 AM

Feb 19 2024

sera added inline comments to D5246: WIP Refactor playerPlacement functions (another approach).
Feb 19 2024, 1:34 PM
sera added a comment to D5246: WIP Refactor playerPlacement functions (another approach).

at least from a simple test (just object creation and setting a value) the performance looks equal. Not sure what happens in complex scenarios tho.

Feb 19 2024, 1:05 PM

Feb 18 2024

sera added inline comments to D5246: WIP Refactor playerPlacement functions (another approach).
Feb 18 2024, 10:10 PM
sera added inline comments to D5246: WIP Refactor playerPlacement functions (another approach).
Feb 18 2024, 9:29 PM
sera added a comment to D5244: Adds a hack to detect missing SPIR-V mod for SVN.

I suggest to add a shaders not found error message and maybe give a hint as for the possible cause and solution, otherwise LGTM apart from the obvious linter warning.

Feb 18 2024, 4:54 PM
sera added a comment to D5242: Deprecates OpenGL ARB backend.
In D5242#223121, @sera wrote:

About atlas, wx itself uses gl but that doesn't mean you can't use vulkan for the viewport, anyway mostly a non issue and certainly low prio.

Vulkan can't access the viewport without interacting with wx.

Feb 18 2024, 4:51 PM

Feb 17 2024

sera added a comment to D5242: Deprecates OpenGL ARB backend.

If selecting vulkan can break the game then it shouldn't be exposed in the gui in the first place, even less be recommended. At least as long as reinstalling can't fix the issue. So before a release this needs to be addressed anyway.

Feb 17 2024, 1:56 PM
sera added a comment to D5242: Deprecates OpenGL ARB backend.

Vulkan being _highly recommended_ but not the default is a contradiction, the note about drivers could be read as don't try unless you are sure it works because you will lock yourself out if not. Graceful degradation from vulkan to gl if something goes wrong is a must have.

Feb 17 2024, 12:44 PM
sera added a comment to D5242: Deprecates OpenGL ARB backend.
In D5242#223095, @Stan wrote:

Which is really a pain

Feb 17 2024, 7:19 AM

Feb 16 2024

sera added a comment to D5242: Deprecates OpenGL ARB backend.

Well, I'd say gl is supposed to be labeled legacy. So I'd use stronger language and move vulkan to the top of the list and make it default in default.cfg

Feb 16 2024, 10:45 PM

Feb 11 2024

sera added inline comments to D5214: rmgen: var -> let -> const.
Feb 11 2024, 4:42 PM
sera added a comment to D5240: Atlas Actor Viewer Toggle 3d.
In D5240#222967, @Stan wrote:

How about using ProjectionType from source/graphics
/Camera.h ?

Feb 11 2024, 3:15 PM
sera added inline comments to D5214: rmgen: var -> let -> const.
Feb 11 2024, 3:09 PM

Feb 10 2024

sera added a comment to D5240: Atlas Actor Viewer Toggle 3d.

where there should be references to perspective/orthogonal.

Feb 10 2024, 1:51 PM

Feb 9 2024

sera added a comment to D5240: Atlas Actor Viewer Toggle 3d.

Haven't tested so just some comments based on a quick review. First is you are switching between perspective and orthographic projection, not between 2D and 3D (ie if in orthographic mode you can still 3D navigate the viewport, right?), so names should reflect that. Secondly, if you want to log output use the logger infrastructure provided by pyrogenesis, tho I guess the printf are just for the sake of development and therefore should be removed.

Feb 9 2024, 12:25 PM

Jan 20 2024

sera added a comment to D5093: Suppress implicit function declaration error in zip-lib for MacOS.

we could adopt the upstream fix instead found at https://github.com/premake/premake-core/pull/2117, but this one looks ok as well.

Jan 20 2024, 5:13 PM
sera added a comment to D5231: [GUI] Improve and Combine in-game HUD panel textures into a texture sheet.

