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Oct 10 2020

bb closed D2998: Do not hardcode attacktypes in the engine/Atlas.
Oct 10 2020, 5:14 PM
bb added inline comments to D3021: Stop dodging arrows by spamclicking or patrol: Acceleration.
Oct 10 2020, 5:12 PM
Vulcan added a comment to D3021: Stop dodging arrows by spamclicking or patrol: Acceleration.

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

Oct 10 2020, 4:59 PM
bb updated the diff for D3021: Stop dodging arrows by spamclicking or patrol: Acceleration.

Comments

Oct 10 2020, 4:53 PM
gameboy added a comment to D3028: Refactors water shader to separate refraction.

@vladislavbelov

Oct 10 2020, 12:55 AM

Oct 9 2020

Nescio added a comment to D2855: clean up sound groups in unit templates.

If an animal is Domestic (i.e. controllable), it should keep the order sounds; otherwise they should be removed, yes. Did I miss any?

Oct 9 2020, 7:11 PM
Freagarach added a comment to D2855: clean up sound groups in unit templates.

I understand that you've also removed the order_walk from those *fauna* entries, but that implies they ought to be removed from other gaia animals as well? (In the gaia-folder.)

Oct 9 2020, 6:10 PM
lyv added a comment to D2726: AMD Ryzen fix.

I assume the TSC assumed to be present is invariant. I read that Intel's use invariant which is tied to the nominal clockrate and therefore not affected by either the turbo mode, or the low power mode and pretty much stays in sync even when throttled. I guess AMD doesn't deem it worth supporting the invariant TSC anymore. Or maybe, they never did, and the issue arose with these new ones.

Oct 9 2020, 4:26 PM
Nescio added inline comments to D3029: add num pad hotkey equivalents.
Oct 9 2020, 3:41 PM
Nescio added a comment to D3007: [gui] correct some strings.

@Freagarach?

Oct 9 2020, 3:39 PM
Nescio updated the diff for D2855: clean up sound groups in unit templates.
  • solve <order_attack> inconsistency spotted by @Freagarach
Oct 9 2020, 3:38 PM
Nescio requested review of D3029: add num pad hotkey equivalents.
Oct 9 2020, 3:36 PM
Freagarach added a comment to D2791: Do not attempt to gather when full on that resource.
In D2791#131630, @Angen wrote:

3.) If there is no dropsite, it would fail after moving to resource anyway, but it would be near point where player expects it to go when gives that order, I think it could be confusing why it is not moving, maybe we could inform player that unit failed to find dropsite for given resource (just idea)

We could just move to a dropsite when it is found and continue "as usual" when it is not found? Which means it will try to gather and stop thereafter.

		{
			let nearestDropsite = this.FindNearestDropsite(msg.data.type.generic);
			if (nearestDropsite)
			{
				this.PushOrderFront("ReturnResource", {
					"target": nearestDropsite,
					"force": false,
					"type": msg.data.type
				});
				return;
			}
		}
Oct 9 2020, 3:34 PM
Freagarach added a comment to D2855: clean up sound groups in unit templates.

My grep for <order_attack> shows that some, but not all, *fauna* entities having an attack have that sound defined. Since they're not controllable, they cannot be used, but as is now it is inconsistent.

Oct 9 2020, 2:57 PM
Freagarach accepted D3016: clean up structure templates build restriction categories, sounds etc.
  • Units demo loads fine.
  • Changes are complete.
  • Changes are nice (cleans up nicely; we can add categories when needed).
Oct 9 2020, 12:54 PM
Nescio updated the diff for D3016: clean up structure templates build restriction categories, sounds etc.
  • removed unnecessary <TerritoryInfluence> from ptol_lighthouse.xml
Oct 9 2020, 12:03 PM
Nescio added a comment to D2855: clean up sound groups in unit templates.

Something for a future patch: rename <trained> to <created> (because of ships, siege engines, aeroplanes, etc.).

