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Aug 12 2020

Alexandermb committed rP23959: Update the cretan pelte with a new mesh (Reused from the Xiongnu shield mesh….
Update the cretan pelte with a new mesh (Reused from the Xiongnu shield mesh…
Aug 12 2020, 9:53 PM
Freagarach updated subscribers of D2914: rename templates: javelinist → javelineer.

@Nescio, @Stan: Do we want to rename actors as well? (I guess Icons not due to them being art?)

Aug 12 2020, 8:59 PM
Freagarach added a comment to D2948: Move PopulationBonus to new component Population.

General comments about style (see also @wiki CC):

  • We use let as much as possible as opposed to var to limit the scope of a variable.
  • Comments start with a capital and end in a dot.
  • We like to keep the templates in alphabetical order (there is a script for that in source/tools/templatessorter).
Aug 12 2020, 5:45 PM
lonehawk requested review of D2948: Move PopulationBonus to new component Population.
Aug 12 2020, 5:09 PM
Freagarach added a comment to D2945: Implements correct distance to edge for building snapping.

That I cannot place the theatre to the south-east or north-west facings of the wonder (small sides) because it snaps and I guess the obstructions overlap.

Aug 12 2020, 4:56 PM
Stan added a member for Contributors: lonehawk.
Aug 12 2020, 3:44 PM
irishninja updated the diff for D2947: Address concerns in rP23917.
  • Small refactor of game loop when nonvisual
Aug 12 2020, 2:25 PM
irishninja added a comment to rP23917: Add an interface for Reinforcement Learning..

I removed the mod installation from RunRLServer then realized it was pretty easy to decrease the code duplication from that method (as @vladislavbelov suggested over irc, iirc). Removing the code duplication resulted in keeping the mod installation logic. I am happy to revert if that is preferred; let me know what you think!

Aug 12 2020, 5:25 AM
irishninja added a comment to D2947: Address concerns in rP23917.

I just took another pass at it and removed the duplicate logic from RunRLServer. (I believe @vladislavbelov mentioned this over IRC.) I still need to test it when running the GUI but thought I would push it anyway to get feedback. As this reuses more code, it does still include mod installation but I am open to changing it, if preferred!

Aug 12 2020, 5:22 AM
irishninja updated the diff for D2947: Address concerns in rP23917.
  • Merge RunRLServer logic into main loop
Aug 12 2020, 5:19 AM
irishninja added a comment to rP23917: Add an interface for Reinforcement Learning..

Yeah, that makes sense. It is probably also unnecessary for the containerized case since you can just mount the files into the container and the environment can still be spun up with a single command.

Aug 12 2020, 2:18 AM

Aug 11 2020

vladislavbelov added a comment to D2945: Implements correct distance to edge for building snapping.

I do have trouble with e.g. the theatre, but that was present before.

Aug 11 2020, 9:58 PM
vladislavbelov added inline comments to D2945: Implements correct distance to edge for building snapping.
Aug 11 2020, 9:57 PM
Freagarach updated the diff for D2646: Remove special Animal state..
  • Educate PetraAI.
Aug 11 2020, 8:56 PM
Freagarach added a comment to D2760: [gameplay] add visible garrison points to gates.

Any opinions on the number of visible garrison slots on gates? In principle they could accomodate more units.

Personally I would say: "pack 'm full" ;)

Aug 11 2020, 8:27 PM
badosu added a comment to D2841: [gameplay] split Celtic civ bonuses.

So maybe a population bonus with the CC could be justified but that's quite a huge bonus at the start.

Aug 11 2020, 8:17 PM
Freagarach planned changes to D2129: Let entity react on target death directly..

If Resistance is obligatory one can save the attackers and call targeted functions.

Aug 11 2020, 8:15 PM
badosu added a comment to D2760: [gameplay] add visible garrison points to gates.

I'm not sure there are any balancing considerations at this point since stone walls are severely under used at the moment. Looks like a good improvement though.

