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Sep 19 2021

Langbart added a comment to D3646: Debundle Valgrind and make it optional.

Build with and without the new flag.

macOs 10.15.7 + working copy rP25928

  • Applied the patch without valgrind being installed.
  • Also installed valgrind via Homebrew (small problem, but solution No.10 worked for me from this link) and applied this patch.
Sep 19 2021, 1:07 PM
Langbart added inline comments to D4262: Restoring the colored profile name with the ranking and using the leaderboard names for autocompletion in the profile player search field..
Sep 19 2021, 12:53 PM
Stan accepted D3646: Debundle Valgrind and make it optional.

Alright then.

Sep 19 2021, 12:22 PM
Vulcan added a comment to D3247: Use rotation times on all unitMotion driven rotations..

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

Sep 19 2021, 12:09 PM
Vulcan added a comment to D3247: Use rotation times on all unitMotion driven rotations..

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

Sep 19 2021, 12:02 PM
bb updated the diff for D3247: Use rotation times on all unitMotion driven rotations..
Sep 19 2021, 11:55 AM
Vulcan added a comment to D4231: Generalise gamesettings pickRandomItems' loop.

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

Sep 19 2021, 11:43 AM
Vulcan added a comment to D4231: Generalise gamesettings pickRandomItems' loop.

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

Sep 19 2021, 11:43 AM
bb updated the diff for D4231: Generalise gamesettings pickRandomItems' loop.
Sep 19 2021, 11:36 AM
bb accepted D4262: Restoring the colored profile name with the ranking and using the leaderboard names for autocompletion in the profile player search field..

All SendGetBoardList needed to be handled got handled.

Sep 19 2021, 11:29 AM
ValihrAnt added a comment to D4273: [gameplay] Briton bonus - faster wood gather rate.

I suppose the bigger problem is that there isn't really a design plan/idea for how the civs should play and how many bonuses, unique techs a civ should have

Therefore this should be fixed first. Unless there is a real need don't change things until this is sorted out.

It'd be great but who knows how long it will take for someone to go out and make it. There is this https://trac.wildfiregames.com/wiki/Design_Document#PlayableCivilizations, but it doesn't detail anything for gameplay in generic.
Until then, I think it's fine to start adding a base of bonuses/techs just to differentiate civs more than by only their architecture.

And I agree that boni like additional pop for storehouses etc as we had in the past are preferable as they are also apparent to non (semi-) pro players and as such make more sense to use for the "differentiate civs" purpose.

The Britons can be given the structure population bonus and this woodcutting bonus moved over to the Mauryas maybe or just gotten rid of.

Sep 19 2021, 9:58 AM
sera accepted D3646: Debundle Valgrind and make it optional.

making the addition of it to that file out of scope for this revision

Sep 19 2021, 9:20 AM
Freagarach added inline comments to D4272: Use Transform for changing a formation template..
Sep 19 2021, 8:45 AM
Stan updated subscribers of D3646: Debundle Valgrind and make it optional.

According to wraitii valgrind didn't really work for him on macOS

Sep 19 2021, 12:54 AM

Sep 18 2021

Silier added a comment to rP25927: Fix black buttons as observer on a GAIA market..

https://wildfiregames.com/forum/topic/56568-petra-having-problems-with-fishing-on-maps-with-water-available/?do=findComment&comment=454690

Sep 18 2021, 9:06 PM
Silier added a comment to rP25927: Fix black buttons as observer on a GAIA market..

open trade card from top menu
switch to observer, go back to player, missing buttons

Sep 18 2021, 9:06 PM
Vulcan added a comment to D368: Gameplay Scripting: Entity and Actor coding for Secondary Attacks.

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

Sep 18 2021, 8:38 PM
Vulcan added a comment to D368: Gameplay Scripting: Entity and Actor coding for Secondary Attacks.

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

Sep 18 2021, 8:37 PM
bb added inline comments to D368: Gameplay Scripting: Entity and Actor coding for Secondary Attacks.
Sep 18 2021, 8:32 PM
bb updated the diff for D368: Gameplay Scripting: Entity and Actor coding for Secondary Attacks.

Improve the buildingAI situation

Sep 18 2021, 8:32 PM
s0600204 added inline comments to D3611: Use pkg-config even more.
Sep 18 2021, 8:11 PM
s0600204 added a comment to D3646: Debundle Valgrind and make it optional.
In D3646#180948, @Stan wrote:

Mmmh there is no #ifdef in [source/lib/sysdep/os/osx/ocpu.cpp]

Sep 18 2021, 8:10 PM
Silier added inline comments to D4272: Use Transform for changing a formation template..
Sep 18 2021, 7:07 PM
Silier added inline comments to D4277: Rename misnamed lastGatheredType in ResourceGatherer..
Sep 18 2021, 6:51 PM
bb added inline comments to D4277: Rename misnamed lastGatheredType in ResourceGatherer..
Sep 18 2021, 6:33 PM
bb accepted D4268: Fix typo in hotkeys..