Oct 9 2020, 11:53 AM
Nescio updated the diff for D2855: clean up sound groups in unit templates.
  • clean up template_unit_support_* sounds
  • give maur_elephant_archer_b.xml and maur_support_elephant.xml the same sounds as template_unit_champion_elephant.xml and template_unit_hero_elephant_melee.xml
Oct 9 2020, 11:49 AM
Freagarach added inline comments to D2855: clean up sound groups in unit templates.
Oct 9 2020, 11:25 AM
Nescio added a comment to D2855: clean up sound groups in unit templates.

Nay, I meant for non-fauna :) I.e. support elephant, trader and healer.

<order_attack> isn't removed from template_unit_support_* files in this patch, is it? Should it? (<attack_melee> is.)

Oct 9 2020, 11:23 AM
Freagarach added a comment to D2855: clean up sound groups in unit templates.

Nay, I meant for non-fauna :) I.e. support elephant, trader and healer.

Oct 9 2020, 11:09 AM
Nescio added a comment to D2855: clean up sound groups in unit templates.

Perhaps the <order_attack> lines ought to stay since now no sound is played with a mixed group where the first entity in the selection happens to have no attack order sound. Ideally we'd use the sound of the first entity that can actually perform the command.

You mean for fauna? Non-domestic animals can't be trained or controlled, so order sounds won't be used, will they? Moreover, animals that can attack (e.g. bear, crocodile, lion) don't have order sounds either.

Oct 9 2020, 11:03 AM
Nescio added inline comments to D3016: clean up structure templates build restriction categories, sounds etc.
Oct 9 2020, 10:58 AM
Nescio updated the diff for D3016: clean up structure templates build restriction categories, sounds etc.
Oct 9 2020, 10:58 AM
Nescio added a comment to D2952: Move {civ}_*.xml → {civ}/*.xml in templates..

Because it's art?

Oct 9 2020, 10:46 AM
autobuild committed rP24094: [i18n] Updated POT and PO files..
[i18n] Updated POT and PO files.
Oct 9 2020, 9:34 AM
Freagarach added a comment to D2855: clean up sound groups in unit templates.

Perhaps the <order_attack> lines ought to stay since now no sound is played with a mixed group where the first entity in the selection happens to have no attack order sound. Ideally we'd use the sound of the first entity that can actually perform the command.

Oct 9 2020, 9:24 AM
Freagarach added a comment to D3028: Refactors water shader to separate refraction.

I didn't see anything strange in-game.

Oct 9 2020, 9:21 AM
Stan added a comment to D3017: macOs warning fix.

