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nani added a comment to D3532: Pick map in map browser upon hitting return..

@Freagarach this D3833: Map browser: input filter, also filter random map entry

Wed, Apr 21, 3:27 AM
azayrahmad added a comment to D2175: [WIP] - Basic battalionish support..

Hi, this is very awesome. I will test this later, but meanwhile I have a suggestion.

Wed, Apr 21, 3:15 AM

Yesterday

Stan committed rP25296: Use the new "Lod" Feature for greaves.
Use the new "Lod" Feature for greaves
Tue, Apr 20, 11:27 PM
Stan committed rP25295: Update wxwidgets README.txt.
Update wxwidgets README.txt
Tue, Apr 20, 10:57 PM
Stan closed D3878: Update VS version to 2017 in wxwidgets README..
Tue, Apr 20, 10:57 PM
Stan accepted D3878: Update VS version to 2017 in wxwidgets README..

Congrats on your patch!

Tue, Apr 20, 10:51 PM
Freagarach requested review of D3879: [PetraAI] - Allow to get a current list of buildable structures..
Tue, Apr 20, 9:14 PM
pszemsza requested review of D3878: Update VS version to 2017 in wxwidgets README..
Tue, Apr 20, 9:06 PM
Vulcan added a comment to D3792: Store foundation build time multiplier in template..

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

Tue, Apr 20, 9:02 PM
Vulcan added a comment to D3848: Implement a threadpool.

Build was aborted.

Tue, Apr 20, 8:55 PM
Vulcan added a comment to D3792: Store foundation build time multiplier in template..

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

Tue, Apr 20, 8:10 PM
Freagarach updated the diff for D3792: Store foundation build time multiplier in template..

modifier

Tue, Apr 20, 8:03 PM
Vulcan added a comment to D3848: Implement a threadpool.

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

Tue, Apr 20, 7:55 PM
wraitii updated the diff for D3848: Implement a threadpool.

Fix a number of issues. Should be green.

Tue, Apr 20, 7:42 PM
Freagarach added inline comments to D3874: [PetraAI] - Check for droppable resources in FindBestDropsite..
Tue, Apr 20, 7:41 PM
Freagarach accepted D3499: Additional note for the overlay chat box on the start page and FAQ button.

Nice addition, thanks for the patch!

Tue, Apr 20, 7:31 PM
Stan committed rP25294: Fix no idle alarm sound;.
Fix no idle alarm sound;
Tue, Apr 20, 7:15 PM
Angen added inline comments to D3874: [PetraAI] - Check for droppable resources in FindBestDropsite..
Tue, Apr 20, 7:06 PM
Stan added a member for Contributors: pszemsza.
Tue, Apr 20, 6:41 PM
Stan added inline comments to rP25287: Play a sound when there are no idle entities..
Tue, Apr 20, 6:06 PM
wraitii added inline comments to D3877: ThreadPool extension -> Timer for recurrent task & adapt netClient..
Tue, Apr 20, 5:56 PM
Stan added inline comments to D3877: ThreadPool extension -> Timer for recurrent task & adapt netClient..
Tue, Apr 20, 5:53 PM
wraitii added inline comments to D3877: ThreadPool extension -> Timer for recurrent task & adapt netClient..
Tue, Apr 20, 4:50 PM
wraitii added a comment to D1323: Add Upkeep component..

Positive trickles are handled by the ResourceTrickle component.
The main difference is that for Upkeep you can have an effect when the upkeep cannot be payed, handling that also for positive trickles either needlessly complicates those, or limits the extendability of the upkeep.

Tue, Apr 20, 4:43 PM
wraitii added a comment to D3866: De-singletonify CConfigDB, make hooks RAII.

But why if you can simply notify all singletons on restart?

That seems more complicated to me than what I'm doing here, to be honest.

Tue, Apr 20, 4:41 PM
Langbart updated the diff for D3499: Additional note for the overlay chat box on the start page and FAQ button.

Adding the word "on" for the chat description; added context to "FAQ"; adjusted the tooltip description.

Tue, Apr 20, 4:27 PM
Stan published D3877: ThreadPool extension -> Timer for recurrent task & adapt netClient. for review.

Build went wrong https://jenkins.wildfiregames.com/job/vs2015-differential/5103/console

Tue, Apr 20, 4:11 PM
Freagarach added a comment to D1323: Add Upkeep component..

Why not call this Trickle or something and handle positive trickles here as well?
I don't see any fundamental difference between negative and positive trickles.

Positive trickles are handled by the ResourceTrickle component.
The main difference is that for Upkeep you can have an effect when the upkeep cannot be payed, handling that also for positive trickles either needlessly complicates those, or limits the extendability of the upkeep.

Tue, Apr 20, 3:30 PM
smiley added a comment to D1323: Add Upkeep component..

