I guess unduping the list is required if we ever have the "autocomplete more names" feature.
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Sep 13 2021
In D4270#181692, @Stan wrote:Just for the record how bad does it look for ARB since there is no shader ?
In rP25789#53944, @Ceres wrote:Even if not possible automatically from within the game, maybe it was enough to create them by screenshots or so? I would help with it, if deemed feasible.
I would also like biome previews for every map, but the problem is that it is tedious to do by without automation. You not only have to do it once, but you also have to repeat the whole process when textures or maps get updated.
Maybe it's too late now to ask: I wonder if more arts for other bioms for (all?) maps could be added? Even if not possible automatically from within the game, maybe it was enough to create them by screenshots or so? I would help with it, if deemed feasible. As far as I understand, there was not just one map where the biom can be changed. However, when I read previous comments, I (mis-)understand them that there was just one map. Assuming that the biom can be changed for more, then maybe adding arts (outside the game) would indeed be nice. Nothing prio, of course. What are your thoughts about this?
Could we use these civ icons?
https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/art/textures/ui/session/portraits/emblems
In D4270#181709, @Stan wrote:You can use github.com or github1s.com's search features
Thanks for the tip, that works great.
Arb are a special kind of shaders used when you disable glsl
Well, good news and bad news:
player_water looks nice (enough) on all objects I tested:
there seems to be also a model_water.xml which uses the same shader, but I couldn't find any object where this is actually used?
You can use github.com or github1s.com's search features
In D4270#181692, @Stan wrote:Nice patch. How does it look for other objects using that shader?
That is the question, I'm not sure where it is used elsewhere, so I need to find out how to tell windows to search inside all the files.
Just for the record how bad does it look for ARB since there is no shader ?
What is ARB?
Wouldn't a rotated background (even if dimmed) look a bit awkward? I just think about this great dog with his legs in the air. ;)
Don't think that's possible. Also the idea is to have some faded background like so
That's cool, but the background also needs to rotate, otherwise it feels like the map is static and my base is moving across the map.
@vladislavbelov wrote via IRC 0ad-dev (18/Aug/21)
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Nice patch. How does it look for other objects using that shader?
Just for the record how bad does it look for ARB since there is no shader ?
To avoid duplicates in the listPlayerNames array we added indexOf, without this the results would show duplicate names of players currently in the lobby and in the boardlist. As shown below:
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Remove the changes in the default.cfg file that allowed me to enter the A25 lobby for better testing.
Fixing a problem where the boardlist names are not pulled before opening the profile player lookup.
- The code looks good.
- The feature is nice and small.
If no-one objects about the visuals I'll try to commit this somewhere this week.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Adopt Freagarach's solution.
Apply the patch and compile the game
Ok.
Make sure that terrain texture blending works with/without GLSL
Could not see any difference when playing with this patch applied and without this patch.
Painting in Atlas works as before
Yes, tested with working copy rP25918.
GIF below without the patch:
GIF below with the patch applied:
Sep 12 2021
@vladislavbelov can you commit this now that you cleaned up CStr?
In D3868#181632, @Freagarach wrote:There is no timer when the berries are full, they only run when they have been gathered
So the performance impact is insignificant? In that case yes why not :)
and as such players can notice it?
I was just referring to the patch description. "The effect will be minor"
In D4032#181631, @Stan wrote:Maybe the conventions should say modern English.
https://prowritingaid.com/grammar/1000188/Fro-vs-from%E2%80%94what-is-the-difference
I guess someone will "correct" it later then. I must say I (seem to) use archaic English (and Dutch, for that matter) more often.
There is no timer when the berries are full, they only run when they have been gathered and as such players can notice it?
Maybe the conventions should say modern English.
https://prowritingaid.com/grammar/1000188/Fro-vs-from%E2%80%94what-is-the-difference
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Sorry, I was away. As I wrote before, credits belong to @nwtour . If you want to add me, too, I don't disagree, though. ;) But please without my email address (nick is enough). If that is not possible, I don't care. Mostly, I am here to help and to learn - if mentioned or not, is not so important for me. :) Cheers!
*Maybe* fixed the ungarrisoning.(Worked twice, but I have to test it more) Furthermore I was able to fix some errors, that occur after returning from emergency state.
When @Ceres want to be in credits, they can make differential, from last info I know they did not want to be there
In D4263#181240, @Freagarach wrote:In D4263#181229, @Langbart wrote:Edit: fro --> from L260 ResourceSupply.js
fro is just as good English as from as far as I know. :)
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Fix lint warnings. Correctly set player presence in playlist when user interacts with the replay or the last summary button. Compatibility mod check when opening last summary.
The names of the top 100 players are only available for autocomplete when you press the "Leaderboard” button first.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
In D3868#167382, @Stan wrote:One argument @wraitii had for the relative uselesness of regenerating berries is performance. It running all the time and not being used will mean that you'll waste some perf doing it;
Restoring the two decimal places for the W/L percentage. Adding the players from the board list to the autocomplete function. elexis' idea, just trying to get it to work :)
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Change tip text.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
To config.
Sep 11 2021
Summarizing the activity on the forum (and for this situation), I would suggest such a patch ;-)
diff --git a/binaries/data/mods/public/gui/credits/texts/community.json b/binaries/data/mods/public/gui/credits/texts/community.json index 0910b9f959..2c05f8fa6d 100644 --- a/binaries/data/mods/public/gui/credits/texts/community.json +++ b/binaries/data/mods/public/gui/credits/texts/community.json @@ -5,6 +5,7 @@ "List": [ { "nick": "Black OP", "name": "Randy Sage" }, { "nick": "bstempi", "name": "Brian Stempin" }, + { "nick": "Ceres" }, { "nick": "chichigrande", "name": "Matthew Rogers" }, { "nick": "CodeOptimist", "name": "Nathanael Barbettini" }, { "name": "Danny Reese" },
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Fixed some bugs and errors.
In D4254#180813, @bb wrote:Don't forget to add yourself to the programming.json credits
didn't find more usecases in the vicinity.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
get it out of queue again
Thanks for the patch
@Langbart can you close this?
thanks
Build failure - The Moirai have given mortals hearts that can endure.
Build failure - The Moirai have given mortals hearts that can endure.
Build failure - The Moirai have given mortals hearts that can endure.
Rebase + conversion to map (I still have some to do for that).
Thank you, I agree with you - and will try to add the longer text as a tooltip.
You can always discuss stuff on the forum, but not sure how many people there are interested in a small UI improvement. You can always try I guess.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.