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Sep 11 2020

Freagarach added a comment to D2913: Stop dodging arrows by patrol: Wait a few seconds between patrol waypoints..

It looks much better with only one second waiting time :)

Sep 11 2020, 9:06 AM

Sep 10 2020

Palaxin added a comment to D2956: [gameplay] ships: tweak costs, standardize loot, unify resistance.

currently 1.25:1

Currently merchant ships cost 100 metal and 0 wood.

Sep 10 2020, 10:20 PM
Freagarach accepted D3005: Range safe buildingAI.

Idea and code is correct, adds ~50-150 microseconds per fire arrows function call.

Sep 10 2020, 8:45 PM
Freagarach requested changes to D2652: Do not allow upgrading when entity is producing and vice versa..
  • Build two sentry towers.
  • Upgrade the first to a defence tower.
  • Select both towers.
  • Try to research sentries.
  • Notice the message that we can't start production.
Sep 10 2020, 7:55 PM
Freagarach accepted D2990: split template_gaia_flora*.
  • Forest plant: Indeed unused, can be added later if deemed a necessity.
  • Effectively nothing has changed. Complete.
  • Change is nice, it clears it up nicely.
Sep 10 2020, 7:30 PM
Silier updated the diff for D2652: Do not allow upgrading when entity is producing and vice versa..

check for cmpplayer and add test

Sep 10 2020, 7:26 PM
Freagarach accepted D2982: Read correctly 0/false values from map files in gamesetup.

It is good read map data correctly. Stupid mapmakers should get stupid results.
Complete.

Sep 10 2020, 6:44 PM
Freagarach added inline comments to D2982: Read correctly 0/false values from map files in gamesetup.
Sep 10 2020, 6:40 PM
Silier committed rP24034: Cheer after combat when no enemy units are in range.
Cheer after combat when no enemy units are in range
Sep 10 2020, 6:37 PM
Silier closed D1977: Cheer after no enemy entities left in range.
Sep 10 2020, 6:37 PM
Silier updated the diff for D2982: Read correctly 0/false values from map files in gamesetup.

MapSize.js
WorldPopulationCap.js

Sep 10 2020, 6:10 PM
Freagarach added a comment to D2997: Remove visibleclasses from guiinterface.

Or make it useful by using sim-information in the tooltip? Although I guess PetraAI would break if one changes classes in-game.

Sep 10 2020, 5:40 PM
Freagarach requested changes to D2982: Read correctly 0/false values from map files in gamesetup.

gui/gamesetup/Pages/GameSetupPage/GameSettings/Single/Dropdowns

  • MapSize.js
  • WorldPopulationCap.js
Sep 10 2020, 5:32 PM
Freagarach added a comment to D2161: Also account for elevation for melee units..

If you wield a sarissa it does matter whether your target is at exactly six meters away horizontally or six meters horizontally and two meters up (e.g. on top of an elephant).

Sep 10 2020, 5:19 PM
Freagarach added inline comments to D2995: Introduce translatable attack names.
Sep 10 2020, 5:10 PM
Silier added inline comments to D2661: Get attack effects from JSON..
Sep 10 2020, 3:40 PM
Silier requested changes to D2661: Get attack effects from JSON..
a = class a { constructor() {console.log('constructor')} }
a = new a();
a = new a();

output

constructor
error: Uncaught TypeError: a is not a constructor
Sep 10 2020, 3:36 PM
Silier added a comment to rP20622: Render the range visualization of auras, heal and attack component in a….

I missed in code where are m_EnabledRenderSubmit or m_EnabledInterpolate used?
Looks like they are here just for switch, they can be merged as always or are both enabled or both disabled.
Also that two ifs can be merged.

Sep 10 2020, 3:24 PM
Freagarach added inline comments to D2661: Get attack effects from JSON..
Sep 10 2020, 3:20 PM
Freagarach added a comment to D2661: Get attack effects from JSON..

These are attack effects, the effects an attack can have (attack types are melee and ranged etc. currently).

Sep 10 2020, 2:40 PM
Silier added a comment to D2661: Get attack effects from JSON..

Is it attack effect or attack type ?

