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Jun 10 2019

autobuild committed rP22356: [Windows] Automated build..
[Windows] Automated build.
Jun 10 2019, 7:44 AM

Jun 9 2019

Freagarach added a comment to D1955: Support "phenotype"-tag in VisualActor..
In D1955#81644, @Stan wrote:

The advantage of the C++ cmp is it can be used by the engine while if it's only js you can't :) Usually though it only requires a small subset of the code so it can be fine with a little subset of functions like it is the case here. I think the other function in the interface is not even needed.

What I meant was to alter the C-cmp to look in a "VisualActor.js" sim-cmp rather than in "Identity.js" so that the replacing of the tag could be done in the former. It seems more logical to look for code related to a VisualActor in "VisualActor.js" and not in "Identity.js". The "VisualActor.js" can then use information from the Identity.js" to use and replace the tag.

Jun 9 2019, 10:36 PM
Vulcan added a comment to D1964: Fix chasing behaviour.

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

Jun 9 2019, 9:26 PM
Silier updated the diff for D1964: Fix chasing behaviour.

check in update move is not needed as ATTACKING.enter does the decision what to do if cannot reach or can reach or go to idle

Jun 9 2019, 9:23 PM
Vulcan added a comment to D1964: Fix chasing behaviour.

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

Jun 9 2019, 9:19 PM
Freagarach added a comment to rP22345: Move "IsInRange" family of functions to the Obstruction Manager and make the….
In rP22345#33872, @Angen wrote:

@Freagarach see D1964, some bugs may be resolved

Yeah, I just saw that when I posted this ;)
I directly tested it. The attacking is good again, so the last bug is solved indeed. And the second one partially. Indeed the attacker now keeps moving towards the chased unit. However both the unit (being chased and chasing) still randomly stop moving whilst keeping the running animation.

Jun 9 2019, 9:11 PM
wraitii added a comment to rP22345: Move "IsInRange" family of functions to the Obstruction Manager and make the….

Thanks for the reports @Freagarach , very helpful. The animation thing will fix itself upstream (latest by D1901, possibly earlier) but the rest are likely legitimate issues that will need to be fixed, as Angen did there.

Jun 9 2019, 9:10 PM
wraitii added a comment to D1964: Fix chasing behaviour.

This is the type of changes one needs to do to fix the unitAI code correctly, however you have un-necessary {} and I think you should add the same range check to MovementUpdate (or possibly just make MovementUpdate call the Timer, but that's a bit ugly... I fixed that originally in D442 but it was kind of ugly.

Jun 9 2019, 9:08 PM
Silier added a comment to rP22345: Move "IsInRange" family of functions to the Obstruction Manager and make the….

@Freagarach see D1964, some bugs may be resolved

Jun 9 2019, 9:03 PM
Freagarach added a comment to rP22345: Move "IsInRange" family of functions to the Obstruction Manager and make the….
  • Grazing animals turn often and strangly. Steps to recreate bug:
    • Start map.
    • Look at gaia animals.
  • On the fleeing: both the chasing and the fleeing are off. They seem to stop randomly.
    • Steps to recreate bug:
      • Take two units of opposing teams, set one or both to flee-behaviour.
      • Attack (with A) the unit (B) with flee-behaviour.
    • Witnessed behaviour:
      • Unit B starts fleeing
      • After about a second unit B stays in running animation but stops moving.
      • Shortly therafter unit A stops moving but keeps running animation.
      • Then Unit B starts moving again and quickly therafter unit A starts moving also.
      • When the units have stopped moving at the same time they stay in running animation at the same position forever (at least a minute).
    • Unit A stops moving and goes to Idle properly when target dies.
    • Manually moving unit B sends unit A into moving again.
      • When A catches up with B they gently walk side by side.
      • When B stops because targetpos (or is halted by player) is reached, unit A stays in walking animation but doesn't move.
      • Sending unit B to another location continues infinitely as above. Unless the unit B is tasked to the direction unit A is, when unit B is then close enough unit A starts attacking but above behaviour sets in therafter.
    • Manually moving unit A from the nonmoving stalemate sets unit B loose from invisible rope and unit B starts routing.
      • When unit B has routen far enoug it stops moving but still uses walking animation.
      • When unit A reenters LOS of unit B unit B starts moving again (fleeing with run animation) but this is rather inconsistent behaviour.
  • An animal moved from foundation stays in "WALKING"-state with order "LeaveFoundation".
    • Steps to recreate bug:
      • Build a building over an animal.
      • Display selection state.
      • When trying to build a building over the animal again it will not move. (It does respond to attacks, though.)
  • When unit B is attacked by a ranged unit A and the unit B moves out of range the unit A will not move into attack-range but goes to walk next to the attacked unit B. (Like in the earlier bug.)
    • Steps to recreate bug:
      • Let ranged unit A attack unit B.
      • Move unit B out of attack range.
    • Witnessed behaviour:
      • Unit A does not stops to attack when in range but rather keeps walking towards unit B.
      • When arrived unit A stays in walking animation but does not move.
      • Unit A does not care at all if unit B stops and turns to attack and will just stop moving but stay in walking animIation.
    • Unit A stops moving and goes to Idle properly when target dies.