Binary patches are a real pain to test so I skip doing that, always ;)

Jan 20 2024, 12:35 PM

Jan 12 2024

sera added a comment to D5231: [GUI] Improve and Combine in-game HUD panel textures into a texture sheet.

make the textures less blurry

Jan 12 2024, 11:29 AM

Jan 6 2024

sera added inline comments to D5218: Adds compute shaders support and scaling with FSR.
Jan 6 2024, 1:10 PM

Dec 31 2023

sera added inline comments to D5222: Don't use a ScriptContext on the server.
Dec 31 2023, 6:05 PM

Dec 29 2023

sera added a comment to D5002: [WIP] Upgrade to ESR SM102.

wrt deepfreeze

Dec 29 2023, 11:07 PM
sera added inline comments to D5222: Don't use a ScriptContext on the server.
Dec 29 2023, 10:57 PM

Dec 10 2023

sera added a comment to D5218: Adds compute shaders support and scaling with FSR.
In D5218#221718, @sera wrote:
ERROR: Failed to compile shader 'shaders/glsl/compute_downscale.cs':
0:27(31): error: no function with name 'texture2D'
0:27(2): error: no matching function for call to `imageStore(image2D, ivec2, error)'; candidates are:

Should be fixed with the last update. To reproduce (I wasn't able locally) you need to choose OpenGL backend (restart after that), enable post processing, set scale to 200%.

Dec 10 2023, 10:07 PM
sera added a comment to D5218: Adds compute shaders support and scaling with FSR.

But might have been using opengl, maybe related to enabling postprocessing or some part thereof.

Dec 10 2023, 9:06 PM
sera added a comment to D5218: Adds compute shaders support and scaling with FSR.
ERROR: Failed to compile shader 'shaders/glsl/compute_downscale.cs':
0:27(31): error: no function with name 'texture2D'
0:27(2): error: no matching function for call to `imageStore(image2D, ivec2, error)'; candidates are:
0:27(2): error:    void imageStore(image1D, int, vec4)
0:27(2): error:    void imageStore(image2D, ivec2, vec4)
0:27(2): error:    void imageStore(image3D, ivec3, vec4)
0:27(2): error:    void imageStore(image2DRect, ivec2, vec4)
0:27(2): error:    void imageStore(imageCube, ivec3, vec4)
0:27(2): error:    void imageStore(imageBuffer, int, vec4)
0:27(2): error:    void imageStore(image1DArray, ivec2, vec4)
0:27(2): error:    void imageStore(image2DArray, ivec3, vec4)
0:27(2): error:    void imageStore(imageCubeArray, ivec3, vec4)
0:27(2): error:    void imageStore(image2DMS, ivec2, int, vec4)
0:27(2): error:    void imageStore(image2DMSArray, ivec3, int, vec4)
0:27(2): error:    void imageStore(iimage1D, int, ivec4)
0:27(2): error:    void imageStore(iimage2D, ivec2, ivec4)
0:27(2): error:    void imageStore(iimage3D, ivec3, ivec4)
0:27(2): error:    void imageStore(iimage2DRect, ivec2, ivec4)
0:27(2): error:    void imageStore(iimageCube, ivec3, ivec4)
0:27(2): error:    void imageStore(iimageBuffer, int, ivec4)
0:27(2): error:    void imageStore(iimage1DArray, ivec2, ivec4)
0:27(2): error:    void imageStore(iimage2DArray, ivec3, ivec4)
0:27(2): error:    void imageStore(iimageCubeArray, ivec3, ivec4)
0:27(2): error:    void imageStore(iimage2DMS, ivec2, int, ivec4)
0:27(2): error:    void imageStore(iimage2DMSArray, ivec3, int, ivec4)
0:27(2): error:    void imageStore(uimage1D, int, uvec4)
0:27(2): error:    void imageStore(uimage2D, ivec2, uvec4)
0:27(2): error:    void imageStore(uimage3D, ivec3, uvec4)
0:27(2): error:    void imageStore(uimage2DRect, ivec2, uvec4)
0:27(2): error:    void imageStore(uimageCube, ivec3, uvec4)
0:27(2): error:    void imageStore(uimageBuffer, int, uvec4)
0:27(2): error:    void imageStore(uimage1DArray, ivec2, uvec4)
0:27(2): error:    void imageStore(uimage2DArray, ivec3, uvec4)
0:27(2): error:    void imageStore(uimageCubeArray, ivec3, uvec4)
0:27(2): error:    void imageStore(uimage2DMS, ivec2, int, uvec4)
0:27(2): error:    void imageStore(uimage2DMSArray, ivec3, int, uvec4)

