In D4970#211869, @wraitii wrote:Yeah trying to improve is certainly fair, as I said. I guess I'm saying it's probably better to end of the side of 'smooth, clumped-up pathfinding' over 'slow, spread-out'.
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Mar 14 2023
Mar 14 2023
wraitii awarded D4584: [WIP] - Technologies to templates. a Like token.
Yeah trying to improve is certainly fair, as I said. I guess I'm saying it's probably better to end of the side of 'smooth, clumped-up pathfinding' over 'slow, spread-out'.
Mar 13 2023
Mar 13 2023
What do you two think of these:
1.2, 1.1, 3.0, 0.9, 0.65, 0.2, 0.7, 0.2
In D4970#211864, @real_tabasco_sauce wrote:Yeah, as written, units can push each other off of resources. Ex. women on 1 bush, soldiers chopping 1 tree.
However, this is very brief.
Norse_Harold added inline comments to D4967: Lower enet packet fragment max size to support certain VPN.
Yeah, as written, units can push each other off of resources. Ex. women on 1 bush, soldiers chopping 1 tree.
However, this is very brief.
I recommend testing this before merging it, to verify that it accomplishes solving the actual problem. I'll be available to help with testing via Wireguard VPN tomorrow evening (western hemisphere time zone).
In D4970#211849, @wraitii wrote:Sure, seems sensible. Testing on a wide scale would definitely be a good idea.
The issue is imo in all situations to a certain degree, hence me changing all values.
For what it's worth I don't think you can completely fix the 'problem' _and_ have smooth pathfinding. There's some level of abstraction to an RTS that makes movement somewhat unrealistic by necessity.
Just as an example, there was a thread on reddit recently about how people don't accurately count units in Age of Empires 2, because the archer units can bunch up a lot more than you'd expect. That's part of the skill of that game, and you can't really "fix" it, there's not really a problem.
Doesn't mean we can't improve on current values, but something to be aware of.
Thats much better.
host (and m_Host) should be a std::unique_ptr but that would requires more change.
Propably PS_ENET_HOST_DEFAULT_MTU should be in the cpp file (an implementation detail). No strong opinion.
We use another function-naming stile. But I think it's ok to use that from enet.
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.
Fixes.
In D4970#211849, @wraitii wrote:For what it's worth I don't think you can completely fix the 'problem' _and_ have smooth pathfinding. There's some level of abstraction to an RTS that makes movement somewhat unrealistic by necessity.
Just as an example, there was a thread on reddit recently about how people don't accurately count units in Age of Empires 2, because the archer units can bunch up a lot more than you'd expect. That's part of the skill of that game, and you can't really "fix" it, there's not really a problem.
Doesn't mean we can't improve on current values, but something to be aware of.
I tested the unit_pushing demo and I think it looks better. Only when tasked to build, units took a bit longer to find a good position - but no endless loop as far as I could see.
Sure, seems sensible. Testing on a wide scale would definitely be a good idea.
In D4970#211833, @wraitii wrote:I think you're likely to break some things here, because you're bumping everything at once, and with somewhat large changes. I would recommend just changing one thing at a time with pushing, because movement literally affects everything in the game.
marder added a comment to D4971: Disable actual turn rate for ships - make their turning purely visual.
In D4971#211842, @wraitii wrote:(For what it's worth I remain convinced that we should give up on proper ship movement and just make them clip each other like Age of Empires does, or alternatively just prevent players from directly controlling ships or something.)
wraitii added a comment to D4971: Disable actual turn rate for ships - make their turning purely visual.
(For what it's worth I remain convinced that we should give up on proper ship movement and just make them clip each other like Age of Empires does, or alternatively just prevent players from directly controlling ships or something.)
I think you're likely to break some things here, because you're bumping everything at once, and with somewhat large changes. I would recommend just changing one thing at a time with pushing, because movement literally affects everything in the game.
[i18n] Updated POT and PO files.
In D4740#211830, @Freagarach wrote:In D4740#211826, @marder wrote:Does this make sense gameplay wise? I occasionally do help my allies to build a forward cc for example.