Eyeballed, didn't find more => meh

Sep 18 2021, 6:25 PM
bb added inline comments to D4272: Use Transform for changing a formation template..
Sep 18 2021, 6:24 PM
sera added a comment to D4273: [gameplay] Briton bonus - faster wood gather rate.

I suppose the bigger problem is that there isn't really a design plan/idea for how the civs should play and how many bonuses, unique techs a civ should have

Sep 18 2021, 10:26 AM
Freagarach requested review of D4277: Rename misnamed lastGatheredType in ResourceGatherer..
Sep 18 2021, 9:37 AM
Vulcan added a comment to D4274: Fix negative gatherers upon ownership changes..

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

Sep 18 2021, 9:21 AM
Vulcan added a comment to D4274: Fix negative gatherers upon ownership changes..

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

Sep 18 2021, 9:20 AM
Freagarach updated the diff for D4274: Fix negative gatherers upon ownership changes..

Optimalisation.

Sep 18 2021, 9:16 AM
ValihrAnt added a comment to D4273: [gameplay] Briton bonus - faster wood gather rate.

Economy bonus not only affects the early game but the late game, which is not the intention in a good rush civilization and weak late game.

I think we're also looking at this very differently. A ''rush'' civilization for me is one that has wide-open options and opportunities for early and sustained aggression. The weak late game part doesn't refer to them being directly inferior to other civs but just simply lacking as many late game options. Otherwise, we create civilizations that are only seen in 1v1s and vice versa for only strong late game civs.
So in this case a wood bonus allows the Britons to more quickly get a stable and fields for war dogs/cavalry, or a stronger slinger rush as they can afford to have more on stone from the get go. And then the Britons can have an 'inferior' late game by missing cavalry upgrades, having weaker siege, and being reliant on infantry (Probably missing an inf armor upgrade too as they'd have better wood eco and thus would be able to field a bigger army). So in a 1v1s late game, the opponent can counterplay their strength and force them into playing suboptimal units but in team games their infantry is already accompanied by supporting units. This way they're still focused on the early game but aren't a crutch in late game.

Sep 18 2021, 9:04 AM
Vulcan added a comment to D2175: Select formations as a whole by default..

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

Sep 18 2021, 7:39 AM
Vulcan added a comment to D2175: Select formations as a whole by default..

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

Sep 18 2021, 7:38 AM
Freagarach updated the diff for D2175: Select formations as a whole by default..

Use a set.

Sep 18 2021, 7:31 AM
autobuild committed rP25928: [Windows] Automated build..
[Windows] Automated build.
Sep 18 2021, 5:52 AM
chrstgtr added a comment to D4273: [gameplay] Briton bonus - faster wood gather rate.
In D4273#182025, @borg- wrote:

Britons/gauls must be a rush civ, so there may be a bonus for that, like, brit can build fortress and barracks on neutral territory for example.

For a rush civ, an early economy bonus is the most important thing. I don't see any value that being able to build a barrack in neutral gives early on. It's why the Mauryas and Ptolemies like to play extended early aggression much more than other civs.

Economy bonus not only affects the early game but the late game, which is not the intention in a good rush civilization and weak late game.
I really don't find it fun for all civilizations to have basically the same economic bonuses. Macedonia may have bonus expansion/capture rate, roman siege units, brit/gaul in rush, athenas could create a new slave for each house built.

Are more creative bonuses that help to highlight the characteristics of each civilization.

Sep 18 2021, 12:31 AM

Sep 17 2021

Silier added a comment to rP25926: Fix duplicate insertion error when detecting incompatible mods..

You mean after inserting erease code rP25634

Sep 17 2021, 7:26 PM
wraitii committed rP25927: Fix black buttons as observer on a GAIA market..
Fix black buttons as observer on a GAIA market.
Sep 17 2021, 7:02 PM
wraitii closed D4164: Fix black buttons as observer on a GAIA market..
Sep 17 2021, 7:02 PM
wraitii committed rP25926: Fix duplicate insertion error when detecting incompatible mods..
Fix duplicate insertion error when detecting incompatible mods.
Sep 17 2021, 6:59 PM
wraitii closed D4276: Fix potential crash when parsing incompatible mods since rP25410.
Sep 17 2021, 6:59 PM
Ceres added a comment to D4117: [hack] Hack for making a map preview.

