Okay so I tried the script in the WSL (Windows Subsystem for Linux) As I expected it totally failed because Windows disks are not case sensitive.
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Nov 26 2019
Botherthings:
- XmppClient (edit: and UserReporter) equally pulls onTick but only receives messages occasionally, so it should receive the same treatment
- One needs to subscribe to a GUI Object, but the GUI object itself is not involved at all in the processing of the event. So it would seem nicer to subscribe the event globally, perhaps similar to D2260/rP22851. (The event handlers must be destroyed when the GUI page is destroyed, yet CGUI should remain agnostic of NetClient and XmppClient)
- To trigger a ScriptEvent, one needs to call RecurseObject. But that means on a GUI object page with 10k objects and only 1 object using the event, it will iterate over 10k objects with 10k function calls for no reason. (However not iterating using RecurseObject means iteration order will not be hierarchical anymore, which is sad, but appears that it can be assumed to be negligible. Secondly it means having to copy the pointers to iterate since that container can change while iterating).
I didn't reuse the "pack"-image because someone who wants to change the textures also needs to touch the StatusBars.js then. Which is not bad for base game, but *is* bad for modders.
Since you just copy that textures, why just not to reuse the original directly?
If artists will want to add special texture for them, they will re-upload them anyway,
Nov 25 2019
I'd suggest adding a reviewer so someone gets notified of your work waiting to enter ;)
The 'raster' lib is only used by this map so far so I'd suggest to import it in the map rather than in library.js.
I didn't see this map before and so far it looks good!
Eager to test it ;)
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Yeah binary files and moving never works.
When I applied the patch, it failed to get pictures so i had to copy them manually.
Aside from that, looks good and works.
I tested on my raspberry pi, and it fixes a segfault for me too.
Thanks for the patch and the detailed answer. I just wanted to make sure we were not doing something wrong by replacing those.
In D2441#101896, @Stan wrote:Any performance difference in using one of the other? I'm all for removing dependencies though.
(Just for the record I had written first half of the post already, I don't forget such a thing.)
Lods should be in the template visual actor. Else actors will become a great mess. Also there will be warnings everywhere or missing props.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
LOS → vision
Successful build - Chance fights ever on the side of the prudent.
Sorry, a tad too late ;)
Successful build - Chance fights ever on the side of the prudent.
Welcome Screen → welcome screen
Successful build - Chance fights ever on the side of the prudent.
I guess pack could have a visual animation at some point too. Would be fun to have a unit reading IKEA instructions.
I indeed considered that, but also "pack" does not have that option (probably because it is otherwise not visible whether the entity is packing or not). So I might indeed add an option for this.
Successful build - Chance fights ever on the side of the prudent.
Corrected start new match tooltip.
Code looks good, feature should work as intended by reading the code.
I see usage mainly in that player does not have to select entity, he can just hover over it to see progress.
I would maybe consider to add option into the settings or somehow toogle between show always and show default.
Any performance difference in using one of the other? I'm all for removing dependencies though.
- Existing preference of std over boost:
- rP18423 for Profiler2
- rP19235 for ComponentManager
- rP21867 for JSInterface_ConfigDB http://irclogs.wildfiregames.com/2018-08/2018-08-13-QuakeNet-%230ad-dev.log
You mean something historically relatable which perhaps could be grasped from Sundiatas thread?
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.
- Do not use the middle mouse button.
- It probably requires a GUI overhaul, since there is no logical place of showing this now.
Merged in D2343.
Incorporated D2397.
Looks good in-game. Great job.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
ugly namespace for all std::hash.
Successful build - Chance fights ever on the side of the prudent.
Build failure - The Moirai have given mortals hearts that can endure.
namespace for path.h
Nov 24 2019
Successful build - Chance fights ever on the side of the prudent.
Build failure - The Moirai have given mortals hearts that can endure.
There also needs to be a formationmember-cheering state I think. (I get errors when using formations.)
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Check for cmpTurretPosition and move inside if.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
- Replace controlsPlayer with more extendable check.
- Remove g_IsObserver from "enabled".
In D2440#101799, @elexis wrote:It would be a good feature, although I guess in the average case only high level of detail will be shown, since the camera is top down on average?
move interval to each actor
check distance only if actor defines that it has lod versions
disable/enable lod from graphic options
remove projectile manager changes as not exactly related
The intervals should probably not be buried in the code but specified somewhere, probably ideally in some model related art file or template (and ideally support more than two levels).
Perhaps std::pair<CStr, CStr>("lod", "low")) / selections can be constructed only once per program launch instead of once per call.
{ on a separate line.
Hiding projectiles after a set distance means it will fail for some projectiles of a given size, so it should be moved to data files as well.
It would be a good feature, although I guess in the average case only high level of detail will be shown, since the camera is top down on average?
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
If I didn't add the projectile limit to the Maurya tower it would have shot 21 building AI arrows on top of the 16 visible garrisoned archer arrows, and it IS an upgraded tower so giving it a small boost ungarrisoned is warranted. These were tested fairly throughly in the editor and don't feel unfair. 16 archers rooted to a single position do not quantify any disproportionate tactical or strategic bonus, and are quickly shot down by either counter archers or siege weapons, things that cannot be done to the Iberian tower's defenders. The absolute worst thing you could do though is try and rush it with non-siege melee units. Once all the archers are shot off the ramparts the tower is only a slightly beefier version of the standard defense tower, with one less soldier inside making it easier to capture.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
fix misstyped file name
Successful build - Chance fights ever on the side of the prudent.