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marder added a comment to D4659: rename Han Chinese -> Han.

there is also art/meshes/structural/han_ship_trireme.dae which uses e.g. <source id="chinese_triremeMesh_000-mesh-positions"> but I guess that should stay how it is.

Thu, May 19, 11:24 AM
wraitii added a comment to D4653: [extreme POC] Compile AssemblyScript to WASM within Spidermonkey & run the webAssembly module.
In D4653#198191, @Stan wrote:

That still sounds like something that should be tested. I wonder if the speed loss going through JS interfaces would not be mitigated by having a very fast component.

Yes, that's a bit of a question.

Thu, May 19, 11:24 AM
Langbart updated subscribers of D4659: rename Han Chinese -> Han.

So I think changing everything to that might be the best and if its just for consistency reasons.

Thu, May 19, 11:09 AM
Langbart resigned from rP26208: Fix compilation on Apple Silicon.

D4607

Thu, May 19, 11:02 AM
marder added a comment to D4657: [Gameplay] - Remove min distance from siege towers.

yeah true, but they are stonethrower/ catapults and since the normal catapult also has a quite high minimal range I guess we should keep it.

Thu, May 19, 10:58 AM
mastoras added a comment to D4654: Fixes A8 framebuffer format.
  1. Apply the patch and compile the game -> OK
  2. Check that minimap looks like before with GL and GL ARB backends -> OK
  3. Check that map revealing looks like before -> OK
  4. Check that LOS behaves like before -> Sort of OK. I see there is a very subtle flicker in the los area while the unit moves and lasts up until like a few seconds after it stops. It is quite subtle, I don't see it in stable version though.
Thu, May 19, 10:29 AM
phosit added a comment to D4657: [Gameplay] - Remove min distance from siege towers.

Heavy Warships also have this behavior.

Thu, May 19, 10:12 AM
Stan added a comment to D4653: [extreme POC] Compile AssemblyScript to WASM within Spidermonkey & run the webAssembly module.

That still sounds like something that should be tested. I wonder if the speed loss going through JS interfaces would not be mitigated by having a very fast component.

Thu, May 19, 10:11 AM
marder added inline comments to D4655: Fix issues with han siege tower.
Thu, May 19, 9:39 AM
marder commandeered D4657: [Gameplay] - Remove min distance from siege towers.
Thu, May 19, 9:35 AM
marder added a comment to D4659: rename Han Chinese -> Han.

I did some googling and didn't arrive at a final conclusion. But I found this article "Han Dynasty" of the metropolitan museum which uses the phrase "... a Han general", which leads me to believe that we can drop the Chinese and just speak of e.g. a Han storehouse / temple ect.
So I think changing everything to that might be the best and if its just for consistency reasons.

Thu, May 19, 9:33 AM
wraitii added a comment to D4656: make ship and siege immune to poison.

(This is exactly why I push for D3886)

Thu, May 19, 9:18 AM
wraitii added a comment to D4653: [extreme POC] Compile AssemblyScript to WASM within Spidermonkey & run the webAssembly module.
In D4653#198028, @Stan wrote:

So it's not worthwile at all?

Thu, May 19, 9:17 AM
Freagarach added a comment to D4657: [Gameplay] - Remove min distance from siege towers.

I guess they wanted to accept. :)
@marder can commandeer back?

Thu, May 19, 7:58 AM
chrstgtr added a comment to D4657: [Gameplay] - Remove min distance from siege towers.

Makes sense to me.

Thu, May 19, 7:58 AM
chrstgtr commandeered D4657: [Gameplay] - Remove min distance from siege towers.
Thu, May 19, 7:57 AM
Freagarach accepted D4658: Fix a comment and rename the formation angle function.

Reads correct.
Change is good.

Thu, May 19, 7:27 AM
Freagarach retitled D4657: [Gameplay] - Remove min distance from siege towers from remove min distance from siege towers to [Gameplay] - Remove min distance from siege towers.
Thu, May 19, 7:23 AM
smiley added a comment to D4659: rename Han Chinese -> Han.