@wraitii
'screenshot0001.png' was successfully taken after I rebuilt 0ad with your patch applied. Is there currently anything more I could help you with? Like anything with Python?
BTW, can I use this patched & rebuilt version for further testing also of other stuff, or should I then rather revert your patch (i.e. back to latest svn and rebuild/compile)?

Sep 17 2021, 6:25 PM
bb committed rP25925: Add tooltip to modmod explaining about loading order.
Add tooltip to modmod explaining about loading order
Sep 17 2021, 4:41 PM
bb closed D4252: GUI Enabled Mods - short explanatory note added about later mods overwriting earlier installed mods.
Sep 17 2021, 4:41 PM
Ceres added a comment to D4117: [hack] Hack for making a map preview.
In D4117#182026, @Ceres wrote:

@wraitii In the summary, you started with "Compile with this". While this might be obvious for you and other devs/experts, I am not sure whether I have to really compile (again). I did not compile again, as I have a working svn version of 0ad already.

You do have to compile again, after you applied the patch. Then it should work.

Sep 17 2021, 4:28 PM
wraitii added a comment to D4117: [hack] Hack for making a map preview.
In D4117#182026, @Ceres wrote:

@wraitii In the summary, you started with "Compile with this". While this might be obvious for you and other devs/experts, I am not sure whether I have to really compile (again). I did not compile again, as I have a working svn version of 0ad already.

You do have to compile again, after you applied the patch. Then it should work.

Sep 17 2021, 3:07 PM
Ceres added a comment to D4117: [hack] Hack for making a map preview.

@wraitii In the summary, you started with "Compile with this". While this might be obvious for you and other devs/experts, I am not sure whether I have to really compile (again). I did not compile again, as I have a working svn version of 0ad already. So I only did 'svn up', then applied your patch, and continued with the commands your provided for the console. All went fine until the map got tilted (by SetCameraData), so one can see it nicely from high above. However, the next command to take the screenshot failed. I took one manually that also shows the error message in the console.

Sep 17 2021, 2:28 PM
borg- added a comment to D4273: [gameplay] Briton bonus - faster wood gather rate.

Britons/gauls must be a rush civ, so there may be a bonus for that, like, brit can build fortress and barracks on neutral territory for example.

For a rush civ, an early economy bonus is the most important thing. I don't see any value that being able to build a barrack in neutral gives early on. It's why the Mauryas and Ptolemies like to play extended early aggression much more than other civs.

Sep 17 2021, 2:05 PM
Vulcan added a comment to D3998: [PetraAI] - Implement an emergency mode in case of huge losses..

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

Sep 17 2021, 1:38 PM
Vulcan added a comment to D3998: [PetraAI] - Implement an emergency mode in case of huge losses..

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

Sep 17 2021, 1:37 PM
JCWasmx86 updated the diff for D3998: [PetraAI] - Implement an emergency mode in case of huge losses..

"army is undefined" still happens. Minor tweaks

Sep 17 2021, 1:31 PM
Ceres added a comment to D4117: [hack] Hack for making a map preview.

@Freagarach Oh my bad - I was really stupid! Sorry to you and @wraitii that I used the wrong patch to report here. I need to pay more attention... sigh

Sep 17 2021, 12:40 PM
Silier accepted D4276: Fix potential crash when parsing incompatible mods since rP25410.

while doing it you could merge branches

Sep 17 2021, 12:37 PM
wraitii requested review of D4276: Fix potential crash when parsing incompatible mods since rP25410.
Sep 17 2021, 11:51 AM
Stan added inline comments to D4216: [PetraAI] - Reduce duplication when trying to research a specific technology..
Sep 17 2021, 11:47 AM
Freagarach added a comment to D4216: [PetraAI] - Reduce duplication when trying to research a specific technology..

I was thinking we might just want to pass the requirements we want to te researchManager and let that handle trying to research.
E.g. instead of calling researchManager.researchTradeBonus, we call researchManager.tryImprove which not immediately tries to improve, but adds the req. to a list that the manager will try to research on its next update?

@Angen I think this ^ could be done.
E.g. the tryToImprove will add it to a list which gets parsed on update in researchWantedTechs. With the following remarks:

I guess the advantage of leaving the exact specs (i.e. modif) in the hands of the researchManager is that there are no modifs scattered throughout PetraAI's code. The disadvantage would be that for every modif you want to use you need a function in researchManager.

Sep 17 2021, 11:42 AM
Freagarach added a comment to D4117: [hack] Hack for making a map preview.
In D4117#181969, @Ceres wrote:
user@Debian:~/0ad$ arc patch D4177
Sep 17 2021, 11:38 AM
wraitii requested review of D4275: Fix bug where 'archive' XMB files could end up being written to the user mod.
Sep 17 2021, 11:32 AM
wraitii raised a concern with rP25410: Do not allow to start pyrogenesis with incompatible mods.
Sep 17 2021, 11:22 AM
Silier requested changes to D4216: [PetraAI] - Reduce duplication when trying to research a specific technology..
Sep 17 2021, 11:14 AM
wraitii added a comment to D4117: [hack] Hack for making a map preview.

mh, this diff doesn't change UnitAI, so I'm not entirely sure why you had a problem in UnitAI?

Sep 17 2021, 10:08 AM
Stan updated subscribers of D4273: [gameplay] Briton bonus - faster wood gather rate.

Adding @genava55 as he might have some input.

Sep 17 2021, 10:07 AM
ValihrAnt added a comment to D4273: [gameplay] Briton bonus - faster wood gather rate.

Britons/gauls must be a rush civ, so there may be a bonus for that, like, brit can build fortress and barracks on neutral territory for example.

For a rush civ, an early economy bonus is the most important thing. I don't see any value that being able to build a barrack in neutral gives early on. It's why the Mauryas and Ptolemies like to play extended early aggression much more than other civs.

Sep 17 2021, 9:41 AM
autobuild committed rP25924: [i18n] Updated POT and PO files..
[i18n] Updated POT and PO files.
Sep 17 2021, 9:16 AM

Sep 16 2021

Silier added inline comments to D4216: [PetraAI] - Reduce duplication when trying to research a specific technology..
Sep 16 2021, 9:43 PM
Vulcan added a comment to D3998: [PetraAI] - Implement an emergency mode in case of huge losses..

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

Sep 16 2021, 9:06 PM
Vulcan added a comment to D3998: [PetraAI] - Implement an emergency mode in case of huge losses..

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

Sep 16 2021, 9:05 PM
JCWasmx86 updated the diff for D3998: [PetraAI] - Implement an emergency mode in case of huge losses..

I think I fixed the error in defenseManager.js (army is undefined). Only Petra error in incrementBuilderCounters for structures/kush/camp_noba with count < 0 and unknown type in garrisonManager undefined for Athenian Hoplite id 13212 inside Barracks id 12541 remain.

Sep 16 2021, 9:01 PM
Ceres added a comment to D4117: [hack] Hack for making a map preview.

Ah, this implies code changes? Well, then I'm lost. ๐Ÿ˜Š

Sep 16 2021, 6:58 PM
marder added a comment to D4117: [hack] Hack for making a map preview.

@Ceres the [hack] in the title implies that its not meant to be applied for production use and also I have no idea what kind of c++ wizardry is going on here. So can't help you here.

Sep 16 2021, 6:41 PM
bb added inline comments to D4256: Adjusting the placeholder text for inputs.
Sep 16 2021, 6:33 PM
Ceres updated subscribers of D4117: [hack] Hack for making a map preview.

@marder @wraitii
I have some warning messages about hunks when trying to apply this patch to me freshly up'ed svn:

Sep 16 2021, 6:23 PM
Ceres added a comment to D4252: GUI Enabled Mods - short explanatory note added about later mods overwriting earlier installed mods.

@marder Ok, thank you!

Sep 16 2021, 6:19 PM
marder added a comment to rP25789: Update some MR map previews..

Which manual step do you mean?

Sep 16 2021, 6:00 PM
marder accepted D4252: GUI Enabled Mods - short explanatory note added about later mods overwriting earlier installed mods.

ok then I don't have any more remarks, its definitely already an improvement.

Sep 16 2021, 5:57 PM
Ceres added a comment to rP25789: Update some MR map previews..

Could a map thumbnail be automatically generated in the game? Or is it possible to have thumbs automatically generated whenever a map/texture is updated in the repo?

Both are possible futures, but at the moment there is really no convenient way to do it. You must go through at least one manual step, which makes this annoying.

Which manual step do you mean?

Sep 16 2021, 5:13 PM
wraitii added a comment to rP25789: Update some MR map previews..

Could a map thumbnail be automatically generated in the game? Or is it possible to have thumbs automatically generated whenever a map/texture is updated in the repo?

Sep 16 2021, 5:08 PM
wraitii added a comment to D4272: Use Transform for changing a formation template..

This seems like a good idea ๐Ÿ‘

Sep 16 2021, 5:06 PM
Ceres added a comment to D4272: Use Transform for changing a formation template..

