Successful build - Chance fights ever on the side of the prudent.
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Oct 10 2020
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Oct 9 2020
If an animal is Domestic (i.e. controllable), it should keep the order sounds; otherwise they should be removed, yes. Did I miss any?
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.)
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.
- solve <order_attack> inconsistency spotted by @Freagarach
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; } }
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.
- Units demo loads fine.
- Changes are complete.
- Changes are nice (cleans up nicely; we can add categories when needed).
- removed unnecessary <TerritoryInfluence> from ptol_lighthouse.xml
Something for a future patch: rename <trained> to <created> (because of ships, siege engines, aeroplanes, etc.).
- 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
In D2855#132915, @Freagarach wrote: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.)
Nay, I meant for non-fauna :) I.e. support elephant, trader and healer.
In D2855#132904, @Freagarach wrote: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.
- address in-line comments by @Freagarach
Because it's art?
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.
I didn't see anything strange in-game.
In D2809#132399, @Vulcan wrote: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
I'm not sure what you mean. I can't write tests for hardware I don't know or hasn't come out yet.
Tested, now it works without crash on Atlas. The fix is pretty straightforward.
Oct 8 2020
What I'd like to see first is a written and working test for the core stuff and only then QPC adding.
Does LTO work correctly for old supported compiler? Maybe it should be disabled by default since it might slow down compilation during development.
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)?
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.
In D2938#128175, @wraitii wrote: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.
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.
template_unit_support_healer.xml:48: <order_attack>voice/{lang}/civ/civ_{phenotype}_attack.xml</order_attack>
Why didn't we move the icons here again?
Rest looks good.
(Please note that wall towers are also refuge positions for women now.)
Oct 7 2020
Looks correct and probably a good idea to separate the local variable mess that this shader was.
Oct 6 2020
Successful build - Chance fights ever on the side of the prudent.
Interpret close button as exit in case we can't continue.
Because what title says, and comment above, I have to request changes.
For continue removal completeness, one can still ignore error window on windows using x when application continues execution.
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 5 2020
Some probably should have been added in rP23182, for some others times changed.
Successful build - Chance fights ever on the side of the prudent.
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:
- standardized settlement file names
- changed siege wall foundations
Well if they only needed a better texture that would have raised the chance :)
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?
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.
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 4 2020
I guess the orange ones really look too bad to be used? What if they used the same textures as the other instead?
Successful build - Chance fights ever on the side of the prudent.
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.
Proper implementation of fatal error.
After pressing continue and application closing, I got this:
Oct 3 2020
I guess the create folder option might be for another patch.
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.
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 2 2020
Assets that are deleted on the left and centre, and assets that are used on the right; zoom in for more detail:
- delete more related, unused files
- keep fndn_*_tower.xml and fndn_*_wall.xml actors
- delete nine unused scaffold props and meshes
- delete now useless files pointed out by @Stan
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'
The patch also creates useless files because props/structures/persians/barracks.xml will never be used ever after that, and the relevant DAE
That's what this patch does, right?