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Jan 15 2020

vladislavbelov added a comment to rP23395: Splits debug display of frustums for an easier debugging of a culling and….

Refs D2567.

Jan 15 2020, 12:53 AM
vladislavbelov committed rP23395: Splits debug display of frustums for an easier debugging of a culling and….
Splits debug display of frustums for an easier debugging of a culling and…
Jan 15 2020, 12:51 AM
Vulcan added a comment to D2542: Adds smart search to the Atlas entity list.

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

Jan 15 2020, 12:42 AM
Vulcan added a comment to D2542: Adds smart search to the Atlas entity list.

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

Jan 15 2020, 12:41 AM
Vulcan added a comment to D2542: Adds smart search to the Atlas entity list.

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

Jan 15 2020, 12:39 AM
vladislavbelov updated the diff for D2542: Adds smart search to the Atlas entity list.
Jan 15 2020, 12:36 AM
vladislavbelov added a comment to D2542: Adds smart search to the Atlas entity list.
In D2542#107484, @Stan wrote:
Jan 15 2020, 12:27 AM

Jan 14 2020

elexis added a comment to D2542: Adds smart search to the Atlas entity list.

From blackbox testing, search is acceptable to me, I'd prefer exact as a default too (I dont expect to ever use fuzzy search, but nani implemented it for his mapbrowser and other features too, so perhaps there are users for that).

Jan 14 2020, 11:23 PM
Stan committed rP23394: Optimize resource trickle by not running timers when not necessary..
Optimize resource trickle by not running timers when not necessary.
Jan 14 2020, 10:48 PM
Stan closed D2400: Optimize Resource Trickle by not running timers when not necessary.
Jan 14 2020, 10:48 PM
Stan added a comment to D2542: Adds smart search to the Atlas entity list.

See the macos warnings https://jenkins.wildfiregames.com/blue/organizations/jenkins/macos-differential/detail/macos-differential/117/pipeline

Jan 14 2020, 10:43 PM
Vulcan added a comment to D2400: Optimize Resource Trickle by not running timers when not necessary.

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

Jan 14 2020, 10:43 PM
Vulcan added a comment to D2400: Optimize Resource Trickle by not running timers when not necessary.

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

Jan 14 2020, 10:43 PM
bb added a comment to D2404: Optimize GetIdentityClasses in Templates.js.

Testing with SM gave that string without regex is fastest (about 20x), difference between other options is small.

Jan 14 2020, 10:41 PM
Vulcan added a comment to D2400: Optimize Resource Trickle by not running timers when not necessary.

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

Jan 14 2020, 10:40 PM
Stan updated the diff for D2400: Optimize Resource Trickle by not running timers when not necessary.

Update for luck.

Jan 14 2020, 10:38 PM
Nescio updated subscribers of D2280: remove armour trailing zeroes from templates.

@bb, interested in reviewing this one?

Jan 14 2020, 10:07 PM
bb committed rP23393: Standardize modmod buttons width.
Standardize modmod buttons width
Jan 14 2020, 10:03 PM
bb closed D2569: [gui] standardize modmod buttons width.
Jan 14 2020, 10:03 PM
Vulcan added a comment to D2403: Move "CanHeal"-function from UnitAI to Heal-component..

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

Jan 14 2020, 10:00 PM
Vulcan added a comment to D2403: Move "CanHeal"-function from UnitAI to Heal-component..

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

Jan 14 2020, 9:59 PM
Vulcan added a comment to D2403: Move "CanHeal"-function from UnitAI to Heal-component..

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

Jan 14 2020, 9:57 PM
Freagarach updated the diff for D2403: Move "CanHeal"-function from UnitAI to Heal-component..

Comments.

Jan 14 2020, 9:55 PM
bb accepted D2400: Optimize Resource Trickle by not running timers when not necessary.

only trivialities left

Jan 14 2020, 9:50 PM
bb added a comment to D2425: Show number of builders besides (not in space) build time..

Adding the number of builders to the "front page" should imply adding the time left to the tooltip

Jan 14 2020, 9:11 PM
bb accepted D2569: [gui] standardize modmod buttons width.
Jan 14 2020, 9:02 PM
Vulcan added a comment to D2000: aura style corrections.

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

Jan 14 2020, 8:39 PM
Vulcan added a comment to D2000: aura style corrections.

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

Jan 14 2020, 8:38 PM
bb added inline comments to D2546: Adds an option to enable/disable building snapping.
Jan 14 2020, 8:38 PM
Vulcan added a comment to D2000: aura style corrections.

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

Jan 14 2020, 8:37 PM
Nescio updated the diff for D2000: aura style corrections.

Rebased because of rP23347.

