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Jan 26 2019

lyv added inline comments to D1766: Buildings shortcuts / hotkeys.
Jan 26 2019, 3:52 PM
lyv added inline comments to D1766: Buildings shortcuts / hotkeys.
Jan 26 2019, 3:51 PM
lyv added a comment to D1766: Buildings shortcuts / hotkeys.

(Anyone else thinks merging building hotkeys and training hotkeys is a good idea?)

Jan 26 2019, 3:47 PM

Jan 25 2019

lyv added a comment to D1763: Removes duplication of Clamp function.
In D1763#71069, @smiley wrote:

(Re: ssize_t to size_t
I thought that this was discouraged since it can introduce subtle bugs.
Google's C++ style guide also mentions something like this)

Yeah, we discusses about it yesterday with Stan. The problem is that ssize_t is used as size_t in some places.

Jan 25 2019, 9:45 PM
lyv added a comment to D1763: Removes duplication of Clamp function.

(Re: ssize_t to size_t
I thought that this was discouraged since it can introduce subtle bugs.
Google's C++ style guide also mentions something like this)

Jan 25 2019, 9:27 PM
lyv added a comment to D1764: Dynamically sizes the dataCounter overlay.

I think the same problem exists with some playernames in the lag-warnings area too.

It won't exist there as the width check is done in that specific case.

Jan 25 2019, 7:22 PM
lyv added a comment to D1764: Dynamically sizes the dataCounter overlay.

Removing one arbitrary number with another arbitrary number can fix this.

Index: binaries/data/mods/public/gui/common/functions_global_object.js
===================================================================
--- binaries/data/mods/public/gui/common/functions_global_object.js	(revision 21929)
+++ binaries/data/mods/public/gui/common/functions_global_object.js	(working copy)
@@ -17,9 +17,9 @@
 	dataCounter.caption = counters.join("\n") + "\n";
 	dataCounter.hidden = !counters.length;
 	dataCounter.size = sprintf("%(left)s %(top)s %(right)s %(bottom)s", {
-		"left": "100%%-100",
+		"left": "100%-110",
 		"top": "40",
-		"right": "100%%-5",
+		"right": "100%-5",
 		"bottom": 40 + 14 * counters.length
 	});
 }

However, this would also break given a lengthy enough string. The correct solution would be to adapt the sizes based on the width of the longest string just as how it's done for the network warning thingy. Engine.GetTextWidth(font, string) IIRC.

Jan 25 2019, 7:14 PM
lyv added a comment to D1763: Removes duplication of Clamp function.

(One can argue that something worse than an inconsistent code base is inconsistency within a single file. But then again, such arguments are probably what led to this situation in the first place)

Jan 25 2019, 3:04 PM

Jan 23 2019

lyv added a comment to D1496: Combat Variant.

Due to the lack of context I can’t be sure, but is the variant reset upon leaving the state?

Jan 23 2019, 1:36 PM

Jan 21 2019

lyv added inline comments to D1746: Network Dialog / Troll removal device.
Jan 21 2019, 5:32 PM
lyv added inline comments to D1746: Network Dialog / Troll removal device.
Jan 21 2019, 3:30 PM
lyv requested changes to D1755: Fix line misaligment in gamesetup settings..

Why this does not led to the issue before the commit that has the concern raised?
Previously, the sizes of the two panel would be adjusted onTick in updateSettingsPanelPosition.

let settingsBackground = Engine.GetGUIObjectByName("settingsBackground");
let backgroundSize = settingsBackground.size;
backgroundSize.left = settingsPanelSize.left;
settingsBackground.size = backgroundSize;

But now, if the offset is 0, that code would not be reached.

Jan 21 2019, 8:50 AM

Jan 20 2019

lyv added a comment to D1756: #loadingordermatters.

Could be a lot for people who save their games quite often.

Jan 20 2019, 8:27 PM
lyv added a comment to D1754: Pass an argument to GUI events / SendEventToAll, remove loading screen progess workaround.

(*Fork AD. No 0)

Jan 20 2019, 8:26 PM
lyv added a comment to D1734: Merge entity templates.

