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Fri, Sep 15

phosit added inline comments to D5128: Refactors models and materials #2.
Fri, Sep 15, 10:37 PM
phosit added a comment to D5001: Put the CMapGeneratorWorker completely inside the task.

There are many typos, you don't have to comment on thous.
I'm more interested in what you think about the last revision...

It looks ok I think. Maybe it's not ideal but it's pretty clear what's going on.

Fri, Sep 15, 10:13 PM
phosit added inline comments to D4425: Use the threadpool for texture conversion.
Fri, Sep 15, 10:09 PM
phosit added a comment to D5129: [Random Maps] New Migration map, rename old one to 'Land Grab'.

Great to see the new placement options fit in to existing map. (And it's great to see they are adopted that eagerly by map makers ;) )

Fri, Sep 15, 9:46 PM
vladislavbelov added inline comments to D5128: Refactors models and materials #2.
Fri, Sep 15, 8:02 PM
vladislavbelov added a comment to D5001: Put the CMapGeneratorWorker completely inside the task.

There are many typos, you don't have to comment on thous.
I'm more interested in what you think about the last revision...

It looks ok I think. Maybe it's not ideal but it's pretty clear what's going on.

Fri, Sep 15, 6:56 PM
vladislavbelov added inline comments to D4425: Use the threadpool for texture conversion.
Fri, Sep 15, 6:52 PM
Norse_Harold added a comment to rP9140: # Add idle worker button, based on patch from veprbl..

The email is known and will never be fixed unless changes start…

Fri, Sep 15, 6:47 PM
Norse_Harold added a comment to D5062: Replaces statically cached hCurrentThread by lazy initialized thread_local variable..

Well I believe I know why you guys don’t get something’s and funny when you broke in for the direct root and I believe I could screw you over…

Fri, Sep 15, 6:46 PM
autobuild committed rP27843: [i18n] Updated POT and PO files..
[i18n] Updated POT and PO files.
Fri, Sep 15, 9:20 AM
Manuel1105 added a comment to rP9140: # Add idle worker button, based on patch from veprbl..

The email is known and will never be fixed unless changes start…

Fri, Sep 15, 9:03 AM
real_tabasco_sauce requested review of D5129: [Random Maps] New Migration map, rename old one to 'Land Grab'.
Fri, Sep 15, 7:42 AM
autobuild committed rP27842: [Windows] Automated build..
[Windows] Automated build.
Fri, Sep 15, 7:02 AM

Thu, Sep 14

phosit added inline comments to D5128: Refactors models and materials #2.
Thu, Sep 14, 8:03 PM
vladislavbelov requested review of D5128: Refactors models and materials #2.
Thu, Sep 14, 7:28 PM
phosit added a comment to D5001: Put the CMapGeneratorWorker completely inside the task.

There are many typos, you don't have to comment on thous.
I'm more interested in what you think about the last revision...

Thu, Sep 14, 5:56 PM
phosit added inline comments to D4425: Use the threadpool for texture conversion.
Thu, Sep 14, 5:52 PM
foresthealth updated foresthealth.
Thu, Sep 14, 12:52 PM
vladislavbelov committed rP27841: Refactors models and materials, part 1, reduces amount of mutable properties..
Refactors models and materials, part 1, reduces amount of mutable properties.
Thu, Sep 14, 10:37 AM
vladislavbelov closed D5108: Refactors models and materials #1.
Thu, Sep 14, 10:37 AM
autobuild committed rP27840: [Windows] Automated build..
[Windows] Automated build.
Thu, Sep 14, 7:05 AM

Wed, Sep 13

real_tabasco_sauce added a comment to D4948: move placement options from rmgen2 to rmgen1.

@marder here are some suggestions:

Wed, Sep 13, 8:03 PM
vladislavbelov committed rP27839: Adds printing error names to Vulkan backend..
Adds printing error names to Vulkan backend.
Wed, Sep 13, 7:42 PM
vladislavbelov closed D5121: Adds printing error names to Vulkan backend.
Wed, Sep 13, 7:42 PM
vladislavbelov added inline comments to D4425: Use the threadpool for texture conversion.
Wed, Sep 13, 7:29 PM
vladislavbelov added inline comments to D5108: Refactors models and materials #1.
Wed, Sep 13, 7:02 PM
marder planned changes to D4948: move placement options from rmgen2 to rmgen1.

