Rebased.
- Queries
- All Stories
- Search
- Advanced Search
- Transactions
- Transaction Logs
All Stories
May 17 2020
May 16 2020
Successful build - Chance fights ever on the side of the prudent.
{F1391988}Test mod
(Whenever seeing this patch I can't stop to ask myself if sqrt(x) for 2*r times or computing x * x for pi/4 * r² times is faster for r < 5, respectively 5 <= r < 25. As in it seeming to be inviting to compute circle / line intersections and only iterating the points on the disk, but I dont know how many points on the wasted effort scale that yields.)
Alright with me then. Name is more accurate, Silver shield on a search engine does indeed inform the player if he needs more info. It's some more work for the translators hopefully not too much.
Sounds fine to me.
Can you define modern literature? :)
How about “anything published since Napoleon”?
For what's it worth, here are two paragraph from The Cambridge History of Greek and Roman Warfare (Cambridge 2008) p 334:
and p 427:
Nor did I find occurrences of “pikem” in a few books on the Seleucids I checked, nor on the argyraspides and phalangite Wikipedia articles.
Can you define modern literature? :)
For comparison, athen_cavalry_swordsman_b.xml:
<GenericName>Greek Cavalry</GenericName> <SpecificName>Hippeús</SpecificName>
Well I always assumed the generic name was to be descriptive for the players, not just a perfect translation. But maybe I'm wrong?
No, you're not wrong; I believe the generic name is supposed to be the broad English equivalent of the specific name. However, I believe they're simply called silver shields and phalangites in modern literature.
In D2736#115632, @Nescio wrote:Wouldn't that imply that those troops were actually called “pikemen”? (Which is not exactly true.)
While I'm all for fixing names, I'm wondering whether keeping the generic name as is isn't preferable. I think it makes more sense for the player.
Wouldn't that imply that those troops were actually called “pikemen”? (Which is not exactly true.)
And the initial reference, which if it is wrong must be updated: https://trac.wildfiregames.com/wiki/Civ%3A_Seleucids
Better leave it as is. The design documents are already quite outdated. If one thing is changed, people might assume everything else is correct. I think it's better to view them as what was the original vision for 0 A.D. (i.e. descriptive), not as something 0 A.D. must become (i.e. prescriptive).
Build failure - The Moirai have given mortals hearts that can endure.
Build failure - The Moirai have given mortals hearts that can endure.
Build failure - The Moirai have given mortals hearts that can endure.
Add the linux fix. Diff will fail to build because arc is stupid, but this is only for backup
For the record in DE since @wowgetoffyourcellphone mentionned it
Inline comments for two versions of the patch, I suppose not much changed.
I did not perform dynamic analysis.
To be clear, I do not request any change or commit, only try to offer anecdotes of experience, inspiration and technical backgrounds where noticeable.
Massive update and rebase.
linter happy, bb happy
Successful build - Chance fights ever on the side of the prudent.
Apply linting suggestions from ESLintBear/JSHintBear
Successful build - Chance fights ever on the side of the prudent.
Rebase to include the "History" -> "Civilization Overview" string change
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
This patch is correct by default if the design is that order.foo sets a state depending on the given order and state.enter checks if the state is possible and if it fails we simply go to the next order.
Fix the status effects not being used (I plan to commit this regardless of D2296).
Successful build - Chance fights ever on the side of the prudent.
Only do this for the current order, as an optimisation.
As an addendum, some thoughts I had while debugging this:
Successful build - Chance fights ever on the side of the prudent.
I further confirm that this fixes the issue on OSX. Can't test the AArch64 fix though.
In D2531#108439, @vladislavbelov wrote:In D2531#108430, @Stan wrote:In D2531#108428, @vladislavbelov wrote:I've reproduced that assertion locally on macOS 10.14.6 in debug-mode. I've figured out the reason: it seems that OSAtomicAdd64 doesn't work as expected in debug mode, maybe address was misaligned.
Can it be fixed?
Sure.
Good feature, indeed the implementation is relatively straightforward.
Some comments:
- I think you can use global regions to skip the ReachableRegions logic entirely, which should be faster.
- It seems you're only checking the borders of the square? I'm assuming it's for optimisation purposes, and because that likely is sufficient in the usual case?
- I don't see any assumption that the unit is a ship, contrary to what the comment suggest. Your function is basically checking if there is a Navcell of possibility B in range x of unit A.
In D14#114479, @Kuba386 wrote:Unfortunately, it's an issue with pathfinder.
What caused the crash here is reading grid.m_W variable.
I guess something causes pathfinder workers to start computing paths before grid is initialised.
D'oh! Forgot the "History" -> "Civilization Overview" text change, didn't I? *sigh*
Build failure - The Moirai have given mortals hearts that can endure.
Build failure - The Moirai have given mortals hearts that can endure.
Build failure - The Moirai have given mortals hearts that can endure.
May 15 2020
JS gui rejected it once and didn't accept again
In D2722#115471, @Stan wrote:Have you tried the longtext language?
Successful build - Chance fights ever on the side of the prudent.
Rename to Keydown and years
Successful build - Chance fights ever on the side of the prudent.
Fix TODO's
This is not really related to random maps and should IMO go to global scripts ;)
Can't compile this test file on gcc 10 and clang 10, see #5756. (I assume it is this commit since it introduced the test and it wasn't changed much later, but I didn't compare the function signatures.)
In D1849#87712, @elexis wrote:Precisely because they have no idea how to fix this, the one line in options.json is the right fix isn't it?
Then the next issues comes straight ahead: The user needs to remap attack-move and garrisson.
Yeah, we could change that in the same go, but no idea to what key we should remap that.
(And not the free time to look into it)
Needs to be rebased after rP23562 see comments there for what I believe to be the same bug.
Thanks for noticing and fixing this Angen, excellent change ?
Have you tried the longtext language?
In D2716#115467, @yevgenko wrote:Tested revision 23664 on macOS Catalina 10.15.4, with patch applied it no longer fail at the GnuTLS stage.
Tested revision 23664 on macOS Catalina 10.15.4, with patch applied it no longer fail at the GnuTLS stage.
We'll no doubt find out if the button is wide enough for translations when it gets translated.
May 14 2020
Build failure - The Moirai have given mortals hearts that can endure.
Fix GL error
Build failure - The Moirai have given mortals hearts that can endure.
Build failure - The Moirai have given mortals hearts that can endure.
Remove debug code