Jan 14 2020, 8:35 PM
Nescio added inline comments to D2569: [gui] standardize modmod buttons width.
Jan 14 2020, 8:30 PM
bb added a comment to D2545: Building snapping loading screen tip.

D2546 would require to change this

Jan 14 2020, 8:27 PM
bb added inline comments to D2569: [gui] standardize modmod buttons width.
Jan 14 2020, 8:23 PM
Nescio added a comment to D2560: gui/manual/intro.txt interpunction.

Yeah, I guessed so. Sometimes there is an interesting story behind deliberate misspellings. :)

Jan 14 2020, 8:14 PM
Freagarach added a comment to D2560: gui/manual/intro.txt interpunction.

Aye, something of a pun around here (in real space) ;)

Jan 14 2020, 8:12 PM
Nescio added a comment to D2560: gui/manual/intro.txt interpunction.

Compleat.

You do know the correct spelling is “complete”, don't you?

Jan 14 2020, 8:09 PM
Nescio updated the summary of D2551: [art] rename structure icons.
Jan 14 2020, 8:06 PM
Freagarach accepted D2560: gui/manual/intro.txt interpunction.
  • Compleat.
  • Improves consistency -> Is an improvement.
  • Breaks nothing.
Jan 14 2020, 8:04 PM
Vulcan added a comment to D2560: gui/manual/intro.txt interpunction.

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

Jan 14 2020, 8:03 PM
Vulcan added a comment to D2560: gui/manual/intro.txt interpunction.

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

Jan 14 2020, 8:02 PM
Vulcan added a comment to D2560: gui/manual/intro.txt interpunction.

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

Jan 14 2020, 8:00 PM
Nescio added inline comments to D2560: gui/manual/intro.txt interpunction.
Jan 14 2020, 7:59 PM
Nescio updated the diff for D2560: gui/manual/intro.txt interpunction.

Highlights → Highlight

Jan 14 2020, 7:59 PM
Vulcan added a comment to D2569: [gui] standardize modmod buttons width.

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

Jan 14 2020, 7:49 PM
Vulcan added a comment to D2569: [gui] standardize modmod buttons width.

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

Jan 14 2020, 7:48 PM
Vulcan added a comment to D2569: [gui] standardize modmod buttons width.

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

Jan 14 2020, 7:46 PM
Nescio updated the diff for D2569: [gui] standardize modmod buttons width.
Jan 14 2020, 7:44 PM
Vulcan added a comment to D2569: [gui] standardize modmod buttons width.

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

Jan 14 2020, 7:43 PM
Vulcan added a comment to D2569: [gui] standardize modmod buttons width.

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

Jan 14 2020, 7:43 PM
Vulcan added a comment to D2569: [gui] standardize modmod buttons width.

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

Jan 14 2020, 7:40 PM
Nescio created D2569: [gui] standardize modmod buttons width.
Jan 14 2020, 7:39 PM
bb added a comment to rP23392: Landscape and Daytime gamesetup options for the Unknown, Danubius and Polar Sea….

The random Random map ;)

Jan 14 2020, 7:15 PM
Silier accepted D1961: Let animals be able to garrison..

Code changes are good and code works as expected.
Animal does not enter INDIVIDUAL state from GARRISON state.

Jan 14 2020, 7:14 PM
Vulcan added a comment to D1961: Let animals be able to garrison..

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

Jan 14 2020, 6:59 PM
Vulcan added a comment to D1961: Let animals be able to garrison..

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

Jan 14 2020, 6:58 PM
Vulcan added a comment to D1961: Let animals be able to garrison..

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

Jan 14 2020, 6:56 PM
Freagarach updated the diff for D1961: Let animals be able to garrison..

Revert template change.

Jan 14 2020, 6:54 PM
Nescio added a comment to D2568: [gui] remove empty space between logo and buttons.

Should optimize the solution for the user, not for the developer, and it looks more appealing if it is vertically centered, which is relevant for all resolutions greater than that one?
Otherwise one should do an evaluation which of the two (top alignment vs center alignment) looks more appealing. (Or perhaps even some golden ratio stuff?)
And then pick the one that looks best for all relevant resolutions.

Personally I think top alignment looks best, but I'm biased, of course. Here's how it looks on 3840×2160:


For comparison, this is how it looks with size="8 50%-100 100%-8 50%+100" on 3840×2160:

Undoubtedly something neater could be achieved with JavaScript, but I'm not a programmer, so what's easy and straightforward for you isn't necessarily for me. XML at least I understand.

(Also, not that it matters for these three characters, but crediting isn't wrong when distributing patches)

I apologize if I did something wrong. What do you mean exactly?