I hope this helps.

Jun 9 2019, 8:59 PM
Silier created D1964: Fix chasing behaviour.
Jun 9 2019, 8:49 PM
Silier added inline comments to D1897: UnitMotion - Split Move() into several functions.
Jun 9 2019, 7:10 PM
wraitii committed rP22355: Unit Motion - Face point when calling StopMoving().
Unit Motion - Face point when calling StopMoving()
Jun 9 2019, 7:06 PM
wraitii closed D1889: Face point when calling StopMoving().
Jun 9 2019, 7:06 PM
wraitii committed rP22354: Unit Motion - remove the m_Moving variable.
Unit Motion - remove the m_Moving variable
Jun 9 2019, 7:04 PM
wraitii closed D1888: Unit Motion - remove the m_Moving variable.
Jun 9 2019, 7:04 PM
wraitii committed rP22353: Fix repairing/garrisoning range checks following rP22351.
Fix repairing/garrisoning range checks following rP22351
Jun 9 2019, 6:59 PM
wraitii closed D1963: Fix repairing/garrisoning range checks following rP22351.
Jun 9 2019, 6:59 PM
wraitii added inline comments to D1893: Drop an indentation level in UnitMotion.
Jun 9 2019, 6:56 PM
Silier added inline comments to D1893: Drop an indentation level in UnitMotion.
Jun 9 2019, 6:47 PM
Harbormaster failed remote builds in B7860: Diff 8399 for D1893: Drop an indentation level in UnitMotion!
Jun 9 2019, 5:33 PM
Vulcan added a comment to D1893: Drop an indentation level in UnitMotion.

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

Jun 9 2019, 5:33 PM
Vulcan added a comment to D1889: Face point when calling StopMoving().

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

Jun 9 2019, 5:33 PM
wraitii updated the diff for D1893: Drop an indentation level in UnitMotion.

Rebased for committing

Jun 9 2019, 5:31 PM
Vulcan added a comment to D1888: Unit Motion - remove the m_Moving variable.

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

Jun 9 2019, 5:30 PM
wraitii updated the diff for D1889: Face point when calling StopMoving().

Rebased for committing.

Jun 9 2019, 5:27 PM
wraitii updated the diff for D1888: Unit Motion - remove the m_Moving variable.

Rebased for committing.

Jun 9 2019, 5:25 PM
Vulcan added a comment to D1963: Fix repairing/garrisoning range checks following rP22351.

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

Jun 9 2019, 5:18 PM
wraitii created D1963: Fix repairing/garrisoning range checks following rP22351.
Jun 9 2019, 5:15 PM
wraitii added a comment to rP22345: Move "IsInRange" family of functions to the Obstruction Manager and make the….

@wraitii, do you want us to continue summing up situations in which movement fails (either here on in a different centralised location)? Or leave it untill you've commited the rest?

Jun 9 2019, 4:32 PM
wraitii added a comment to D1962: Stop chasing entity when it garrisons..

It appears that "MovementUpdate" is not called when the attacker comes near the unit that garrisons. While it *is* called when the targetted unit dies. Therein lies the problem I guess, this is now just treating symptoms.
I'm going to stop checking it now, because it seems many movement-related bugs have been introduced.

Jun 9 2019, 4:31 PM
gameboy added a comment to rP22345: Move "IsInRange" family of functions to the Obstruction Manager and make the….

@wraitii My friend, my army can't board the warships. Can you let them board the warships?

Jun 9 2019, 3:35 PM
Freagarach added a comment to rP22345: Move "IsInRange" family of functions to the Obstruction Manager and make the….

@wraitii, do you want us to continue summing up situations in which movement fails (either here on in a different centralised location)? Or leave it untill you've commited the rest?

Jun 9 2019, 3:16 PM
Stan added a comment to D1962: Stop chasing entity when it garrisons..

Maybe you could chase the wall instead ? Like stop at vision range of the wall ?

