Some comments to a 2 years old friend as I was cleaning my stuffs ;-)
I don't understand the purpose of the comments.
We can just say that it returns the dot or the cross product, it's simpler ;-)
- Queries
- All Stories
- Search
- Advanced Search
- Transactions
- Transaction Logs
Advanced Search
Nov 12 2017
(good luck with +Pi stuff)
Nov 3 2017
In D1007#39556, @leper wrote:As for where to move things, I don't know. Everything not starting with template_ or special/ is placeable, how to organize things should be done according to some logic (that might be nice to describe in some readme file so people can find things more easily, and know where to place them) that might want to take being createable by a normal player, being specific to certain modes, nice layout for maybe the AI (though that should just construct the list of entities similarly to the structree), and possibly more.
Another input, for the eyes it's better to have civ_ files in units/
plane doesn't fit well that scheme (same for noldor, viking, samnite and so on things).
In D1007#39547, @Nescio wrote:Furthermore, I understood (#4770) that units etc were to be removed from the other/ folder.
You are at least missing the cheat data file.
Sorry, I'm unaware of its existence. Which file?
something like structures/other/ or structures_other/ ?
Then again I somewhat consider moving certain templates to structures/ or units/ to be somewhat strange since those shouldn't be created by default.
(thx for the patch)
- complete
- tested (validation...)
In D1008#39526, @Nescio wrote:structures/{civ}_library for example
In A22 that still caused an error if the civ-specific template didn't exist. This is no longer the case in A23? Good to know!
In D1006#39518, @Nescio wrote:Now you mention it, aren't the non-royal hellenic royal stoas actually embassies? (Limited to two per player; town phase; trains mercenaries; etc.) If so, maybe they could be merged into the embassy.
following r19952
Nice :)
(You can even use a builder list in top of all structures with the {civ} replacement. So you don't have to put things like (/sele_library) in all specific template.)
In D1006#39493, @Nescio wrote:Furthermore, the Athenian gymnasion, Gaul tavern, Persian hall, and Spartan syssition are fundamentally one and the same structure: a structure which trains some of a faction's champions; so perhaps they could be merged and have a template_structure_military_hall.xml as their shared parent instead?
Actually I wouldn't mind to move fauna_* to fauna/*, flora_* to flora/*, and geology_* to geology/* as well, such a patch would be easy to create.
In D1006#39489, @Nescio wrote:Personally I don't think it's really needed, but that probably should be decided on a case by case basis per template.
You point out something, is the special template still needed? (before there was something like every civs had sb1 and sb2).
Anectdote:
in source/simulation/Collision.h?rev=4437
Makes sense.
I launch the maps.
I test validation of all templates.
I launch the checkrefs script.
(as I needed it locally, I uploaded it at D1005)
Nov 2 2017
:-)
I don't know why but it break the checkrefs script on my config.
@Nescio
you really don't make me thing easy ;-)
I will need hours to go with that and people will be mad :o
Moreover I really think the gaia/treasure/ and gaia/ruins/ should have been postponed in another patch. As now we get in the gaia folder things in a subfolder and things not in a subfolder.
The plane doesn't need to be in that patch :)
Don't bother with adressing those things it will be too much time consuming, I will try to split all that.
In D924#39409, @elexis wrote:An option to not list unused refs as the patch does that I could possibly accept or planning some change?
(an option to not display them could be better in fact)
What do you expect exactly of the review here?
In rP20394#24375, @elexis wrote:The only part I don't understand is the labeling, i.e. if tension != 0.5 is a Catmull Rom spline too (in their words, not ours) or only a cardinal spline.
Nov 1 2017
In rP20394#24371, @elexis wrote:(Its presumably well defined in the unavailable paper from 1974. Actually I didn't see a definition, just some incomplete property descriptions.)
(Besides every of these using a custom definition of "tension", it is not clear to me if the tension must be 0.5 in our implementation to be labeled a CR or if the splines with tension != 0.5 can be labeled as CR too according to a definition we can read)
(it's not ambiguous ;-))
(imul sounds better than mul_round.)