Jan 14 2020, 6:46 PM
elexis added a comment to D2568: [gui] remove empty space between logo and buttons.

Should optimize the solution for the user, not for the developer, and it looks more appealing if it is vertically centered, which is relevant for all resolutions greater than that one?
Otherwise one should do an evaluation which of the two (top alignment vs center alignment) looks more appealing. (Or perhaps even some golden ratio stuff?)
And then pick the one that looks best for all relevant resolutions.

Jan 14 2020, 6:30 PM
Nescio added a comment to D2568: [gui] remove empty space between logo and buttons.

Why did I post the JS?

Because you're friendly and helpful?
This xml change seemed easier, though.

Jan 14 2020, 6:24 PM
Vulcan added a comment to D2568: [gui] remove empty space between logo and buttons.

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

Jan 14 2020, 6:20 PM
Vulcan added a comment to D2568: [gui] remove empty space between logo and buttons.

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

Jan 14 2020, 6:20 PM
elexis added a comment to D2568: [gui] remove empty space between logo and buttons.

Why did I post the JS?

Jan 14 2020, 6:19 PM
Vulcan added a comment to D2568: [gui] remove empty space between logo and buttons.

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

Jan 14 2020, 6:18 PM
Nescio created D2568: [gui] remove empty space between logo and buttons.
Jan 14 2020, 6:16 PM
Nescio added a comment to rP23387: Move the credits button on main menu.

On a side note 720 < 768 minimum resolution.

True, though 1280×720 is actually larger (and newer?) than 1024×768.

Jan 14 2020, 6:01 PM
Stan added a comment to rP23387: Move the credits button on main menu.

On a side note 720 < 768 minimum resolution.

Jan 14 2020, 5:54 PM
elexis added a comment to rP23387: Move the credits button on main menu.

or this pattern (has the advantage of not hardcoding references to neighbors):

top = 50%-halfHeight
bottom = 50% + halfHeight
`

where 2 * halfHeight = buttons * buttonHeight

Jan 14 2020, 5:52 PM
elexis added a comment to rP23387: Move the credits button on main menu.

Any ideas on how to remove the unnecessary empty space between the logo and the “Learn To Play” button (red)?

Jan 14 2020, 5:50 PM
Nescio added a comment to rP23387: Move the credits button on main menu.

Removing the empty space above the buttons would make it look better at low resolution screens. This is how it currently looks on 1280×720:

Jan 14 2020, 5:26 PM
vladislavbelov added a comment to rP23387: Move the credits button on main menu.

Thanks!
Any ideas on how to remove the unnecessary empty space between the logo and the “Learn To Play” button (red)?

Jan 14 2020, 5:12 PM
Nescio added a comment to rP23387: Move the credits button on main menu.

Thanks!
Any ideas on how to remove the unnecessary empty space between the logo and the “Learn To Play” button (red)?

Jan 14 2020, 4:40 PM
Nescio added a comment to D1634: Fert random map..

Google tells me "king of the hill" in Latin is "Rex Monte" which sounds OK.

Don't trust Google. Use the proper case (genitivus): rex montis (mons means mountain; same root). Better still would be rex collis (collis means hill).

Latin: fert -> counts

fert is the third singular present of the verb fero, ferre, which means to carry, convey, transport, take (and a lot of other, similar things; it has eleven columns (four pages) in P. G. W. Glare Oxford Latin Dictionary (Oxford 2012)).

Jan 14 2020, 4:14 PM
Silier added a comment to D1634: Fert random map..
In D1634#107361, @nani wrote:
  • What is a fert?

Nothing. Made up. I initially wanted to name it "King of the hill" but sounded too cheesy. An alternative would be to translate it to Latin or such. Google tells me "king of the hill" in Latin is "Rex Monte" which sounds OK.

Jan 14 2020, 3:53 PM
nani added a comment to D1634: Fert random map..
  • What is a fert?
Jan 14 2020, 3:49 PM
elexis added a comment to D1634: Fert random map..

Is there no way to force victory conditions?

Why not allow the host to vary the map more by playing with other or additional victory conditions?
Currently when selecting a skirmish/random map that comes with VictoryConditions, that choice is overwritten.
So the user still has to actively decide against the preference of the map.
(When playing in conquest, the player gaining the middle still has a big strategical advantage, and its the primary passage connecting the players, so the victory condition doesnt change the gameplay that much in case Conquest is enabled)
(It is quite easy to change the VictoryCondition format of maps to differentiate between forcing and overwriting a setting, the change could be local to VictoryConditions.js, except for the fact that Atlas would also need to be changed and perhaps the Gamesetup.cpp Autostart code)

Jan 14 2020, 3:22 PM
nani changed the edit policy for D1634: Fert random map..
Jan 14 2020, 3:21 PM
elexis added a comment to rP23392: Landscape and Daytime gamesetup options for the Unknown, Danubius and Polar Sea….

