Irrelevant.
What if someone writes !Siege into classes.
Then it will break
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Jun 30 2021
In D4184#177941, @Angen wrote:But why was Matchclasslist not working?
Because we try to match a more general condition (Siege) on a more specific class (Siege+Melee).
So MatchesClassList _was_ working. This condition checks string presence, so that will work.
So you are trying to match .classes from untistats.
But there are + variants and for that reason even this conditions will not work correctly at all.
I mean it will for now but just by the luck.
Damn I should have seen it.
But why was Matchclasslist not working?
It is supposed to do the same as the conditions in if.
Its or siege or the rest classes.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Siege was built in the wrong queue.
D4184, but there is more, since she keeps constructing siege without using it.
Jun 29 2021
Either causes or exposes https://wildfiregames.com/forum/topic/45178-a25-svn-version-25810-not-playable/.
I guess a concern would be in place.
In D4180#177870, @Langbart wrote:That's how it should be, right?
Well, ideally not, I guess, but for now, yes.
Good change.
(May or may not be worth a concern.)
My concern is fixed in rP25811.
Jun 28 2021
Jun 26 2021
Successful build - Chance fights ever on the side of the prudent.
Seems to work fine. On mac, we compile with --enable-unicode and I suspect most distros do too. OpenSUSE might well be an exception.
In D4179#177871, @Ceres wrote:@wraitii
For my personal education: What is RB?
@wraitii
For my personal education: What is RB?
Tested it only with a woman and a soldier on the Median Oases(2) map for the Persian civilization and I got the sound when clicking on the treasure.
PS: The actual act of picking up the treasure makes no sound, only when I command the person via mouse to pick up the treasure is a sound omitted. That's how it should be, right?
I almost merged this one but ended up being unsure how people actually wanted it to look. Tech? No tech? Which case should it go in? Which building?
Added some detail. Comment & default values are invalid for the function as it ended up being
Mh, this actually seems annoying enough to me that we might want to RB it.
Jun 25 2021
Is there anything to be changed with regard to this warning?
Jun 24 2021
Taking it out of the queue, but I might take this over some day (TM).
For fauna: I guess, yes. Though you can also train e.g. zebu?
Flora: Certainly, they should be owned by GAIA.
Ruins: Not sure, for those can be player owned?
I was asked by @Palaiologos about this and realized that we forgot to implement this popular patch. I still support it.
Jun 22 2021
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
-Fixed bug, when the collect point is unreachable, all units try forever to go to the point
-Ships now don't count, if they can't reach a collect point
-If defensive+cooperative: If all neutrality requests were accepted and at least territory root is still available, then the state of emergency is lifted.
In D3958#177810, @Schweini wrote:or could I just open up another account ?
Be aware that it is against the Terms Of Service, that you agreed to, to create a second account, unless allowed by WFG (in person of @user1 in this case). So if you think you really need it you should ask @user1.
Jun 21 2021
In D3958#177810, @Schweini wrote:@Langbart, if you could test the changes I just made, that would be great!
I sadly don't have 2 machines ready right now (or could I just open up another account ?), so I can't test it, but I think it's right.
Successful build - Chance fights ever on the side of the prudent.
@Langbart, if you could test the changes I just made, that would be great!
I sadly don't have 2 machines ready right now (or could I just open up another account ?), so I can't test it, but I think it's right.
- Fix bug reported by @Langbart
In rP25381#53216, @Freagarach wrote:But I guess it is not enough, since @nani did not resign from this commit yet.
I just had a discussion with @elexis, it would be good if we can't crash from JS (might have been a thing in the past). So it would be nice if we could reliably serialise NaN and error, or just don't serialise but do error.
In rP25381#53209, @Angen wrote:Feature should not be changed just to please someones liking but to adress flaws it has. In case it does not have them, it should not be changed.
I agree, but the concern seemed to be a matter of preference, so hence the way I asked the question. But I guess it is not enough, since @nani did not resign from this commit yet.
I have noticed a problem in the lobby.
If I have two instances and the one instance that joined the game resigns first and presses "Quit", it is transported to the main page and not the lobby page.
Too late for a25, but it probably makes sense to expand this to merc buildings, such as embassies, too.
Jun 20 2021
Fixed in rP25794.
In rP25381#53200, @Freagarach wrote:@nani has the autoqueue been adapted enough to your liking?
Tried it, I think it behaves as it should now. As I said before, we could add some negative characteristics like a % extra time to train an unit or something similar but that can be added with ease in the next alpha if in this one we detect the function is too overpowered (personally I think is not, but I like it because I have to click less and thus don't get my wrist all work up, see https://en.wikipedia.org/wiki/Carpal_tunnel_syndrome )
I agree with @nani
In rP25381#53200, @Freagarach wrote:@nani has the autoqueue been adapted enough to your liking?
I know i don't write best summaries and test plans, but could it tell more than just pointing to the commit it is fixing?
This removes the fancy mainland biome switch because it was the only map to do that and we lack the tools to automate it
To automate what exactly?
You mean it was only map to have multiple biomes or only map to actually have completed previewes for the biomes?
And you did not remove the switch at all, at least not in this patch.
You just removed art and I still don't understand why it was bad to have this there.
My concern was fixed in rP25804.
@nani has the autoqueue been adapted enough to your liking?
Jun 19 2021
In D3687#166315, @Stan wrote:Not sure what I did with ffm_visiblity but I got this
ERROR: JavaScript error: gui/gamesetup/NetMessages/GameRegisterStanza~badmod.js line 1 GameRegisterStanza is not defined @gui/gamesetup/NetMessages/GameRegisterStanza~badmod.js:1:1 onPress@gui/pregame/MainMenuItems.js:90:13 performButtonAction@gui/pregame/MainMenuItemHandler.js:77:9 pressButton@gui/pregame/MainMenuItemHandler.js:63:10
A commit changed the name of the class.
Why are the files names different from the class names? Makes search twice difficult.
Jun 18 2021
libsdl.cpp ../../../source/lib/external_libraries/libsdl.cpp: In function ‘const char* GetSDLSubsystem(SDL_Window*)’: ../../../source/lib/external_libraries/libsdl.cpp:89:13: warning: this statement may fall through [-Wimplicit-fallthrough=] 89 | subsystem = "Haiku"; | ~~~~~~~~~~^~~~~~~~~ ../../../source/lib/external_libraries/libsdl.cpp:92:2: note: here 92 | default: | ^~~~~~~
Jun 17 2021
Jun 16 2021
Just played the tutorial at rP25799 + D4175 and in the end all objects remained visible.
https://pasteall.org/media/1/1/11c4d7568a39cf0360620e119606b3f4.png