Page MenuHomeWildfire Games
Feed All Stories

Mar 25 2023

fabio added a comment to D4771: [WIP] Tree falling.

An alternative would be to make it just a visual effect. Once the tree wood resource is at 50% (or something), play the falling animation and make it a trunk. No behavior change. The animation is very cool anyway.

Mar 25 2023, 6:38 PM

Mar 24 2023

wowgetoffyourcellphone committed rP27591: Alpha 27 | Art | Fix: Add garrison flag for Athenian Gymnasion. .
Alpha 27 | Art | Fix: Add garrison flag for Athenian Gymnasion.
Mar 24 2023, 8:00 PM
Vulcan added a comment to D4584: [WIP] - Technologies to templates..

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

Mar 24 2023, 4:21 PM
Vulcan added a comment to D4584: [WIP] - Technologies to templates..

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

Mar 24 2023, 4:19 PM
Freagarach updated the diff for D4584: [WIP] - Technologies to templates..

Entity limits, semi-functioning reference suite.

Mar 24 2023, 4:07 PM
vladislavbelov updated the summary of D4969: Script to generate SPIR-V from GLSL shaders.
Mar 24 2023, 2:50 PM
Freagarach edited P267 Fix D4584..
Mar 24 2023, 2:23 PM
Nullus added a comment to D4973: [WIP] Fire.

I really like this idea, and it would make fire a lot more interesting. To keep fire from being overpowering, is there a way to extinguish a burning unit?

Mar 24 2023, 12:45 PM
Freagarach edited P267 Fix D4584..
Mar 24 2023, 12:29 PM
asterix added a comment to D4771: [WIP] Tree falling.

I second the Nifas suggestion.

Mar 24 2023, 11:20 AM
asterix added a comment to D4973: [WIP] Fire.

I also like this as visual feedback.

Mar 24 2023, 11:18 AM
asterix awarded D4973: [WIP] Fire a Burninate token.
Mar 24 2023, 11:17 AM
autobuild committed rP27590: [i18n] Updated POT and PO files..
[i18n] Updated POT and PO files.
Mar 24 2023, 9:16 AM

Mar 23 2023

real_tabasco_sauce added a comment to D4973: [WIP] Fire.

Is this even something that will actually be used in the vanilla game? Just balance wise? Because with the current implementation, where the fire can actually spread, this would completely shift balance and strategy of the game.

Mar 23 2023, 4:03 PM
nifa added a comment to D4771: [WIP] Tree falling.

I would really much like this in the game.
what would you think about spawning not only the log which supplies the wood resource, but also a tree stump actor which at first only has visiual effects and could later (if implemented) be the base for a regrowing tree?

Mar 23 2023, 11:51 AM
Stan awarded D4973: [WIP] Fire a Burninate token.
Mar 23 2023, 9:25 AM
Stan awarded D4973: [WIP] Fire a Love token.
Mar 23 2023, 9:25 AM
marder updated the summary of D4973: [WIP] Fire.
Mar 23 2023, 8:57 AM

Mar 22 2023

marder updated the summary of D4973: [WIP] Fire.
Mar 22 2023, 8:59 PM
marder added a comment to D4771: [WIP] Tree falling.

I will probably redo this in a way which couples the resource supply with the health, instead of spawning the resource on death. Otherwise you would be able to burn down a forest with D4973 and still be able to collect the wood, which makes no sense.

Mar 22 2023, 8:53 PM
Vulcan added a comment to D4973: [WIP] Fire.

Build failure - The Moirai have given mortals hearts that can endure.

Mar 22 2023, 8:52 PM
marder updated the summary of D4973: [WIP] Fire.
Mar 22 2023, 8:50 PM
Vulcan added a comment to D4973: [WIP] Fire.

Build failure - The Moirai have given mortals hearts that can endure.