Do you have a replay for that match? Or do you know which map it was? I cant reproduce with or without the persist file for skirmish maps, random maps and the unknown map, nor tutorial.

Jan 14 2020, 2:59 PM
elexis created P192 AI serializationtest error.
Jan 14 2020, 2:26 PM
bb raised a concern with rP23374: Gamesetup class rewrite, fixes #5322, refs #5387..

On min res: enable both relics and regicide. Not all options are visible

Jan 14 2020, 12:26 PM
bb raised a concern with rP23392: Landscape and Daytime gamesetup options for the Unknown, Danubius and Polar Sea….

When starting a SP match

ERROR: JavaScript error: gui/gamesetup/GameSettings/Single/Dropdowns/Landscape.js line 97
TypeError: this.mapData is undefined
  onPickRandomItems@gui/gamesetup/GameSettings/Single/Dropdowns/Landscape.js:97:7
  pickRandomItems@gui/gamesetup/Controls/GameSettingsControl.js:247:4
  onLaunchGame@gui/gamesetup/Controls/GameSettingsControl.js:255:3
  launchGame@gui/gamesetup/Controls/StartGameControl.js:35:4
  onPress@gui/gamesetup/Panels/Buttons/StartGameButton.js:61:3
Jan 14 2020, 12:17 PM
elexis created P191 SavegameDetails oversighht.
Jan 14 2020, 12:03 PM
Stan accepted D2563: NVTT build fixes.

False alert. after running make clean clean workspaces, and rebuilding everything overnight, then cleaning the cache, it works now. There are only the compilation warning but I can live with those.

Jan 14 2020, 8:23 AM
elexis committed rP23392: Landscape and Daytime gamesetup options for the Unknown, Danubius and Polar Sea….
Landscape and Daytime gamesetup options for the Unknown, Danubius and Polar Sea…
Jan 14 2020, 8:03 AM
elexis closed D2564: Gamesetup map specific options - Landscape, Daytime.
Jan 14 2020, 8:03 AM
Vulcan added a comment to D2564: Gamesetup map specific options - Landscape, Daytime.

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

Jan 14 2020, 7:57 AM
Vulcan added a comment to D2564: Gamesetup map specific options - Landscape, Daytime.

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

Jan 14 2020, 7:56 AM
Vulcan added a comment to D2564: Gamesetup map specific options - Landscape, Daytime.

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

Jan 14 2020, 7:54 AM
elexis updated the diff for D2564: Gamesetup map specific options - Landscape, Daytime.

See above.

Jan 14 2020, 7:51 AM
elexis added a comment to D2564: Gamesetup map specific options - Landscape, Daytime.
In D2564#107218, @Stan wrote:

The combination of those three files (Don't forget to backup) trigger an infinite loop for me.

That comes from rP23374, fixed in rP23391, triggered when selecting Sandbox AI difficulty by default.

Jan 14 2020, 7:50 AM
Stan added a comment to D1217: Pause renderer option for unfocused window.

@vladislavbelov might be of interest to you

Jan 14 2020, 7:35 AM
elexis added a comment to rP23391: Fix gamesetup infinite loop when selecting a falsy (sandbox) AI difficulty….
Jan 14 2020, 6:52 AM
elexis committed rP23391: Fix gamesetup infinite loop when selecting a falsy (sandbox) AI difficulty….
Fix gamesetup infinite loop when selecting a falsy (sandbox) AI difficulty…
Jan 14 2020, 6:46 AM
Stan committed rP23390: Optimize some props by not using transparency..
Optimize some props by not using transparency.
Jan 14 2020, 12:27 AM
Stan committed rP23389: Optimize some helmets by not using transparency when not necessary. EOL.
Optimize some helmets by not using transparency when not necessary. EOL
Jan 14 2020, 12:26 AM
Stan committed rP23388: Optimize some structures, by not using transparency when not necessary. EOL.
Optimize some structures, by not using transparency when not necessary. EOL
Jan 14 2020, 12:25 AM

Jan 13 2020

Stan added a comment to D2563: NVTT build fixes.

Jan 13 2020, 11:42 PM
Itms added a comment to D2563: NVTT build fixes.

Can you attach the dds generated by nvtt that it doesn't manage to load? Thanks :)

Jan 13 2020, 11:38 PM
Vulcan added a comment to D2281: Status Effects v2 - More cleanup, allow modifiers..

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

Jan 13 2020, 11:30 PM