Apparently Han Chinese is the demonym. In which case this isn't exactly right either. I would imagine this is equivalent to calling Roman fortresses, Rome fortresses.

Thu, May 19, 12:30 AM

Yesterday

Stan added a comment to D4659: rename Han Chinese -> Han.

You can bother to fix the files in actors/ but they are not user facing strings.

Wed, May 18, 10:39 PM
asterix updated subscribers of D4659: rename Han Chinese -> Han.

:) no matches found for Han Chinese, only the single word Chinese still shows up in some files e.g. Chinese Fire Ship Alight , should it be called Chinese ... or Han ... / Han Dynasty ... ?

❯ rg '(Han)*Chinese' -g='!l10n' -g='!translators.json' --stats
mods/public/simulation/templates/units/han/champion_chariot.xml
9:    <GenericName>Chinese War Chariot</GenericName>

mods/public/simulation/templates/special/players/han.xml
18:    <History>The Han dynasty (206 BC – AD 220) was the second imperial dynasty of China, preceded by the Qin dynasty (221–207 BC) and succeeded by the Three Kingdoms period (AD 220–280). It is considered a golden age in Chinese history, and China made significant progress in arts and sciences during the Han period. The core of the Han empire was around the Wei River, and the Han capital was Chang'an, very close to the Qin capital Xianyang (both are now part of Xi'an, Shaanxi).</History>

mods/public/simulation/data/technologies/crossbow_training.json
3:	"description": "The Chinese had a tradition of fine archery and a penchant for using massed crossbowmen in battle.",

mods/public/simulation/data/technologies/art_of_war.json
4:	"description": "This famous and most important work of the Seven Military Classics teaches Chinese commanders everything about planning battles, maintaining armies, and defeating one's enemies.",

mods/public/art/actors/structures/han/fishing_ship.xml
6:    <variant name="Chinese Fishing Ship">

mods/public/art/actors/structures/han/fireship_fire.xml
6:    <variant name="Chinese Fire Ship Alight">

mods/public/art/actors/structures/han/fireship.xml
6:    <variant name="Chinese Fire Ship">

mods/public/art/actors/structures/han/merchant_ship.xml
6:    <variant name="Chinese Merchant Ship">

mods/public/art/actors/structures/han/towership.xml
6:    <variant name="Chinese Towership">

mods/public/art/actors/structures/han/bireme.xml
6:    <variant name="Chinese Bireme">

mods/public/art/actors/structures/han/trireme.xml
6:    <variant name="Chinese Trireme">

mods/public/art/actors/props/structures/han/civic_center_leaves.xml
5:    <variant frequency="1" name="Chinese CC leaves">

mods/public/art/actors/props/structures/han/range_nature.xml
5:    <variant frequency="1" name="Chinese range nature">

mods/public/art/actors/props/structures/han/bixie_nature.xml
5:    <variant frequency="1" name="Chinese bixie nature">

mods/public/art/actors/props/structures/han/civic_center_nature.xml
5:    <variant frequency="1" name="Chinese CC plants">

mods/public/art/actors/props/structures/han/civic_center_bixie_gold.xml
5:    <variant frequency="1" name="Golden Chinese CC Bixie statues">

mods/public/art/actors/props/structures/han/civic_center_trunks.xml
5:    <variant frequency="1" name="Chinese CC trunks">

mods/public/art/actors/props/structures/han/civic_center_bixie.xml
5:    <variant frequency="1" name="Chinese CC Bixie statues">

mods/public/art/actors/props/structures/han/ministry_bixie.xml
5:    <variant frequency="1" name="Chinese CC Bixie statues">

mods/public/art/actors/props/structures/han/bixie.xml
5:    <variant frequency="1" name="Chinese Bixie">

mods/public/art/actors/props/structures/han/wonder_nature.xml
5:    <variant frequency="1" name="Chinese wonder nature">

21 matches
21 matched lines
21 files contained matches
26225 files searched
3008 bytes printed
1917303123 bytes searched
84.324502 seconds spent searching
10.780179 seconds
Wed, May 18, 10:08 PM
Vulcan added a comment to D4654: Fixes A8 framebuffer format.