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

builderr-debug-macos.txt
../../../source/simulation2/scripting/JSInterface_Simulation.cpp:155:4: warning: suggest braces around initialization of subobject [-Wmissing-braces]
                        CFixedVector2D(-halfSize.X, -halfSize.Y),
                        ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1 warning generated.
../../../source/third_party/fmt/format.cpp:145:7: warning: '_POSIX_C_SOURCE' is not defined, evaluates to 0 [-Wundef]
#if ((_POSIX_C_SOURCE >= 200112L || _XOPEN_SOURCE >= 600) && !_GNU_SOURCE) || (defined(__ANDROID__) && __ANDROID__)
      ^
../../../source/third_party/fmt/format.cpp:145:37: warning: '_XOPEN_SOURCE' is not defined, evaluates to 0 [-Wundef]
#if ((_POSIX_C_SOURCE >= 200112L || _XOPEN_SOURCE >= 600) && !_GNU_SOURCE) || (defined(__ANDROID__) && __ANDROID__)
                                    ^
2 warnings generated.
../../../source/lib/snd.cpp:33:5: warning: 'CONFIG2_AUDIO' is not defined, evaluates to 0 [-Wundef]
#if CONFIG2_AUDIO
    ^
1 warning generated.
In file included from ../../../source/graphics/tests/test_Camera.cpp:17:
/Users/wfg/Jenkins/workspace/macos-differential/source/graphics/tests/test_Camera.h:168:4: warning: suggest braces around initialization of subobject [-Wmissing-braces]
                        CVector3D(-101.0f, -101.0f, 101.0f),
                        ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1 warning generated.
In file included from ../../../source/simulation2/tests/test_SerializeTemplates.cpp:17:
/Users/wfg/Jenkins/workspace/macos-differential/source/simulation2/tests/test_SerializeTemplates.h:39:4: warning: suggest braces around initialization of subobject [-Wmissing-braces]
                        3, 0, 1, 4, 1, 5
                        ^~~~~~~~~~~~~~~~
                        {               }
1 warning generated.
builderr-release-macos.txt
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/ranlib: file: ../../../binaries/system/libnetwork.a(precompiled.o) has no symbols
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/ranlib: file: ../../../binaries/system/libtinygettext.a(precompiled.o) has no symbols
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/ranlib: file: ../../../binaries/system/libtinygettext.a(tinygettext.o) has no symbols
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/ranlib: file: ../../../binaries/system/liblobby.a(precompiled.o) has no symbols
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/ranlib: file: ../../../binaries/system/libglooxwrapper.a(precompiled.o) has no symbols
../../../source/simulation2/scripting/JSInterface_Simulation.cpp:155:4: warning: suggest braces around initialization of subobject [-Wmissing-braces]
                        CFixedVector2D(-halfSize.X, -halfSize.Y),
                        ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1 warning generated.
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/ranlib: file: ../../../binaries/system/libsimulation2.a(precompiled.o) has no symbols
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/ranlib: file: ../../../binaries/system/libscriptinterface.a(precompiled.o) has no symbols
../../../source/third_party/fmt/format.cpp:145:7: warning: '_POSIX_C_SOURCE' is not defined, evaluates to 0 [-Wundef]
#if ((_POSIX_C_SOURCE >= 200112L || _XOPEN_SOURCE >= 600) && !_GNU_SOURCE) || (defined(__ANDROID__) && __ANDROID__)
      ^
../../../source/third_party/fmt/format.cpp:145:37: warning: '_XOPEN_SOURCE' is not defined, evaluates to 0 [-Wundef]
#if ((_POSIX_C_SOURCE >= 200112L || _XOPEN_SOURCE >= 600) && !_GNU_SOURCE) || (defined(__ANDROID__) && __ANDROID__)
                                    ^
2 warnings generated.
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/ranlib: file: ../../../binaries/system/libengine.a(precompiled.o) has no symbols
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/ranlib: file: ../../../binaries/system/libengine.a(OggData.o) has no symbols
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/ranlib: file: ../../../binaries/system/libengine.a(SoundData.o) has no symbols
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/ranlib: file: ../../../binaries/system/libengine.a(ogg.o) has no symbols
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/ranlib: file: ../../../binaries/system/libengine.a(CBufferItem.o) has no symbols
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/ranlib: file: ../../../binaries/system/libengine.a(CSoundBase.o) has no symbols
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/ranlib: file: ../../../binaries/system/libengine.a(CSoundItem.o) has no symbols
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/ranlib: file: ../../../binaries/system/libengine.a(CStreamItem.o) has no symbols
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/ranlib: file: ../../../binaries/system/libgraphics.a(precompiled.o) has no symbols
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/ranlib: file: ../../../binaries/system/libatlas.a(precompiled.o) has no symbols
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/ranlib: file: ../../../binaries/system/libgui.a(precompiled.o) has no symbols
../../../source/lib/snd.cpp:33:5: warning: 'CONFIG2_AUDIO' is not defined, evaluates to 0 [-Wundef]
#if CONFIG2_AUDIO
    ^
1 warning generated.
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/ranlib: file: ../../../binaries/system/liblowlevel.a(dbghelp.o) has no symbols
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/ranlib: file: ../../../binaries/system/liblowlevel.a(file_stats.o) has no symbols
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/ranlib: file: ../../../binaries/system/liblowlevel.a(vfs_path.o) has no symbols
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/bin/ranlib: file: ../../../binaries/system/liblowlevel.a(snd.o) has no symbols
In file included from ../../../source/graphics/tests/test_Camera.cpp:17:
/Users/wfg/Jenkins/workspace/macos-differential/source/graphics/tests/test_Camera.h:168:4: warning: suggest braces around initialization of subobject [-Wmissing-braces]
                        CVector3D(-101.0f, -101.0f, 101.0f),
                        ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
1 warning generated.
In file included from ../../../source/simulation2/tests/test_SerializeTemplates.cpp:17:
/Users/wfg/Jenkins/workspace/macos-differential/source/simulation2/tests/test_SerializeTemplates.h:39:4: warning: suggest braces around initialization of subobject [-Wmissing-braces]
                        3, 0, 1, 4, 1, 5
                        ^~~~~~~~~~~~~~~~
                        {               }
1 warning generated.