After fiddling a while with this new feature and checking the console after I saw the above, but can't figure out how to reproduce it :)

Dec 10 2023, 4:58 PM
sera added a comment to D5219: Fix build with libxml2 v2.12.1.

LGTM if you fix the linter warnings.

Dec 10 2023, 4:14 PM
sera added a comment to D5218: Adds compute shaders support and scaling with FSR.

How is it supposed to interact with gui.scale?

Dec 10 2023, 2:50 PM

Dec 4 2023

sera added a comment to D5214: rmgen: var -> let -> const.

Should be var -> let, const

Dec 4 2023, 3:17 PM

Nov 22 2023

sera added inline comments to D5195: Use templates instead of macros to restrict access to the VFS.
Nov 22 2023, 1:11 PM

Nov 16 2023

sera added a comment to D5189: Turn the FLOODFILL macro in to a function.
In D5189#220712, @sera wrote:

Seems not easy to describe that function, no wonder the original comment was lousy ...

Propably I should describe it more vivid. Like "The predicate shall return wheiter to expand the wave around that tile." and "The first argument is where the wave came from".

Nov 16 2023, 8:05 PM

Nov 15 2023

sera added a comment to D5189: Turn the FLOODFILL macro in to a function.

Seems not easy to describe that function, no wonder the original comment was lousy ...

Nov 15 2023, 11:08 PM

Nov 14 2023

sera added inline comments to D5189: Turn the FLOODFILL macro in to a function.
Nov 14 2023, 9:03 PM

Nov 7 2023

sera added inline comments to D5167: Introduce CLogger::ScopedReplacement and FileLogger.
Nov 7 2023, 9:09 PM
sera added a comment to D5185: Revert non-ASCII characters from source and configuration files introduced in rP27786.

I generally like it and agree with you.

Nov 7 2023, 3:56 PM

Oct 28 2023

sera added a comment to D5167: Introduce CLogger::ScopedReplacement and FileLogger.

The logger (file) should not know how it's tested. Code only used in tests should be in a test specivic file.

Oct 28 2023, 12:59 PM
sera added a comment to D5167: Introduce CLogger::ScopedReplacement and FileLogger.
In D5167#219802, @sera wrote:

Also might actually be nice to use an StdoutLogger [...] using the same mechanism.

Yes but it's in conflict with the guideline of using initialization over assignement.
Now g_Logger could be a std::reference_wrapper when we implement your idea that's not possible anymore.

Oct 28 2023, 11:39 AM

Oct 26 2023

sera added a comment to D5167: Introduce CLogger::ScopedReplacement and FileLogger.

@sera I named it EngineLogger instead of DefaultLogger ;)

Oct 26 2023, 7:06 PM

Oct 24 2023

sera added a comment to D5167: Introduce CLogger::ScopedReplacement and FileLogger.
In D5167#219748, @sera wrote:

About the patch I'd appreciate if there wasn't the asymmetry in default logger vs TestLogger and TestStdoutLogger, all should be handled the same.

What do you mean by that exactly: "One is declared inside the CLogger and the other in the global namespace", "One is placed inside the object the other on the heap" or "One uses the default constructor and the other provide a stream."? (I guess it's not the last one.)