*commit archeology intensifies*

Jan 20 2019, 5:54 PM
lyv added a comment to D1460: Add an experience status bar.

I suppose the AI is not receiving this message because IIRC it only receives those that it explicitly copies.

Jan 20 2019, 5:02 PM
lyv raised a concern with rP21378: Allow units to be positioned with freehand placement.

I don't know whether this is an oversight or intended behavior that a Vector will be holding strings. If it's the latter, then it should not mutate the vector but return a string. Warrants a concern whichever one it may be IMO.
Also, the inline comment highlights the result of what the current code can do for someone caught off-guard.

Jan 20 2019, 11:05 AM
lyv added inline comments to D1576: Refactor CBoundingSphere and add tests.
Jan 20 2019, 10:09 AM
lyv added a comment to D1746: Network Dialog / Troll removal device.

(Obligatory comment about num_clients/num_cities * 100 and how the current approach seems so wasteful even after ignoring player distributions and whatnot.)

Jan 20 2019, 10:07 AM

Jan 19 2019

lyv added inline comments to D1576: Refactor CBoundingSphere and add tests.
Jan 19 2019, 7:17 PM
lyv added a comment to D1746: Network Dialog / Troll removal device.

(mail)

Jan 19 2019, 2:21 PM
lyv added a comment to D1746: Network Dialog / Troll removal device.

Lat/lon and distance is probably too much. An individual possessing the skills necessary to do it doesn't warrant making it available for the masses.
Although, I guess everyone knows how to look at a map and find the flag of the country in the list. Which raises the same "concern" about city.

Jan 19 2019, 2:21 PM
lyv added a comment to D1251: Throw errors when encountering NaN vectors.
In D1251#70539, @Stan wrote:

Wouldn't hurt to have this. What is missing ?

Jan 19 2019, 2:09 PM

Jan 18 2019

lyv abandoned D1688: Ignore entities out of the passable map area in GetLandSpawnPoints.
Jan 18 2019, 11:30 AM
lyv added a comment to D1688: Ignore entities out of the passable map area in GetLandSpawnPoints.
In D1688#70268, @smiley wrote:

I guess MapReader should do the same check before placing an entity.

Jan 18 2019, 11:30 AM

Jan 16 2019

lyv added a comment to D1749: Update AI difficulty level description..

(One might say that the info is badly placed. The better place would have been the gamesetup config pop-up itself. But that’s out of scope.)

Jan 16 2019, 3:34 PM

Jan 15 2019

lyv added inline comments to D1642: Allow to manipulate the heightmap in simulation.
Jan 15 2019, 12:20 PM
lyv added a comment to D1718: Decay/regenerate option for resources..

(The patch is still here and can be commited if you want)

Jan 15 2019, 12:04 PM
lyv resigned from D1704: Consistent starting resources and customizable population cap for scenarios.

I would also like to apologise for the misunderstanding earlier. It wasn’t meant to say “your patch sucks”. It was meant to point you at the underlying bug without conflicting with the game design.

Jan 15 2019, 9:03 AM
lyv resigned from D1692: Play sound when there are no idle units..
Jan 15 2019, 9:00 AM
lyv added inline comments to D1642: Allow to manipulate the heightmap in simulation.
Jan 15 2019, 8:58 AM
lyv added a comment to D1724: Cleanup ExtractFormations in Commands.js.

This should be commited before upgrading to whatever SM version corresponds to FF58.

Jan 15 2019, 8:56 AM
lyv added a comment to D1577: Harbor rewrite.

This diff is with changes to the shape of the harbor to minimise perfect circles ftw. If that’s bad, I am sure there would be a DiskPlacer changed to ClumpPlacer somewhere.

Jan 15 2019, 8:51 AM
lyv added a comment to D1688: Ignore entities out of the passable map area in GetLandSpawnPoints.

I guess MapReader should do the same check before placing an entity.

Jan 15 2019, 8:47 AM
lyv added inline comments to D1677: [Minor cleanup] Use typed arrays where possible and worth it..
Jan 15 2019, 8:45 AM
lyv added a comment to D1729: Missing tileclass in archipelago / fix fish on land.

I am like 93.24% sure this issue would exist in another form in at least one other map.

Jan 15 2019, 8:43 AM
lyv abandoned D1718: Decay/regenerate option for resources..

Doesn’t seem like the current gameplay design needs this.
Regarding the patch itself if a modder is interested.
It’s missing a max check.

Jan 15 2019, 8:41 AM
lyv resigned from D1731: Allow to use multiple technologies as requirements for unit training and construction.

The concerns I raised seems to be fixed. At least the id one. IDK about the _string one.

Jan 15 2019, 8:37 AM
lyv added inline comments to D1642: Allow to manipulate the heightmap in simulation.
Jan 15 2019, 8:34 AM

Jan 8 2019

lyv added a reviewer for D1740: Support inheritance in special filter templates: Restricted Owners Package.

Add yourself to binaries/data/mods/public/gui/credit/programming.json. I might have messed up that path.

Jan 8 2019, 6:44 PM
lyv added a comment to D1414: Make ClumpPlacer determine the correct fraction of failed attempts to place points.

Usually when we pass a failFraction, we mean the amount of the intended area, so that the shape generated by the placer remains intact to the specified degree IIRC.

Not exactly how I had thought of it. I assumed it was more of tolerance. That's the closest word I could think of.

Jan 8 2019, 5:04 PM
lyv added a comment to D1599: Texture priority support for rmgen.

Still not convinced of that model. Priority being a tile property, it should be handled in rmgen as such.

Jan 8 2019, 4:58 PM
lyv added a comment to D1599: Texture priority support for rmgen.

MiniPatch.h which from what I have seen is the lowest level. I.e a single tile.

Jan 8 2019, 3:28 PM
lyv added a comment to D1599: Texture priority support for rmgen.

I never checked the map generation side of things. Only checked it’s type in tile defnition which is int.

Jan 8 2019, 3:09 PM
lyv accepted D1414: Make ClumpPlacer determine the correct fraction of failed attempts to place points.

As mentioned in the ticket, this is how the other placer does it and it’s nice to have some consistency. Also, the comment seems to suggest this is what the original author intended. Finally, as you have mentioned, it doesn’t really make sense to compare failed attempts with the size as opposed to the number of attempts.
The patch is correct.
At least now it would be stuck in some other queue.

Jan 8 2019, 2:44 PM
lyv added inline comments to D1599: Texture priority support for rmgen.
Jan 8 2019, 1:29 PM
lyv added inline comments to D1730: Scroll through loading screen tips.
Jan 8 2019, 1:13 PM
lyv added inline comments to D1731: Allow to use multiple technologies as requirements for unit training and construction.
Jan 8 2019, 1:07 PM
lyv added inline comments to D1727: Update auras when a formation member renames..
Jan 8 2019, 1:03 PM
lyv added a comment to D1414: Make ClumpPlacer determine the correct fraction of failed attempts to place points.

It's also unnecessary to keep on going when failed exceeds the threshold only to discard the points later. But that is out-of-scope.

Jan 8 2019, 12:49 PM
lyv added a comment to D1599: Texture priority support for rmgen.

The one with the numbers up there show it already. Compare left vs right.

Jan 8 2019, 12:05 PM
lyv added a comment to D1492: Abort instead of throwing an error when dealing with empty areas..

perhaps areas could also contain one area that does not contain any points (a placer with an according failFraction)?

Techincally (not logically), an area with 0 points is still an area, no?

Jan 8 2019, 11:52 AM
lyv added a comment to D1414: Make ClumpPlacer determine the correct fraction of failed attempts to place points.

One might argue that the current code is correct. Who's to say the author didn't meant to make failfraction be dependent upon the clump size rather than the number of attempts?

Jan 8 2019, 11:50 AM
lyv added a comment to D1732: Wondervictory entity rename.

(Traders also are not updated when a market renames if one wants to go all the way)

Jan 8 2019, 11:48 AM
lyv added a comment to D1599: Texture priority support for rmgen.

Better blending. Generate a map like a African_plains, you would see what I am talking about. Straight lines, squares and whatnot.

Jan 8 2019, 11:47 AM

Jan 5 2019

lyv accepted D1732: Wondervictory entity rename.