Mar 22 2023, 8:49 PM
marder planned changes to D4973: [WIP] Fire.

get it out of the queue since it's WIP

Mar 22 2023, 8:48 PM
marder published D4973: [WIP] Fire for review.
Mar 22 2023, 8:48 PM

Mar 21 2023

wowgetoffyourcellphone committed rP27589: Alpha 27 | Art | Fix: palm_tropical UV maps.
Alpha 27 | Art | Fix: palm_tropical UV maps
Mar 21 2023, 7:54 PM
real_tabasco_sauce added inline comments to D4964: [Gameplay] non-random Building AI.
Mar 21 2023, 7:13 PM
Vulcan added a comment to D4964: [Gameplay] non-random Building AI.

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

Mar 21 2023, 7:09 PM
Vulcan added a comment to D4964: [Gameplay] non-random Building AI.

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

Mar 21 2023, 7:05 PM
real_tabasco_sauce updated the diff for D4964: [Gameplay] non-random Building AI.

Made the function more elegant as per @Stan 's recommendations.
I checked ships and towers, preference was in the correct order.

Mar 21 2023, 7:01 PM
Stan added inline comments to D4964: [Gameplay] non-random Building AI.
Mar 21 2023, 6:13 PM
real_tabasco_sauce added inline comments to D4964: [Gameplay] non-random Building AI.
Mar 21 2023, 6:01 PM
real_tabasco_sauce added a comment to D4964: [Gameplay] non-random Building AI.

Thanks for the tips @Stan , I'll see if these changes work.

Mar 21 2023, 4:20 PM
Stan added a comment to D4964: [Gameplay] non-random Building AI.

cmpAttack has CompareEntitiesByPreference function that might help too.

Mar 21 2023, 11:22 AM
Stan added inline comments to D4964: [Gameplay] non-random Building AI.
Mar 21 2023, 11:16 AM

Mar 20 2023

autobuild committed rP27588: [i18n] Updated POT and PO files..
[i18n] Updated POT and PO files.
Mar 20 2023, 9:11 AM
Vulcan added a comment to D4964: [Gameplay] non-random Building AI.

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

Mar 20 2023, 7:20 AM
Vulcan added a comment to D4964: [Gameplay] non-random Building AI.

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

Mar 20 2023, 7:16 AM
real_tabasco_sauce updated the diff for D4964: [Gameplay] non-random Building AI.

uses sort to fix proximity, uses GetPreference() to handle preferred classes instead of hard coding.

Mar 20 2023, 7:12 AM
real_tabasco_sauce added a comment to D4964: [Gameplay] non-random Building AI.
In D4964#211953, @Stan wrote:

For 1) I think siege/structure should not be hardcoded but instead get the attack preference. You can set that to whatever in the template. Here it's pretty bad cause it's not easily moddable and we don't want balancers to have to mess too much with the code

Mar 20 2023, 12:47 AM

Mar 19 2023

real_tabasco_sauce added a comment to D4964: [Gameplay] non-random Building AI.

On that note, what do preference values look like? From the original code, it looks like 1+ some value.
In the xml files it just says "preferred class", and I can't find the value of this preference.

Mar 19 2023, 8:48 PM
marder committed rP27587: Disable actual turn rate for ships - make their turning purely visual.
Disable actual turn rate for ships - make their turning purely visual
Mar 19 2023, 8:41 PM
marder closed D4971: Disable actual turn rate for ships - make their turning purely visual.
Mar 19 2023, 8:41 PM
marder retitled D4971: Disable actual turn rate for ships - make their turning purely visual from Slow down turn rate of ships to Disable actual turn rate for ships - make their turning purely visual.
Mar 19 2023, 8:33 PM
real_tabasco_sauce added inline comments to D4964: [Gameplay] non-random Building AI.
Mar 19 2023, 7:10 PM
real_tabasco_sauce added a comment to D4964: [Gameplay] non-random Building AI.
In D4964#211953, @Stan wrote:

For 1) I think siege/structure should not be hardcoded but instead get the attack preference. You can set that to whatever in the template. Here it's pretty bad cause it's not easily moddable and we don't want balancers to have to mess too much with the code

Mar 19 2023, 7:05 PM
Stan added a comment to D4964: [Gameplay] non-random Building AI.

