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Jun 18 2019
broke debug build. instant segfault
Jun 17 2019
Can you fix the capitals I reported as well in this diff ?
Yeah new diff. Not good combining fixes with other stuff.
Jun 16 2019
This breaks sounds for me. I believe that maybe g_SoundManager->IdleTask(); gets called too often ?
I'm not really for this. If anything resource should start with a capital instead.
- Add aura tests.
In D1950#82752, @Freagarach wrote:In D1950#82751, @Stan wrote:I guess you broke the tests :)
Yeah, by removing those spaces?
I guess you broke the tests :)
Just for reference the vector issue might be http://trac.wildfiregames.com/ticket/5376
Jun 15 2019
The bars are somewhat brighter also.
In D1846#82471, @wraitii wrote:In D1846#82413, @Stan wrote:I wonder if we shouln't have
GetTributableCodes, GetBarterableCodes, GetTradableCodes, to avoid hardcoding magic strings all over the place.
That's how it was before... I didn't like that because it means you have to add a whole new function for any new property. I don't think there's much difference between hardcoding strings and hardcoding function names.
In D1976#82461, @vladislavbelov wrote:I think the patch should be tested on multi-monitor environment and with a custom color space.
I wonder if we shouln't have
- Do not break the test in the process
Fix warnings
- Use function for the tests to remove duplication.
In D1718#82355, @wraitii wrote:It seems to me like your tests could be abstracted in a function to remove a lot of redundancy.
Easier to deal with auras and whatnot.
OK, so I guess your position is that you want to enable having a "faster fattening" aura/tech that changes ResourceSupply/Fattening/Value, instead of having a tech that changes ResourceSupply/Alive/Value and only affects items with Identity classes Organic, Domestic for example. That's internally coherent, and I do agree that on the surface it seems more craftier - both systems actually allow the same thing but using identity classes might force one to add arbitrary identity classes to templates, which seems undesirable.
However this doesn't seem obvious from reading the code, nor the tests. I think you should be able to add an Aura in the tests that only affects Fattening, not say Growth, to highlight that.
Didn't we have that discussion already that it was particularly tricky to add auras during the tests ?
I'm not sure where this would be best to document, perhaps in the schema as a a:help or as a comment?
In D1973#82305, @wraitii wrote:On (2), I don't think this should be added to the Ranged attack root. Rather, it should be added to the projectile - because friendly fire for non-ranged attacks makes no sense, and "ranged" attacks only real difference is the presence of a projectile. See rP20676 and rP22184. If you add it to the projectile, the splash damage definition can keep its FriendlyFire attribute, since Melee attacks dealing splash damage with or without friendly fire makes sense. In fact, the splash from ranged attack should probably be moved under projectile but that's out of scope.
Haven't checked performance, but maybe that would be better to do data structures in C++ ? I'm sure boost or the stl have already such containers ?
Some more comments, maybe it would be nice to add one test or two in attack.js to show how to use it for test purposes.
Jun 14 2019
If it wasn't for your reminder that !! Doesn't work with solo tags I wouldn't have noticed the flaw.
Jun 13 2019
Should make the linter happy.
- Tests are only reliable if well written, thanks @Freagarach
- Simplify code a bit.
- Add more tests.
- Replace constraints with tags to allow mixing them
- Rename Limit to changelimit
Not easy to disable, confusing as people expect to attack and not to capture by default :) But yeah I'm not for removing it either.
Yeah capture is a particularly annoying case.
Jun 12 2019
In D1718#82159, @wraitii wrote:I can have Alive1 Alive2 Alive3 Alive4 :) Indeed NotBeingGathered could use an Alive and Dead State
I don't see how having multiple Alive would make any difference than just having one with the combined effects?
In D1718#82157, @wraitii wrote:In D1718#82140, @Stan wrote:So you could have growth , regen, and another doing stuff when the resource alive
And decay, rotting, and burning doing something else when the resource is deadYou can also have the no gatherer decay or grow the resource all at the same time.
Mh, I would say no, unless I've misunderstood something. You can have a constraint for "Alive", a constraint for "Dead", and one for "NotBeingGathered". That can give you up to 4 different rates: Alive / Alive + NotBeing Gathered + Dead / Dead + NotBeing Gathered, but actually Alive / Dead + NotBeingGathered would be tied somewhat since you can't have a different value to NotBeingGathered for both, which seems impractical.
In D1718#82139, @wraitii wrote:In D1718#82138, @Stan wrote:See the test, you can combine them all :)
I don't see a test with multiple constraint in the same element?
In D1718#82133, @wraitii wrote:Questions:
- This seems to allow only one constrain at a time. I think we might want to allow "Alive - Not Being Gathered" and "Dead - Not Being Gathered" to be more different than that for example.
Why not both ? Isn't that what open source is for ? Giving the ability to everyone to adapt code ?
Jun 11 2019
Jun 10 2019
Sanderd17 ruled that out in 2577 can't remember why.
I meant using simple diacritics :) éèëê and leaving out the rest not to confuse people.
Well some people say no :) Some also never come back :)
I'd like to showcase tanks for the capitole du libre :)
In D1958#81809, @wraitii wrote:In D1958#81807, @Stan wrote:They have to be separate templates because their stats are independent from the holder.
I meant I don't see why they should descend doom a template_turret template, since they are entirely independent entities on their own. You could have an infantry unit as a turret. Possibly we need to apply some template filtering there.
I guess a turret ai is a building ai that can rotate and only has one arrow. Currently building ai is restricted to ranged. So I guess I could remove that restriction if the unit is a turret.
In D1955#81730, @Freagarach wrote:What I meant was to alter the C-cmp to look in a "VisualActor.js" sim-cmp rather than in "Identity.js" so that the replacing of the tag could be done in the former. It seems more logical to look for code related to a VisualActor in "VisualActor.js" and not in "Identity.js". The "VisualActor.js" can then use information from the Identity.js" to use and replace the tag.
Nah I added new things as well. You can see the history since I added all the diffs :)
- Add back decaying when not gathered as @Freagarach asked.
- Fix a few bugs noticed by the unit tests I just added.
Sorry, I didn't get a notification for your answer somehow. I'm still a bit concerned about the diacritics. I personally like them but I can see how it could confuse some people, and I want the game to be an enjoyable experience for everyone.
Doesn't she switch then ?