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

Wed, May 18, 9:18 PM
Stan added inline comments to D4655: Fix issues with han siege tower.
Wed, May 18, 9:01 PM
Vulcan added a comment to D4659: rename Han Chinese -> Han.

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

Wed, May 18, 8:40 PM
Vulcan added a comment to D4654: Fixes A8 framebuffer format.

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

Wed, May 18, 8:37 PM
Vulcan added a comment to D4659: rename Han Chinese -> Han.

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

Wed, May 18, 8:34 PM
Vulcan added a comment to D4654: Fixes A8 framebuffer format.

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

Wed, May 18, 8:25 PM
Vulcan added a comment to D4654: Fixes A8 framebuffer format.

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

Wed, May 18, 8:22 PM
Langbart added a comment to D4659: rename Han Chinese -> Han.

:) no matches found for Han Chinese, only the single word Chinese still shows up in some files e.g. Chinese Fire Ship Alight , should it be called Chinese ... or Han ... / Han Dynasty ... ?

Wed, May 18, 8:19 PM
Vulcan added a comment to D4654: Fixes A8 framebuffer format.

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

Wed, May 18, 8:10 PM
marder updated the diff for D4659: rename Han Chinese -> Han.

proper replacement this time (hopefully catched all now)

Wed, May 18, 8:09 PM
Vulcan added a comment to D4654: Fixes A8 framebuffer format.

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

Wed, May 18, 8:09 PM
vladislavbelov updated the diff for D4654: Fixes A8 framebuffer format.
Wed, May 18, 7:58 PM
asterix requested changes to D4659: rename Han Chinese -> Han.

Langbart found some other not fixed matches, please fix those too. Thanks @Langbart

Wed, May 18, 7:55 PM
vladislavbelov updated the diff for D4654: Fixes A8 framebuffer format.
Wed, May 18, 7:55 PM
Langbart added a comment to D4659: rename Han Chinese -> Han.

I agree, did you try to use grep?

Wed, May 18, 7:50 PM
Vulcan added a comment to D4654: Fixes A8 framebuffer format.

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

Wed, May 18, 7:19 PM
marder added inline comments to D4655: Fix issues with han siege tower.
Wed, May 18, 7:10 PM
Vulcan added a comment to D4654: Fixes A8 framebuffer format.

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

Wed, May 18, 6:56 PM
Vulcan added a comment to D4654: Fixes A8 framebuffer format.

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

Wed, May 18, 6:55 PM
Stan added inline comments to D4655: Fix issues with han siege tower.
Wed, May 18, 6:50 PM
marder added a comment to D4659: rename Han Chinese -> Han.

something similar :) so I hope I got all. just want to make sure.

Wed, May 18, 6:45 PM
marder added a comment to D4655: Fix issues with han siege tower.

just to make the blue selection ring/ square fit better to the actor, so don't leave so much space around the unit. The other siege towers are bigger, which is why it was looking sub-optimal with the han one.

Wed, May 18, 6:44 PM
vladislavbelov added a comment to D4654: Fixes A8 framebuffer format.

@vladislavbelov I wonder what this patch has changed? Please!

Wed, May 18, 6:41 PM
vladislavbelov updated the diff for D4654: Fixes A8 framebuffer format.
Wed, May 18, 6:40 PM
phosit accepted D4655: Fix issues with han siege tower.

The Flag dont disapear on halt and on attack the spears dont move (this is good).
Just for understanding what is the Footprint stuff about?

Wed, May 18, 6:33 PM
asterix accepted D4659: rename Han Chinese -> Han.

I agree, did you try to use grep?

Wed, May 18, 6:24 PM
asterix accepted D4656: make ship and siege immune to poison.

It does make sense to me too.

