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.
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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.
In D4659#198186, @marder wrote:So I think changing everything to that might be the best and if its just for consistency reasons.
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.
- Apply the patch and compile the game -> OK
- Check that minimap looks like before with GL and GL ARB backends -> OK
- Check that map revealing looks like before -> OK
- 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.
Heavy Warships also have this behavior.
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.
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.
(This is exactly why I push for D3886)
In D4653#198028, @Stan wrote:So it's not worthwile at all?
I guess they wanted to accept. :)
@marder can commandeer back?
Makes sense to me.
Reads correct.
Change is good.
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.
Yesterday
You can bother to fix the files in actors/ but they are not user facing strings.
In D4659#198150, @Langbart wrote::) 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
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
:) 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 ... ?
Successful build - Chance fights ever on the side of the prudent.
proper replacement this time (hopefully catched all now)
Successful build - Chance fights ever on the side of the prudent.
Langbart found some other not fixed matches, please fix those too. Thanks @Langbart
In D4659#198119, @asterix wrote:I agree, did you try to use grep?
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
something similar :) so I hope I got all. just want to make sure.
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.
In D4654#198039, @gameboy wrote:@vladislavbelov I wonder what this patch has changed? Please!
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?
I agree, did you try to use grep?
It does make sense to me too.
Make sense to me, unlike fire those units should not be vulnerable.
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.
@vladislavbelov I wonder what this patch has changed? Please!
In D4654#198023, @Stan wrote:What's the performance difference ?
So it's not worthwile at all?
What's the performance difference ?
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.
Tue, May 17
Build was aborted.
Build was aborted.
Mon, May 16
In D4530#197931, @vladislavbelov wrote:In D4530#197910, @wraitii wrote:God this code is a mess.
You're talking like other code is significantly better x)
In D4530#197910, @wraitii wrote:God this code is a mess.
You're talking like other code is significantly better x)
God this code is a mess.
Looks good. Thanks for the patch :)