Why not call this Trickle or something and handle positive trickles here as well?

Tue, Apr 20, 3:16 PM
vladislavbelov added a comment to D3866: De-singletonify CConfigDB, make hooks RAII.

While I agree that we ideally shouldn't have unpredictable lifetimes, this is simply not the case while we have the current 'restart' logic for mods, and so I would rather make things safe to use than unsafe as a default, so I'm keeping the validity token business

Tue, Apr 20, 2:06 PM
Vulcan added a comment to D3866: De-singletonify CConfigDB, make hooks RAII.

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

Tue, Apr 20, 1:30 PM
Vulcan added a comment to D3848: Implement a threadpool.

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

Tue, Apr 20, 1:04 PM
Stan added inline comments to D3866: De-singletonify CConfigDB, make hooks RAII.
Tue, Apr 20, 12:55 PM
Vulcan added a comment to D3866: De-singletonify CConfigDB, make hooks RAII.

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

Tue, Apr 20, 12:32 PM
wraitii updated the diff for D3866: De-singletonify CConfigDB, make hooks RAII.

Use static methods.

Tue, Apr 20, 12:19 PM
wraitii added inline comments to D3848: Implement a threadpool.
Tue, Apr 20, 12:17 PM
Vulcan added a comment to D3848: Implement a threadpool.

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

Tue, Apr 20, 12:14 PM
wraitii abandoned D3844: Save the profiler2 JSON data after a visual replay.

Summary is wrong and meh

Tue, Apr 20, 11:54 AM
Vulcan added a comment to D3848: Implement a threadpool.

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

Tue, Apr 20, 11:47 AM
Stan added inline comments to D3848: Implement a threadpool.
Tue, Apr 20, 11:43 AM
wraitii committed rP25293: Fix triggerhelper for rP24480.
Fix triggerhelper for rP24480
Tue, Apr 20, 11:39 AM
wraitii closed D3873: Fix triggerhelper for rP24480.
Tue, Apr 20, 11:38 AM
wraitii updated the summary of D3848: Implement a threadpool.
Tue, Apr 20, 11:34 AM
wraitii updated the diff for D3848: Implement a threadpool.

Fix upstreamed tests.

Tue, Apr 20, 11:33 AM
Vulcan added a comment to D3848: Implement a threadpool.

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

Tue, Apr 20, 11:21 AM
Vulcan added a comment to D3848: Implement a threadpool.

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

Tue, Apr 20, 11:15 AM
Vulcan added a comment to D3848: Implement a threadpool.

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

Tue, Apr 20, 11:15 AM
wraitii updated the diff for D3848: Implement a threadpool.

Update following Vlad's comments:

  • Add a low priority & a regular priority queue.
  • Continuation
  • No 'real-time' thread spawning, I always have at least 3 threadpool threads.
  • Haven't added the ability to request-long-lived threads yet.
Tue, Apr 20, 11:12 AM
Freagarach raised a concern with rP25133: Exclude Towers from Town->City phase requirements..

PetraAI HQ needs an update.

Tue, Apr 20, 11:07 AM
azayrahmad awarded D1323: Add Upkeep component. a Love token.
Tue, Apr 20, 10:51 AM
azayrahmad awarded D2175: [WIP] - Basic battalionish support. a Like token.
Tue, Apr 20, 10:04 AM
Freagarach requested review of D3876: [PetraAI] - Let find best dropsite also be able to return a template..
Tue, Apr 20, 9:15 AM
Vulcan added a comment to D3874: [PetraAI] - Check for droppable resources in FindBestDropsite..

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

Tue, Apr 20, 9:13 AM
Vulcan added a comment to D3874: [PetraAI] - Check for droppable resources in FindBestDropsite..

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

Tue, Apr 20, 9:10 AM
Freagarach retitled D3874: [PetraAI] - Check for droppable resources in FindBestDropsite. from [PetraAI] - A bit less hardcoding in baseManager. to [PetraAI] - Check for droppable resources in FindBestDropsite..
Tue, Apr 20, 9:06 AM
Freagarach added inline comments to D3874: [PetraAI] - Check for droppable resources in FindBestDropsite..
Tue, Apr 20, 9:05 AM
Freagarach updated the diff for D3874: [PetraAI] - Check for droppable resources in FindBestDropsite..

Comment.

Tue, Apr 20, 9:04 AM
Freagarach added a reviewer for D3868: [gameplay] fish and fruit regeneration: Freagarach.

Since the overall opinion seems to be "Meh.", and I for one like this feature, I'll follow up on this.

Tue, Apr 20, 7:48 AM
Freagarach added inline comments to D3499: Additional note for the overlay chat box on the start page and FAQ button.
Tue, Apr 20, 7:19 AM
Langbart retitled D3499: Additional note for the overlay chat box on the start page and FAQ button from Additional note for the overlay chat box on the start page to Additional note for the overlay chat box on the start page and FAQ button.
Tue, Apr 20, 2:33 AM
Langbart updated the diff for D3499: Additional note for the overlay chat box on the start page and FAQ button.

