Build failure - The Moirai have given mortals hearts that can endure.
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May 23 2020
Build failure - The Moirai have given mortals hearts that can endure.
Build failure - The Moirai have given mortals hearts that can endure.
Eh, you know what, let's actually do something nice.
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.
There was actually another mistake in rP22447 which I missed the first time: formation offsets are relative to the formation controller's heading, and so the range check only worked in some directions.
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.
Slightly simpler code + do the same in Stop().
Successful build - Chance fights ever on the side of the prudent.
(commandeering as Freagarach is busy this WE and I want to work on formations).
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.
May 22 2020
Successful build - Chance fights ever on the side of the prudent.
I renamed to CheckPickupAccessible because it's actually used for siege pickups as well as ship pickups.
rename CheckNearShore to CheckPickupAccessible, and also test the square directly under the ship.
Build failure - The Moirai have given mortals hearts that can endure.
This feels like putting a patch on gruyère and hoping it won't leak :P
Build failure - The Moirai have given mortals hearts that can endure.
I'm not sure if shift+alt, for walls, shouldn't actually dispatch each unit to a different wall piece. That sounds very cool to me, but it might be unexpected.
Thanks, @wraitii ! I am happy to have a review (and someone else who shares my excitement for this! :)
Thanks for noticing this issue and for the patch :)
I've taken the liberty of commandeering given that this is fairly old (sadly).
Build failure - The Moirai have given mortals hearts that can endure.
Build failure - The Moirai have given mortals hearts that can endure.
I agree with the idea. Not familiar with this piece of code so I'll trust your judgement.
First and foremost, this honestly looks really good to me, I'm surprised it's "that easy" :p . Thanks for sticking with it.
https://github.com/tinygettext/tinygettext/issues/21
Grumbel commented on 26 Aug 2018
Expression parser is a waste of time, just hardcode whatever language you want to add and be done with it. Languages don't change frequently enough to make a parser worth the effort.
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.
Build failure - The Moirai have given mortals hearts that can endure.
Rework the selection update implementation to not be braindead.
This patches only adds the ability to Iberia (cause I forgot to do it for the others), I'll do that before committing.
Perhaps it's better if you focus this patch on the necessary mechanics changes. The template changes can be done in a separate patch afterwards, also because gates can have different heights than wall segments.
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.
Mh, the turret code is actually newer than my "AbleToMove" changes and technically it's useless right now, but I guess I'll leave it in since it could be useful to freeze a unit or something.
Rebase and slight rework.
Commenting to myself that I need to check what this does for gates.
In D2757#116560, @Itms wrote:In D2757#116558, @wraitii wrote:Haven't done the long-translation thing yet because I don't really understand what it is supposed to be doing.
This one goes through all Po files and for each original string, it uses the longest translation it can find in all languages. It generates a dummy language with all the longest translations, so that by testing this dummy language you can make sure the GUI elements (buttons, etc) are large enough to accommodate for all languages.
Successful build - Chance fights ever on the side of the prudent.
In D2757#116558, @wraitii wrote:Haven't done the long-translation thing yet because I don't really understand what it is supposed to be doing.
Same process for checkTranslationsForSpam.py.
See the failing tests in the previous commit and https://wildfiregames.com/forum/index.php?/topic/28209-binariessystemtest-fmtsprintf-f-with-separator/
I guess i should write a regex for the change to make it easier for other mods.
As stated earlier, aristeia, millenniumad, terra_magna, etc. are unaffected by this patch. I guess Delenda Est is the only mod that needs fixing, because it contains (partially outdated) copies of numerous template_unit* files.
Needs more splitting and rewriting. Yay \o/
(See IRC)
Successful build - Chance fights ever on the side of the prudent.
- Rebased.
- Simplification of checking allowed players.
Bonus: with this patch the template_unit_champion_infantry_axeman.xml template can be removed from the aristeia and millenniumad mods.
Some of these comments might be completely off-base - this diff has a long history now and I don't know all of it, so my apologies in advance if that happens.
Those to be deleted files are used by delenda est
Deleting them won't break anything, since they're already present there: https://github.com/JustusAvramenko/delenda_est/tree/master/art/textures/selection/auras/test
and probably some other mods using auras.
Which ones specifically? The aura and attack range visualizations simply use the outline_border.png, not those 1024x1024_aura* png files.
Ah right.
In D2757#116518, @Itms wrote:Right now we also use pology in checkTranslationsForSpam.py and generateLongStringTranslations.py, they should be updated as well.
Ah, indeed.
This sounds like a good idea ?
In D2758#116511, @Freagarach wrote:One is attacked though? Just not hurt.
But I guess the definition of attacked in the game is that some effect is caused.
From what you posted, the uploaded patch shows the filename of the failed JS randommap testfile on linux but not on windows, whereas failed simulation tests shows the filename of the JS test on both platforms when not using a debugger.
Successful build - Chance fights ever on the side of the prudent.
One is attacked though? Just not hurt.
But I guess the definition of attacked in the game is that some effect is caused.
Isn't it a bit ouf scope? Literally no warning goes through on windows. We don't get any output. The patch is consistent with *all the behavior on windows.