Jun 9 2019, 3:15 PM
Freagarach added a comment to D1962: Stop chasing entity when it garrisons..

It appears that "MovementUpdate" is not called when the attacker comes near the unit that garrisons. While it *is* called when the targetted unit dies. Therein lies the problem I guess, this is now just treating symptoms.
I'm going to stop checking it now, because it seems many movement-related bugs have been introduced.

Jun 9 2019, 3:07 PM
Vulcan added a comment to D1962: Stop chasing entity when it garrisons..

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

Jun 9 2019, 2:31 PM
Freagarach added a comment to D1962: Stop chasing entity when it garrisons..

I just realised that this might happen more often, e.g. when a unit dies or is otherwise moved out of world.

Jun 9 2019, 2:28 PM
Freagarach updated the diff for D1962: Stop chasing entity when it garrisons..

Understandable, it was my dilemma as well ;)
I must warn that when explicitly giving the attack order and the unit garrisons it will look really weird. By the way is there something left to chase when the unit garrisons?

Jun 9 2019, 2:24 PM
wraitii committed rP22352: Unit Motion - wrap target state into a struct.
Unit Motion - wrap target state into a struct
Jun 9 2019, 1:18 PM
wraitii closed D1887: Unit Motion - wrap target state into a struct.
Jun 9 2019, 1:18 PM
wraitii committed rP22351: Prevent UnitMotion from stopping on its own, and rename "MoveCompleted" to….
Prevent UnitMotion from stopping on its own, and rename "MoveCompleted" to…
Jun 9 2019, 1:18 PM
wraitii closed D1886: Prevent UnitMotion from stopping on its own, and rename "MoveCompleted" to "MovementUpdate".
Jun 9 2019, 1:18 PM
wraitii requested changes to D1962: Stop chasing entity when it garrisons..

Kind of the unitAI dilemma here. Should we abandon the order? Do we do something else? Can we abandon if the order is forced?

Jun 9 2019, 1:10 PM
wraitii added a comment to rP22345: Move "IsInRange" family of functions to the Obstruction Manager and make the….
In rP22345#33842, @Angen wrote:

I am not sure if it was this but some commit with unitmotion and range check.
When any unit is tasked to attack animal which flee (or anything which will flee) it follows it but does not stop to attack when target is in range but keeps following until target does not stop and then attacks.

Ah yeah, I saw that behaviour as well this morning! It was strange to have a ranged unit run towards a melee unit when chasing,,,

Jun 9 2019, 1:09 PM
Stan added a comment to D1955: Support "phenotype"-tag in VisualActor..

The advantage of the C++ cmp is it can be used by the engine while if it's only js you can't :) Usually though it only requires a small subset of the code so it can be fine with a little subset of functions like it is the case here. I think the other function in the interface is not even needed.

Jun 9 2019, 12:28 PM
Freagarach added a comment to D1955: Support "phenotype"-tag in VisualActor..
In D1955#81585, @Stan wrote:

Sorry I meant it could be done and it was actually done before. One could also change a unit into another one.

Yes, but that requires an extra template. When loading a game all templates get read by the AI, so with many templates it can take a long time to load (cf. this post). That seems unnecessary when the only thing you want to change is the VisualActor?

Jun 9 2019, 12:18 PM
Freagarach added a comment to rP22345: Move "IsInRange" family of functions to the Obstruction Manager and make the….

Animals not playing walk animation when moving (randomly).

Jun 9 2019, 11:42 AM
Stan added a comment to rP22345: Move "IsInRange" family of functions to the Obstruction Manager and make the….

I think i encountered the latter when playing with turrets.

Jun 9 2019, 11:22 AM
Silier added a comment to rP22345: Move "IsInRange" family of functions to the Obstruction Manager and make the….

next:
animals walking on place after feeling
ranged units not responding on attack commands

Jun 9 2019, 9:55 AM
Freagarach added a comment to rP22345: Move "IsInRange" family of functions to the Obstruction Manager and make the….
In rP22345#33842, @Angen wrote:

I am not sure if it was this but some commit with unitmotion and range check.
When any unit is tasked to attack animal which flee (or anything which will flee) it follows it but does not stop to attack when target is in range but keeps following until target does not stop and then attacks.

Ah yeah, I saw that behaviour as well this morning! It was strange to have a ranged unit run towards a melee unit when chasing,,,

Jun 9 2019, 9:34 AM
Silier added a comment to rP22345: Move "IsInRange" family of functions to the Obstruction Manager and make the….

I am not sure if it was this but some commit with unitmotion and range check.
When any unit is tasked to attack animal which flee (or anything which will flee) it follows it but does not stop to attack when target is in range but keeps following until target does not stop and then attacks.

Jun 9 2019, 9:20 AM
Vulcan added a comment to D1962: Stop chasing entity when it garrisons..

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

Jun 9 2019, 9:07 AM
Freagarach updated the diff for D1962: Stop chasing entity when it garrisons..

Forgot about turrets.

Jun 9 2019, 9:05 AM
Vulcan added a comment to D1962: Stop chasing entity when it garrisons..

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

Jun 9 2019, 8:43 AM
Freagarach created D1962: Stop chasing entity when it garrisons..
Jun 9 2019, 8:41 AM
Freagarach added a comment to D1851: Automated exploring..

Should only units with a "Scout"-class be able to use this? (Also prevents cluttering of the already full actions bar at the bottom.)

Jun 9 2019, 7:24 AM
Vulcan added a comment to D1928: Refactors Developer Overlay.

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

Jun 9 2019, 1:30 AM
vladislavbelov added inline comments to D1928: Refactors Developer Overlay.
Jun 9 2019, 1:28 AM
vladislavbelov updated the diff for D1928: Refactors Developer Overlay.

Fixes notes.

Jun 9 2019, 1:28 AM
elexis added a comment to D1928: Refactors Developer Overlay.

The patch looks very good to me.

Jun 9 2019, 12:54 AM

Jun 8 2019

Vulcan added a comment to D1961: Let animals be able to garrison..

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

Jun 8 2019, 8:09 PM
Freagarach created D1961: Let animals be able to garrison..
Jun 8 2019, 8:07 PM
Vulcan added a comment to D1960: Move the controllability of an entity to cmpIdentity..

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

Jun 8 2019, 7:13 PM
Freagarach created D1960: Move the controllability of an entity to cmpIdentity..
Jun 8 2019, 7:11 PM
vladislavbelov added inline comments to D1955: Support "phenotype"-tag in VisualActor..
Jun 8 2019, 6:03 PM
Stan added a comment to D1955: Support "phenotype"-tag in VisualActor..

Sorry I meant it could be done and it was actually done before. One could also change a unit into another one.

Jun 8 2019, 6:02 PM
Vulcan added a comment to D1928: Refactors Developer Overlay.

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

Jun 8 2019, 5:59 PM
Vulcan added a comment to D1955: Support "phenotype"-tag in VisualActor..

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

Jun 8 2019, 5:55 PM
Freagarach added inline comments to D1955: Support "phenotype"-tag in VisualActor..
Jun 8 2019, 5:48 PM
vladislavbelov updated the diff for D1928: Refactors Developer Overlay.

Adds usage of setChangePerspective.

Jun 8 2019, 5:46 PM
Freagarach updated the diff for D1955: Support "phenotype"-tag in VisualActor..
  • Support for a list of possible genders.
  • Changed C-code to phenotype.

Saving and loading works fine.

Jun 8 2019, 5:34 PM
Freagarach added a comment to D1955: Support "phenotype"-tag in VisualActor..
In D1955#81570, @Stan wrote:

The template stats are different :)

Nope ;) There are usually three things changed in the templates/units from "_b" to "_a": Rank, Promotion, VisualActor. I found no Attack/Armour upgrades. The actual stat change is tech-based.

Jun 8 2019, 5:29 PM
Stan added a comment to D1955: Support "phenotype"-tag in VisualActor..

The template stats are different :)

Jun 8 2019, 5:03 PM
Freagarach added a comment to D1955: Support "phenotype"-tag in VisualActor..
In D1955#81568, @Stan wrote:

You could but currently we just delete the entity and create a new one for promotion. Usually you want to change the template as well

Is that because of performance? Because the only thing why it is currently necessary to change the template is the visualActor ;)

Jun 8 2019, 4:33 PM
Stan added a comment to D1955: Support "phenotype"-tag in VisualActor..

You could but currently we just delete the entity and create a new one for promotion. Usually you want to change the template as well

Jun 8 2019, 4:20 PM
Freagarach added a comment to D1955: Support "phenotype"-tag in VisualActor..
In D1955#81565, @Stan wrote:

You can already do so :) you need to Query the IID_Visual component :)

I know I can, but there is no(t yet a) function to change the VisualActor. So I thought I might be nicer to mimic Sound, in which the CCmp gets the sound from "Sound.js"-component. That way it would be easier to add different tags to the visualActor without having to change the C-code.

