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Sat, Mar 11

wowgetoffyourcellphone accepted D4968: Fixes grass with normal and specular textures.
Sat, Mar 11, 9:00 PM
wowgetoffyourcellphone added a comment to D4968: Fixes grass with normal and specular textures.

Seems to work for flora sprites indeed.

Sat, Mar 11, 9:00 PM
vladislavbelov committed rP27573: Switches VMA to Vulkan 1.1..
Switches VMA to Vulkan 1.1.
Sat, Mar 11, 8:16 PM
vladislavbelov closed D4947: Switches VMA to Vulkan 1.1.
Sat, Mar 11, 8:16 PM
Stan added a comment to D4971: Disable actual turn rate for ships - make their turning purely visual.

Weren't turn rates removed because they caused pathfinding issues with many ships moving at the same time?

Sat, Mar 11, 5:50 PM
Stan added inline comments to D4971: Disable actual turn rate for ships - make their turning purely visual.
Sat, Mar 11, 5:49 PM
marder updated the summary of D4970: tweak unit pushing to prevent overlap.
Sat, Mar 11, 5:04 PM
marder added inline comments to D4971: Disable actual turn rate for ships - make their turning purely visual.
Sat, Mar 11, 4:51 PM
marder updated the summary of D4971: Disable actual turn rate for ships - make their turning purely visual.
Sat, Mar 11, 4:49 PM
Stan added inline comments to D4971: Disable actual turn rate for ships - make their turning purely visual.
Sat, Mar 11, 4:17 PM
marder added a comment to D4762: [gui] remove the 'trained by' and 'builds' string from the extended tooltip.
In D4762#211768, @abian wrote:

Please don't hate me for this, but I do find the "Trained by" useful.

Could you describe a bit more how specifically it's useful?

Sat, Mar 11, 3:54 PM
marder requested review of D4971: Disable actual turn rate for ships - make their turning purely visual.
Sat, Mar 11, 2:47 PM
abian added a comment to D4762: [gui] remove the 'trained by' and 'builds' string from the extended tooltip.

Please don't hate me for this, but I do find the "Trained by" useful. The "Builds" is also useful to check for example if a unit that you haven't trained yet will be able to build a certain structure. I certainly wouldn't be happy with the format, as that brick of plain text doesn't make it easy to find the information you may be looking for.

Sat, Mar 11, 2:44 PM
phosit added a comment to D4967: Lower enet package fragment max size to support certain VPN.

I didn't know there are different guarantees for IPv4 and IPv6.
Then... IMO the TODOs are not required and we shouldn't care about IPv6 for now.

Sat, Mar 11, 2:37 PM
marder requested review of D4970: tweak unit pushing to prevent overlap.
Sat, Mar 11, 2:30 PM
sera added a comment to D4967: Lower enet package fragment max size to support certain VPN.
In D4967#211735, @sera wrote:

Can't just be removed, but it will be possible to make it configurable for users if they have issues, we still should provide a sane default or implement pmtud.

I missread the patch. Your enet-patch has nothing to do with wireguard, right?

Sat, Mar 11, 1:54 PM
phosit added a comment to D4967: Lower enet package fragment max size to support certain VPN.
In D4967#211735, @sera wrote:
Sat, Mar 11, 1:31 PM
marder added a comment to D4762: [gui] remove the 'trained by' and 'builds' string from the extended tooltip.
In D4762#211734, @Stan wrote:

What if a unit is trained by a building you can't build, but you can capture?

Sat, Mar 11, 1:07 PM
phosit added a comment to D4870: Extends network profiler to show sampled values as statistics.

Now some parameters are const and some aren't.

Sat, Mar 11, 12:59 PM
sera added a comment to D4967: Lower enet package fragment max size to support certain VPN.

Is it allowed to mutate ENetHost::mtu directly?
"No fields should be modified unless otherwise stated."

If we follow that there is no way to set pseudo mtu; right after creation and resetting peers after is already the most unlikely way to break in future

Sat, Mar 11, 12:55 PM
Stan added a comment to D4762: [gui] remove the 'trained by' and 'builds' string from the extended tooltip.

What if a unit is trained by a building you can't build, but you can capture?

Sat, Mar 11, 12:49 PM
marder added a comment to D4762: [gui] remove the 'trained by' and 'builds' string from the extended tooltip.
In D4762#211731, @Stan wrote:

This probably something that one won't look at in game, but maybe people do in the structure tree?

Sat, Mar 11, 12:15 PM
Stan added a comment to D4762: [gui] remove the 'trained by' and 'builds' string from the extended tooltip.

This probably something that one won't look at in game, but maybe people do in the structure tree?

Sat, Mar 11, 12:01 PM
Vulcan added a comment to D4962: Converge catapult/ heavy warship stats and get their range closer to A23 values .