Sep 10 2020, 2:35 PM
Freagarach added inline comments to D2661: Get attack effects from JSON..
Sep 10 2020, 2:30 PM
Freagarach added inline comments to D2661: Get attack effects from JSON..
Sep 10 2020, 2:28 PM
Freagarach updated the diff for D2661: Get attack effects from JSON..
  • Ditch temporary array
  • Don't hardcode attack sound.
  • Return {} in tests.
Sep 10 2020, 2:28 PM
Freagarach added a comment to D2983: Reduces memory usage for fancy water.

Before:

Sep 10 2020, 1:33 PM
Nescio added a comment to D2993: [gameplay] add visible garrison points to rome siege wall tower.

The garrison flag is not terribly important and could be kept, if you think that's better.
However, I believe the purpose of the garrison flag is to indicate an entity has a garrison inside. Actors of structures with visible garrison slots (e.g. long wall segments) don't have garrison flags, presumably because, well, their garrison is visible. Since this patch makes the garrsion visible, there no longer is a need for the garrison flag, and it's consistent to remove them.
Then there is also the fact that the emblem on the flag is the actor's civilization, not the owner's, but that's a separate issue.

Sep 10 2020, 12:38 PM
Stan added a comment to D2993: [gameplay] add visible garrison points to rome siege wall tower.

(That's a tower)

Sep 10 2020, 12:15 PM
Nescio added a comment to D2993: [gameplay] add visible garrison points to rome siege wall tower.

@Stan opinion on the flag removal? (I like the flags, but I'm no artist.)

(Other siege wall actors don't have garrison flags either.)

Sep 10 2020, 11:52 AM
Nescio added a comment to D2956: [gameplay] ships: tweak costs, standardize loot, unify resistance.

currently 1.25:1

Currently merchant ships cost 100 metal and 0 wood. This patch proposes to keep the metal cost unchanged, adds a 200 wood cost, and increases health, resistance, and trade gain in compensation. That said, I don't feel strongly about particular values, and agree with you traders and merchant ships should have meaningful costs, since they basically generate free resources.

And, as mimo and I have tried to address in #3428 some years ago, garrisoning traders should be buffed (if this mechanic should actually be seen in game - right now it seems incredibly wasteful resource-wise and inefficient micro-wise).

Yes, I agree garrisoning traders in merchant ships is seldom worth it. However, #3428 proposes changing the mechanic, which I'm not sure is necessary, merely changing the current values could work too. But perhaps it should be abandoned altogether, constructing more merchant ships is better? It might be out of scope of this particular patch, though.

Sep 10 2020, 11:51 AM
Freagarach updated subscribers of D2993: [gameplay] add visible garrison points to rome siege wall tower.

@Stan opinion on the flag removal? (I like the flags, but I'm no artist.)

Sep 10 2020, 11:41 AM
Freagarach edited reviewers for D2990: split template_gaia_flora*, added: Freagarach; removed: Restricted Owners Package.
Sep 10 2020, 11:39 AM
Nescio added a comment to D2999: [gameplay] make unlock_shared_dropsites independent from unlock_shared_los.

Yes, the

unlock_shared_dropsites.json
unlock_shared_los.json
unlock_spies.json

technologies are conceptually related, each of them enables a mechanic, rather than changing a value, like most technologies. However, I fail to see the need to enforce a particular order. In my opinion players ought to have the flexibility to pick and choose which ones they want to use, and ignore the others.
Moreover, there is a “Disable Spies” match setting and a mod that enables shared vision from start. Ideally all three ought to be treated similarly: { shared vision , shared dropsites , espionage } × { from game start , with technology , never }, but that's beyond the scope of this patch.

Sep 10 2020, 11:34 AM
Nescio added a comment to D2991: split template_gaia_geo*.

(I assume specific templates are renamed in another diff?)

Yes, this is only cleaning up the lines inside; file moves will be done in a separate patch, to keep things reviewable. Same for D2990 and D2953.

Sep 10 2020, 11:23 AM
Nescio updated the diff for D2993: [gameplay] add visible garrison points to rome siege wall tower.
  • clean up <BuildingAI> to define it only in structure templates with an <Attack>, per @Freagarach
Sep 10 2020, 11:21 AM
Freagarach accepted D2991: split template_gaia_geo*.
Sep 10 2020, 11:18 AM
Freagarach added a comment to D2991: split template_gaia_geo*.
  • Checkrefs says it is complete.
  • Playtesting reveals no errors.
  • UnitsDemo loads fine.
  • Change is for the better.
Sep 10 2020, 11:18 AM
Nescio added a comment to D2774: gaia/fauna_fish* → gaia/fish/*.

Thank you!
Folders for other resource subtypes could make sense too, though the gaia/* files could use some clean-up first, hence D2953, D2990, D2991. Interested?

Sep 10 2020, 11:10 AM
wraitii added a comment to D2362: Allow for building-specific build/repair animations and use seeding animation for fields.

My comment above remains valid, my status is "waiting on @Imarok to update the diff" ;)

Sep 10 2020, 11:02 AM
wraitii added inline comments to D2913: Stop dodging arrows by patrol: Wait a few seconds between patrol waypoints..
Sep 10 2020, 11:01 AM
wraitii updated the diff for D2913: Stop dodging arrows by patrol: Wait a few seconds between patrol waypoints..

Make formations walk again.

Sep 10 2020, 11:00 AM
Stan updated subscribers of D2362: Allow for building-specific build/repair animations and use seeding animation for fields.

@wraitii @Freagarach can you have another look at this ?

Sep 10 2020, 10:56 AM
Freagarach added a comment to D2989: Reuse "APPROACHING"-state in formation combat..

Thanks for the review @Angen and @bb :)

Sep 10 2020, 10:54 AM
Freagarach added a comment to D2732: Allow to guard a guard..

Thanks for the review @Angen (and @bb) :)

Sep 10 2020, 10:54 AM
wraitii added a comment to rP24032: Reuse "APPROACHING"-state in formation combat..

(The older way was made irrelevant by rP22313 which moved the "Move" call to states instead of orders.)

Sep 10 2020, 10:45 AM
wraitii awarded rP24032: Reuse "APPROACHING"-state in formation combat. a Love token.
Sep 10 2020, 10:43 AM
Freagarach added inline comments to D2980: Get dropsite resources from simulation..
Sep 10 2020, 10:41 AM
Freagarach updated the diff for D2980: Get dropsite resources from simulation..
  • Remove redundant typeIcon in tooltip.
  • Remove tooltip from attackAndResistanceStats.
  • Show before health in reference page.
Sep 10 2020, 10:41 AM
wraitii requested changes to D2368: Move movement logic from UnitAI's "Garrisoned"-state to approaching..

I think your previous diff had things in the wrong spot, and this one makes it obvious which.
Given the scope of things, I think you can get away with just "approaching" and "garrisoned", but you need to add some more code to "approaching" imo to not make it reliant on unit-motion.

Sep 10 2020, 10:39 AM
Freagarach planned changes to D2368: Move movement logic from UnitAI's "Garrisoned"-state to approaching..

Point autogarrisoning to GARRISONING-state.

Sep 10 2020, 10:31 AM
Vulcan added a comment to D2755: Don't store the gatherers per player..

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

Sep 10 2020, 10:23 AM
Freagarach closed D2774: gaia/fauna_fish* → gaia/fish/*.
Sep 10 2020, 10:21 AM
wraitii resigned from D2755: Don't store the gatherers per player..
Sep 10 2020, 10:19 AM
Freagarach updated the diff for D2755: Don't store the gatherers per player..

@Angen, I'm keeping JSDOC anyway ;)

Sep 10 2020, 10:16 AM
Palaxin added a comment to D2956: [gameplay] ships: tweak costs, standardize loot, unify resistance.
In D2956#128928, @borg- wrote:

Do not agree with the new cost of merchant ship, it is very expensive, and some players including @badosu were talking about removing the metal cost of the merchant units. It's really bad late game you need metal to build units that in theory are being trained to collect metal mostly.