Aug 11 2020, 8:13 PM
Freagarach updated the diff for D2269: Combine attacker data in "data" in attack-related code..
  • Rebased.
Aug 11 2020, 8:03 PM
Freagarach planned changes to D1958: Turrets and/or sub-units..

Also, instead of using UnitAI, we could perhaps query TurretHolder for the abilities of its subunits?

Aug 11 2020, 7:11 PM
Freagarach updated the diff for D2229: Elaborate Armour..
  • Rebased.
  • Remove extra space.
  • Update test_Attacking.js.
Aug 11 2020, 7:02 PM
Freagarach added a comment to D2760: [gameplay] add visible garrison points to gates.

Do the symmetric ones fill up one tower first then the other? Or are entities added evenly? If the former, perhaps do the latter. Also perhaps you can use more descriptive names for the turret points of the symmetric ones (e.g. Tower1Pos1 or something).

Aug 11 2020, 6:28 PM
Stan added a comment to D2726: AMD Ryzen fix.

There you go ;) Forgot to upload it.

Aug 11 2020, 6:14 PM
Freagarach added inline comments to D2270: Allow area damages to have a minimum range..
Aug 11 2020, 5:41 PM
Freagarach updated the diff for D2270: Allow area damages to have a minimum range..
  • Make sure value stays positive.
  • Square only once.
Aug 11 2020, 5:41 PM
Freagarach added a comment to D2945: Implements correct distance to edge for building snapping.

No problem! It is just that I think a review of this kind of diffs need more of a code review than "I tested, it works -> accept." ;)

Aug 11 2020, 5:34 PM
Itms added a comment to D2945: Implements correct distance to edge for building snapping.

Ha sorry! I really have to test it, then ?

Aug 11 2020, 5:31 PM
Freagarach resigned from D2945: Implements correct distance to edge for building snapping.

I neither fully understand the math, nor the code. I was merely answering to the call for testing ;)

Aug 11 2020, 5:30 PM
Itms added a reviewer for D2726: AMD Ryzen fix: Itms.
In D2726#115102, @Stan wrote:

I will post the discussion with @janwas after cleaning it a bit.

Aug 11 2020, 5:29 PM
Itms removed a reviewer for D2945: Implements correct distance to edge for building snapping: Restricted Owners Package.
Aug 11 2020, 5:26 PM
Itms requested changes to D2945: Implements correct distance to edge for building snapping.

Nice addition. I only reviewed the math/code, didn't test yet.

Aug 11 2020, 5:25 PM
Freagarach updated the diff for D2755: Don't store the gatherers per player..
  • Exclude INVALID_PLAYER when adding a gatherer.
  • Use for-of-loop.
  • Don't check for ownership in UnitAI FindNearbyResource.
Aug 11 2020, 5:25 PM
Freagarach added a comment to D2923: Reset UnitAI to a default state on transform.

Isn't this basically what is performed on OnDestroy in UnitAI?

Aug 11 2020, 5:16 PM
Freagarach requested review of D2941: Move TargetKilled from Attacking.js-helper to cmpHealth..
Aug 11 2020, 4:54 PM
Freagarach updated the diff for D2941: Move TargetKilled from Attacking.js-helper to cmpHealth..
  • Fix typo.
  • Don't call GetOwner() twice.
Aug 11 2020, 4:53 PM
Itms added a comment to rP23917: Add an interface for Reinforcement Learning..

In this case, I think it is preferable to make the setup as easy as possible and installing the mods automatically when spinning up the RL interface seems like it could remove a step in the process.

Aug 11 2020, 4:33 PM
irishninja added a comment to rP23917: Add an interface for Reinforcement Learning..

Makes sense. I admit that I had been thinking that there was no need to change most of the initial startup for the game when running the RL interface so I just left it in.

Aug 11 2020, 3:57 PM
Itms added a comment to rP23917: Add an interface for Reinforcement Learning..