For 1) I think siege/structure should not be hardcoded but instead get the attack preference. You can set that to whatever in the template. Here it's pretty bad cause it's not easily moddable and we don't want balancers to have to mess too much with the code

Mar 19 2023, 10:43 AM
real_tabasco_sauce retitled D4964: [Gameplay] non-random Building AI from non-random Building AI to [WIP]] non-random Building AI.
Mar 19 2023, 7:36 AM

Mar 18 2023

real_tabasco_sauce added a comment to D4971: Disable actual turn rate for ships - make their turning purely visual.

I think you could probably bump to from 0.8 to 1.2 and it would look a little better, but this seems like a good change to me.

1.2 seem fine - if there are no objections from anyone else I would commit this soonishly.
I also tried this for siege & elephants but there the spinning issue seemed to get a bit worse.

Mar 18 2023, 4:49 PM
real_tabasco_sauce added a comment to D4970: tweak unit pushing to prevent overlap.

my current values:
0.2 0.1 0.3 0.9 0.65 0.2 0.9 0

Mar 18 2023, 4:43 PM
real_tabasco_sauce added a comment to D4970: tweak unit pushing to prevent overlap.

By "Bog down" is that the slowdown when units clump while moving? If this is already slightly in effect currently, I think players will dislike increasing it. I think we should avoid introducing any sluggish movement as much as possible.

Yes, it's that behaviour. The current settings are quite strong, the diff settings are rather weak, I suggest maybe lowering them a bit from SVN

(also my comment above applies to the diff, not your revised numbers)

Mar 18 2023, 4:39 PM
wraitii added a comment to D4970: tweak unit pushing to prevent overlap.

By "Bog down" is that the slowdown when units clump while moving? If this is already slightly in effect currently, I think players will dislike increasing it. I think we should avoid introducing any sluggish movement as much as possible.

Mar 18 2023, 4:35 PM
real_tabasco_sauce added a comment to D4970: tweak unit pushing to prevent overlap.

I did some actual testing -> I maintain my 'needs revision'.

  • The static extension is too high. Some units get stuck in a loop of 'gather, get pushed away, go back to gather' too often on berries and things like that.
  • I like the changes to the movingSpread factor, that seems to have good behaviour.
  • I dislike the changes to the pressure system. It basically removes the 'bog down' thing which is a feature IMO. I'd rather lower both values by 0.1, given the increased MovingSpread.
  • MinimalForce comment is indeed correct, so the new value must be < 0.25. Take two units, click them to move to a specific point, they will overlap and not un-overlap. This is broken.

Overall I think you should keep the MovingSpread tweak, do a slight update to Pressure, and see how much you can tweak static extension before it gets problematic for berries and such.

Mar 18 2023, 4:14 PM
wraitii added a comment to D4970: tweak unit pushing to prevent overlap.

I did some actual testing -> I maintain my 'needs revision'.

Mar 18 2023, 12:28 PM
marder committed rP27586: Adjust footprint of packed roman ballista.
Adjust footprint of packed roman ballista
Mar 18 2023, 11:25 AM
marder added a comment to D4970: tweak unit pushing to prevent overlap.

I just tested this again I I can still say that I don't see *huge* problems emerging with these values. Units tend to push each other away from resources a bit more, but the normally find a better position quickly, so no endless loops.
This could be further reduced by increasing <MinimalForce>0.3</MinimalForce> up to <MinimalForce>0.35</MinimalForce> or even higher.

Mar 18 2023, 11:05 AM
marder added a comment to D4971: Disable actual turn rate for ships - make their turning purely visual.

I think you could probably bump to from 0.8 to 1.2 and it would look a little better, but this seems like a good change to me.