Link to build: https://jenkins.wildfiregames.com/job/macos-differential/1593/display/redirect

Oct 9 2020, 8:22 AM
Stan added a comment to D2726: AMD Ryzen fix.

I'm not sure what you mean. I can't write tests for hardware I don't know or hasn't come out yet.

Oct 9 2020, 8:11 AM
vladislavbelov added inline comments to D2528: Performance improvements to VertexBuffer.
Oct 9 2020, 1:23 AM
vladislavbelov accepted D2961: Fix issues in RangeManager following rP23769.

Tested, now it works without crash on Atlas. The fix is pretty straightforward.

Oct 9 2020, 1:14 AM

Oct 8 2020

vladislavbelov added a comment to D2726: AMD Ryzen fix.

What I'd like to see first is a written and working test for the core stuff and only then QPC adding.

Oct 8 2020, 11:47 PM
vladislavbelov added a comment to D2934: Enable link-time optimisation (LTO).

Does LTO work correctly for old supported compiler? Maybe it should be disabled by default since it might slow down compilation during development.

Oct 8 2020, 11:41 PM
vladislavbelov added inline comments to D3021: Stop dodging arrows by spamclicking or patrol: Acceleration.
Oct 8 2020, 11:24 PM
vladislavbelov added a comment to D3022: Allow cText to be non-wrapping.

Having Width == 0 and text_nowrap both is the code duplicating. Why not to fix Width == 0 with new lines? Or to tie them together by renaming (like text_nowrap and text_wrap_width)?

Oct 8 2020, 11:13 PM
vladislavbelov accepted D2998: Do not hardcode attacktypes in the engine/Atlas.

I think we need unify and cleanup CStr/CStr/std::string/std::wstring things in future. That patch looks good, and it's definitely good for modders.

Oct 8 2020, 11:01 PM
vladislavbelov added a comment to D2938: GL_ARB instancing to reduce draw calls.

This might mean that it'd be good to use a vertex attribue with vertexAttribDivisor instead, as vladislav suggested.

I'd like to see comparison. Also glVertexAttribDivisor actually allows you to use a single vertex buffer during all draw calls. Which means that you need bind/setup/update it only once before drawing.

Oct 8 2020, 10:58 PM
vladislavbelov added a comment to D3017: macOs warning fix.

I think we shouldn't change the code in case of warning (maybe omit warning for the specific version of the compiler). Since it's the correct assignment by standard (list_initialization). Also using second level of braces means that we should know how the container is implemented inside which isn't the desirable thing.

Oct 8 2020, 10:53 PM
Freagarach added a comment to D2855: clean up sound groups in unit templates.

template_unit_support_healer.xml:48: <order_attack>voice/{lang}/civ/civ_{phenotype}_attack.xml</order_attack>

Oct 8 2020, 8:26 PM
Freagarach added a comment to D2952: Move {civ}_*.xml → {civ}/*.xml in templates..