I believe there was also a discussion around the loading of mods in the RL interface. This could be related to my limited experience with mods but I figured that if there are mods that edit units or create new maps, these should also be available when running 0 AD as an RL environment. It looks like there are some mods that add/modify civilizations which would certainly be relevant when using 0 AD as an RL environment. Most GUI mods would likely not be important.

Aug 11 2020, 2:53 PM
Itms added a comment to D2490: Style linting in c++ with Artistic Style.
In D2490#128449, @Stan wrote:

I think @vladislavbelov might have better input.

I think so too. As Vlad told me yesterday, the style linter will not manage to detect enforce everything in our coding conventions (for instance proper naming of variables).

For my part if it does the trick why not. Why do we need spaces around binary operators?

You misunderstood. Sometimes we need to NOT have spaces. For instance, for calculating a 2D distance, x*x + y*y is more readable than x * x + y * y (the relevant binary operator is * in this case). However, clang-format forces the use of spaces, and there is no option to change that, as of today. The detection of missing spaces is optional in astyle.

Aug 11 2020, 2:35 PM
irishninja added a comment to rP23917: Add an interface for Reinforcement Learning..

I have addressed the concerns in D2947. Let me know what you think!

Aug 11 2020, 2:04 PM
Stan updated subscribers of D2490: Style linting in c++ with Artistic Style.

I think @vladislavbelov might have better input.

Aug 11 2020, 1:56 PM
irishninja updated the diff for D2947: Address concerns in rP23917.
  • Add more const's
Aug 11 2020, 5:16 AM

Aug 10 2020

Freagarach added a comment to rP22425: UnitMotion - Explicit handling of movement errors (such as target death) in….

@rev 23951.

Aug 10 2020, 8:37 PM
Freagarach updated the diff for D2941: Move TargetKilled from Attacking.js-helper to cmpHealth..

Rename function.

Aug 10 2020, 8:22 PM
irishninja updated the diff for D2947: Address concerns in rP23917.

Address some of Stan's feedback

  • Add extra const's
  • Use reference in for loop
Aug 10 2020, 7:44 PM
Stan added inline comments to D2947: Address concerns in rP23917.
Aug 10 2020, 7:34 PM
Freagarach added a comment to D2945: Implements correct distance to edge for building snapping.

I do have trouble with e.g. the theatre, but that was present before.

Aug 10 2020, 6:53 PM
irishninja requested review of D2947: Address concerns in rP23917.
Aug 10 2020, 6:50 PM
Itms updated the diff for D2490: Style linting in c++ with Artistic Style.

Proposal to use Artistic Style instead of clang-format.

Aug 10 2020, 4:51 PM
Itms planned changes to D2455: Add clang-format configuration for auto-formatting C++ code.
Aug 10 2020, 4:51 PM
Itms updated the diff for D2455: Add clang-format configuration for auto-formatting C++ code.

Here is a working version using Coala (not enabled in .coafile here).

Aug 10 2020, 4:50 PM
Itms commandeered D2455: Add clang-format configuration for auto-formatting C++ code.
Aug 10 2020, 4:25 PM
irishninja added a comment to rP23917: Add an interface for Reinforcement Learning..

@Itms, Yeah, I will check those issues out and make a new revision!

Aug 10 2020, 3:49 PM
Itms removed a reviewer for D2931: Fixes and improvements to the CI pipelines: Vulcan.
Aug 10 2020, 2:58 PM
Itms updated subscribers of rP23917: Add an interface for Reinforcement Learning..

@irishninja, could you take a look at the issues Vlad mentions? We should have detected them before, sorry ? You can read the IRC logs for a few more details.

Aug 10 2020, 2:30 PM
Silier added a comment to D2875: [gui] shrink selection panel icons.

I havent see screnshots but this is my guess

Aug 10 2020, 1:21 PM
Itms requested review of D2946: Improvements to the Windows CI pipeline.
Aug 10 2020, 11:09 AM
Nescio added a comment to D2875: [gui] shrink selection panel icons.

No, I mean the player color band below the unit name.