Adding a FAQ button to the starting page

Tue, Apr 20, 2:31 AM

Mon, Apr 19

Stan added a comment to D3868: [gameplay] fish and fruit regeneration.

The max doesn't change. When it reaches the max eg 500 it stops regenerating. Then when you make it 1/500 or 250/500 it will grow back until it reaches 500 again.

Mon, Apr 19, 9:27 PM
chrstgtr added a comment to D3868: [gameplay] fish and fruit regeneration.
In D3868#167382, @Stan wrote:

Regeneration doesn't respawn the bush after it's been depleted. I'm not sure you can build on top of berries though, so you'll need to deplete them to build.

One argument @wraitii had for the relative uselesness of regenerating berries is performance. It running all the time and not being used will mean that you'll waste some perf doing it;

Finally with regards to the function, I suppose it could be implemented with some arctan function, there are more options but I don't think computing expensive math functions is a good idea.

Mon, Apr 19, 9:15 PM
wraitii added a comment to D3868: [gameplay] fish and fruit regeneration.

If the berries disappear when depleted, I don't think there's any point, as people are unlikely to notice it and it requires a lot of effort to handle correctly, since you have to stop your units from completely depleting the resource manually.
That being said, this is mostly a "strong don't care" on my end, if other people like it, whatever.

Mon, Apr 19, 9:04 PM
Stan added a comment to D3868: [gameplay] fish and fruit regeneration.

Regeneration doesn't respawn the bush after it's been depleted. I'm not sure you can build on top of berries though, so you'll need to deplete them to build.

Mon, Apr 19, 7:48 PM
chrstgtr added a comment to D3868: [gameplay] fish and fruit regeneration.

I don't really agree with this for Fruit (at least for the early-game berries). These are meant to be consumable, and a slow regeneration just introduces micro.

With normal usage those will be exhausted and disappear. Apply the patch and try it yourself. It's just a nice extra for non-competitive players who want to explore the possibilities of the game.
Players who want an infinite supply of food can build farms and players who want to maximize their food income should go for the corral. This patch doesn't change that.

Regarding Fish, I don't really mind, but again to avoid micro we would need to make sure that the fish stay on map once fully collected, and ideally that units don't start collecting the 'regrown' fish right away.

As for fish, I quite liked the sigmoid growth proposed in the ticket, but I believe that hasn't been implemented.

Mon, Apr 19, 7:44 PM
Nescio added a comment to D3868: [gameplay] fish and fruit regeneration.

I don't really agree with this for Fruit (at least for the early-game berries). These are meant to be consumable, and a slow regeneration just introduces micro.

With normal usage those will be exhausted and disappear. Apply the patch and try it yourself. It's just a nice extra for non-competitive players who want to explore the possibilities of the game.
Players who want an infinite supply of food can build farms and players who want to maximize their food income should go for the corral. This patch doesn't change that.

Regarding Fish, I don't really mind, but again to avoid micro we would need to make sure that the fish stay on map once fully collected, and ideally that units don't start collecting the 'regrown' fish right away.

As for fish, I quite liked the sigmoid growth proposed in the ticket, but I believe that hasn't been implemented.

Mon, Apr 19, 7:00 PM
Nescio retitled D227: [gameplay] new concept for fields from New concept for fields to [gameplay] new concept for fields.
Mon, Apr 19, 6:39 PM
Angen added a comment to D3874: [PetraAI] - Check for droppable resources in FindBestDropsite..

if you would have different values for cc yes, from current code, no

Mon, Apr 19, 6:32 PM
nwtour updated the diff for D3875: Fix some translation.

Translate with context in Hotkey picker/Map viewer. Test successfull (translated).


Mon, Apr 19, 5:22 PM
vladislavbelov added a comment to D3875: Fix some translation.

translate for short words should be with context. There is (if it wasn't fixed yet) an issue in A24b that a dropdown text (like "Medium") in options is translated incorrectly.

Mon, Apr 19, 4:35 PM
vladislavbelov added a comment to D3848: Implement a threadpool.

Thanks for giving this a look :)

You're always welcome!

Mon, Apr 19, 4:33 PM
vladislavbelov added inline comments to D3866: De-singletonify CConfigDB, make hooks RAII.
Mon, Apr 19, 4:23 PM
nwtour requested review of D3875: Fix some translation.
Mon, Apr 19, 4:01 PM
Freagarach added a comment to D3874: [PetraAI] - Check for droppable resources in FindBestDropsite..

