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Freagarach accepted D2578: update structure template tooltips.

Not done: this patch standardizes <Identity> tooltips. <Upgrade> tooltips could be done in a future patch.

My bad.

Fri, Jan 24, 5:51 PM
Nescio added a comment to rP23430: Gamesetup slider support, use it for Ceasefire, RelicCount, RelicDuration….

This would fix all your complains. Improved from the version elexis mentioned before by making the edges not overlap with the slider button.

Actually I'm not sure it would. Also, I agree with elexis those sliders in your screenshot look a bit ugly, though they are clearer.

Fri, Jan 24, 5:20 PM
nani added a comment to rP23430: Gamesetup slider support, use it for Ceasefire, RelicCount, RelicDuration….

Perhaps move the game speed setting to the top, to make things visually more pleasing? This looks a bit ugly to me:

  • The sliders are rather narrow and because you have to click on them, this makes them harder to use than the vertically much larger drop-down boxes.

It would be nice if clicking above the slider, rather than exactly on the line, would also work. It shouldn't be too hard to increase the (vertical) sensitive area? And maybe make the arrow keys work with sliders as well?

Fri, Jan 24, 4:11 PM
Nescio added a comment to rP23430: Gamesetup slider support, use it for Ceasefire, RelicCount, RelicDuration….

Also dropdowns require hardcoding the values whereas a slider only has 3 datapoints (min, max, step)

Thanks, I agree that's an improvement.

Gamespeed (1) has labels, so it would remove something, also stepsize other than 1, so I would have added a worse workaround until there was D406.

Perhaps move the game speed setting to the top, to make things visually more pleasing? This looks a bit ugly to me:

  • The sliders are rather narrow and because you have to click on them, this makes them harder to use than the vertically much larger drop-down boxes.

It would be nice if clicking above the slider, rather than exactly on the line, would also work. It shouldn't be too hard to increase the (vertical) sensitive area? And maybe make the arrow keys work with sliders as well?

Fri, Jan 24, 3:52 PM
elexis added a comment to rP23430: Gamesetup slider support, use it for Ceasefire, RelicCount, RelicDuration….

Then one could at most use a 5 minute step dropdown, but that would also not allow chosing 2 minutes or 38 minutes for example.
It is also easier to pick values with a slider if there are 60 of them.

True; the question is how likely it is people would want 38 minutes, rather than 40.

Also dropdowns require hardcoding the values whereas a slider only has 3 datapoints (min, max, step)

Fri, Jan 24, 2:49 PM
Nescio added a comment to rP23430: Gamesetup slider support, use it for Ceasefire, RelicCount, RelicDuration….

Then one could at most use a 5 minute step dropdown, but that would also not allow chosing 2 minutes or 38 minutes for example.
It is also easier to pick values with a slider if there are 60 of them.

True; the question is how likely it is people would want 38 minutes, rather than 40.

Ceasefire has the main use case at < 5 minutes on nomad.

Then why not reduce it further, to e.g. 30 or 20? (Just curious.)

The number of relics is the number of civs, each relic is spawned at most once.

So each mod that adds civs ought to edit the gui files?

Why did you use it for these four settings, but not others?

This had been discussed as well. It seems not publicly.
There are dropdowns with few choices where the labels are more informative than numbers, for example mapsize "small" is more descriptive than mapsize 192.
For starting resources the upper limit is infinite / 50.000, so using that as a scale wont work well.
For the population limit, maybe, I never said that this should be the final layout, but it was used for the durations first and foremost because those are continuous values selectable.

Understood, I was thinking more of settings with narrower ranges, e.g. game speed (up to 2×) or number of players (up to 8).

Fri, Jan 24, 1:56 PM
nani added inline comments to D406: Add a steps param to sliders.
Fri, Jan 24, 1:47 PM
elexis added a comment to rP23430: Gamesetup slider support, use it for Ceasefire, RelicCount, RelicDuration….

The relic and wonder time go from 0 to 60 minutes, ceasefire from 0 to 45; why not 60 as well, for consistency? 60 minutes ceasefire used to be an option.

The more narrow the range, the easier it is to pick values.
I have seen maybe 300 matches with Victory durations and they were usually 50minutes, since for shorter times it was too hard to attack the enemy, as it is easy to turtle up.
Ceasefire has the main use case at < 5 minutes on nomad.
(See also irc discussion with Vladislav linked)

Fri, Jan 24, 1:26 PM
Nescio added a comment to rP23430: Gamesetup slider support, use it for Ceasefire, RelicCount, RelicDuration….

