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Oct 27 2017

fatherbushido updated the diff for D960: Fix an issue with Upgrade and training restriction..

Fix mistakes. Use a function.

Oct 27 2017, 12:06 PM
fatherbushido added a comment to D983: Tweak a bit citizen cavalry cost.
In D983#38437, @Grugnas wrote:

Perhaps this may be a good starting point to compare units of same class in order to see how different weapon wielding units sharing same price-logic perform in game.

Oct 27 2017, 10:27 AM
fatherbushido accepted D757: Allow multiple attack sounds for units.

I didn't checked again all templates (unrelated: if we want to look deeper, there is perhaps a lot of polishing work for sounds)

Oct 27 2017, 9:36 AM

Oct 26 2017

fatherbushido updated the summary of D983: Tweak a bit citizen cavalry cost.
Oct 26 2017, 10:49 PM
elexis awarded rP20345: Display fruit tree as fruit and not as wood on the minimap. Rework a bit… a Evil Spooky Haunted Tree token.
Oct 26 2017, 8:39 PM
fatherbushido added a comment to D983: Tweak a bit citizen cavalry cost.
In D983#38415, @Grugnas wrote:

I am not totally against such a patch but I simply wanted to point at the fact that, although the current melee cavalry cost is unusual, the higher than average wood cost requires different decisional paths ( e.g. more workers on wood or even the research of the wood gathering technology from storehouse) which increases the decisions doable by the player.

Oct 26 2017, 10:25 AM
fatherbushido added a comment to D983: Tweak a bit citizen cavalry cost.

@Grugnas
You didn't understand and you move the discussion elsewhere.
I have seen many cost distributions in all the past alphas (I follow since 2012), I have also in mind the original designed costs. That's not the point.
Here I am following at least a simple policy: "for all type, cav.cost[type] < inf.cost[type]". If cost differentiation between archers, javelinist, swordmen, slingers, pikemen coud/should be done (and it was in the original design), that's another story.

Oct 26 2017, 8:57 AM

Oct 25 2017

fatherbushido created D983: Tweak a bit citizen cavalry cost.
Oct 25 2017, 7:17 PM
fatherbushido added a comment to rP20345: Display fruit tree as fruit and not as wood on the minimap. Rework a bit….

(Don't worry, I didn't misinterpret.)

Oct 25 2017, 1:26 PM
fatherbushido added a comment to rP20345: Display fruit tree as fruit and not as wood on the minimap. Rework a bit….

Wasn't there a tool, that checks for missing files?

Oct 25 2017, 11:33 AM
fatherbushido committed rP20346: Missing added files in rP20345. Noticed by Imarok..
Missing added files in rP20345. Noticed by Imarok.
Oct 25 2017, 11:30 AM
fatherbushido added a comment to rP20345: Display fruit tree as fruit and not as wood on the minimap. Rework a bit….

which seems really bad :p
That's strange as I load all templates. I will check that right now.

Oct 25 2017, 11:20 AM
fatherbushido added a comment to rP20345: Display fruit tree as fruit and not as wood on the minimap. Rework a bit….

I get this:

ERROR: CCacheLoader failed to find archived or source file for: "simulation/templates/template_gaia_flora_tree_fruit.xml"
ERROR: Failed to load parent 'template_gaia_flora_tree_fruit' of entity template 'gaia/flora_tree_apple'
ERROR: Failed to load entity template 'gaia/flora_tree_apple'
ERROR: CCacheLoader failed to find archived or source file for: "simulation/templates/template_gaia_flora_tree_fruit.xml"
ERROR: Failed to load parent 'template_gaia_flora_tree_fruit' of entity template 'gaia/flora_tree_fig'
ERROR: Failed to load entity template 'gaia/flora_tree_fig'
ERROR: CCacheLoader failed to find archived or source file for: "simulation/templates/template_gaia_flora_tree_fruit.xml"
ERROR: Failed to load parent 'template_gaia_flora_tree_fruit' of entity template 'gaia/flora_tree_olive'
ERROR: Failed to load entity template 'gaia/flora_tree_olive'

when starting a game on Botswanan Haven

Oct 25 2017, 11:17 AM
fatherbushido added a comment to D845: Fig tree minimap color.

(AI should be fine as it uses the resourceSupplyType)

Oct 25 2017, 10:09 AM
fatherbushido committed rP20345: Display fruit tree as fruit and not as wood on the minimap. Rework a bit….
Display fruit tree as fruit and not as wood on the minimap. Rework a bit…
Oct 25 2017, 10:06 AM
fatherbushido closed D845: Fig tree minimap color.
Oct 25 2017, 10:06 AM
fatherbushido added a comment to D845: Fig tree minimap color.

refs r3860, r14727, r7976, r9304, r7259 (I don't put the P after r to not spam those old revs).

Oct 25 2017, 9:57 AM
fatherbushido accepted D845: Fig tree minimap color.

All is fine. (checked validation, placed all units and tested in game with gathering in case of).

Oct 25 2017, 9:50 AM

Oct 24 2017

fatherbushido planned changes to D960: Fix an issue with Upgrade and training restriction..

(don't review that, I will edit that thing)

Oct 24 2017, 10:31 PM
fatherbushido added a comment to D757: Allow multiple attack sounds for units.
In D757#38226, @bb wrote:

@fatherbushido mind to click accept for the n-1 state? (when its reviewed ofc)

Oct 24 2017, 10:30 PM
fatherbushido added inline comments to D960: Fix an issue with Upgrade and training restriction..
Oct 24 2017, 10:29 PM
fatherbushido added inline comments to D960: Fix an issue with Upgrade and training restriction..
Oct 24 2017, 10:28 PM
fatherbushido requested changes to D845: Fig tree minimap color.
Oct 24 2017, 5:18 PM
fatherbushido added a comment to D845: Fig tree minimap color.

https://trac.wildfiregames.com/wiki/List%3A_Entities%3A_Nature%3A_Flora
https://trac.wildfiregames.com/wiki/List%3A_Entities%3A_Nature%3A_Flora%3A_Plants
https://trac.wildfiregames.com/wiki/List%3A_Entities%3A_Nature%3A_Flora%3A_Trees

Oct 24 2017, 5:17 PM
fatherbushido added a comment to D590: Move out world promoted, packed or upgraded before destroying..
In D590#38184, @wraitii wrote:

I think the cleanest solution would be to send a "prepare for Destroy" message in ComponentManager::DestroyComponentSoon() and have CCmpPosition subscribe to that and move itself out of the world there.

Destroying "now" might lead to inefficiency and weird hiccups (GC-like) and I'd rather avoid that.

Oct 24 2017, 12:23 PM
fatherbushido added a comment to D590: Move out world promoted, packed or upgraded before destroying..

In those cases, we destroy the entity and we just want it not intefering with the 'world'. (Like we do in other places).

Oct 24 2017, 9:16 AM

Oct 23 2017

fatherbushido updated subscribers of D834: Adjust accuracy (spread multiplier) in technologies.
In D834#38159, @temple wrote:

(Just thinking in general, it might be nice to have the tooltips not reference particular values, so that translators wouldn't have to change the strings every time we changed the values. Units have "detailed tooltips" that show their health, attack, armor, etc., so maybe we can do a similar thing with technologies and their modifications. Some players might want to know that the range was increased by exactly 4m, and others players might not.

Oct 23 2017, 8:09 PM
fatherbushido removed a reviewer for D573: Add a repair time tooltip: fatherbushido.

(It will be more efficient if bb_ reviews it as he commited the other one.)

Oct 23 2017, 5:11 PM
fatherbushido requested changes to D834: Adjust accuracy (spread multiplier) in technologies.

ok

Oct 23 2017, 4:18 PM
fatherbushido added a comment to D956: Long path improvements.

(It looks like an evidence in the second decade of the 21st century).
But the word 'formation' has to be well redefined (as it's used to mention different things).

Oct 23 2017, 4:09 PM
fatherbushido committed rP20334: Tweak a bit Scipio's aura radius. Patch by temple. Reviewed by Grugnas..
Tweak a bit Scipio's aura radius. Patch by temple. Reviewed by Grugnas.
Oct 23 2017, 4:05 PM
fatherbushido closed D737: Scipio aura radius.
Oct 23 2017, 4:05 PM
fatherbushido accepted D737: Scipio aura radius.

Well, I didn't want commit such patches. (Else we can have tons of such patches).
But why not. (It's reasonnable according to the game I plaid)
In the future perhaps those things should be submit to the guy in charge of the balance or to the balance comitee or forum or whateva (Do those things still exist ?).
Ask @Itms

Oct 23 2017, 4:00 PM
fatherbushido requested changes to D880: Ballistics..

I consider that as not wanted with our attack system.
So I put that at requested changes (but I don't expect changes).
(Even if in the rts of my dreams, the attack system would be different).
The main one which make that irrelevant is that we don't have point attack.

Oct 23 2017, 3:58 PM
fatherbushido requested changes to D781: [gameplay] - Elevation attack bonus for units..

I set request change as in reviewed but not wanted in the current state.

Oct 23 2017, 3:49 PM
fatherbushido added a reviewer for D845: Fig tree minimap color: fatherbushido.
In D845#37799, @temple wrote:

Added a fruit tree template to reduce duplication. Now the food minimap color is only defined twice, once for bush berries and once for fruit trees.

Oct 23 2017, 3:48 PM
fatherbushido added a comment to D843: Fix whitespace in technologies folder.

The same commands on the auras folder doesn't change anything.

Oct 23 2017, 3:43 PM
fatherbushido committed rP20329: Add unit tests to the EntityLimits component..
Add unit tests to the EntityLimits component.
Oct 23 2017, 8:27 AM
fatherbushido closed D970: Add EntityLimits component tests.
Oct 23 2017, 8:27 AM

Oct 22 2017

fatherbushido added inline comments to D969: Math.square, Math.euclidDistance.
Oct 22 2017, 10:57 PM
fatherbushido added inline comments to D977: fix misleading or wrong technology affect tags.
Oct 22 2017, 10:24 PM
fatherbushido added inline comments to D970: Add EntityLimits component tests.
Oct 22 2017, 5:52 PM
fatherbushido committed rP20326: Fix a disabled template manager test..
Fix a disabled template manager test.
Oct 22 2017, 5:40 PM
fatherbushido closed D968: Fix a Template Manager test.
Oct 22 2017, 5:40 PM
fatherbushido added inline comments to D968: Fix a Template Manager test.
Oct 22 2017, 5:34 PM
fatherbushido added inline comments to D969: Math.square, Math.euclidDistance.
Oct 22 2017, 5:19 PM
fatherbushido added inline comments to D969: Math.square, Math.euclidDistance.
Oct 22 2017, 2:48 PM
fatherbushido added a comment to D969: Math.square, Math.euclidDistance.

(perhaps it's because Math.hypot has a more robust implementation against overflow)

Oct 22 2017, 2:40 PM
fatherbushido added a comment to D969: Math.square, Math.euclidDistance.
In D969#37883, @elexis wrote:

I wasn't aware that the Math.hypot function already exists.
It does not use our optimized / approximation algorithms, so I did a quick performance test:

let count = 10000;
let numbers = [];
for (let i = 0; i < count; ++i)
	numbers.push([randIntInclusive(1, 100), randIntInclusive(1, 100)]);

let start = Engine.GetMicroseconds();
for (let i = 0; i < count; ++i)
	Math.hypot(...numbers[i]);
warn(Engine.GetMicroseconds() - start);

start = Engine.GetMicroseconds();
for (let i = 0; i < count; ++i)
	Math.euclidDistance2D(...numbers[i]);
warn(Engine.GetMicroseconds() - start);
WARNING: 9694
WARNING: 8378

So it seems to be slightly slower.

Oct 22 2017, 2:27 PM
fatherbushido added inline comments to D969: Math.square, Math.euclidDistance.
Oct 22 2017, 11:07 AM

Oct 21 2017

fatherbushido added a comment to D969: Math.square, Math.euclidDistance.

(random, perhaps useless or irrelevant thought when reading)

Oct 21 2017, 10:13 PM
fatherbushido created D970: Add EntityLimits component tests.
Oct 21 2017, 5:03 PM
fatherbushido added a comment to D968: Fix a Template Manager test.

(one can also nuke it, or make it all mod compatible)
(enabling it by default and only displaying error is also an option but it could be bad for other mods)

Oct 21 2017, 3:01 PM
fatherbushido updated the diff for D968: Fix a Template Manager test.

empty line

Oct 21 2017, 2:49 PM
fatherbushido created D968: Fix a Template Manager test.
Oct 21 2017, 2:48 PM

Oct 19 2017

fatherbushido committed rP20314: Revert a naked fanatic armor nerf done in r19697. It has now the same armor as….
Revert a naked fanatic armor nerf done in r19697. It has now the same armor as…
Oct 19 2017, 8:06 PM
fatherbushido abandoned D706: Revert naked fanatic armor nerf..
Oct 19 2017, 8:05 PM
fatherbushido added a comment to D706: Revert naked fanatic armor nerf..

closed by rP20314

Oct 19 2017, 8:05 PM
fatherbushido reclaimed D706: Revert naked fanatic armor nerf..
Oct 19 2017, 7:59 PM
fatherbushido added inline comments to D960: Fix an issue with Upgrade and training restriction..
Oct 19 2017, 6:43 PM
fatherbushido added a comment to D960: Fix an issue with Upgrade and training restriction..

@wraitii :
I just noticed that the check for BuildRestriction seems not being strong enough (exact opposite of training restriction).

Oct 19 2017, 6:16 PM
fatherbushido added a comment to D945: Projectile hit animation.
In D945#37549, @Mate-86 wrote:

Is there someone needed from C++ experts to give the green light for such ideas or should I just freely work on the code and we will see? :)

Oct 19 2017, 8:19 AM

Oct 18 2017

fatherbushido added a comment to rP20312: Last of the Spartan buildings, wow's normal fix, and Stan's archery range.

fixed in rP20313

Oct 18 2017, 9:38 PM
fatherbushido added a comment to rP20312: Last of the Spartan buildings, wow's normal fix, and Stan's archery range.

All that is beautiful!

Oct 18 2017, 9:13 PM
fatherbushido added a comment to D960: Fix an issue with Upgrade and training restriction..

Your idea sounds ok.
(Basically move that part in the EntityLimits component)

Oct 18 2017, 4:36 PM
fatherbushido added a comment to D945: Projectile hit animation.
In D945#37521, @wraitii wrote:

How are flames created by flaming projectiles handled right now?

Oct 18 2017, 4:16 PM

Oct 17 2017

fatherbushido added a comment to D945: Projectile hit animation.

nice teaser!

Oct 17 2017, 11:57 PM

Oct 16 2017

fatherbushido added a comment to rP20298: Spartan buildings.

(fixed in rP20303)

Oct 16 2017, 8:10 AM

Oct 15 2017

fatherbushido added a comment to D945: Projectile hit animation.

(just for ref: https://code.wildfiregames.com/D921#36217)

Oct 15 2017, 9:53 PM
fatherbushido added a comment to D956: Long path improvements.

(We start digressing but there is a patch lying somewhere since years with the ground base for nuking the short pathfinder and for simple steering behaviors).

Oct 15 2017, 4:16 PM
fatherbushido accepted D963: No need to create aura's rangequery when the aura is not applied.

Indeed, it's bad to initiate those queries and to not use them.
Tested with female inspiration tech. Nothing wrong.
Looking at the code, I don't expect any wrong thing. (I tried to imagine some weird cases).

Oct 15 2017, 2:02 PM
fatherbushido added a comment to rP20298: Spartan buildings.

All that is beautiful.

Oct 15 2017, 7:22 AM

Oct 13 2017

fatherbushido accepted D962: Ranged auras not enabled (because of a tech requirement for example) should not be visualized.

Patch works as expected (and is indeed needed)
I didn't look at the code (at least I didn't see something you could have miss). If you need a more detailed review, I can look at it.
You need to update (maintain) the Auras test
(adding Engine.LoadComponentScript("interfaces/RangeVisualization.js"); should be enough)

Oct 13 2017, 10:12 PM
fatherbushido updated the diff for D961: Let some heros upgrade to mount or unmount..

fixes

Oct 13 2017, 6:38 PM
fatherbushido added inline comments to D961: Let some heros upgrade to mount or unmount..
Oct 13 2017, 6:31 PM
fatherbushido updated the summary of D961: Let some heros upgrade to mount or unmount..
Oct 13 2017, 6:29 PM
fatherbushido updated the test plan for D960: Fix an issue with Upgrade and training restriction..
Oct 13 2017, 6:28 PM
fatherbushido created D961: Let some heros upgrade to mount or unmount..
Oct 13 2017, 6:27 PM
fatherbushido added inline comments to D960: Fix an issue with Upgrade and training restriction..
Oct 13 2017, 6:20 PM
fatherbushido created D960: Fix an issue with Upgrade and training restriction..
Oct 13 2017, 6:19 PM

Oct 11 2017

fatherbushido added a comment to D391: Fix scenario .rnc/.rng validation errors.

I didn't remember. I guess it's better like that.

Oct 11 2017, 8:25 PM
fatherbushido added a comment to D391: Fix scenario .rnc/.rng validation errors.

Asking that could have the contrary effect as the one expected...
EDIT: To be more explicit, it's not the place to ask such things. Sometimes it's better to not have answers. Sometimes it's better to let things rip.

Oct 11 2017, 7:43 PM
fatherbushido added a comment to D956: Long path improvements.

You're a fast reader.

It's usually hard for me to tell what you mean, if you're making fun of me or something else. :)

Oct 11 2017, 7:22 PM
fatherbushido added a comment to D956: Long path improvements.

After reading threads and tickets and patches over the last week,

You're a fast reader.

I think I'd rather work towards adding something like steering behavior, possibly even replacing the short pathfinder.

That's what was/is planned, and was always in mind (already in 2010). (explictily or not)

(Of course I'm sure steering will have its own issues.)

As you know Steering is broad.

But I'd appreciate advice about this.

Those things are 'easy' outside 0ad. In that specific context, you will need a global view on what do we mean by group walking, by formation and things like that.

And I think it would make formation movement nicer too.

Depending of what we mean by formation, I'd say replace?

Oct 11 2017, 8:12 AM

Oct 9 2017

fatherbushido committed rP20274: Test integer validation..
Test integer validation.
Oct 9 2017, 9:01 AM
fatherbushido closed D947: Test int validation.
Oct 9 2017, 9:01 AM

Oct 8 2017

fatherbushido added inline comments to D704: Don't early return but actually update an active query (and send the RangeUpdate message) when the query source is out of world.
Oct 8 2017, 9:12 PM

Oct 7 2017

fatherbushido added a comment to rP20263: Readability improvements of globalscripts vector.js..

Mostly didn't understand your comment then. How did you test? Which function did you use to measure the time? Date.now()?

Oct 7 2017, 3:42 PM
fatherbushido added a comment to rP20263: Readability improvements of globalscripts vector.js..

The link you sent isn't relevent because we have a custom Math.pow function. Also browsers can have a custom implementation. Testing it in a browser is more relevant to webdev.

You didn't read what I wrote.

Oct 7 2017, 3:30 PM
fatherbushido added a comment to rP20263: Readability improvements of globalscripts vector.js..

(I don't know how that works internally but the change about removing cos = Math.cos(a) doesn't seem changing perf.)

Oct 7 2017, 1:51 PM
fatherbushido added a comment to D950: Test Vector2D.rotate with more numbers and fix oversight.

(if you want you can rename vector.js in Vector.js (we decided that somewhere, but I was always afraid to do that)).

Oct 7 2017, 9:20 AM
fatherbushido added a comment to rP20263: Readability improvements of globalscripts vector.js..

I permit myself to add a com (as phab sent me a O2 thing that morning).
I post that here instead of D950
Nothing critical but:

  • I guess the current code was done like that (mult instead of Math.pow) for performance issue.
  • We could just ignore that as we don't really take care about that kind of things in some other places (me the first).
  • JsPerf report really various diff (it seems that most recent interpreter crush those diffs) https://jsperf.com/math-pow-vs-simple-multiplication
  • In my own test (with many biases as time precision and things like that), I noticed that the new one distanceToSquared (in our engine, not in a browser) has 3x running time on average.

Oct 7 2017, 8:41 AM

Oct 6 2017

fatherbushido added a comment to D757: Allow multiple attack sounds for units.
In D757#37037, @bb wrote:

Not exactly just "Javelin" or "Archer" would be enough (but putting "Ranged" before is allowed, but it is only a name). What I have in patch is merging the current 4 attack types into 1, which have all the features we have now and even some more, f.e. we can have projectiles with capture "damage" (as in @Stan suggestion for throwing rocks to break windows in capture). Probably its a bit vague what I mean here, but I will come up with a patch in a bit (mostly need to rebase).

Oct 6 2017, 3:38 PM
fatherbushido added a comment to D757: Allow multiple attack sounds for units.

Ok for n-1 (with attack_impact_type).
Unrelated to this patch, for your bow and javelin thing, you mean you would have Ranged_Bow and Ranged_Javelin and something like a start with "Ranged" in the PerformAttack code?

Oct 6 2017, 7:17 AM

Oct 5 2017

fatherbushido added a comment to D704: Don't early return but actually update an active query (and send the RangeUpdate message) when the query source is out of world.

(one could perhaps also do things in MT_PositionChanged)

Oct 5 2017, 11:51 AM

Oct 4 2017

fatherbushido added a comment to D757: Allow multiple attack sounds for units.

@bb : I didn't request that at all, my pov was that attack_impact sound are a bit meaningless for other attacks so you don't add to add that code :) For example for capture, you would hear the capture attack sound (currently there are none I think) then you will immediatly hear on each tick a capture attack impact sound, that 'sounds' really weird. I have a similar doubt for the melee attack. That was just something I was thinking about (should we change attack_impact to attack_impact_type?) But your patch, your choice ;-)
So: I will review/'accept' version (n-1) or that one or version (n-1) withtout attack_impact_type (my own pref is 3).

Oct 4 2017, 10:02 PM
fatherbushido added a comment to D757: Allow multiple attack sounds for units.
In D757#37005, @Stan wrote:

In this case maybe it would work for hybrid attacks, like AOE attacks.

Oct 4 2017, 3:01 PM
fatherbushido added a comment to D757: Allow multiple attack sounds for units.
In D757#37001, @Stan wrote:

Mêlée makes sense for slashing sounds ranged too. Capture could make sense if it's some kind of cheering and breaking glass sounds.

Oct 4 2017, 1:52 PM
fatherbushido added a comment to D757: Allow multiple attack sounds for units.

I wonder if attack_impact make senses for all the kind of attack?

Oct 4 2017, 7:49 AM

Oct 3 2017

fatherbushido created D947: Test int validation.
Oct 3 2017, 12:00 PM