Looks good. Tested with all combinations of wonder and non-wonder upgrades.

Jan 5 2019, 9:09 PM
lyv updated the diff for D1727: Update auras when a formation member renames..

Take care of inline comments and use an early return.

Jan 5 2019, 5:58 PM
lyv added inline comments to D1727: Update auras when a formation member renames..
Jan 5 2019, 5:56 PM
lyv added inline comments to D1731: Allow to use multiple technologies as requirements for unit training and construction.
Jan 5 2019, 4:06 PM
lyv added a comment to D1478: Clean lots of cinema includes.

Sounds like a neat system we got over here.

Jan 5 2019, 3:14 PM
lyv requested changes to D1731: Allow to use multiple technologies as requirements for unit training and construction.

From a quick look at the AI files.

Jan 5 2019, 6:13 AM

Jan 4 2019

lyv added a comment to D1730: Scroll through loading screen tips.
witch (data.attribs.mapType)
 		{
+		case "random":
+			loadingMapName.caption = sprintf(translate("Generating ΓÇ£%(map)sΓÇ¥"), { "map": mapName });
+			break;
+		
 		case "skirmish":
 		case "scenario":
+		default:
 			loadingMapName.caption = sprintf(translate("Loading ΓÇ£%(map)sΓÇ¥"), { "map": mapName });
 			break;
-
-		case "random":
-			loadingMapName.caption = sprintf(translate("Generating ΓÇ£%(map)sΓÇ¥"), { "map": mapName });
-			break;
 		}

From the raw diff. That doesn't look good.

Jan 4 2019, 5:23 PM
lyv added inline comments to D1730: Scroll through loading screen tips.
Jan 4 2019, 5:19 PM
lyv updated the diff for D1694: Handle entity renaming properly in regicide mode.
Jan 4 2019, 4:15 PM
lyv added inline comments to D1694: Handle entity renaming properly in regicide mode.
Jan 4 2019, 4:10 PM
lyv added a comment to D1599: Texture priority support for rmgen.

JS only provides the one JS Number type and typed arrays.
I suppose you wanted the performance benefit.

I meant unsigned as opposed to signed.

Jan 4 2019, 3:10 PM
lyv added a comment to D1599: Texture priority support for rmgen.

What?

Simplest case I could think of; if we wanted to paint a 2x2 square with a low priority, the first tile would have -1, the next one -2 and so on. This is unnecessary when the whole square could just have had -1. (as Atlas does it)

Jan 4 2019, 3:09 PM
lyv planned changes to D1599: Texture priority support for rmgen.

The current implementation is pretty bad compared to Atlas. Unlike atlas, whats written now would have priority values which are unnecessary and all over the place. Especially when painting a large enough area. The values would have a chain-effect which would keep on incrementing/decrementing.

Jan 4 2019, 1:48 PM
lyv added a comment to D1730: Scroll through loading screen tips.

This should be exculsive to single-player.

Jan 4 2019, 1:08 PM
lyv added a comment to D1599: Texture priority support for rmgen.


That's a nice visualization of the numbers involved when using Atlas. Which also raises the question of why I am using a Uint. Atlas seems to be far more sane.

Jan 4 2019, 7:13 AM

Jan 3 2019

lyv created D1729: Missing tileclass in archipelago / fix fish on land.
Jan 3 2019, 7:08 PM
lyv added inline comments to D1599: Texture priority support for rmgen.
Jan 3 2019, 6:40 PM
lyv added inline comments to D1587: DiskPlacer improvements..
Jan 3 2019, 6:32 PM
lyv updated the diff for D1587: DiskPlacer improvements..

Add filter to getPointsInBoundingBox and use that.

Jan 3 2019, 6:32 PM
lyv added inline comments to D1599: Texture priority support for rmgen.
Jan 3 2019, 6:06 PM
lyv added inline comments to D1599: Texture priority support for rmgen.
Jan 3 2019, 4:37 PM
lyv added inline comments to D1599: Texture priority support for rmgen.
Jan 3 2019, 2:49 PM
lyv updated the diff for D1727: Update auras when a formation member renames..
Jan 3 2019, 2:10 PM
lyv added a comment to D1587: DiskPlacer improvements..

ping

Jan 3 2019, 1:55 PM
lyv abandoned D1362: Remove the list of hardcoded training hotkeys..
Jan 3 2019, 1:53 PM
lyv added inline comments to D1599: Texture priority support for rmgen.
Jan 3 2019, 1:50 PM
lyv updated the diff for D1599: Texture priority support for rmgen.