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

Sat, Mar 11, 11:58 AM · Balancing
Vulcan added a comment to D4962: Converge catapult/ heavy warship stats and get their range closer to A23 values .

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

Sat, Mar 11, 11:55 AM · Balancing
marder added a comment to D4762: [gui] remove the 'trained by' and 'builds' string from the extended tooltip.

sooo ... any more opinions on this?

Sat, Mar 11, 11:53 AM
marder updated the diff for D4962: Converge catapult/ heavy warship stats and get their range closer to A23 values .

update heavy warship.

Sat, Mar 11, 11:52 AM · Balancing
phosit added a comment to D4967: Lower enet package fragment max size to support certain VPN.

Is it allowed to mutate ENetHost::mtu directly?
"No fields should be modified unless otherwise stated."

Sat, Mar 11, 11:26 AM
Vulcan added a comment to D4961: Adjust batch modifier from upgraded Han CC.

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

Sat, Mar 11, 10:44 AM · Balancing
Vulcan added a comment to D4961: Adjust batch modifier from upgraded Han CC.

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

Sat, Mar 11, 10:41 AM · Balancing
marder updated the diff for D4961: Adjust batch modifier from upgraded Han CC.

half the current modifier.
Adjust tootip to be very vague

Sat, Mar 11, 10:37 AM · Balancing
marder accepted D4968: Fixes grass with normal and specular textures.

works on windows as well. no more black spots.

Sat, Mar 11, 10:09 AM
real_tabasco_sauce retitled D4964: non-random Building AI from [WIP] non-random Building AI to non-random Building AI.
Sat, Mar 11, 6:05 AM
Stan added a comment to D4967: Lower enet package fragment max size to support certain VPN.

Refs D1676 for IPV6

Sat, Mar 11, 12:33 AM
sera added a comment to D4967: Lower enet package fragment max size to support certain VPN.

As for the choice of 1372, a rule of thumb I know says assume MTU 1400 and you most likely are fine, my guess this same rule is how ENET_HOST_DEFAULT_MTU = 1400 came to be. Then assume the idea was to use ENET_HOST_DEFAULT_MTU in the sense of MTU so we should deduct the ICMP/IPv4 from it.

Sat, Mar 11, 12:18 AM

Fri, Mar 10

real_tabasco_sauce added a comment to D4964: non-random Building AI.

@Freagarach any idea how to sort a list of entities by range?

https://code.wildfiregames.com/source/0ad/browse/ps/trunk/binaries/data/mods/public/simulation/helpers/Position.js$10

Some questions:

  • What do you give priority, preferred class or position?
  • What happens to those nice artillery towers (that may well be buildable in a mod) that now try to shoot units, although they're highly effective against siege?
Fri, Mar 10, 11:29 PM
wowgetoffyourcellphone awarded D4250: [Gameplay] - Allow a "Turbo Match". a Dat Boi token.
Fri, Mar 10, 11:25 PM
Norse_Harold added a comment to D4967: Lower enet package fragment max size to support certain VPN.

Thanks for working on this.

Fri, Mar 10, 10:54 PM
vladislavbelov requested review of D4969: Script to generate SPIR-V from GLSL shaders.
Fri, Mar 10, 8:31 PM
Langbart accepted D4968: Fixes grass with normal and specular textures.

Fixes the referenced problem, no more black spots on the fields.

Fri, Mar 10, 7:59 PM
vladislavbelov updated the summary of D4968: Fixes grass with normal and specular textures.
Fri, Mar 10, 7:56 PM
vladislavbelov requested review of D4968: Fixes grass with normal and specular textures.
Fri, Mar 10, 7:11 PM
Vulcan added a comment to D4584: [WIP] - Technologies to templates..

Build failure - The Moirai have given mortals hearts that can endure.

Fri, Mar 10, 3:51 PM
Vulcan added a comment to D4584: [WIP] - Technologies to templates..

Build failure - The Moirai have given mortals hearts that can endure.

Fri, Mar 10, 3:48 PM
Vulcan added a comment to D4584: [WIP] - Technologies to templates..

Build failure - The Moirai have given mortals hearts that can endure.

Fri, Mar 10, 3:46 PM
Vulcan added a comment to D4584: [WIP] - Technologies to templates..

Build failure - The Moirai have given mortals hearts that can endure.

Fri, Mar 10, 3:46 PM
Freagarach added a comment to D4958: Let handlers check templates when requesting all..

Well, we can hardcode the players directory.

Fri, Mar 10, 3:45 PM
Vulcan added a comment to D4584: [WIP] - Technologies to templates..

Build failure - The Moirai have given mortals hearts that can endure.

Fri, Mar 10, 3:44 PM
Vulcan added a comment to D4584: [WIP] - Technologies to templates..