/me won the useless comment award.
I've no strong feelings about that, so if other people have opinions, it's time to speak :)
In D1003#39281, @elexis wrote:(I took the statement that tension = 0 resluts in the Catmull-Rom spline and that the tension must be in the interval [0, 1] from here.
I guess if it is a mistake,
(and fix a space issue noticed by elexis)
(the atlas change is missing)
(edit: that's strange that the bot didn't notice, ?)
You can check straightly with the provided function defined by f(x)=((P * x + Q) * x + R) * x + S that:
f(0) = p1
f(1) = p2
df/dx (0) = tension * (p2-p0)
df/dx((1) = tension * (p3-p1)
Then one can understand that for tension = 1/2, the slope in p1 is well given by the slope of the line (p0,p2) and the slope in p2 is well given by the slope of the line (p1, p3), which are the requested things.
(tension 0 is something which should be rarely desirable)
Oct 31 2017
Do not agree on that fully, since splitting the move and behaviour change will result in changing EVERY line that needs to be changed in the unitMotion twice. Also the public mod code is changed twice almost every line. So only those helpers in geometry and fixedVector stuff are not changed twice. As a result we change about 1.75 times as many lines as we need to. I don't mind splitting patches at all (especially since this is a split already), but this split doesn't seem to have clear benefit.
When the split is required however please let me know.
Oct 30 2017
In D989#39075, @Nescio wrote:In D989#39074, @fatherbushido wrote:1&3 are gaia/special_ruins_*xml -> gaia/ruins/*.xml
Let's wait tommorow :)
Ah, I see; but the special part was to removed anyway, right? I think I did not include or move any files which were not mentioned over there.
Sorry, I don't think I understand your reply. I believe I basically did what you requested in #4770: “Organize treasures and ruins templates”. A few other oddities I encountered on the way (e.g. pegasus, plane, pyramid) were discussed there as well. What are your “1 & 3”? I'm a bit confused now.
(I forgot to test a plane, but sadly the patch doesn't apply anymore it seems)
@fatherbushido do you want to commit this or shall I?
Thx for the sumup
(Else no need to mention my name)
In rP18925#24274, @elexis wrote:Ah, you're right with regards to the ticket.
Thanks for the quick feedback!
Do you prefer to be mentioned in the commit message (and if yes, how) or avoided, or eager to review an according diff to interpolation.js?
(Should the tension become the first argument of the function?)
Say when it's ok to review. All is in that diff now or there is still the 5 ones?
(I didn't read the whole discussion, perhaps the link has already been posted, in case: https://trac.wildfiregames.com/wiki/ArtDesignDocument#FileNamingConventions)
Oct 29 2017
(I personally think it's a bit useless, at least in that specific case, as the Damage code can handle that)
(Perhaps we could add an OSX reviewer-tester group on phab)
Is “contains” instead of “startsWith” allowed?
In D961#38795, @wraitii wrote:I'm not requesting changes - so you can commit it if you wish - but don't do this. I created https://code.wildfiregames.com/D281 explicitly for this kind of stuff.
- As we discussed together, the use of a subfolder is perhaps not needed. If you really want it || it really needed, you can do it in a future patch (sed as pointed out by leper above will do the job easilly).
- see for example rP20244
Oct 28 2017
(see with artists, but indeed sword < spear < pike)
(Waiting this night for potential leper's comment.)
(You can grab @Pureon input about that.)
If you really want it included, split the templates part and the modifications part.
For roundings, you have to add the round just before calling the ApplyMod function (and also in Template.js).
You have to check that it doesn't break AI (that AI does the same thing) iirc.
At first glance, I would choose floor.
- ./test is ok
- All template validate.
- I launched game ai vs ai, me vs ai. Checked different behavior.
- I tried saving, loading games, with aura modifications. I checked tooltip.
- I ran serialization test
- I read all the code. Despite I have not a deep cpp knowledge, there is no complex things so it seems ok.
In D945#38483, @wraitii wrote:Performance wise, this is probably a bad idea.