After making screenshots both without and with the patch, I now see what you meant. It's not intentional, I'm a bit at a loss though. The player colour band is defined in `single_details_area.xml line 116, but not its size, which is apparently determined indirectly. Increasing the vertical space of its parent (line 114), grandparent (line 99) or primary ancestor (line 4) affects the height of the band, but also the vertical position of the player name and underlying civ emblem, which shouldn't be changed.

Aug 10 2020, 11:09 AM
Nescio closed D2893: [gui] fix barter message string.
Aug 10 2020, 10:47 AM
Nescio closed D2850: remove some unnecessary lines from a few civic templates.
Aug 10 2020, 10:46 AM
Itms updated the diff for D2931: Fixes and improvements to the CI pipelines.

Slight fixes.
Post build warnings as Phabricator comments, so that they are not missed in case of a successful build.
Post lint as inline comments.

Aug 10 2020, 10:43 AM
Vulcan added a comment to D2919: Make PlayerHasMarket event-based.

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

Aug 10 2020, 9:52 AM
autobuild committed rP23958: [i18n] Updated POT and PO files..
[i18n] Updated POT and PO files.
Aug 10 2020, 9:31 AM
Vulcan added a comment to D2919: Make PlayerHasMarket event-based.

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

Aug 10 2020, 8:41 AM
Vulcan added a comment to D2919: Make PlayerHasMarket event-based.

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

Aug 10 2020, 8:32 AM
Freagarach added a comment to D2850: remove some unnecessary lines from a few civic templates.

Grmbl, I added a dot again after the diff. Can you close this one also please, @Nescio?

Aug 10 2020, 8:08 AM
Freagarach committed rP23957: Remove some unnecessary lines from a few civic structure templates..
Remove some unnecessary lines from a few civic structure templates.
Aug 10 2020, 8:06 AM
Freagarach committed rP23956: Javelinist -> Javelineer in templates..
Javelinist -> Javelineer in templates.
Aug 10 2020, 8:00 AM
Freagarach closed D2914: rename templates: javelinist → javelineer.
Aug 10 2020, 8:00 AM
Vulcan added a comment to D2919: Make PlayerHasMarket event-based.

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

Aug 10 2020, 7:52 AM
Vulcan added a comment to D2881: Update ObjectToIDMap before upgrading SpiderMonkey to 52.

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

Aug 10 2020, 7:48 AM
Vulcan added a comment to D2919: Make PlayerHasMarket event-based.

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

Aug 10 2020, 7:47 AM
Vulcan added a comment to D2881: Update ObjectToIDMap before upgrading SpiderMonkey to 52.

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

Aug 10 2020, 7:43 AM
Vulcan added a comment to D2914: rename templates: javelinist → javelineer.

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

Aug 10 2020, 7:42 AM
Vulcan requested changes to D2931: Fixes and improvements to the CI pipelines.

Build was aborted.

Aug 10 2020, 7:30 AM
Freagarach updated the diff for D2914: rename templates: javelinist → javelineer.

I'll commit when green.

Aug 10 2020, 7:30 AM
autobuild committed rP23955: [Windows] Automated build..
[Windows] Automated build.
Aug 10 2020, 7:26 AM
vladislavbelov requested review of D2945: Implements correct distance to edge for building snapping.
Aug 10 2020, 1:10 AM

Aug 9 2020

vladislavbelov raised a concern with rP9141: Optimise some matrix operations, based on patch from ortalo..
Aug 9 2020, 10:41 PM
Stan added a comment to D2723: Add support for hotloading of sound-related files.

Well it's not a priority but it a nice feature for testing audio :)

Aug 9 2020, 6:09 PM
asterix added a comment to D2723: Add support for hotloading of sound-related files.
In D2723#126380, @Stan wrote:

Hey, any news?

Yep, soon.. Sorry, started working again, lost interest and then went off-grid for a few weeks :) Is this something you want for the next release?

Aug 9 2020, 6:08 PM
snokis added a comment to D2723: Add support for hotloading of sound-related files.
In D2723#126380, @Stan wrote:

Hey, any news?