Sep 10 2020, 10:04 AM
Freagarach committed rP24033: Allow guards to guard a guarding guard..
Allow guards to guard a guarding guard.
Sep 10 2020, 10:01 AM
Freagarach closed D2732: Allow to guard a guard..
Sep 10 2020, 10:01 AM
Freagarach committed rP24032: Reuse "APPROACHING"-state in formation combat..
Reuse "APPROACHING"-state in formation combat.
Sep 10 2020, 9:52 AM
Freagarach closed D2989: Reuse "APPROACHING"-state in formation combat..
Sep 10 2020, 9:51 AM
Stan added inline comments to D1977: Cheer after no enemy entities left in range.
Sep 10 2020, 9:48 AM
Freagarach committed rP24031: Move "fauna_fish* -> "fish/*"..
Move "fauna_fish* -> "fish/*".
Sep 10 2020, 9:41 AM
Freagarach accepted D1977: Cheer after no enemy entities left in range.
  • Code looks good.
  • PetraAI vs PetraAI matches give no oddities.
  • Dangerous animals don't error out.
  • Entities cheer when won a fight instead of after promoting, which is a big improvement!
Sep 10 2020, 9:08 AM
Vulcan added a comment to D2961: Fix issues in RangeManager following rP23769.

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

Sep 10 2020, 8:46 AM
wraitii added a comment to D2752: Do not thread the game in Atlas.

Thanks for the comments @Itms , in that case I'll carry on investigating the FPS issue and move towards committing this :)

Sep 10 2020, 8:42 AM
wraitii added a comment to D2967: Cache the model-animation maximum bounds..

@vladislavbelov Do you think the approach is acceptable? Indeed it works, but only by "coincidence" that CSkeletonAnimDef are long-lived. However it does bring a rather tangible improvement.

Sep 10 2020, 8:42 AM
wraitii updated the diff for D2961: Fix issues in RangeManager following rP23769.

Updated, thanks for the look and thanks for reminding me I had uploaded this :p

Sep 10 2020, 8:38 AM

Sep 9 2020

borg- added a comment to rP24016: Debuff outpost and remove un-necessary technologies..

Outpost are almost not used in 2x2 games and
3x3 or 4x4. The current changes along with nescio pacth(outpost need unit to vision)outposts are more interesting and useful, as they do not need vision technology to have a considerable vision, they also lose territory slowly.
100% is not true.

Sep 9 2020, 11:57 PM
wraitii added a comment to rP24016: Debuff outpost and remove un-necessary technologies..

This is 100% nonsense, in every competitive MP game I play, especially the vision tech is researched ALWAYS.

Sep 9 2020, 10:07 PM
bb added a comment to rP24016: Debuff outpost and remove un-necessary technologies..

Technologies were not very potent and hardly ever researched.

Sep 9 2020, 8:19 PM
Silier added a comment to D2652: Do not allow upgrading when entity is producing and vice versa..

disabled buttons

Sep 9 2020, 6:35 PM
Freagarach added a comment to D2999: [gameplay] make unlock_shared_dropsites independent from unlock_shared_los.

Could you elaborate on why this ought to be an improvement? To me sharing dropsites follows naturally from sharing information.

Sep 9 2020, 6:08 PM
Freagarach added inline comments to D2993: [gameplay] add visible garrison points to rome siege wall tower.
Sep 9 2020, 6:04 PM
Stan added a comment to D2652: Do not allow upgrading when entity is producing and vice versa..

@Angen not sure what you mean? Can't you call it when you display the message ?

Sep 9 2020, 5:59 PM
Freagarach added inline comments to D2661: Get attack effects from JSON..
Sep 9 2020, 5:58 PM
Freagarach added a comment to D2652: Do not allow upgrading when entity is producing and vice versa..

(Also maybe add a test for this behaviour?)

Sep 9 2020, 5:55 PM
Silier added a comment to D2652: Do not allow upgrading when entity is producing and vice versa..
In D2652#131397, @Stan wrote:

Can we support playing a sound ?

Sep 9 2020, 5:49 PM
Stan added a comment to D2652: Do not allow upgrading when entity is producing and vice versa..

Can we support playing a sound ?

Sep 9 2020, 5:44 PM
Freagarach added inline comments to D2652: Do not allow upgrading when entity is producing and vice versa..
Sep 9 2020, 4:34 PM
Silier requested changes to D2161: Also account for elevation for melee units..