A few minor points:

  • The sliders are rather narrow and because you have to click on them, this makes them harder to use than the vertically much larger drop-down boxes.
  • The ends are noticeably faded, which is somewhat confusing. (Are the min and max values less valid options?)
  • The relic and wonder time go from 0 to 60 minutes, ceasefire from 0 to 45; why not 60 as well, for consistency? 60 minutes ceasefire used to be an option. (Off-topic, why exactly is 13 the maximum number of relics?)
  • Why did you use it for these four settings, but not others? Having a drop-down for game speed directly above the ceasefire slider is a bit ugly.

Overall, I'm not entirely convinced sliders are better (more user-friendly) than drop-down lists, though I don't have very strong feelings either way.

Fri, Jan 24, 12:52 PM
Stan added a comment to D2488: Use GL_KHR_debug.

Just confirmed that the crash in debug mode of apitrace is not linked to this patch. So only thing to fix is Mac Os.

Fri, Jan 24, 10:51 AM
Stan added a comment to D2222: {civ}.json style corrections.

Fair enough :)

Fri, Jan 24, 10:30 AM
Nescio added a comment to D2222: {civ}.json style corrections.

"SB1" and "SB2" appeared exactly once, in the maur.json file, and were obviously placeholders; other civs leave this string empty ("").
Inserting SpecialBuilding is rather meaningless, because the fact that they're “special” (i.e. not available to all civilizations) is the very reason they're listed in the civ files in the first place.

Fri, Jan 24, 10:26 AM
Stan added a comment to D2222: {civ}.json style corrections.

I assume there is no class for special buildings? (SB1 & SB2)

Fri, Jan 24, 9:50 AM
autobuild committed rP23437: [i18n] Updated POT and PO files..
[i18n] Updated POT and PO files.
Fri, Jan 24, 9:29 AM
autobuild committed rP23436: [Windows] Automated build..
[Windows] Automated build.
Fri, Jan 24, 7:25 AM
Vulcan added a comment to D406: Add a steps param to sliders.

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

Fri, Jan 24, 3:48 AM
elexis planned changes to D406: Add a steps param to sliders.
Fri, Jan 24, 3:42 AM
elexis updated the diff for D406: Add a steps param to sliders.

First proof of concept with stepWidth

Fri, Jan 24, 3:42 AM
elexis commandeered D406: Add a steps param to sliders.

From 2017-12-06-QuakeNet-#0ad-dev.log:

20:14 < temple> stepWidth sounds easier

Fri, Jan 24, 3:39 AM
elexis committed rP23435: CSlider inherits IGUIButtonBehavior to gains button sounds, press/release….
CSlider inherits IGUIButtonBehavior to gains button sounds, press/release…
Fri, Jan 24, 1:57 AM
elexis closed D2592: CSlider IGUIButtonBehavior inheritance to gain Sound, Press and Release events.
Fri, Jan 24, 1:57 AM
elexis added a comment to D2592: CSlider IGUIButtonBehavior inheritance to gain Sound, Press and Release events.

nani posted more review comments in a PM conversation, most importantly motivating me to create the second iteration of the patch, also he tested the patch.

Fri, Jan 24, 1:53 AM
Vulcan added a comment to D2222: {civ}.json style corrections.

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

Fri, Jan 24, 12:32 AM
Nescio updated the diff for D2222: {civ}.json style corrections.

"SB1", "SB2"

Fri, Jan 24, 12:28 AM

Yesterday

Nescio added a comment to D2280: remove armour trailing zeroes from templates.

All Armour values got consistent now, feel free to removing trailing 0's from other template values too

D2000 removes trailing zeros from aura files, D2222 improves the civ files.
For templates, maybe later, preferably after D2502 (adjusting wall footprints) is in, because rebasing that would be a lot of work.

Thu, Jan 23, 8:19 PM
Nescio added a comment to D2503: reorganize selection textures.

In case phabricator can't handle the images (D889#38774), here's a zip with the textures:

Thu, Jan 23, 8:05 PM
nani accepted D2592: CSlider IGUIButtonBehavior inheritance to gain Sound, Press and Release events.
Thu, Jan 23, 7:46 PM
nani added a comment to D2592: CSlider IGUIButtonBehavior inheritance to gain Sound, Press and Release events.

Tested. Works as advertised.

Thu, Jan 23, 7:45 PM
Vulcan added a comment to D2328: Unify GetRange calls in UnitAI..

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

Thu, Jan 23, 7:39 PM
Freagarach updated the diff for D2328: Unify GetRange calls in UnitAI..
  • Remove redundant comment in JSDOC.
  • Use correct way of object property notation.
Thu, