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Itms committed rP24114: Make PlayerHasMarket event-based..
Make PlayerHasMarket event-based.
Thu, Oct 29, 10:23 AM
Itms closed D2919: Make PlayerHasMarket event-based.
Thu, Oct 29, 10:22 AM
Itms added a comment to D2919: Make PlayerHasMarket event-based.

Thanks a lot for the quick review!

Thu, Oct 29, 10:12 AM
bb added a comment to D2837: Stop dodging arrows by spamclicking or patrol: Waste time turning.

Not all rotation is done in unitMotion, only on the first turn, when m_TurnTime is enabled

Thu, Oct 29, 9:35 AM
Freagarach added a comment to D2837: Stop dodging arrows by spamclicking or patrol: Waste time turning.

I was wondering whether the turn rate needs to be in cmpPosition at all when we would do all rotation in cmpUnitMotion?

Thu, Oct 29, 8:31 AM
Freagarach accepted D3035: optionally unrandomize entity appearance.

Tested, worked as advertised. It looks kinda strange to have all trees look exactly the same, but that is the point of this patch ;)
Textuals look good.

Thu, Oct 29, 8:05 AM
Freagarach accepted D2919: Make PlayerHasMarket event-based.
  • Works as advertised.
  • Code looks clean (nitpick can be ignored when desired).
  • Event-based is a good step here.
Thu, Oct 29, 7:39 AM
Freagarach added inline comments to D2948: Move PopulationBonus to new component Population.
Thu, Oct 29, 7:28 AM

Yesterday

Vulcan added a comment to D2995: Properly internationalize attack names/Generlize to arbitrary names in the GUI.

Successful build - Chance fights ever on the side of the prudent.

Wed, Oct 28, 10:47 PM
bb added inline comments to D2837: Stop dodging arrows by spamclicking or patrol: Waste time turning.
Wed, Oct 28, 10:43 PM
bb updated the diff for D2995: Properly internationalize attack names/Generlize to arbitrary names in the GUI.
Wed, Oct 28, 10:40 PM
Vulcan added a comment to D3035: optionally unrandomize entity appearance.

Successful build - Chance fights ever on the side of the prudent.

Wed, Oct 28, 10:40 PM
bb added inline comments to D2995: Properly internationalize attack names/Generlize to arbitrary names in the GUI.
Wed, Oct 28, 10:40 PM
bb updated the diff for D3035: optionally unrandomize entity appearance.

comments

Wed, Oct 28, 10:34 PM
bb added inline comments to D3035: optionally unrandomize entity appearance.
Wed, Oct 28, 10:31 PM
Itms updated the diff for D2919: Make PlayerHasMarket event-based.

Address Freagarach's comments.

Wed, Oct 28, 9:41 PM
Nescio added a comment to D3036: clean up structure vision.

Some more testing reveals that in _some_ cases 2 also has the same limitation

Any idea why? It's a bit annoying the minimum vision range is apparently 4.

Wed, Oct 28, 8:07 PM
Nescio updated the diff for D3036: clean up structure vision.
Wed, Oct 28, 8:06 PM
Freagarach added a comment to D3036: clean up structure vision.

Some more testing reveals that in _some_ cases 2 also has the same limitation as 1. You can make it 3 (probably always correct) or 4 (seems logical with the tilesize).

Wed, Oct 28, 7:40 PM
Itms accepted D2922: Fix a compartment mismatch in XmppClient / Possibly fix semi-random lobby / in game JS crash.

The code change is correct and, apparently, works under SM45 and SM52.

Wed, Oct 28, 6:55 PM
Nescio added a comment to D2951: [gameplay] merge wonder population auras.

The correct solution to the issue you highlighted would be reverting rP22802 or at least removing the <ProductionQueue disable=""/> line from the brit_wonder.xml template. However, that's strictly outside the scope of this patch, and ought to be done regardless whether or not this one is committed.

Wed, Oct 28, 6:44 PM
Freagarach added a comment to D2951: [gameplay] merge wonder population auras.

Yes, but any civ except Britons can get the +10 (albeit in a different form) by upgrading that tech. Though I do get your point. I just wanted to note this to whomever will review/commit it.

Wed, Oct 28, 6:29 PM
Itms added a comment to D2743: [WP] MesonBuild support.

Yo Stan, I don't see the need for MesonBuild support, I would recommend creating a Trac ticket with "If Time Permits" urgency, a link to this diff in the Patch field, and then abandon this diff for the time being.

Wed, Oct 28, 6:25 PM
Angen added inline comments to D3049: Allow disabling error messages.
Wed, Oct 28, 6:13 PM
Nescio added inline comments to D3029: add num pad hotkey equivalents.
Wed, Oct 28, 6:07 PM
Nescio added a comment to D2951: [gameplay] merge wonder population auras.

Situation prior to this patch:
Any civ build a wonder, get +10 pop cap.
Situation after this patch:
Any civ build a wonder.

Wed, Oct 28, 6:05 PM
Freagarach added inline comments to D3029: add num pad hotkey equivalents.
Wed, Oct 28, 5:21 PM
Freagarach added a comment to D2951: [gameplay] merge wonder population auras.

But after this patch the Britons don't get the first aura anymore.

Wed, Oct 28, 5:17 PM
Itms added a comment to D2768: Switch JS GUI Objects to a Proxy class, cleaning custom function definition..

Hi @wraitii! I will need this to perform the SM 52->60 migration (see #1389510 on Bugzilla). The ideal route would be to include this under SM52, but if SM60 adds nice code to handle proxy privates, I am fine with doing this as part of the 52->60 code fixes.

Wed, Oct 28, 3:30 PM
Stan added a comment to D3049: Allow disabling error messages.

I disagree. It's a waste of resources to log data you won't read. If you have a replay it's better than having a bunch of random logs.

Wed, Oct 28, 11:13 AM
Vulcan added a comment to D3036: clean up structure vision.

Successful build - Chance fights ever on the side of the prudent.

Wed, Oct 28, 9:39 AM
Nescio added a comment to D2951: [gameplay] merge wonder population auras.

I mean that the Britons don't get structures/wonder_pop_1-aura when they constructed their wonder.

Actually they did; they just can't research the “Glorious Expansion” technology, which is problematic, but a problem introduced by rP22802, not by this patch.

Wed, Oct 28, 9:35 AM
Nescio updated the diff for D3036: clean up structure vision.

(the advantage of this patch is one needs to change only the number in a single file)

Wed, Oct 28, 9:31 AM
Nescio added inline comments to D3029: add num pad hotkey equivalents.
Wed, Oct 28, 9:25 AM
Nescio added a comment to D3049: Allow disabling error messages.

Actually it does matter. The whole point of logs is logging things. Even if they're hidden in game, the errors and warnings still ought to be sent to the logs.

Wed, Oct 28, 9:23 AM
autobuild committed rP24113: [Windows] Automated build..
[Windows] Automated build.
Wed, Oct 28, 7:47 AM

Tue, Oct 27

Stan committed rP24112: Remove useless SDL debug message introduced in rP15785..
Remove useless SDL debug message introduced in rP15785.
Tue, Oct 27, 10:23 PM
Stan closed D3050: Remove useless SDL debug message.
Tue, Oct 27, 10:23 PM
Stan added a comment to D3050: Remove useless SDL debug message.

Thx for the review :) Will make other patches if I find more.

Tue, Oct 27, 10:19 PM
Stan added a comment to D3049: Allow disabling error messages.

Which is why it's on by default . But as reported recently in the forums some people just don't want to see them at all. Keeping them in the file could be am option. But since those are overwritten anyway it doesnt matter.

Tue, Oct 27, 8:56 PM
Freagarach added inline comments to D3029: add num pad hotkey equivalents.
Tue, Oct 27, 8:35 PM
vladislavbelov added inline comments to D3029: add num pad hotkey equivalents.
Tue, Oct 27, 8:31 PM
Freagarach removed a reviewer for D3029: add num pad hotkey equivalents: Restricted Owners Package.
Tue, Oct 27, 8:24 PM
Freagarach accepted D3029: add num pad hotkey equivalents.

Nice addition.

Tue, Oct 27, 8:23 PM
Freagarach added a comment to D3036: clean up structure vision.

But still, a vision of 1 with the knowledge we have now is a bug. So I'd say change all so they have at least a vision of 2.

Tue, Oct 27, 8:02 PM
Freagarach added a comment to D2951: [gameplay] merge wonder population auras.

I mean that the Britons don't get structures/wonder_pop_1-aura when they constructed their wonder.

Tue, Oct 27, 7:56 PM
Freagarach added inline comments to rP24021: Garrison outposts visually..
Tue, Oct 27, 7:54 PM
Freagarach added a comment to D3049: Allow disabling error messages.

Isn't the whole point of errors (and warnings to a lesser extend) to point out that something needs fixing? If one would allow to disable them people would disable them for one reason and don't get _any_ for other reasons. If we still want to disable them, then log them at least.

Tue, Oct 27, 7:52 PM
Freagarach added inline comments to D3035: optionally unrandomize entity appearance.
Tue, Oct 27, 7:47 PM
vladislavbelov added inline comments to D3035: optionally unrandomize entity appearance.
Tue, Oct 27, 7:37 PM
vladislavbelov accepted D3050: Remove useless SDL debug message.

I agree to not spam by debug message. One might add a similar line under a development define. Maybe there are other not really needed debug messages.

Tue, Oct 27, 7:30 PM
vladislavbelov added inline comments to D3049: Allow disabling error messages.
Tue, Oct 27, 7:24 PM
Stan added a comment to D3049: Allow disabling error messages.

The goal of this patch is not save them at all.

Tue, Oct 27, 6:47 PM
Nescio added a comment to D3049: Allow disabling error messages.

This nukes the messages, as in there are not rendered nor saved.

They should still be saved (in the interestinglog.html), just not displayed in a game session.

If I understand your request, you want more of them to be displayed at once?

When I'm just playing, I think at most 10 lines of messages should be enough, at least for me. But I can imagine some who are actively breaking (modifying) things might want more to see more than 20.

Tue, Oct 27, 6:40 PM
Stan added a comment to D3049: Allow disabling error messages.

Right now 20 lines of error and warning messages are displayed. It would be nice if there was a setting for that too, some people might want to see e.g. 42 lines, others perhaps just 5.

Tue, Oct 27, 6:01 PM
Nescio added a comment to D3049: Allow disabling error messages.

Right now 20 lines of error and warning messages are displayed. It would be nice if there was a setting for that too, some people might want to see e.g. 42 lines, others perhaps just 5.

Tue, Oct 27, 5:54 PM
aj1988aj added a comment to F1630541: pyrogenesis.exe.

Tue, Oct 27, 12:34 PM
aj1988aj added a comment to F1630541: pyrogenesis.exe.

😀

Tue, Oct 27, 12:33 PM
Vulcan added a comment to D3025: Fix userreporter's detection of soundcards.

Successful build - Chance fights ever on the side of the prudent.

Tue, Oct 27, 9:21 AM
Stan updated the diff for D3025: Fix userreporter's detection of soundcards.

Use the SoundManager Instead

Tue, Oct 27, 9:13 AM
Stan requested review of D3050: Remove useless SDL debug message.
Tue, Oct 27, 12:08 AM
Stan requested review of D3049: Allow disabling error messages.
Tue, Oct 27, 12:06 AM

Mon, Oct 26

vladislavbelov added a comment to D3025: Fix userreporter's detection of soundcards.
In D3025#133510, @Stan wrote:

It's at startup, so I'd argue it does not matter ? I can remove the other occurence, but then someone might switch the order in the future.

Actually it does matter, since player doesn't what's going on yet (no logo, no progress bar, etc).

Mon, Oct 26, 10:56 PM
Vulcan added a comment to D3035: optionally unrandomize entity appearance.

Successful build - Chance fights ever on the side of the prudent.

Mon, Oct 26, 10:49 PM
bb added inline comments to D3035: optionally unrandomize entity appearance.
Mon, Oct 26, 10:42 PM
bb updated the diff for D3035: optionally unrandomize entity appearance.
Mon, Oct 26, 10:40 PM
Stan added a comment to D3025: Fix userreporter's detection of soundcards.

It's at startup, so I'd argue it does not matter ? I can remove the other occurence, but then someone might switch the order in the future.

Mon, Oct 26, 10:37 PM
vladislavbelov added a comment to D3025: Fix userreporter's detection of soundcards.

Now you call it twice, but we don't need that. Especially in case there is a chance that OpenAL might do something slow.

Mon, Oct 26, 10:18 PM
Vulcan added a comment to D3025: Fix userreporter's detection of soundcards.

Successful build - Chance fights ever on the side of the prudent.

Mon, Oct 26, 10:16 PM
vladislavbelov added a comment to D3048: Removes remaining fixed program used in shaders and adds warning.
In D3048#133499, @Stan wrote:

Ah I see. why do we need such a shader at all?

Mon, Oct 26, 10:16 PM
vladislavbelov added a comment to D3039: Add a logarithmicly scaled slider to the options.
In D3039#133500, @bb wrote:

@return ratio between the value of the slider and its actual size in the GUI value is clearly wrong, whether you call it misleading or whatelse, misleading comments are just as much telling lies about the code.

I suppose it means m_MaxValue - m_MinValue, but I don't mind anyway.

Mon, Oct 26, 10:14 PM
Stan updated the diff for D3025: Fix userreporter's detection of soundcards.

Simple version

Mon, Oct 26, 10:11 PM
linkmauve added a comment to D3047: Add a getrandom() codepath on Linux.

Does getrandom have some performance expectations? Is it similar to /dev/urandom?

Mon, Oct 26, 10:10 PM
vladislavbelov added inline comments to D3025: Fix userreporter's detection of soundcards.
Mon, Oct 26, 10:02 PM
bb added a comment to D3039: Add a logarithmicly scaled slider to the options.

GetSliderRatio did exactly what the comment said, you might think that the value is the misleading name though.

@return ratio between the value of the slider and its actual size in the GUI value is clearly wrong, whether you call it misleading or whatelse, misleading comments are just as much telling lies about the code.

Mon, Oct 26, 10:02 PM
Stan added a comment to D3048: Removes remaining fixed program used in shaders and adds warning.

Ah I see. why do we need such a shader at all?

Mon, Oct 26, 10:01 PM
vladislavbelov added inline comments to D3035: optionally unrandomize entity appearance.
Mon, Oct 26, 9:55 PM
bb accepted D3045: Nuke comments in UnitAI..

no will to relook at. Eyebolled through all commends in the unitAI, found a few, otherwise mehing

Mon, Oct 26, 9:50 PM
vladislavbelov added a comment to D3039: Add a logarithmicly scaled slider to the options.

GetSliderRatio did exactly what the comment said, you might think that the value is the misleading name though.

Mon, Oct 26, 9:48 PM
Vulcan added a comment to D3041: Always update preview in biome and landscape.

Build failure - The Moirai have given mortals hearts that can endure.

Mon, Oct 26, 9:35 PM
vladislavbelov added a comment to D3046: Add FPV to dev-panel..
In D3046#133450, @Stan wrote:

Wasn't it used for trailers ?

Mon, Oct 26, 9:24 PM
vladislavbelov added a comment to D3048: Removes remaining fixed program used in shaders and adds warning.
In D3048#133469, @Stan wrote:

Why do we need this intermediary step? You just committed something that prevents using it. Also it adds a bunch of useless files no? You could just overwrite the existing ones if you want to go through this. Shouldn't they be in mod mod instead ?

Currently shader pipeline uses the dummy fixed program to draw some stuff. I removed that dependency to be able to remove FFP.

Mon, Oct 26, 9:23 PM
vladislavbelov added a comment to D3047: Add a getrandom() codepath on Linux.

Does getrandom have some performance expectations? Is it similar to /dev/urandom?

Mon, Oct 26, 9:20 PM
vladislavbelov added inline comments to D3047: Add a getrandom() codepath on Linux.
Mon, Oct 26, 9:19 PM
vladislavbelov added inline comments to D3047: Add a getrandom() codepath on Linux.
Mon, Oct 26, 9:18 PM
Vulcan added a comment to D3041: Always update preview in biome and landscape.

Successful build - Chance fights ever on the side of the prudent.

Mon, Oct 26, 8:12 PM
Angen updated the diff for D3041: Always update preview in biome and landscape.

add landscape as it has similar issue, notice for unknown map, if biome map would exists, it would need to be unknown_{biome} and would be
currently displayed for any type of landscape if biome would be switched, now with this diff the landscape stays selected

Mon, Oct 26, 8:02 PM
Stan added a comment to rP24107: New Texture: Oscan Tunics (Carthaginian).

Using them on different units won't help sadly. The problem will remain. What we must work towards are visually distinctive patterns in a moderated quantity. Eg avoiding just color variation when possible, and avoiding having 15+ textures by units.

Mon, Oct 26, 3:23 PM
wackyserious added a comment to rP24107: New Texture: Oscan Tunics (Carthaginian).

For me the changes seems misleading. The commit adds many very similiar textures (they have different small details that are visible only with close view) that adds a lot more variation, that means a lot more state changes, that means another place slows down the game.

Mon, Oct 26, 3:18 PM
Stan added a comment to D3048: Removes remaining fixed program used in shaders and adds warning.

Why do we need this intermediary step? You just committed something that prevents using it. Also it adds a bunch of useless files no? You could just overwrite the existing ones if you want to go through this. Shouldn't they be in mod mod instead ?

Mon, Oct 26, 12:19 PM
autobuild committed rP24111: [i18n] Updated POT and PO files..
[i18n] Updated POT and PO files.
Mon, Oct 26, 10:47 AM
vladislavbelov requested review of D3048: Removes remaining fixed program used in shaders and adds warning.
Mon, Oct 26, 12:39 AM

Sun, Oct 25

vladislavbelov added a comment to rP24110: Refactors water shader to move refraction in a separate function..

Meh, my svn did something wrong with my description. It should be "Deny to run the game with Fixed rendering pipeline".

Sun, Oct 25, 10:05 PM
vladislavbelov committed rP24110: Refactors water shader to move refraction in a separate function..
Refactors water shader to move refraction in a separate function.
Sun, Oct 25, 10:01 PM
vladislavbelov closed D2908: Deny to run the game with Fixed rendering pipeline.
Sun, Oct 25, 10:01 PM
vladislavbelov added a comment to rP24107: New Texture: Oscan Tunics (Carthaginian).

For me the changes seems misleading. The commit adds many very similiar textures (they have different small details that are visible only with close view) that adds a lot more variation, that means a lot more state changes, that means another place slows down the game.

Sun, Oct 25, 9:35 PM
bb added a comment to D3032: Treat code between `[]` and `{}` as one blob for translations..

I'm wondering if this can't be fixed by using template literals: https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Template_literals

Don't really see the relevance

(though I don't really understand why you need it, if you could provide an example - haven't figured it out really from the diff before either)

See revision summary for example. More generally, the current script sees any string between the brackets after translate even if they are not really translatable strings, but rather strings used for array/object/inlined function construction or (as the example) for accessing array/object values.

Sun, Oct 25, 9:30 PM
Stan added a comment to D3046: Add FPV to dev-panel..

Wasn't it used for trailers ?

Sun, Oct 25, 12:38 PM
vladislavbelov added a comment to D3046: Add FPV to dev-panel..
In D3046#133442, @Angen wrote:

Think about this as engine (pyrogenesis) feature not 0ad feature

I don't see any way how it can be useful in the current state, too sharp moves, no configuration. At least I'd suggest to move it to a separate camera controller, because its behaviour completely different.

Sun, Oct 25, 12:35 PM

Sat, Oct 24

Angen committed rP24109: Fix handling of fixed ai defined by map after rP23419.
Fix handling of fixed ai defined by map after rP23419
Sat, Oct 24, 2:19 PM