Why didn't we move the icons here again?

Oct 8 2020, 8:04 PM
Freagarach added a comment to D3016: clean up structure templates build restriction categories, sounds etc.

Rest looks good.

Oct 8 2020, 6:47 PM
Herald added a reviewer for D2769: [gameplay] add visible garrison points to wall towers: Balancing.

(Please note that wall towers are also refuge positions for women now.)

Oct 8 2020, 5:54 PM

Oct 7 2020

vladislavbelov requested review of D3028: Refactors water shader to separate refraction.
Oct 7 2020, 9:26 PM
vladislavbelov committed rP24093: Moves textures samples and calculations in the water shader to related parts of….
Moves textures samples and calculations in the water shader to related parts of…
Oct 7 2020, 9:03 PM
vladislavbelov committed rP24092: Refactors water shader to move reflection in a separate function..
Refactors water shader to move reflection in a separate function.
Oct 7 2020, 8:44 PM
vladislavbelov closed D3027: Refactors water shader to separate reflection.
Oct 7 2020, 8:44 PM
Silier accepted D2908: Deny to run the game with Fixed rendering pipeline.
Oct 7 2020, 6:40 PM
wraitii accepted D3027: Refactors water shader to separate reflection.

Looks correct and probably a good idea to separate the local variable mess that this shader was.

Oct 7 2020, 9:40 AM
Stan added inline comments to D3027: Refactors water shader to separate reflection.
Oct 7 2020, 9:27 AM
vladislavbelov requested review of D3027: Refactors water shader to separate reflection.
Oct 7 2020, 12:42 AM

Oct 6 2020

Vulcan added a comment to D2908: Deny to run the game with Fixed rendering pipeline.

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

Oct 6 2020, 9:46 PM
vladislavbelov updated the diff for D2908: Deny to run the game with Fixed rendering pipeline.

Interpret close button as exit in case we can't continue.

Oct 6 2020, 9:28 PM
Silier requested changes to D2908: Deny to run the game with Fixed rendering pipeline.

Because what title says, and comment above, I have to request changes.

Oct 6 2020, 6:39 PM
Silier added a comment to D2908: Deny to run the game with Fixed rendering pipeline.

For continue removal completeness, one can still ignore error window on windows using x when application continues execution.

Oct 6 2020, 6:33 PM
Silier accepted D2908: Deny to run the game with Fixed rendering pipeline.

I tested it with renderpath = "fixed" in combination with preferglsl = "true" and preferglsl = "false".
In both cases, error window appeared and application closed successfully.
Only break and exit actions have been available.
Codewise implementation looks reasonable.

Oct 6 2020, 6:19 PM

Oct 5 2020

bb added a comment to rP23997: Add some missing credits.

Some probably should have been added in rP23182, for some others times changed.

Oct 5 2020, 8:40 PM
Vulcan added a comment to D3019: [art] delete unused scaffolds.

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

Oct 5 2020, 11:59 AM
Nescio added a comment to D3019: [art] delete unused scaffolds.

The two settlements (unused but possibly worth keeping for e.g. map decoration):


Previous foundation actors of siege wall segments:

Proposed foundation actors of siege wall segments:

Oct 5 2020, 11:37 AM
Nescio updated the diff for D3019: [art] delete unused scaffolds.
  • standardized settlement file names
  • changed siege wall foundations
Oct 5 2020, 11:35 AM
Stan added a comment to D3019: [art] delete unused scaffolds.

Well if they only needed a better texture that would have raised the chance :)

Oct 5 2020, 10:54 AM
Nescio added a comment to D3019: [art] delete unused scaffolds.

I guess the orange ones really look too bad to be used? What if they used the same textures as the other instead?

The colour is not really the problem, the whole design is poor; if you zoom in it looks even worse. Example in game:


They're unused now; how likely is it they'll ever be used?

