Refs D2567.
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Jan 15 2020
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.
In D2542#107484, @Stan wrote:
Jan 14 2020
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).
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Testing with SM gave that string without regex is fastest (about 20x), difference between other options is small.
Successful build - Chance fights ever on the side of the prudent.
Update for luck.
@bb, interested in reviewing this one?
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.
Comments.
only trivialities left
Adding the number of builders to the "front page" should imply adding the time left to the tooltip
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.
Rebased because of rP23347.
D2546 would require to change this
Yeah, I guessed so. Sometimes there is an interesting story behind deliberate misspellings. :)
Aye, something of a pun around here (in real space) ;)
Compleat.
You do know the correct spelling is “complete”, don't you?
- Compleat.
- Improves consistency -> Is an improvement.
- Breaks nothing.
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.
Highlights → Highlight
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.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
The random Random map ;)
Code changes are good and code works as expected.
Animal does not enter INDIVIDUAL state from GARRISON state.
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.
Revert template change.
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?
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.
Why did I post the JS?
Because you're friendly and helpful?
This xml change seemed easier, though.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Why did I post the JS?
Successful build - Chance fights ever on the side of the prudent.
On a side note 720 < 768 minimum resolution.
True, though 1280×720 is actually larger (and newer?) than 1024×768.
On a side note 720 < 768 minimum resolution.
or this pattern (has the advantage of not hardcoding references to neighbors):
top = 50%-halfHeight bottom = 50% + halfHeight `
where 2 * halfHeight = buttons * buttonHeight
In rP23387#40848, @Nescio wrote:Any ideas on how to remove the unnecessary empty space between the logo and the “Learn To Play” button (red)?
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:
In rP23387#40848, @Nescio wrote:
Thanks!
Any ideas on how to remove the unnecessary empty space between the logo and the “Learn To Play” button (red)?
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)).
In D1634#107361, @nani wrote:In D1634#107351, @elexis 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.
In D1634#107351, @elexis wrote:
- What is a fert?
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)
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.
On min res: enable both relics and regicide. Not all options are visible
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
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.
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.
See above.
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.
@vladislavbelov might be of interest to you
- Reported by Stan on http://irclogs.wildfiregames.com/2020-01/2020-01-13-QuakeNet-%230ad-dev.log
- Checked all updateGameAttributes calls to see if I missed some other cases.
- Tips panel and settings panel overlapping was reproduced on my end by pressing the hotkey to resize the window to 1024*768. Starting with 1024*768 didn't trigger that.
Jan 13 2020
Can you attach the dds generated by nvtt that it doesn't manage to load? Thanks :)
Successful build - Chance fights ever on the side of the prudent.