Mar 18 2023, 10:33 AM
marder committed rP27585: [Gameplay] - Balance changes to catapult/ heavy warship stats and fix them….
[Gameplay] - Balance changes to catapult/ heavy warship stats and fix them…
Mar 18 2023, 8:59 AM
marder closed D4962: Converge catapult/ heavy warship stats and get their range closer to A23 values .
Mar 18 2023, 8:59 AM · Balancing
marder committed rP27584: [Gameplay] - Adjust batch modifier from upgraded Han CC.
[Gameplay] - Adjust batch modifier from upgraded Han CC
Mar 18 2023, 8:26 AM
marder closed D4961: Adjust batch modifier from upgraded Han CC.
Mar 18 2023, 8:26 AM · Balancing
marder retitled D4961: Adjust batch modifier from upgraded Han CC from remove batch modifier from upgraded Han CC to Adjust batch modifier from upgraded Han CC.
Mar 18 2023, 8:19 AM · Balancing

Mar 17 2023

phosit added a comment to D4967: Lower enet packet fragment max size to support certain VPN.

It's good to load the value from the config.

Mar 17 2023, 7:33 PM
Stan added a comment to D4972: Fix race condition on defeat..

We should probably have some kind of naming convention for such integration tests. (So that they do not get confused with other unit tests).
Might be good to commit the rest of the test to reduce the scope of this one too.

Mar 17 2023, 6:39 PM
Vulcan added a comment to D4967: Lower enet packet fragment max size to support certain VPN.

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

Mar 17 2023, 6:24 PM
Vulcan added a comment to D4967: Lower enet packet fragment max size to support certain VPN.

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

Mar 17 2023, 6:24 PM
sera updated the diff for D4967: Lower enet packet fragment max size to support certain VPN.

Adds configure option network.enetmtu.
Moves header and implementation from lowlevel to network.

Mar 17 2023, 6:16 PM
Vulcan added a comment to D4969: Script to generate SPIR-V from GLSL shaders.

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

Mar 17 2023, 5:20 PM
Vulcan added a comment to D4969: Script to generate SPIR-V from GLSL shaders.

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

Mar 17 2023, 5:17 PM
vladislavbelov added a comment to D4969: Script to generate SPIR-V from GLSL shaders.
In D4969#211913, @Stan wrote:

The Readme should probably mention you need to install GLSLC (does it have a minimum version?)

Added.

Mar 17 2023, 5:14 PM
vladislavbelov updated the diff for D4969: Script to generate SPIR-V from GLSL shaders.
Mar 17 2023, 5:13 PM
Stan updated subscribers of D4969: Script to generate SPIR-V from GLSL shaders.

Thanks for updating the patch with more information.
The Readme should probably mention you need to install GLSLC (does it have a minimum version?)
The python file should have a copyright header.

Mar 17 2023, 10:26 AM
autobuild committed rP27583: [i18n] Updated POT and PO files..
[i18n] Updated POT and PO files.
Mar 17 2023, 9:13 AM
Stan committed rP27582: Fix mistake in previous commit..
Fix mistake in previous commit.
Mar 17 2023, 7:52 AM

Mar 16 2023

Stan committed rP27581: Fix han sales having broken scale causing visual glitches..
Fix han sales having broken scale causing visual glitches.
Mar 16 2023, 6:02 PM
Vulcan added a comment to D4969: Script to generate SPIR-V from GLSL shaders.

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

Mar 16 2023, 5:41 PM
Vulcan added a comment to D4969: Script to generate SPIR-V from GLSL shaders.

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

Mar 16 2023, 5:39 PM
vladislavbelov updated the diff for D4969: Script to generate SPIR-V from GLSL shaders.
Mar 16 2023, 5:36 PM
Vulcan added a comment to D4969: Script to generate SPIR-V from GLSL shaders.

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

Mar 16 2023, 5:25 PM
Vulcan added a comment to D4969: Script to generate SPIR-V from GLSL shaders.

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

Mar 16 2023, 5:23 PM
vladislavbelov updated the diff for D4969: Script to generate SPIR-V from GLSL shaders.
Mar 16 2023, 5:19 PM
real_tabasco_sauce added a comment to D4970: tweak unit pushing to prevent overlap.

I tried these settings in DE. It's hard to see any "improvement" without more testing, but I see no new negative effects. I'll test them some more.