Jun 8 2019, 4:03 PM
elexis awarded D1928: Refactors Developer Overlay a Like token.
Jun 8 2019, 3:55 PM
Stan added a comment to D1955: Support "phenotype"-tag in VisualActor..

You can already do so :) you need to Query the IID_Visual component :)

Jun 8 2019, 3:49 PM
Freagarach added a comment to D1955: Support "phenotype"-tag in VisualActor..
In D1955#81559, @Stan wrote:

Oh sorry :)

No problem, I just thought it was ironic in the light of part of the discussion ;)

Jun 8 2019, 3:46 PM
Vulcan added a comment to D1887: Unit Motion - wrap target state into a struct.

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

Jun 8 2019, 3:40 PM
Vulcan added a comment to D1886: Prevent UnitMotion from stopping on its own, and rename "MoveCompleted" to "MovementUpdate".

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

Jun 8 2019, 3:37 PM
Stan added a comment to D1955: Support "phenotype"-tag in VisualActor..
In D1955#81537, @Stan wrote:

Fair enough :) But he will have to fix all the voices as well ?

Or will he have to add a get phentotype function that does the same thing as get gender until this is sorted out ?

It would seem logical to me to add a "phenotype"-function now and prepare the C-file for a "phenotype".
< Kindly ignoring the gender being imposed on me. >

Jun 8 2019, 3:36 PM
Freagarach added a comment to D1955: Support "phenotype"-tag in VisualActor..
In D1955#81537, @Stan wrote:

Fair enough :) But he will have to fix all the voices as well ?

Or will he have to add a get phentotype function that does the same thing as get gender until this is sorted out ?

It would seem logical to me to add a "phenotype"-function now and prepare the C-file for a "phenotype".
< Kindly ignoring the gender being imposed on me. >

Jun 8 2019, 3:22 PM
wraitii added inline comments to D1928: Refactors Developer Overlay.
Jun 8 2019, 2:59 PM
wraitii updated the diff for D1887: Unit Motion - wrap target state into a struct.

Rebased for committing.

Jun 8 2019, 2:57 PM
wraitii updated the diff for D1886: Prevent UnitMotion from stopping on its own, and rename "MoveCompleted" to "MovementUpdate".

Use MovementUpdate instead of hint and don't split errors from not-errors since that didn't make much sense.

Jun 8 2019, 2:56 PM
wraitii committed rP22350: Remove "MoveStarted" messages.
Remove "MoveStarted" messages
Jun 8 2019, 2:53 PM
wraitii closed D1885: Remove "MoveStarted" messages.
Jun 8 2019, 2:53 PM
Stan updated subscribers of D1958: Turrets and/or sub-units..
In D1958#81457, @Angen wrote:

attack animation does not play and sometimes will not attack ( if player commands )

Jun 8 2019, 2:53 PM
vladislavbelov added inline comments to D1928: Refactors Developer Overlay.
Jun 8 2019, 2:52 PM
Vulcan added a comment to D1885: Remove "MoveStarted" messages.

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

Jun 8 2019, 2:43 PM
wraitii updated the diff for D1885: Remove "MoveStarted" messages.

Should run this time.

Jun 8 2019, 2:36 PM
wraitii added inline comments to D1928: Refactors Developer Overlay.
Jun 8 2019, 2:13 PM
Stan added a comment to D1955: Support "phenotype"-tag in VisualActor..

Fair enough :) But he will have to fix all the voices as well ?

Jun 8 2019, 2:06 PM
wraitii added a comment to D1955: Support "phenotype"-tag in VisualActor..
In D1955#81528, @Stan wrote:

I meant if gender was to be replaced by phenotype.

Jun 8 2019, 2:05 PM
vladislavbelov added inline comments to D1928: Refactors Developer Overlay.
Jun 8 2019, 2:03 PM
Vulcan added a comment to D1851: Automated exploring..

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

Jun 8 2019, 2:03 PM
Freagarach updated the diff for D1851: Automated exploring..
  • Let #iterations depend on map size.

Did some testing, it takes approximately 10 minutes to explore a "Medium"-sized map and ~40 minutes to fully explore a "Giant"-sized map.

Jun 8 2019, 1:58 PM
Stan added a comment to D1955: Support "phenotype"-tag in VisualActor..

I meant if gender was to be replaced by phenotype.

Jun 8 2019, 1:51 PM
wraitii added a comment to D1955: Support "phenotype"-tag in VisualActor..
In D1955#81519, @Stan wrote:

Gender is used in every template... That should be renamed in another patch

Jun 8 2019, 1:48 PM