You also have the ability of foresight! ;) I don't know if I'm supposed to review your patch, but let me tell you that for me it works very nicely. Thank you! :)

Sep 16 2021, 4:57 PM
Ceres added a comment to D4252: GUI Enabled Mods - short explanatory note added about later mods overwriting earlier installed mods.

Well, for the time being, I would like to keep it as it is. In fact, I realised that changing the look of the tooltip itself would not help. One would need to change the area where a tooltip is to be expected, e.g. by a different background colour or something eye-catchy; this should be consistently used throughout the game, though, I guess, else it would not be nice. Further suggestions are very welcome. AFAIK it, I can later further edit this patch in this regard, i.e. also after it has been implemented, right? Or should I then better start a new one - to have the implemeted one as basis for a new diff?

Sep 16 2021, 4:52 PM
Ceres added a comment to rP25789: Update some MR map previews..

Could a map thumbnail be automatically generated in the game? Or is it possible to have thumbs automatically generated whenever a map/texture is updated in the repo?

Sep 16 2021, 4:47 PM
Vulcan added a comment to D4262: Restoring the colored profile name with the ranking and using the leaderboard names for autocompletion in the profile player search field..

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

Sep 16 2021, 4:47 PM
Vulcan added a comment to D4262: Restoring the colored profile name with the ranking and using the leaderboard names for autocompletion in the profile player search field..

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

Sep 16 2021, 4:45 PM
Langbart updated the diff for D4262: Restoring the colored profile name with the ranking and using the leaderboard names for autocompletion in the profile player search field..

Fixing lint warnings. The names in the leaderboard are all lowercase, resulting in duplicate names. Adding toLowerCase() might solve the problem, but I haven't added it. I want the names to be displayed in the correct case.

Sep 16 2021, 4:41 PM
Stan added a comment to D4108: Adds FreeType support to the engine.

Yeah it's because freetype ft2build.h is named freenode2/ft2build.h only on macOS

Sep 16 2021, 4:27 PM
Langbart added a comment to D4108: Adds FreeType support to the engine.
In D4108#181953, @Stan wrote:

Interesting so it picked the homebrew version instead of the local one. It's a bit strange the game compiled with no header change though.

Sep 16 2021, 4:18 PM
Stan added a comment to D4108: Adds FreeType support to the engine.

Interesting so it picked the homebrew version instead of the local one. It's a bit strange the game compiled with no header change though.

Sep 16 2021, 4:12 PM
Langbart added a comment to D4108: Adds FreeType support to the engine.
In D4108#181951, @Stan wrote:

You probably have a version somewhere @Langbart see if you can find it in /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/

Sep 16 2021, 4:09 PM
Stan added a comment to D4108: Adds FreeType support to the engine.

You probably have a version somewhere @Langbart see if you can find it in /Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/

Sep 16 2021, 4:05 PM
borg- added a comment to D4273: [gameplay] Briton bonus - faster wood gather rate.

To be honest I don't think every civilization needs to have a generic economics bonus.

Sep 16 2021, 3:39 PM
ValihrAnt updated the diff for D4273: [gameplay] Briton bonus - faster wood gather rate.

Switched the bonus from the Gauls to the Britons

Sep 16 2021, 3:21 PM
Langbart added a comment to D4108: Adds FreeType support to the engine.

Apply the patch and compile the game

Yes, macOS 10.15.7 with rP25923.

Run the game with a user report and check that freetype version is correct

userreport_hwdetect.txt in my /Users/picus/Library/Application Support/0ad/logs folder says:

Sep 16 2021, 3:21 PM
Freagarach added inline comments to D4274: Fix negative gatherers upon ownership changes..
Sep 16 2021, 11:21 AM
wraitii added inline comments to D4274: Fix negative gatherers upon ownership changes..
Sep 16 2021, 11:19 AM
Freagarach added a comment to D4274: Fix negative gatherers upon ownership changes..

I think you're doing redundant work on INVALID->Player when then entity spawns, which is bad as that's quite slow already.

Yeah, I think I need to go through that message on all the components one day.

Sep 16 2021, 11:12 AM
Langbart added a comment to D4274: Fix negative gatherers upon ownership changes..

works. rP25923+D4274, I can no longer get a negative number for the number of resource gatherers in the top panel.

Sep 16 2021, 9:32 AM
wraitii added a comment to D4274: Fix negative gatherers upon ownership changes..

I think you're doing redundant work on INVALID->Player when then entity spawns, which is bad as that's quite slow already.

Sep 16 2021, 9:05 AM
Freagarach requested review of D4274: Fix negative gatherers upon ownership changes..
Sep 16 2021, 8:30 AM