Hi @marder I just made a mod so I can test all these on the most recent RC. Everything seems to work great so far, except groupedCircle and alternatingCircle seem to be reversed. They are reversed every map I tried.
What I mean by reversed in this case is I select groupedCircle and the placement is alternating, and I select alternatingCircle and the placement is grouped. No other placements seem to have this issue.

Wed, Sep 13, 6:58 PM
Vulcan added a comment to D5126: standardize game option names, minor changes.

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

Wed, Sep 13, 5:54 PM
Vulcan added a comment to D5126: standardize game option names, minor changes.

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

Wed, Sep 13, 5:51 PM
abian updated the diff for D5126: standardize game option names, minor changes.

@sera: Yeah. :/ I hope the examples are enough. Thanks!
@Freagarach: Thanks too! I've changed the quotation marks, they look good in the game and I don't have to escape them. :D

Wed, Sep 13, 5:50 PM
real_tabasco_sauce added a comment to D4948: move placement options from rmgen2 to rmgen1.

Hi @marder I just made a mod so I can test all these on the most recent RC. Everything seems to work great so far, except groupedCircle and alternatingCircle seem to be reversed. They are reversed every map I tried.
What I mean by reversed in this case is I select groupedCircle and the placement is alternating, and I select alternatingCircle and the placement is grouped. No other placements seem to have this issue.

Wed, Sep 13, 5:14 PM
phosit added inline comments to D5108: Refactors models and materials #1.
Wed, Sep 13, 4:40 PM
phosit added inline comments to D4425: Use the threadpool for texture conversion.
Wed, Sep 13, 3:38 PM
Vulcan added a comment to D5127: Fix riscv64 build with GCC 13.

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

Wed, Sep 13, 2:42 PM
Vulcan added a comment to D5127: Fix riscv64 build with GCC 13.

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

Wed, Sep 13, 2:20 PM
xctan updated the diff for D5127: Fix riscv64 build with GCC 13.

Include the context

Wed, Sep 13, 2:19 PM
xctan added a comment to D5127: Fix riscv64 build with GCC 13.

We don't use 16byte atomics directly, I think it might be under the hood of boost::lockfree::queue. I'm also wondering why it's not linked automatically (by detecting standard library usage)?

Possible references:

Wed, Sep 13, 2:15 PM
xctan added a comment to D5127: Fix riscv64 build with GCC 13.

Is this ment to be applied on top of D4634?

The dw-cas is likely used in boost::lockfree::queue and we try to remove boost as a dependency.

Wed, Sep 13, 1:58 PM
vladislavbelov added inline comments to D4425: Use the threadpool for texture conversion.
Wed, Sep 13, 12:13 PM
phosit added inline comments to D4425: Use the threadpool for texture conversion.
Wed, Sep 13, 11:58 AM
phosit accepted D5121: Adds printing error names to Vulkan backend.

I didn't check if it's complete (everywhere where an error-code is printed also the string is printed)

Wed, Sep 13, 11:32 AM
vladislavbelov added a comment to D5127: Fix riscv64 build with GCC 13.

We don't use 16byte atomics directly, I think it might be under the hood of boost::lockfree::queue. I'm also wondering why it's not linked automatically (by detecting standard library usage)?

Wed, Sep 13, 10:58 AM
phosit updated subscribers of D5127: Fix riscv64 build with GCC 13.

Is this ment to be applied on top of D4634?

Wed, Sep 13, 10:55 AM
Freagarach added a comment to D5127: Fix riscv64 build with GCC 13.

Thanks for the patch, @xctan! I've added you to the "Contributors" group, so the next time you upload a patch, it is built by our CI.
I can't comment on the patch itself, but I can ask you to upload it with context and add yourself to the credits. :)
(See https://trac.wildfiregames.com/wiki/SubmittingPatches#Makingsomechanges.)