Oct 5 2020, 10:38 AM
Nescio removed 1 auditor(s) for rP24082: Texture Update: Gaul actor file and texture update (including Briton elite…: Nescio.

The missing art file errors are solved by rP24085.
The file names still don't exactly follow the format outlined in https://trac.wildfiregames.com/wiki/ArtFileNamingConventions, though that's a minor point.

Oct 5 2020, 10:11 AM
Nescio removed 1 auditor(s) for rP24081: Texture Update: Celtic linothorax (Minor detail fix): Nescio.

The missing art file errors are solved by rP24085.
The file names still don't exactly follow the format outlined in https://trac.wildfiregames.com/wiki/ArtFileNamingConventions, though that's a minor point.

Oct 5 2020, 10:11 AM
autobuild committed rP24091: [i18n] Updated POT and PO files..
[i18n] Updated POT and PO files.
Oct 5 2020, 10:08 AM
autobuild committed rP24090: [Windows] Automated build..
[Windows] Automated build.
Oct 5 2020, 7:32 AM

Oct 4 2020

Stan added a comment to D3019: [art] delete unused scaffolds.

I guess the orange ones really look too bad to be used? What if they used the same textures as the other instead?

Oct 4 2020, 11:06 PM
Harbormaster failed to build B13309: rP24089: Remove a bunch of unused/duplicated textures. The duplicated ones might have an… for rP24089: Remove a bunch of unused/duplicated textures. The duplicated ones might have an…!
Oct 4 2020, 11:04 PM
Stan committed rP24089: Remove a bunch of unused/duplicated textures. The duplicated ones might have an….
Remove a bunch of unused/duplicated textures. The duplicated ones might have an…
Oct 4 2020, 11:02 PM
Vulcan added a comment to D2908: Deny to run the game with Fixed rendering pipeline.

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

Oct 4 2020, 4:26 PM
vladislavbelov added a comment to D2908: Deny to run the game with Fixed rendering pipeline.
In D2908#132784, @Angen wrote:

After pressing continue and application closing, I got this:

Now you shouldn't be able to press "Continue" on any platform.

Oct 4 2020, 4:12 PM
vladislavbelov updated the diff for D2908: Deny to run the game with Fixed rendering pipeline.

Proper implementation of fatal error.

Oct 4 2020, 4:09 PM
vladislavbelov updated the test plan for D2908: Deny to run the game with Fixed rendering pipeline.
Oct 4 2020, 4:05 PM
Silier added a comment to D2908: Deny to run the game with Fixed rendering pipeline.

After pressing continue and application closing, I got this:

Oct 4 2020, 12:42 PM
Silier committed rP24088: Do not allow upgrading when entity is producing and vice versa..
Do not allow upgrading when entity is producing and vice versa.
Oct 4 2020, 12:23 PM
Silier closed D2652: Do not allow upgrading when entity is producing and vice versa..
Oct 4 2020, 12:21 PM
Harbormaster failed to build B13306: rP24087: Fixes crash with mod packing on a wrong path. for rP24087: Fixes crash with mod packing on a wrong path.!
Oct 4 2020, 12:20 PM
vladislavbelov committed rP24087: Fixes crash with mod packing on a wrong path..
Fixes crash with mod packing on a wrong path.
Oct 4 2020, 12:19 PM
vladislavbelov closed D3026: Fixes crash with mod packing on a wrong path.
Oct 4 2020, 12:18 PM
Silier raised a concern with rP23392: Landscape and Daytime gamesetup options for the Unknown, Danubius and Polar Sea….
Oct 4 2020, 11:30 AM
wraitii added inline comments to D2808: Allow resistance to StatusEffects..
Oct 4 2020, 9:42 AM

Oct 3 2020

Stan added a comment to D3026: Fixes crash with mod packing on a wrong path.

I guess the create folder option might be for another patch.