Mar 16 2023, 4:52 PM
Vulcan added a comment to D4584: [WIP] - Technologies to templates..

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

Mar 16 2023, 4:03 PM
Vulcan added a comment to D4584: [WIP] - Technologies to templates..

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

Mar 16 2023, 4:00 PM
Freagarach updated the diff for D4584: [WIP] - Technologies to templates..

Game runs, GUI needs updates.

Mar 16 2023, 3:56 PM

Mar 15 2023

sera added a comment to D4967: Lower enet packet fragment max size to support certain VPN.

Haven't forgotten the package ->packet change, was just waiting for more discussion to happen before pushing out a new version of the patch, will also wait a day or two to allow people to comment on making it configurable. Given the release still has no name we aren't in that much of a hurry.

Mar 15 2023, 11:23 PM
Norse_Harold added a comment to D4967: Lower enet packet fragment max size to support certain VPN.

sera wrote:

Given that it was merged

Mar 15 2023, 11:12 PM
Norse_Harold added a comment to D4967: Lower enet packet fragment max size to support certain VPN.

How about network.enet_mtu. That way, in case ENet corrects the definition of the mtu variable then 0ad's config variable will still be correct.

Mar 15 2023, 10:40 PM
sera added a comment to D4967: Lower enet packet fragment max size to support certain VPN.

How should the config option be named, network.mtu is about as misleading as ENET_HOST_DEFAULT_MTU. Any good suggestions?

Mar 15 2023, 10:38 PM
Norse_Harold added a comment to D4967: Lower enet packet fragment max size to support certain VPN.

sera wrote:

Given that it was merged we can consider adding config support, just that it won't really work until server upgrades enet to HEAD. So offering [config support in 0ad for overriding the mtu] might result in user expectation that can't be fulfilled.

Mar 15 2023, 10:34 PM
sera added a comment to D4967: Lower enet packet fragment max size to support certain VPN.

The only change that upstream patch brings is that now server can specify a lower mtu which is then used for communication in both directions. This patch here doesn't make use of this.

Mar 15 2023, 10:22 PM
Norse_Harold added a comment to D4967: Lower enet packet fragment max size to support certain VPN.

phosit and I tested this patch today in multiplayer via the lobby, and it works as expected. I hosted, and phosit connected as a client. Our MTU was 1372 bytes in every view of network statistics (server and client). We did some stress tests with cheats enabled in order to produce large packets. The maximum packet size seen was 1372 data bytes (1400 bytes on wire). There were 21 such packets sent by phosit, and 180 such packets sent by me. None of the packets were fragmented, despite the fact that I was using a Wireguard VPN. Note that phosit was not using a VPN.

Mar 15 2023, 10:01 PM
sera added a comment to D4967: Lower enet packet fragment max size to support certain VPN.

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.

Mar 15 2023, 7:19 PM
wowgetoffyourcellphone awarded D4970: tweak unit pushing to prevent overlap a Dat Boi token.
Mar 15 2023, 6:53 PM
wowgetoffyourcellphone added a comment to D4970: tweak unit pushing to prevent overlap.

I tried these settings in DE. It's hard to see any "improvement" without more testing, but I see no new negative effects. I'll test them some more.

Mar 15 2023, 6:52 PM
Freagarach requested review of D4972: Fix race condition on defeat..
Mar 15 2023, 2:09 PM
autobuild committed rP27580: [Windows] Automated build..
[Windows] Automated build.
Mar 15 2023, 7:13 AM

Mar 14 2023

vladislavbelov committed rP27579: Fixes the property name of available devices in a Vulkan report..
Fixes the property name of available devices in a Vulkan report.
Mar 14 2023, 9:22 PM
wraitii added a comment to D4970: tweak unit pushing to prevent overlap.

Have you tried these values? I think they are pretty good, closer to the status quo, but perhaps there are still improvements to be made.

No I need to actually do it. I think I should get the time this week.

Mar 14 2023, 4:51 PM
real_tabasco_sauce added inline comments to D4970: tweak unit pushing to prevent overlap.
Mar 14 2023, 4:38 PM