Wed, Sep 13, 7:39 AM
Freagarach added a member for Contributors: xctan.
Wed, Sep 13, 7:35 AM
Freagarach requested changes to D5126: standardize game option names, minor changes.
Wed, Sep 13, 7:33 AM
xctan added reviewers for D5127: Fix riscv64 build with GCC 13: elexis, s0600204, Itms.
Wed, Sep 13, 5:02 AM
xctan requested review of D5127: Fix riscv64 build with GCC 13.
Wed, Sep 13, 4:58 AM

Tue, Sep 12

Vulcan added a comment to D5001: Put the CMapGeneratorWorker completely inside the task.

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

Tue, Sep 12, 10:35 PM
sera added inline comments to D4425: Use the threadpool for texture conversion.
Tue, Sep 12, 10:18 PM
sera accepted D5126: standardize game option names, minor changes.
Tue, Sep 12, 10:14 PM
Vulcan added a comment to D5001: Put the CMapGeneratorWorker completely inside the task.

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

Tue, Sep 12, 10:11 PM
phosit updated the diff for D5001: Put the CMapGeneratorWorker completely inside the task.

Remove INVALID_PROGRESS and it's uses.
I'm not sure this should be done in this diff so it's in an own revision.

Tue, Sep 12, 10:10 PM
Vulcan added a comment to D5001: Put the CMapGeneratorWorker completely inside the task.

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

Tue, Sep 12, 9:41 PM
Vulcan added a comment to D5001: Put the CMapGeneratorWorker completely inside the task.

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

Tue, Sep 12, 9:21 PM
phosit updated the diff for D5001: Put the CMapGeneratorWorker completely inside the task.

Make the flags runtime values so that I was able to converge the test and non-test paths.
Also I rewrote some comments.
I'm not sure if the functions in JSI_VFS should also respect the flags... So I did the change half way ;)

Tue, Sep 12, 9:20 PM
Vulcan added a comment to D5126: standardize game option names, minor changes.

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

Tue, Sep 12, 7:47 PM
abian published D5126: standardize game option names, minor changes for review.
Tue, Sep 12, 7:46 PM
Vulcan added a comment to D5114: [Gameplay] Add Onager for romans.

Build is unstable, some tests have failed - The Moirai have given mortals hearts that can endure.

Tue, Sep 12, 4:53 PM
Vulcan added a comment to D5114: [Gameplay] Add Onager for romans.

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

Tue, Sep 12, 4:39 PM
Vulcan added a comment to D5114: [Gameplay] Add Onager for romans.

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

Tue, Sep 12, 4:34 PM
real_tabasco_sauce updated the diff for D5114: [Gameplay] Add Onager for romans.

simplify requirements line for rome civ bonus

Tue, Sep 12, 4:33 PM

Mon, Sep 11

phosit added inline comments to D5001: Put the CMapGeneratorWorker completely inside the task.
Mon, Sep 11, 10:12 PM
Vulcan added a comment to D4425: Use the threadpool for texture conversion.

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

Mon, Sep 11, 10:06 PM
Vulcan added a comment to D4425: Use the threadpool for texture conversion.

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

Mon, Sep 11, 9:58 PM
phosit updated the diff for D4425: Use the threadpool for texture conversion.
  • schouldn't -> shouldn't
  • OPTIMAL_UTILIZATION -> MAX_QUEUE_SIZE_FOR_OPTIMAL_UTILIZATION
  • Add an anonymous namespace.
Mon, Sep 11, 9:57 PM
real_tabasco_sauce added a comment to D5125: [Gameplay] Celtic woman.
In D5125#217902, @borg- wrote:

More one question, can capture?

Mon, Sep 11, 8:15 PM
Vulcan added a comment to D5109: [Gameplay] Add legionaries, add tech for 'Marian Reforms' for Rome.

Build is unstable, some tests have failed - The Moirai have given mortals hearts that can endure.

Mon, Sep 11, 7:56 PM
vladislavbelov added inline comments to D5001: Put the CMapGeneratorWorker completely inside the task.
Mon, Sep 11, 7:53 PM
real_tabasco_sauce added a comment to D5120: [Gameplay] Stone tower brit bonus civ.
In D5120#217903, @borg- wrote:

@chrstgtr @real_tabasco_sauce @wowgetoffyourcellphone

What is preferable, fortress p3 neutral, fortress p2 neutral (maybe increase cost to balance) or tower p2 neutral?