Right now,
range queries for melee units perfectly matches their range attacks,
range queries for ranged units does not because they use the same non-parabolic query as rest of units.
May be because performance or because no-one bothered to give them parabolic queries. I believe there is ticket for that. Anyway that causes ranged units to get targets which are actually out of range or not get targets that would be in parabolic range.

Sep 9 2020, 4:27 PM
Silier accepted D2334: Fix restartColorFade being passed too many arguments.

missed in https://code.wildfiregames.com/rP14702

Sep 9 2020, 4:12 PM
Silier added a reviewer for D2723: Add support for hotloading of sound-related files: Restricted Owners Package.
Sep 9 2020, 3:57 PM
Silier added inline comments to D2961: Fix issues in RangeManager following rP23769.
Sep 9 2020, 3:49 PM
Silier added inline comments to D2980: Get dropsite resources from simulation..
Sep 9 2020, 3:41 PM
Silier requested changes to D2980: Get dropsite resources from simulation..
Sep 9 2020, 3:37 PM
Stan updated the Trac tickets for D1739: Introduce a replacement container for EntityMap, std::map, std::unordered_map and boost::unordered_map.
Sep 9 2020, 1:13 PM
Stan added a comment to rP23592: Add a C++ interface for CCmpAttack..

Now D2998

Sep 9 2020, 11:44 AM
Silier updated the summary of D3002: [Petra/Ai] Use parabolic range calculation when checking range of ranged attacks using elevation bonus from templates.
Sep 9 2020, 10:48 AM
Silier added a comment to D3002: [Petra/Ai] Use parabolic range calculation when checking range of ranged attacks using elevation bonus from templates.

no, thats just my english, thank you

Sep 9 2020, 10:48 AM
Nescio added a comment to D3002: [Petra/Ai] Use parabolic range calculation when checking range of ranged attacks using elevation bonus from templates.

loose

Is this some kind of sociolect? I'm asking because I've also observed other team members write ‘loose’ (i.e. set free, release) instead of ‘lose’ (i.e. be deprived of, cease to have) more than once.

Sep 9 2020, 10:46 AM
gameboy added a comment to D2382: [WIP] - Building Sockets..

Has the ghost been cleared?

Sep 9 2020, 10:22 AM
Silier added inline comments to D3002: [Petra/Ai] Use parabolic range calculation when checking range of ranged attacks using elevation bonus from templates.
Sep 9 2020, 8:59 AM
Stan added inline comments to D3002: [Petra/Ai] Use parabolic range calculation when checking range of ranged attacks using elevation bonus from templates.
Sep 9 2020, 8:46 AM
Silier added inline comments to D3002: [Petra/Ai] Use parabolic range calculation when checking range of ranged attacks using elevation bonus from templates.
Sep 9 2020, 8:34 AM
autobuild committed rP24030: [Windows] Automated build..
[Windows] Automated build.
Sep 9 2020, 7:27 AM

Sep 8 2020

Silier planned changes to D3002: [Petra/Ai] Use parabolic range calculation when checking range of ranged attacks using elevation bonus from templates.

dummy
(a+b)*(a+b) != a*a + b*b

Sep 8 2020, 10:58 PM
Silier updated the diff for D2652: Do not allow upgrading when entity is producing and vice versa..

let jenkins complain about intendation

Sep 8 2020, 10:43 PM
Silier updated the test plan for D3002: [Petra/Ai] Use parabolic range calculation when checking range of ranged attacks using elevation bonus from templates.
Sep 8 2020, 10:39 PM
Silier updated the diff for D3002: [Petra/Ai] Use parabolic range calculation when checking range of ranged attacks using elevation bonus from templates.
Sep 8 2020, 10:37 PM
Silier planned changes to D3002: [Petra/Ai] Use parabolic range calculation when checking range of ranged attacks using elevation bonus from templates.
Sep 8 2020, 10:30 PM
Vulcan added a comment to D3002: [Petra/Ai] Use parabolic range calculation when checking range of ranged attacks using elevation bonus from templates.

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

Sep 8 2020, 10:30 PM
Silier updated the diff for D3002: [Petra/Ai] Use parabolic range calculation when checking range of ranged attacks using elevation bonus from templates.

use correct elevation range calculation

Sep 8 2020, 10:24 PM