Aug 9 2020, 6:01 PM
vladislavbelov committed rP23954: Completely separates fixed and shader paths in sky rendering..
Completely separates fixed and shader paths in sky rendering.
Aug 9 2020, 5:21 PM
vladislavbelov closed D2944: Completely separates fixed and shader paths in sky rendering.
Aug 9 2020, 5:21 PM
Stan added a comment to D2944: Completely separates fixed and shader paths in sky rendering.

Fixes my issue on Intel with GLSL on
Before:


After

Aug 9 2020, 5:00 PM
vladislavbelov requested review of D2944: Completely separates fixed and shader paths in sky rendering.
Aug 9 2020, 4:02 PM
vladislavbelov committed rP23953: Moves GL calls of fixed pipeline under the same condition..
Moves GL calls of fixed pipeline under the same condition.
Aug 9 2020, 3:02 PM
Vulcan added a comment to D2652: Do not allow upgrading when entity is producing and vice versa..

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

Aug 9 2020, 1:40 PM
vladislavbelov committed rP23952: Removes old matrices from sky rendering in shader path..
Removes old matrices from sky rendering in shader path.
Aug 9 2020, 1:26 PM
vladislavbelov closed D2943: Removes old matrices from sky rendering.
Aug 9 2020, 1:25 PM
Silier updated the diff for D2652: Do not allow upgrading when entity is producing and vice versa..

fix tests

Aug 9 2020, 1:21 PM
Stan added a comment to D2943: Removes old matrices from sky rendering.

Aug 9 2020, 12:27 PM
Vulcan added a comment to D2652: Do not allow upgrading when entity is producing and vice versa..

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

Aug 9 2020, 12:13 PM
Stan added a comment to D2875: [gui] shrink selection panel icons.

You mean the top panel? I didn't touch that.

No, I mean the player color band below the unit name.

Aug 9 2020, 12:11 PM
Vulcan added a comment to D2652: Do not allow upgrading when entity is producing and vice versa..

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

Aug 9 2020, 12:10 PM
Vulcan added a comment to D2652: Do not allow upgrading when entity is producing and vice versa..

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

Aug 9 2020, 12:06 PM
Silier added inline comments to D2652: Do not allow upgrading when entity is producing and vice versa..
Aug 9 2020, 12:00 PM
Silier updated the diff for D2652: Do not allow upgrading when entity is producing and vice versa..

gui

Aug 9 2020, 12:00 PM
vladislavbelov raised a concern with rP23769: RangeManager: Grid for 2D array, enum cleanups..
Aug 9 2020, 11:35 AM
Nescio added a comment to D2875: [gui] shrink selection panel icons.

did you reduce the band with the civ emblem ?

You mean the top panel? I didn't touch that.

The minimap buttons no longer fit the circle (as in they have a bigger gap)

See the MiniMap.xml file. What I did is assign the minimap buttons each a width and height of 50% of the minimap panel's. It turns out they were somewhat larger before, hence the gaps.

the bottom bells are now bigger than previously ?

Initially this patch only shrunk the icons in the right selection panel, from 37×37 to 32×32 (with borders from 43×43 to 38×38). Then came the request to give the icons in the left selection panel the same size, which I did. So yes, the stance, formation, and alert icons are now slighlty larger, from 30×30 to 32×32 (with borders from 36×36 to 38×38), i.e. +1 pixel on each side.
I didn't change the size of the command icons in the bottom row of the middle panel. They're 32×32, but unlike the icons elsewhere, their border is inside (on top of) the icon, rather than around. I experimented with standardizing those too, but failed to find a satisfying solution, since their size with borders (38×38) means the middle panel is not wide enough to support six of them. Therefore I kept their sizes unchanged, but vertically aligned their centres with those on the bottom row of the left and right selection panels.

increase the middle panel one as well?

The limiting factor is everything should fit inside 1024×768. Increasing the size of a panel therefore means reducing the size of others.

Aug 9 2020, 9:26 AM