Oct 24 2023, 5:45 PM

Oct 22 2023

sera added a comment to D5167: Introduce CLogger::ScopedReplacement and FileLogger.

Guess the question was what you think of bundling all "globals" under a single one (CApplication).

Oct 22 2023, 7:13 PM

Oct 15 2023

sera added inline comments to D5165: Remove two globals from MapBrowserPage.js.
Oct 15 2023, 8:37 PM
sera added inline comments to D5165: Remove two globals from MapBrowserPage.js.
Oct 15 2023, 3:19 PM
sera added inline comments to D5165: Remove two globals from MapBrowserPage.js.
Oct 15 2023, 2:57 PM
sera added a comment to D5165: Remove two globals from MapBrowserPage.js.

Remove 2 globals, well, the summary / commit message should state which. Also you seem to pass a parameter g_IsController, shouldn't the prefix be dropped now?

Oct 15 2023, 1:34 PM

Oct 11 2023

sera added a comment to D5154: Implement OnScopeExit and use in in main.cpp.
Oct 11 2023, 12:27 PM

Oct 9 2023

sera added a comment to D5154: Implement OnScopeExit and use in in main.cpp.

I agree that something like:

Profiler2::LivetimeGuard guard;

is better

Oct 9 2023, 9:51 PM

Oct 8 2023

sera added a comment to D5154: Implement OnScopeExit and use in in main.cpp.

Instead of a generic OnScopeExit having classes like WinInit and EarlyInit would be cleaner me thinks. The comment in profilerShutdown "// Shut down profiler initialised by EarlyInit" is a hint that this design isn't that clean after all.

Oct 8 2023, 5:18 PM
sera added a comment to D5151: avoid suggesting non-functional actions for Gaia entities.

Indeed I got misled by the check for the builder component and checked while having a player id to confirm my suspicion ...

Oct 8 2023, 5:10 PM

Oct 7 2023

sera added a comment to D5151: avoid suggesting non-functional actions for Gaia entities.
In D5151#219170, @sera wrote:

A gaia unit that wasn't owned by a player won't show the builder panel.

No, Units who spawn as gaia also show the builder panel.

Oct 7 2023, 12:11 AM

Oct 6 2023

sera added a comment to D5151: avoid suggesting non-functional actions for Gaia entities.

A gaia unit that wasn't owned by a player won't show the builder panel. Seems like a case of resigning not doing proper cleanup.

Oct 6 2023, 10:20 PM

Sep 28 2023

sera added inline comments to D5143: Remove manual memory management in CWorld.
Sep 28 2023, 10:20 PM

Sep 27 2023

sera added inline comments to D5143: Remove manual memory management in CWorld.
Sep 27 2023, 7:56 PM
sera added inline comments to D5143: Remove manual memory management in CWorld.
Sep 27 2023, 7:34 PM
sera added a comment to D5142: disable "cutoff distance" slider when "cover whole map" is on.

It makes sense that dependencies on disabled should be a thing, just wonder what the spec should be. I mean we might also need something like var>=5 or var!=testing_mode and many others further down the road. So it might make sense to think a bit more about the spec. !var could also be var=false for instance.

Sep 27 2023, 7:05 PM

Sep 18 2023

sera added a comment to D5132: Make the sea ground height of Elephantine independent from the mapsize..

I'd say a map should try to preserve the feel across the different sizes. That isn't the same as blatantly scaling, in fact constructing counter examples isn't all that hard (eg, think of vertical range of ranged units). Also you already violate this supposed rule with your fix. I'd say a map author should go with the most sensible choice case by case.

Sep 18 2023, 9:08 PM
sera added inline comments to D5132: Make the sea ground height of Elephantine independent from the mapsize..
Sep 18 2023, 9:07 AM

Sep 12 2023

sera added inline comments to D4425: Use the threadpool for texture conversion.
Sep 12 2023, 10:18 PM
sera accepted D5126: standardize game option names, minor changes.
Sep 12 2023, 10:14 PM

Aug 27 2023

sera added a comment to D5115: fix vertical misalignment of text "Victory:" on save game screen.