Wed, May 18, 6:21 PM
Stan accepted D4656: make ship and siege immune to poison.

Make sense to me, unlike fire those units should not be vulnerable.

Wed, May 18, 6:11 PM
marder requested review of D4659: rename Han Chinese -> Han.
Wed, May 18, 6:10 PM
marder requested review of D4658: Fix a comment and rename the formation angle function.
Wed, May 18, 5:57 PM
marder requested review of D4657: [Gameplay] - Remove min distance from siege towers.
Wed, May 18, 5:40 PM
marder requested review of D4656: make ship and siege immune to poison.
Wed, May 18, 5:27 PM
marder requested review of D4655: Fix issues with han siege tower.
Wed, May 18, 5:13 PM
smiley added a comment to D4575: Implement ES6 Module Loading.

Yet another option is to just have named exports on the module entry file for onInit and onTick. Both of these methods would work the same way (other method being explicit registering via Engine) under the hood, but this might be more natural JS code.

Wed, May 18, 3:18 PM
gameboy added a comment to D4654: Fixes A8 framebuffer format.

@vladislavbelov I wonder what this patch has changed? Please!

Wed, May 18, 2:44 PM
vladislavbelov added inline comments to D4654: Fixes A8 framebuffer format.
Wed, May 18, 2:30 PM
Stan added inline comments to D4654: Fixes A8 framebuffer format.
Wed, May 18, 2:09 PM
vladislavbelov added a comment to D4654: Fixes A8 framebuffer format.
In D4654#198023, @Stan wrote:

What's the performance difference ?

Wed, May 18, 1:56 PM
vladislavbelov updated the Trac tickets for D4654: Fixes A8 framebuffer format.
Wed, May 18, 1:54 PM
Stan added a comment to D4653: [extreme POC] Compile AssemblyScript to WASM within Spidermonkey & run the webAssembly module.

So it's not worthwile at all?

Wed, May 18, 1:53 PM
vladislavbelov updated the test plan for D4654: Fixes A8 framebuffer format.
Wed, May 18, 1:31 PM
Stan added a comment to D4654: Fixes A8 framebuffer format.

What's the performance difference ?

Wed, May 18, 12:58 PM
wraitii added a comment to D4653: [extreme POC] Compile AssemblyScript to WASM within Spidermonkey & run the webAssembly module.

Recap of a talk with Mozilla SM devs today on their Matrix chat:

  • JS-WASM & JS-C++ interop can ultimately be expected to have about the same 'cost'. A dev said that the large cost was that IonCompiled code needed to dump registers in a GC-aware manner, in case the C++/Wasm call triggered a GC.
  • C++ <-> WASM interop is currently not implemented, and would have to go through JS, which I think makes the whole idea too inefficient right now. Though implementing c++ <-> wasm direct interop might be relatively easy to implement.
  • Given that we're gonna need the above in any case for the engine, this sounds like a somewhat complex path to optimisations.
Wed, May 18, 12:54 PM
vladislavbelov requested review of D4654: Fixes A8 framebuffer format.
Wed, May 18, 12:42 PM
Stan awarded D4653: [extreme POC] Compile AssemblyScript to WASM within Spidermonkey & run the webAssembly module a Burninate token.
Wed, May 18, 9:20 AM
autobuild committed rP26890: [Windows] Automated build..
[Windows] Automated build.
Wed, May 18, 5:59 AM

Tue, May 17

wraitii published D4653: [extreme POC] Compile AssemblyScript to WASM within Spidermonkey & run the webAssembly module for review.
Tue, May 17, 10:15 PM
wraitii awarded rP26889: Fix an infinite loop when trying to word-wrap a The World Burns token.
Tue, May 17, 2:44 PM
bb committed rP26889: Fix an infinite loop when trying to word-wrap.
Fix an infinite loop when trying to word-wrap
Tue, May 17, 2:11 PM
bb closed D4530: Fix an infinite loop when trying to word-wrap.
Tue, May 17, 2:11 PM
Stan edited P240 Stan's FreeBSD's build script.
Tue, May 17, 11:49 AM
Vulcan added a comment to D4652: Introduce some tests for CGUIText.