For me, towers in neutral during p1. That allows you to rush with towers, which would be an interesting dynamic (like outposts in a23 but stronger). After p1, towers can be easily captured so they can’t stand alone.

Forts in neutral is a little too close to Roman camps. But forts will be harder to build (cost/time) and stronger (HP). This will make them

Mon, Sep 11, 7:53 PM
Vulcan added a comment to D5114: [Gameplay] Add Onager for romans.

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

Mon, Sep 11, 7:53 PM
Vulcan added a comment to D5114: [Gameplay] Add Onager for romans.

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

Mon, Sep 11, 7:50 PM
real_tabasco_sauce updated the diff for D5114: [Gameplay] Add Onager for romans.

update with packed actor by @nifa, fix packed onager not moving.

Mon, Sep 11, 7:49 PM
Vulcan added a comment to D5109: [Gameplay] Add legionaries, add tech for 'Marian Reforms' for Rome.

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

Mon, Sep 11, 7:40 PM
Vulcan added a comment to D5109: [Gameplay] Add legionaries, add tech for 'Marian Reforms' for Rome.

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

Mon, Sep 11, 7:38 PM
vladislavbelov added a comment to D4425: Use the threadpool for texture conversion.

The rest looks ok.

Mon, Sep 11, 7:36 PM
real_tabasco_sauce updated the diff for D5109: [Gameplay] Add legionaries, add tech for 'Marian Reforms' for Rome.

allow legionaries to build all buildings.

Mon, Sep 11, 7:36 PM
real_tabasco_sauce added a comment to D5109: [Gameplay] Add legionaries, add tech for 'Marian Reforms' for Rome.
In D5109#217908, @borg- wrote:

You need to update your snv and the patch. There is already a new civ bonus, and legionary engineers are doubled.

If legionnaires are not champions, then it is not necessary to limit their buildings, they should be able to build everything.

Mon, Sep 11, 7:26 PM
chrstgtr added a comment to D5120: [Gameplay] Stone tower brit bonus civ.
In D5120#217903, @borg- wrote:

@chrstgtr @real_tabasco_sauce @wowgetoffyourcellphone

What is preferable, fortress p3 neutral, fortress p2 neutral (maybe increase cost to balance) or tower p2 neutral?

Mon, Sep 11, 7:20 PM
borg- added a comment to D5109: [Gameplay] Add legionaries, add tech for 'Marian Reforms' for Rome.

You need to update your snv and the patch. There is already a new civ bonus, and legionary engineers are doubled.

Mon, Sep 11, 7:18 PM
real_tabasco_sauce added a comment to D5109: [Gameplay] Add legionaries, add tech for 'Marian Reforms' for Rome.

I don't prefer the tech pair because of a couple reasons: 1. it implies a choice between two, when it was really an evolution of the army. 2. it forces the player to decide between full champions or no champions, which is not ideal for players, as they would still want access to some champions in either approach. I know as it is written it has a lot of moving parts 'under the hood', but for the player things will appear pretty intuitive.

Mon, Sep 11, 6:28 PM
real_tabasco_sauce added a comment to D5109: [Gameplay] Add legionaries, add tech for 'Marian Reforms' for Rome.

I don't prefer the tech pair because of a couple reasons: 1. it implies a choice between two, when it was really an evolution of the army. 2. it forces the player to decide between full champions or no champions, which is not ideal for players, as they would still want access to some champions in either approach. I know as it is written it has a lot of moving parts 'under the hood', but for the player things will appear pretty intuitive.

Mon, Sep 11, 6:27 PM
real_tabasco_sauce added a comment to D5109: [Gameplay] Add legionaries, add tech for 'Marian Reforms' for Rome.
In D5109#217904, @borg- wrote:

I'll be right there. This patch really is labor intensive, so I'm also willing to accept a simpler and less risky approach here. Maybe just a technology of choice between common champions or legionaries? If you choose legionaries, only the champion cavalry is removed, all other units remain as they are. I don't really care about that detail anymore. The difference with legionaries is that they would be champions that cost more than a traditional champion, but they can build structures and onagers. This choice also frees the centurions. I would actually be fine with that.