Build failure - The Moirai have given mortals hearts that can endure.

Fri, Mar 10, 3:43 PM
Freagarach updated the diff for D4584: [WIP] - Technologies to templates..

Strange arcanist stuff.

Fri, Mar 10, 3:41 PM
Freagarach updated the diff for D4584: [WIP] - Technologies to templates..

Remove ModificationsTemplates.

Fri, Mar 10, 3:38 PM
Freagarach edited P267 Fix D4584..
Fri, Mar 10, 3:35 PM
Stan added a comment to D4958: Let handlers check templates when requesting all..

So we are now iterating 2000+ templates to get 14 player templates?

Fri, Mar 10, 3:10 PM
Freagarach added a comment to D4958: Let handlers check templates when requesting all..

So they get picked up by GetCivData.

Fri, Mar 10, 12:26 PM
Stan added a comment to D4958: Let handlers check templates when requesting all..

Move players.

Fri, Mar 10, 12:13 PM
Vulcan added a comment to D4967: Lower enet package fragment max size to support certain VPN.

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

Fri, Mar 10, 11:19 AM
Silier awarded D4967: Lower enet package fragment max size to support certain VPN a Love token.
Fri, Mar 10, 11:18 AM
Vulcan added a comment to D4967: Lower enet package fragment max size to support certain VPN.

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

Fri, Mar 10, 11:18 AM
Silier added a reviewer for D4967: Lower enet package fragment max size to support certain VPN: Restricted Owners Package.
Fri, Mar 10, 11:17 AM
Silier awarded D4967: Lower enet package fragment max size to support certain VPN a Love token.
Fri, Mar 10, 11:16 AM
sera updated the diff for D4967: Lower enet package fragment max size to support certain VPN.

Update copyright year and add full diff context

Fri, Mar 10, 11:12 AM
sera requested review of D4967: Lower enet package fragment max size to support certain VPN.
Fri, Mar 10, 10:38 AM
Freagarach abandoned D4901: Use "Formation" tag for Formation XML..
Fri, Mar 10, 10:37 AM
Freagarach abandoned D4886: Use "Player" tag for Player XML..
Fri, Mar 10, 10:37 AM
Freagarach updated the summary of D4958: Let handlers check templates when requesting all..
Fri, Mar 10, 10:03 AM
Freagarach added a comment to D4963: improve messages of unmet requirements.

The change to Requires sounds good to me.
We (probably) won't commit this before the release, since it requires the translators to retranslate all the touched strings, for too little benefit.

Fri, Mar 10, 9:24 AM
autobuild committed rP27572: [i18n] Updated POT and PO files..
[i18n] Updated POT and PO files.
Fri, Mar 10, 9:13 AM
Vulcan added a comment to D4965: Some cleaning in the barter component..

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

Fri, Mar 10, 8:59 AM
Vulcan added a comment to D4965: Some cleaning in the barter component..

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

Fri, Mar 10, 8:58 AM
Freagarach updated the diff for D4965: Some cleaning in the barter component..

Also define the batch size.

Fri, Mar 10, 8:51 AM
Freagarach added inline comments to D4965: Some cleaning in the barter component..
Fri, Mar 10, 8:24 AM
vladislavbelov updated the summary of D4966: Fixes decals with default normal texture.
Fri, Mar 10, 8:20 AM
Freagarach added a comment to D4964: non-random Building AI.

@Freagarach any idea how to sort a list of entities by range?

https://code.wildfiregames.com/source/0ad/browse/ps/trunk/binaries/data/mods/public/simulation/helpers/Position.js$10

Fri, Mar 10, 8:17 AM

Thu, Mar 9

real_tabasco_sauce added inline comments to D4964: non-random Building AI.
Thu, Mar 9, 9:06 PM
Vulcan added a comment to D4947: Switches VMA to Vulkan 1.1.

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

Thu, Mar 9, 8:53 PM
Vulcan added a comment to D4947: Switches VMA to Vulkan 1.1.

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

Thu, Mar 9, 8:53 PM
vladislavbelov updated the diff for D4947: Switches VMA to Vulkan 1.1.
Thu, Mar 9, 8:46 PM
real_tabasco_sauce updated the summary of D4964: non-random Building AI.
Thu, Mar 9, 8:04 PM
real_tabasco_sauce added a comment to D4964: non-random Building AI.
In D4964#211601, @Stan wrote:

You said they are ordered by distance. So idx = 0 is closer than idx n when n is > 0

My point is you also need to sort by class :)

Thu, Mar 9, 6:54 PM
Stan added a comment to D4964: non-random Building AI.

You said they are ordered by distance. So idx = 0 is closer than idx n when n is > 0

Thu, Mar 9, 6:52 PM
real_tabasco_sauce added a comment to D4964: non-random Building AI.
In D4964#211599, @Stan wrote:

Is sorting less expensive than range queries? What data structure should I use to sort?