@Angen previously it checked for the presence of nearby dropsites (excluding CC) and if that was better it checked for a CC near. Now it only checks for dropsites (including a CC).
Do you think this will impact PetraAI's decisions? If so, I argue only in a good way ;)

Mon, Apr 19, 2:31 PM
Stan added inline comments to D3874: [PetraAI] - Check for droppable resources in FindBestDropsite..
Mon, Apr 19, 1:58 PM
Angen awarded D3874: [PetraAI] - Check for droppable resources in FindBestDropsite. a Like token.
Mon, Apr 19, 1:32 PM
Freagarach requested review of D3874: [PetraAI] - Check for droppable resources in FindBestDropsite..
Mon, Apr 19, 12:57 PM
Freagarach added a comment to D2658: Allow entities to autoproduce..

I think it makes more sense for the structure to be able to autoproduce than the entity be able to be autoproduced. It is also more easily modified in the structure. One might want a structure that automatically produces a type of unit, while for some other structure human intervention is necessary.

Mon, Apr 19, 11:32 AM
azayrahmad added a comment to D2658: Allow entities to autoproduce..

This is indeed very similar to D3865: Auto-Queue feature.

Mon, Apr 19, 11:22 AM
wraitii added inline comments to D3865: Auto-Queue feature.
Mon, Apr 19, 10:27 AM · Contributors
Freagarach added inline comments to D3865: Auto-Queue feature.
Mon, Apr 19, 10:26 AM · Contributors
Freagarach added inline comments to D3865: Auto-Queue feature.
Mon, Apr 19, 10:22 AM · Contributors
wraitii requested changes to D3865: Auto-Queue feature.

I would like one change: add the items when production starts, so that there is always 2 items in the queue, the one being produced and the next one.
This is because otherwise Autoqueue is better than manual queuing, as it essentially performs "perfect" queuing, and doesn't incur a "working capital/in-flight" cost.

Mon, Apr 19, 10:17 AM · Contributors
Angen added a comment to D3872: Allow triggers to spawn turreted entities..

ok

Mon, Apr 19, 10:03 AM
Freagarach added a comment to D3872: Allow triggers to spawn turreted entities..

Well, that is the point, they don't do the same thing :)
If a modder wants to have the fortress both garrisonable and turretable, it might want to do one of these things. Then it would be bad to hardcode the priority for one of those in this function. One could add a variable, but then it is clearer to have two seperate functions.

Mon, Apr 19, 9:59 AM
Angen added a comment to D3872: Allow triggers to spawn turreted entities..

how troublesome it would be to have one trigger function for it?
so triggers just pass templates for units and where to garrison in one go instead of modder needed to distinguish between turretholder and garrisonholder since essentially they both do the same thing.

Mon, Apr 19, 9:56 AM
Angen accepted D3873: Fix triggerhelper for rP24480.
Mon, Apr 19, 9:38 AM
autobuild committed rP25292: [i18n] Updated POT and PO files..
[i18n] Updated POT and PO files.
Mon, Apr 19, 9:30 AM
wraitii requested review of D3873: Fix triggerhelper for rP24480.
Mon, Apr 19, 9:15 AM
Freagarach added a comment to D3868: [gameplay] fish and fruit regeneration.

Well, the regen is so slow that you won't notice it :) So it won't incentive micro.

Mon, Apr 19, 9:05 AM
wraitii added a comment to D3868: [gameplay] fish and fruit regeneration.

I don't really agree with this for Fruit (at least for the early-game berries). These are meant to be consumable, and a slow regeneration just introduces micro.

Mon, Apr 19, 9:01 AM
Vulcan added a comment to D3872: Allow triggers to spawn turreted entities..

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

Mon, Apr 19, 8:59 AM
Vulcan added a comment to D3872: Allow triggers to spawn turreted entities..

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

Mon, Apr 19, 8:51 AM
wraitii added a comment to D3871: Reduces allocations during error message formatting.

We have had 4MB buffers in Profiler2 for a while now, so this seems like a straightforward change. We would probably gain a bit of memory by using utf, but I'm not sure the low-level windows APIs support that (maybe once C++23 rolls around with std::stacktrace?)

Mon, Apr 19, 8:50 AM
Vulcan added a comment to D3872: Allow triggers to spawn turreted entities..

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

Mon, Apr 19, 8:49 AM
Freagarach updated the diff for D3872: Allow triggers to spawn turreted entities..

Still early, failed to update half the function.

Mon, Apr 19, 8:46 AM
Freagarach added inline comments to D3872: Allow triggers to spawn turreted entities..
Mon, Apr 19, 8:46 AM
Vulcan added a comment to D3872: Allow triggers to spawn turreted entities..

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

Mon, Apr 19, 8:45 AM
Freagarach committed rP25291: Fix typo in PetraAI's extended entity..
Fix typo in PetraAI's extended entity.
Mon, Apr 19, 8:44 AM