Had forgot proper Init for a rejoining player. E.g. if player left / dc'ed while player had "BATTLE" music going on, the player will get "BATTLE" music again when rejoining. (same behavior as without patch)
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Feb 4 2023
Feb 3 2023
In D4926#210262, @Freagarach wrote:How does this go when changing perspective?
use the already existing PostMessage instead of a new notification.
Feb 2 2023
Feb 1 2023
In D4922#210139, @sera wrote:If you switch to class syntax and change pretty much every line anyway, I suggest to use default method signature, static and private where appropriate and drop useless "this" refs. Maybe even switch to use doxy comments.
Jan 24 2023
Reducing the scope. Up to someone else to fancy it up after FF.
Jan 19 2023
yes, this can be implemented, if @elexis agrees, you can't argue against it.
Seems like you've got a patch to make after FF. Not sure about the latter though ^^
Jan 18 2023
Had forgot to add the new 2 auras.
I don't like that certain values are hard coded text in an aura, if the value changes the text needs to change as well
It also maybe seems a bit out of scope for this patch to do all the garrisonHolder stuff, could be a seperate 'nice to have' patch after FF? Since it's also not just about corals in that case anymore. This is just an improvement to tooltips i guess. (or an attempt)
I'm split between either method. One is easier to manage because the values are in just 2 files. The other requires quite a bit of rework and values are split across multiple templates and will take longer to balance. But it does add more moddability.
Jan 17 2023
Jan 12 2023
Jan 11 2023
- playerlist.sortValue fix
Jan 9 2023
nuked useless code.
Jan 8 2023
Attribute name change to "sort_order".
Jan 7 2023
rebase rP27384
@trompetin17 see inline comment, i took a different route because of error. Don't know if it's proper though.
- changed attribute name sort to sortOrder
- changed accepted values from 1/-1 to asc/desc
based on suggestion by Phosit
Jan 6 2023
In D4859#207652, @phosit wrote:How does/should it behave if multiple collumns have a sort defined? which does get precedence?
Thats not how the current code works, only 1 column can be actively sorted at a time. The sort attribute is simply read and applied when it gets clicked only.
Jan 5 2023
with D4859 i'll take a different route
Jan 4 2023
So far this has been a huge waste of time (like all other patches), would something like this ever get committed even if the code would be perfect?
@marder or anyone else feel free to commandeer.
Unmotivated.
Probably make it a mod or something sometime.
Jan 3 2023
@Norse_Harold getting more tools for moderators is great, in the long run with more moderators - As long as these cases get manually looked at and not auto modded (getting a false positive ban/mute is bad). But that's also the problem, the team is too small and depending who are in it, it may even be flawed. For hosting i think the /ban or kick we have is sufficient enough tbh (and most hosters have autociv anyway).
Data (word list) and code needs to be split.
Why?
Dec 23 2022
Aug 21 2022
What did you originally have in mind for this patch? Because i'm only seeing ranged units in the vid and i doubt you will benefit melee soldiers / siege with this since they are already pretty unsynced with their attacks.
Aug 20 2022
Yeah but what i suggested was simply a code difference, the behavior would be the same with what you have now. Unless i'm missing something.
This idea is kind of growing on me tbh. You could also set the PrepareTime once on unit creation. I kind of dig the idea that not every soldier has the same reaction time.
In D4769#203063, @marder wrote:that would also be an interesting option, although then it would only work for formations :)
Ah my bad, i thought that was the point ^^.
Aug 19 2022
afaik PrepareTime is only used on the initial attack, didnt fact check though it's off the top of my head. In that case i think you can achieve the same result by making that gap for randomnization wider and leave the RepeatTime unaltered. Not sure about all the OOS stuff so i leave that to someone else.
How often does GetTimers get called? On each attack?
Aug 10 2022
Not too sure about the SetRebuildableFromEnt name but it's a WIP after all. Added get/set functions in Foundation.
Aug 8 2022
Units in formation respond fluently to new targets, as shown here. (Tested @ 27036)
Yeah but isn't that on a different page? What do i need to do here?
What is expected from "This commit now requires verification by auditors."?
Aug 7 2022
Patch based on comments. Hopefully fixed build issues too.