It depends but in general yes sorting should be faster.

What sort method is typically used?

Array.sort((a b) => a.weight > b.weight)

Is entities.length the range?? I thought it was the length of the array.

It's not I'm just abusing it to compute a weight.

Thu, Mar 9, 6:35 PM
Stan added a comment to D4964: non-random Building AI.

Is sorting less expensive than range queries? What data structure should I use to sort?

It depends but in general yes sorting should be faster.

What sort method is typically used?

Thu, Mar 9, 6:29 PM
real_tabasco_sauce added a comment to D4964: non-random Building AI.

Is entities.length the range?? I thought it was the length of the array.

Thu, Mar 9, 6:23 PM
vladislavbelov added a comment to D4966: Fixes decals with default normal texture.
In D4966#211595, @Stan wrote:

In the future we need to replace all textures by CLAMP_TO_EDGE, because border color might be only black, white or transparent on some hardware.

Can you clarify this for me? Do you mean texture samplers? What is the border here?

I mean address mode of texture samplers, particularly Sampler::AddressMode::CLAMP_TO_EDGE.

Thu, Mar 9, 6:20 PM
real_tabasco_sauce added a comment to D4964: non-random Building AI.

@Stan
Is sorting less expensive than range queries? What data structure should I use to sort? What sort method is typically used?
Would this be done in "fire arrows" or "OnRangeUpdate"?
I am thinking the latter, since this is where new units are added and units outside range are taken off the array.

Thu, Mar 9, 6:09 PM
Stan added a comment to D4966: Fixes decals with default normal texture.

In the future we need to replace all textures by CLAMP_TO_EDGE, because border color might be only black, white or transparent on some hardware.

Can you clarify this for me? Do you mean texture samplers? What is the border here?

Thu, Mar 9, 6:08 PM
chrstgtr added a comment to D4964: non-random Building AI.

"Because targetUnits is filled in order of proximity, it makes a lot of sense to just use an array."
Well, after testing, this is true. However, since the order is taken when the units arrive at the area, the closest unit remains the "closest unit" even if it is moved far away. I am thinking "targetUnits" will need to be refilled every 2 seconds. I am not sure how this would effect performance.

Thu, Mar 9, 5:58 PM
vladislavbelov requested review of D4966: Fixes decals with default normal texture.
Thu, Mar 9, 5:57 PM
real_tabasco_sauce retitled D4964: non-random Building AI from non-random Building AI to [WIP] non-random Building AI.
Thu, Mar 9, 5:48 PM
Stan added a comment to D4964: non-random Building AI.

Sorry if I wasn't clear =>

  • Get entities ordered by position
  • Weigh them by closest and class e.g:
let entity.priority = entities.length + (entity.hasClass("a") ? entities.length / 2 : 0)
  • Sort them by weight
  • Take N entities where N is the number of arrows.
  • Shoot them.
Thu, Mar 9, 5:46 PM
real_tabasco_sauce added a comment to D4964: non-random Building AI.

"Because targetUnits is filled in order of proximity, it makes a lot of sense to just use an array."
Well, after testing, this is true. However, since the order is taken when the units arrive at the area, the closest unit remains the "closest unit" even if it is moved far away. I am thinking "targetUnits" will need to be refilled every 2 seconds. I am not sure how this would effect performance.

Thu, Mar 9, 5:44 PM
real_tabasco_sauce added a comment to D4964: non-random Building AI.
In D4964#211571, @Stan wrote:

I mean you could prefer closest humans?

Some other tower might focus on closest ships, or closest fish

Thu, Mar 9, 5:12 PM
Stan added a comment to D4964: non-random Building AI.

I mean you could prefer closest humans?

Thu, Mar 9, 5:07 PM
real_tabasco_sauce added a comment to D4964: non-random Building AI.
In D4964#211547, @Stan wrote:

What was so bad about prefering human units and weighting them higher?

Thu, Mar 9, 4:29 PM
Stan added inline comments to D4965: Some cleaning in the barter component..
Thu, Mar 9, 4:13 PM
Vulcan added a comment to D4965: Some cleaning in the barter component..

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

Thu, Mar 9, 3:26 PM
Vulcan added a comment to D4965: Some cleaning in the barter component..

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

Thu, Mar 9, 3:24 PM
Freagarach updated the diff for D4965: Some cleaning in the barter component..

{} -> null

Thu, Mar 9, 3:21 PM
Freagarach requested review of D4965: Some cleaning in the barter component..
Thu, Mar 9, 3:15 PM
Stan added inline comments to D1819: Make capture attack work with units with BuildingAI..
Thu, Mar 9, 9:41 AM