Build was aborted.

Tue, May 17, 11:45 AM
Vulcan added a comment to D4652: Introduce some tests for CGUIText.

Build was aborted.

Tue, May 17, 10:34 AM
wraitii published D4652: Introduce some tests for CGUIText for review.
Tue, May 17, 10:30 AM
Stan committed rP26888: Fix RAM amount detection on BSD and macOS..
Fix RAM amount detection on BSD and macOS.
Tue, May 17, 10:08 AM
Stan closed D4651: Fix incorrect RAM detection on BSD and macOS.
Tue, May 17, 10:08 AM
vladislavbelov added inline comments to D4651: Fix incorrect RAM detection on BSD and macOS.
Tue, May 17, 9:51 AM
Stan added inline comments to D4651: Fix incorrect RAM detection on BSD and macOS.
Tue, May 17, 9:37 AM
vladislavbelov added inline comments to D4651: Fix incorrect RAM detection on BSD and macOS.
Tue, May 17, 9:35 AM
wraitii added inline comments to D4650: Adds instancing support to backend and enables it for minimap.
Tue, May 17, 9:28 AM
vladislavbelov added inline comments to D4650: Adds instancing support to backend and enables it for minimap.
Tue, May 17, 9:26 AM
wraitii added inline comments to D4650: Adds instancing support to backend and enables it for minimap.
Tue, May 17, 9:21 AM
vladislavbelov added inline comments to D4650: Adds instancing support to backend and enables it for minimap.
Tue, May 17, 9:19 AM
wraitii added inline comments to D4650: Adds instancing support to backend and enables it for minimap.
Tue, May 17, 9:15 AM
vladislavbelov added inline comments to D4650: Adds instancing support to backend and enables it for minimap.
Tue, May 17, 8:52 AM
robertmartin505 updated robertmartin505.
Tue, May 17, 8:00 AM
Stan requested review of D4651: Fix incorrect RAM detection on BSD and macOS.
Tue, May 17, 1:54 AM
Stan added inline comments to D4650: Adds instancing support to backend and enables it for minimap.
Tue, May 17, 12:44 AM

Mon, May 16

vladislavbelov added inline comments to D4650: Adds instancing support to backend and enables it for minimap.
Mon, May 16, 11:16 PM
wraitii added inline comments to D4650: Adds instancing support to backend and enables it for minimap.
Mon, May 16, 11:07 PM
wraitii added a comment to D4530: Fix an infinite loop when trying to word-wrap.

God this code is a mess.

You're talking like other code is significantly better x)

Mon, May 16, 10:55 PM
vladislavbelov added a comment to D4530: Fix an infinite loop when trying to word-wrap.

God this code is a mess.

You're talking like other code is significantly better x)

Mon, May 16, 10:51 PM
vladislavbelov requested review of D4650: Adds instancing support to backend and enables it for minimap.
Mon, May 16, 9:55 PM
wraitii accepted D4530: Fix an infinite loop when trying to word-wrap.

God this code is a mess.

Mon, May 16, 7:16 PM
vladislavbelov committed rP26887: Removes unused a_tangent stream in model water shaders after rP12643..
Removes unused a_tangent stream in model water shaders after rP12643.
Mon, May 16, 6:37 PM
marder committed rP26886: Fix: Han soilder missing gather animation for non-rice grains.
Fix: Han soilder missing gather animation for non-rice grains
Mon, May 16, 5:00 PM
marder closed D4649: fix han missing gather animation for non-rice grains.
Mon, May 16, 5:00 PM
Freagarach committed rP26885: Fix description of water weeding..
Fix description of water weeding.
Mon, May 16, 4:46 PM
Stan accepted D4649: fix han missing gather animation for non-rice grains.

Looks good. Thanks for the patch :)

Mon, May 16, 3:07 PM