Yeah, me too. So maybe the implementation should be changed, for it makes sense to have some unit that can only construct e.g. siege equipment.
Freagarach added a comment to D4740: [WIP] - Allow to limit the structures a builder can construct..
In D4740#211826, @marder wrote:Does this make sense gameplay wise? I occasionally do help my allies to build a forward cc for example.
Yeah, me too. So maybe the implementation should be changed, for it makes sense to have some unit that can only construct e.g. siege equipment.
In D4970#211819, @real_tabasco_sauce wrote:Well, currently the unit pushing values allow for large armies to condense into blobs. When this happens, it's hard to tell how many units you are up against, so I think the increased pushing will be good.
marder abandoned D4762: [gui] remove the 'trained by' and 'builds' string from the extended tooltip.
point taken
Does this make sense gameplay wise? I occasionally do help my allies to build a forward cc for example.
Freagarach added a comment to D4971: Disable actual turn rate for ships - make their turning purely visual.
Looks nice (and a bit strange, but less strange than previous behaviour and certainly less strange than the overlap).
Freagarach added a comment to D4762: [gui] remove the 'trained by' and 'builds' string from the extended tooltip.
In D4762#211771, @marder wrote:IIRC at least in the "vanilla" game each of your units that _can_ build, can build all buildings of your civ. But if you have counter examples I'm happy to hear them :)
True, but D4740. ;)
[Windows] Automated build.
Well, currently the unit pushing values allow for large armies to condense into blobs. When this happens, it's hard to tell how many units you are up against, so I think the increased pushing will be good.
Mar 12 2023
Mar 12 2023
wowgetoffyourcellphone awarded D4971: Disable actual turn rate for ships - make their turning purely visual a Dat Boi token.
Take care of review comments.
Fixes decals with default normal texture.
Vulcan added a comment to D4971: Disable actual turn rate for ships - make their turning purely visual.
Successful build - Chance fights ever on the side of the prudent.
Vulcan added a comment to D4971: Disable actual turn rate for ships - make their turning purely visual.
Successful build - Chance fights ever on the side of the prudent.
Vulcan added a comment to D4971: Disable actual turn rate for ships - make their turning purely visual.
Build failure - The Moirai have given mortals hearts that can endure.
Fixes grass with normal and specular textures.
marder updated the diff for D4971: Disable actual turn rate for ships - make their turning purely visual.
up
In D4970#211790, @real_tabasco_sauce wrote:@marder thanks for making this patch. I think more pushing is a welcome change, as currently armies can squish together too much. I am not sure how much pushing is needed, but I am thinking that plenty of players might call it too much pushing. Perhaps 1.25 would be better for StaticExtension, but I have little familiarity with these values and I trust your judgement.
[Windows] Automated build.
Mar 11 2023
Mar 11 2023
@marder thanks for making this patch. I think more pushing is a welcome change, as currently armies can squish together too much. I am not sure how much pushing is needed, but I am thinking that plenty of players might call it too much pushing. Perhaps 1.25 would be better for StaticExtension, but I have little familiarity with these values and I trust your judgement.
wowgetoffyourcellphone awarded D4966: Fixes decals with default normal texture a Dat Boi token.
Seems to work for flora sprites indeed.
Switches VMA to Vulkan 1.1.
Stan added a comment to D4971: Disable actual turn rate for ships - make their turning purely visual.
Weren't turn rates removed because they caused pathfinding issues with many ships moving at the same time?
Stan added inline comments to D4971: Disable actual turn rate for ships - make their turning purely visual.
marder added inline comments to D4971: Disable actual turn rate for ships - make their turning purely visual.
marder updated the summary of D4971: Disable actual turn rate for ships - make their turning purely visual.
Stan added inline comments to D4971: Disable actual turn rate for ships - make their turning purely visual.
marder added a comment to D4762: [gui] remove the 'trained by' and 'builds' string from the extended tooltip.
In D4762#211768, @abian wrote:Please don't hate me for this, but I do find the "Trained by" useful.