Fix over/under flows.
Numerical priority.

Jan 3 2019, 1:48 PM
lyv added a comment to D1460: Add an experience status bar.

Yes there is. I assume this is coming from the same roots as the health or capture bar.

Jan 3 2019, 12:03 PM
lyv added inline comments to D1727: Update auras when a formation member renames..
Jan 3 2019, 9:25 AM
lyv updated the diff for D1694: Handle entity renaming properly in regicide mode.

Rename the function to what @bb proposed.

Jan 3 2019, 8:35 AM
lyv created D1727: Update auras when a formation member renames..
Jan 3 2019, 8:29 AM

Jan 2 2019

lyv added a comment to D1726: Change Max Health back into a nonNegativeInteger.

Is it really how god intended it though?
However I think a spear cav not being promoted at 149.9999997/150 is absolutely not what was intended.
I was under the impression that such things should be real numbers.

Jan 2 2019, 7:09 PM
lyv added a comment to D1716: SpiderMonkey changes in preparation for the SM45 upgrade.

I mean it never was constant/read-only since we change it on the JS-side?

It’s not changed in JS AFAIK. The exposed function changes the internal C++ variable, not the exposed JS variable. At least that’s what I recall.

Jan 2 2019, 2:46 PM
lyv added a comment to D1723: [WIP] Replay Database.

(Might want to ask who ever maintains the WFG servers whether this is something that is affordable space wise)

Jan 2 2019, 10:44 AM

Jan 1 2019

lyv awarded D1725: Fix missing refs in sound files. a Like token.
Jan 1 2019, 8:07 PM
lyv updated the diff for D1724: Cleanup ExtractFormations in Commands.js.
Jan 1 2019, 1:15 PM
lyv added a comment to D1724: Cleanup ExtractFormations in Commands.js.
In D1724#68325, @Stan wrote:

Have you checked if there is any other occurence of such a code ? I think I've seen that syntax used multiple times.

Jan 1 2019, 9:54 AM
lyv created D1724: Cleanup ExtractFormations in Commands.js.
Jan 1 2019, 9:44 AM

Dec 31 2018

lyv added a comment to D1589: Get rid of TERRAIN_SEPARATOR.
In D1589#66440, @elexis wrote:

Perhaps instead of an object with 2 properties or an arry with 2 items, it would even be cleaner to use a function / constructor with 2 arguments (texture, entity = undefined), like using SimpleTerrain or RandomTerrain which receives an array of SimpleTerrain?

Dec 31 2018, 8:20 PM
lyv added a comment to D1577: Harbor rewrite.

Worth having?

Dec 31 2018, 8:18 PM
lyv abandoned D1653: Fix building population cost being ignored while placing it.

Might re-claim it in the future. But in the mean time.

Dec 31 2018, 8:16 PM
lyv added a comment to D1707: Generalise hard-counter tooltips..

Re: AI
With current behavior, not sure how such a thing could be done in an acceptable way. The quick and easy fix could end up being too unfair. People could attack the AI only to find it having the perfect army. An alternative option is to rely on past attack compositions. Which would of course allow people to “play” the AI. I guess the only sane option is to finally implement scouting.

Dec 31 2018, 10:02 AM

Dec 30 2018

lyv added a comment to D1717: Fix Olist text wrapping.

Just output diff to a file, manually edit the thing and use web ui. That’s what I do in such situations.

Dec 30 2018, 2:43 PM
lyv added inline comments to D1718: Decay/regenerate option for resources..
Dec 30 2018, 2:41 PM
lyv added a comment to D1718: Decay/regenerate option for resources..
In D1718#68039, @elexis wrote:

Flesh doesn't stop rotting and flora/fungi don't stop growing while gathering from them?

Dec 30 2018, 2:34 PM