Mon, Sep 11, 6:08 PM
borg- added a comment to D5109: [Gameplay] Add legionaries, add tech for 'Marian Reforms' for Rome.

I'll be right there. This patch really is labor intensive, so I'm also willing to accept a simpler and less risky approach here. Maybe just a technology of choice between common champions or legionaries? If you choose legionaries, only the champion cavalry is removed, all other units remain as they are. I don't really care about that detail anymore. The difference with legionaries is that they would be champions that cost more than a traditional champion, but they can build structures and onagers. This choice also frees the centurions. I would actually be fine with that.

Mon, Sep 11, 5:59 PM
adarshparkland updated adarshparkland.
Mon, Sep 11, 5:33 PM
borg- added a comment to D5120: [Gameplay] Stone tower brit bonus civ.

Okay, I can change the story. Historically, the most correct thing would be for the fortress to be built on neutral territory, but I don't know if this is behind any interesting changes in gameplay. Maybe move to p2, but I don't know how strong could it be.

Mon, Sep 11, 3:29 PM
borg- added a comment to D5125: [Gameplay] Celtic woman.

More one question, can capture?

Mon, Sep 11, 3:23 PM
borg- accepted D5117: [Gameplay] Slighly reduce cost of Carth apartment and allow house upgrade to apartment.
Mon, Sep 11, 3:00 PM
vladislavbelov published D5107: Increase Normal Values for terrain materials for review.

Is it possible to adjust the visual by editing normal textures instead of making the strength more than 1.0?

Mon, Sep 11, 2:36 PM
Vulcan added a comment to D5117: [Gameplay] Slighly reduce cost of Carth apartment and allow house upgrade to apartment.

Build is unstable, some tests have failed - The Moirai have given mortals hearts that can endure.

Mon, Sep 11, 9:41 AM
Vulcan added a comment to D5117: [Gameplay] Slighly reduce cost of Carth apartment and allow house upgrade to apartment.

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

Mon, Sep 11, 9:32 AM
Vulcan added a comment to D5117: [Gameplay] Slighly reduce cost of Carth apartment and allow house upgrade to apartment.

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

Mon, Sep 11, 9:28 AM
real_tabasco_sauce updated the diff for D5117: [Gameplay] Slighly reduce cost of Carth apartment and allow house upgrade to apartment.

tooltip wording.

Mon, Sep 11, 9:27 AM
Freagarach added inline comments to D5117: [Gameplay] Slighly reduce cost of Carth apartment and allow house upgrade to apartment.
Mon, Sep 11, 9:23 AM
autobuild committed rP27838: [i18n] Updated POT and PO files..
[i18n] Updated POT and PO files.
Mon, Sep 11, 9:21 AM
chrstgtr added a comment to D5120: [Gameplay] Stone tower brit bonus civ.

I'll continu the discussion here. What I meant to say was that for constructing towers in neutral territory you'd probably search for a description like the brochs: "Defensive structures (...) that dotted the rest of the islands." from Wikipedia. (IMHO you can bend the historical justification a bit.) My concern for this patch is that the history in the civ.json talks about large towers and so it doesn't match the effect. Change the history and there's no problem anymore. ;P

Mon, Sep 11, 9:14 AM
real_tabasco_sauce added inline comments to D5117: [Gameplay] Slighly reduce cost of Carth apartment and allow house upgrade to apartment.
Mon, Sep 11, 9:13 AM
Freagarach added a comment to D5120: [Gameplay] Stone tower brit bonus civ.

I'll continu the discussion here. What I meant to say was that for constructing towers in neutral territory you'd probably search for a description like the brochs: "Defensive structures (...) that dotted the rest of the islands." from Wikipedia. (IMHO you can bend the historical justification a bit.) My concern for this patch is that the history in the civ.json talks about large towers and so it doesn't match the effect. Change the history and there's no problem anymore. ;P

Mon, Sep 11, 9:12 AM
chrstgtr added inline comments to D5117: [Gameplay] Slighly reduce cost of Carth apartment and allow house upgrade to apartment.
Mon, Sep 11, 9:07 AM
Freagarach added inline comments to D5117: [Gameplay] Slighly reduce cost of Carth apartment and allow house upgrade to apartment.
Mon, Sep 11, 9:00 AM