Could you describe a bit more how specifically it's useful?
marder requested review of D4971: Disable actual turn rate for ships - make their turning purely visual.
abian added a comment to D4762: [gui] remove the 'trained by' and 'builds' string from the extended tooltip.
Please don't hate me for this, but I do find the "Trained by" useful. The "Builds" is also useful to check for example if a unit that you haven't trained yet will be able to build a certain structure. I certainly wouldn't be happy with the format, as that brick of plain text doesn't make it easy to find the information you may be looking for.
I didn't know there are different guarantees for IPv4 and IPv6.
Then... IMO the TODOs are not required and we shouldn't care about IPv6 for now.
In D4967#211738, @phosit wrote:In D4967#211735, @sera wrote:Can't just be removed, but it will be possible to make it configurable for users if they have issues, we still should provide a sane default or implement pmtud.
I missread the patch. Your enet-patch has nothing to do with wireguard, right?
In D4967#211735, @sera wrote:
marder added a comment to D4762: [gui] remove the 'trained by' and 'builds' string from the extended tooltip.
In D4762#211734, @Stan wrote:What if a unit is trained by a building you can't build, but you can capture?
Now some parameters are const and some aren't.
In D4967#211722, @phosit wrote:Is it allowed to mutate ENetHost::mtu directly?
"No fields should be modified unless otherwise stated."
If we follow that there is no way to set pseudo mtu; right after creation and resetting peers after is already the most unlikely way to break in future
Stan added a comment to D4762: [gui] remove the 'trained by' and 'builds' string from the extended tooltip.
What if a unit is trained by a building you can't build, but you can capture?
marder added a comment to D4762: [gui] remove the 'trained by' and 'builds' string from the extended tooltip.
In D4762#211731, @Stan wrote:This probably something that one won't look at in game, but maybe people do in the structure tree?
Stan added a comment to D4762: [gui] remove the 'trained by' and 'builds' string from the extended tooltip.
This probably something that one won't look at in game, but maybe people do in the structure tree?
Vulcan added a comment to D4962: Converge catapult/ heavy warship stats and get their range closer to A23 values .
Successful build - Chance fights ever on the side of the prudent.
Vulcan added a comment to D4962: Converge catapult/ heavy warship stats and get their range closer to A23 values .
Successful build - Chance fights ever on the side of the prudent.
marder added a comment to D4762: [gui] remove the 'trained by' and 'builds' string from the extended tooltip.
sooo ... any more opinions on this?
marder updated the diff for D4962: Converge catapult/ heavy warship stats and get their range closer to A23 values .
update heavy warship.
Is it allowed to mutate ENetHost::mtu directly?
"No fields should be modified unless otherwise stated."
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
half the current modifier.
Adjust tootip to be very vague
works on windows as well. no more black spots.
real_tabasco_sauce retitled D4964: [Gameplay] non-random Building AI from [WIP] non-random Building AI to non-random Building AI.
Refs D1676 for IPV6
As for the choice of 1372, a rule of thumb I know says assume MTU 1400 and you most likely are fine, my guess this same rule is how ENET_HOST_DEFAULT_MTU = 1400 came to be. Then assume the idea was to use ENET_HOST_DEFAULT_MTU in the sense of MTU so we should deduct the ICMP/IPv4 from it.
Mar 10 2023
Mar 10 2023
In D4964#211610, @Freagarach wrote:In D4964#211602, @real_tabasco_sauce wrote:@Freagarach any idea how to sort a list of entities by range?
Some questions:
- What do you give priority, preferred class or position?
- What happens to those nice artillery towers (that may well be buildable in a mod) that now try to shoot units, although they're highly effective against siege?
wowgetoffyourcellphone awarded D4250: [Gameplay] - Allow a "Turbo Match". a Dat Boi token.
Thanks for working on this.
Fixes the referenced problem, no more black spots on the fields.
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.
Well, we can hardcode the players directory.
Build failure - The Moirai have given mortals hearts that can endure.
Build failure - The Moirai have given mortals hearts that can endure.
Strange arcanist stuff.
Remove ModificationsTemplates.
Wildfire Games · Phabricator