This unfortunately breaks units responding properly to enemy units while in formation. Reported on the forum (read from that point and onwards). Video of the behavior
Aug 6 2022
Aug 5 2022
Units respond to entities given their stance / occupation and go back to their orders after.
Aug 2 2022
In D4187#202143, @lyv wrote:
- Is the gaia animal UnitAI supposed to handle the behavior of the player entities being attacked?
Doesn't have to be but it saves me from setting the cmpUnitAI twice in the current code. EDIT: I could've done UnitAI.prototype.PingForHelp(this.target, this.entity); too.
- Should cmpAttack actually care for this at all?
Haven't checked all functions in UnitAI, but the attack function there only reacts to manual input. But i agree that along with your 3rd point this is not required in that case.
- Perhaps UnitAI should instead do this in INDIVIDUAL.ATTACKED state transition if the attacking entity is a dangerous animal and call nearby entities with the same owner.
sure but then it loses moddability / possibly other use cases.
Moved to UnitAI as advised, added radius param.
@marder I was actually considering that too. I'm fine either way.
Had forgot to remove some test code. Fixed.
When an aggressive animal attacks a unit, it will send a ping in a 60 (up for discussion obv) radius to owned idle units. They will come to aid. This should also fix the issue that Sillier brought up.
Jul 31 2022
Edited the espionage tech description to fit the new mechanic.
Jul 30 2022
Should fix most lint issues.
Jul 29 2022
Jul 24 2022
As for your test plan (assuming you have SVN installed), you could do something like this ingame: Go to singleplayer -> matches. Make player 1 and player 2 allies, give player 1 The Athenians civ and player 2 the Carthaginians Civ. ingame in chat enter gift from the gods cheat. With ALT+D you can open dev console, you'll see a change perspective option, click it and next to the menu button on top right side you can change to player 2. Make a foundation for an Embassy building (but don't build it). Now change perspective back to player 1 and see what your check does.
Jul 15 2022
Changed colors to: green to enable feedback, red to disable it.
In retrospect, red makes it look like you can't interact with it, maybe green would be better. I'm not sure.
Apr 6 2022
I agree with everything else, will fix it sometime. Thanks for reviewing.
Jan 23 2022
Looks way better, i vote commit.
@Silier I don't have a strong opinion about it. It can now be explained in the new lobby colors menu, if it stays. Though it seems like my current explanation for it is wrong (options.json L639), and that still requires some steps before the user sees that. What do you prefer yourself?
Jan 22 2022
In D4385#189800, @asterix wrote:you can also ask users/players on forums for more feedback and testing
- Reduced max characters for a game name to 100 from 256.
- Unrated players are not 1200 rating by default anymore but 0, and they are not included into calculating the avg. rating of the game (g_DefaultLobbyRating doesn't affect the actual rating afaik?).
- Mods like "custom rating" caused wrong avg gamerating calculation. Fixed while keeping mods like that compatible.
- Games in gamelist that only have unrated players will not show the avg rating.
- Fix for playername tooltip in gamedetails in case of unknown civ.
- Appended buddysymbol to playernames in chat if buddy.
- Made chat messages text lightgray.
- Users can disable/enable abbreviated mapsize names in the main menu -> lobby / networking options (visible in summary screenshot). Default mapsize values show no mapsize.
- Users can customize the symbol of status and buddies to a letter/number/symbol of their choosing in the main menu -> networking / lobby.
- Users can customize the colors of the following elements in the main menu -> lobby colors:
Jan 17 2022
Even though i really like the functionality (wanted to make an option button for D4385 but found this patch), i agree that there are too many buttons. Maybe just a single "Lobby Menu" button could do the trick, displaying a popup window where you can find the rest of the buttons.
It's actually working, was just looking with the wrong build. (sorry for spam)
Second aura isn't showing up in the catafalque overview in the main menu.
Jan 16 2022
In D4383#189078, @Freagarach wrote:I think changing the ResourceTrickle to a global aura is a step in the wrong direction, to be honest.
- Added player tooltips when hovering over playernames in gamedetails. (and found a new bug: #6418)
Jan 15 2022
- All columns start with ascending order when clicked instead of descending order. Only playerrating column starts with descending order
Jan 13 2022
Jan 12 2022
@Freagarach If that's the case then all other catafalque's would need modification too. Would need some confirmation which way to go though.