Instead of changing bounding box I'd say just use the appropriate style which looks to be "ModernLeftTopLabelText"

Aug 27 2023, 10:12 PM

Aug 22 2023

sera added a comment to D5106: Uses per-vertex lighting for translucent objects until they are fixed.

Can't upload the video of the flickering grass here, so attached it to the forum post in the description.

Aug 22 2023, 8:50 AM

Aug 21 2023

sera added a comment to D5085: Removes WInit module completely.

Leaving crt be is certainly the right thing to do, this change also makes it easier to port pyrogenesis to compilers which don't support pragma comment linker. Haven't updated the mingw port in a while so can't test this handily but looks good to me.

Aug 21 2023, 9:20 PM
sera added a comment to D5106: Uses per-vertex lighting for translucent objects until they are fixed.
In D5106#217019, @sera wrote:

If the textures are bogus and need fixing in the future anyway I'd say this patch shouldn't be committed. Sure it doesn't look all that nice but it's not bad enough to have to cover up the issue and possibly avoid having it fixed properly.

Generally I agree. Currently we're discussing with @wowgetoffyourcellphone what we can do from the art side. The only problem I'm worrying about is that updating content might be a slow process and we won't have time before the next release.

Aug 21 2023, 8:27 PM

Aug 20 2023

sera added a comment to D5106: Uses per-vertex lighting for translucent objects until they are fixed.

If the textures are bogus and need fixing in the future anyway I'd say this patch shouldn't be committed. Sure it doesn't look all that nice but it's not bad enough to have to cover up the issue and possibly avoid having it fixed properly.

Aug 20 2023, 10:55 PM

Aug 8 2023

sera added a comment to D5094: introduce badge to indicate the phase.

Nice feature!
We may need to take into account that this leaks information to enemies.

Aug 8 2023, 9:12 PM

Aug 5 2023

sera added a comment to D5092: Fix for Trac #6797 - OSX Build Errors w/ SDL and FCollada.

If you are comfortable in patching out Werror then go ahead, otherwise the patch LGTM, tho can't test it as I don't have a mac.

Aug 5 2023, 6:15 PM

Aug 3 2023

sera added a comment to D5092: Fix for Trac #6797 - OSX Build Errors w/ SDL and FCollada.

Thanks for the patch, glad someone who can reproduce the issues picking this up.

Aug 3 2023, 8:08 PM

Jul 17 2023

sera added a comment to D5080: Fix Liu Bang's cavalry attack aura.

You should also add multipliers for hack and crush so it does what the description says else if in future someone changes damage type or adds a new cav unit this likely will be missed and cause a bug.

Jul 17 2023, 9:43 AM

Jul 16 2023

sera added inline comments to D5059: One action per transition.
Jul 16 2023, 10:14 AM

Jul 11 2023

sera added a comment to D4773: Normalize names for ClientId in /network.

Id vs ID, not sure what is the intended style but if you change it you might also have to change PlayerID and maybe others along it.

Jul 11 2023, 10:05 PM

Jul 3 2023

sera added inline comments to D5059: One action per transition.
Jul 3 2023, 8:27 PM

Jun 25 2023

sera added a comment to D4646: Parse autostart arguments in Javascript.

Didn't thaught about that. There are multiple approaches. That should be discussed somewhere else.

Jun 25 2023, 2:10 PM

Jun 24 2023

sera added a comment to D4646: Parse autostart arguments in Javascript.

IMO game specivic command line args should be "parsed" in the mod.

Jun 24 2023, 11:23 AM

Jun 23 2023

sera added inline comments to D4646: Parse autostart arguments in Javascript.
Jun 23 2023, 4:45 PM