Oct 3 2020, 7:24 PM
vladislavbelov added a comment to D3026: Fixes crash with mod packing on a wrong path.
In D3026#132770, @Stan wrote:

Questions: Should it try to create the folder instead?

It might be an option.

Shouldn't we use something that does not rely on debug view?

In theory we need something for Windows users, but currently we don't have such terminal output for all errors/warnings on Windows.

Oct 3 2020, 7:23 PM
Stan accepted D3026: Fixes crash with mod packing on a wrong path.

Patch works as expected. Check is at the correct location, as it does not make sense to check the path before that. Behavior is better than the game telling you it created a broken file;

Oct 3 2020, 7:21 PM
vladislavbelov updated the test plan for D3026: Fixes crash with mod packing on a wrong path.
Oct 3 2020, 7:14 PM
vladislavbelov requested review of D3026: Fixes crash with mod packing on a wrong path.
Oct 3 2020, 7:04 PM
wackyserious committed rP24086: New Texture: Brasidas (Sparta).
New Texture: Brasidas (Sparta)
Oct 3 2020, 3:53 PM
wackyserious committed rP24085: Texture and actor file fix: Gauls and Britons (Plus new textures for Briton….
Texture and actor file fix: Gauls and Britons (Plus new textures for Briton…
Oct 3 2020, 3:33 PM
autobuild committed rP24084: [Windows] Automated build..
[Windows] Automated build.
Oct 3 2020, 7:28 AM

Oct 2 2020

Stan requested review of D3025: Fix userreporter's detection of soundcards.
Oct 2 2020, 8:35 PM
Stan committed rP24083: Remove Babylonian lion from Persian barracks..
Remove Babylonian lion from Persian barracks.
Oct 2 2020, 8:29 PM
Stan closed D3011: [art/actors] remove Babylonian lion from Persian barracks.
Oct 2 2020, 8:28 PM
Nescio added a comment to D3019: [art] delete unused scaffolds.

Assets that are deleted on the left and centre, and assets that are used on the right; zoom in for more detail:

Oct 2 2020, 4:15 PM
Nescio updated the diff for D3019: [art] delete unused scaffolds.
  • delete more related, unused files
Oct 2 2020, 3:59 PM
Nescio updated the diff for D3019: [art] delete unused scaffolds.
  • keep fndn_*_tower.xml and fndn_*_wall.xml actors
  • delete nine unused scaffold props and meshes
Oct 2 2020, 3:05 PM
Nescio updated the diff for D3011: [art/actors] remove Babylonian lion from Persian barracks.
  • delete now useless files pointed out by @Stan
Oct 2 2020, 2:19 PM
Nescio raised a concern with rP24082: Texture Update: Gaul actor file and texture update (including Briton elite….

Missing file 'art/textures/skins/skeletal/celt_leather_01.png' referenced by: 'public/art/actors/units/britons/cavalry_swordsman_e_r.xml', 'public/art/actors/units/ptolemies/infantry_swordsman_e.xml'
Missing file 'art/textures/skins/skeletal/celt_leather_02.png' referenced by: 'public/art/actors/units/britons/cavalry_swordsman_e_r.xml', 'public/art/actors/units/ptolemies/infantry_swordsman_e.xml'

Oct 2 2020, 2:15 PM
Stan added a comment to D3011: [art/actors] remove Babylonian lion from Persian barracks.

The patch also creates useless files because props/structures/persians/barracks.xml will never be used ever after that, and the relevant DAE

Oct 2 2020, 2:13 PM
wackyserious committed rP24082: Texture Update: Gaul actor file and texture update (including Briton elite….
Texture Update: Gaul actor file and texture update (including Briton elite…
Oct 2 2020, 2:12 PM
Nescio added a comment to D3011: [art/actors] remove Babylonian lion from Persian barracks.

That's what this patch does, right?

Oct 2 2020, 2:07 PM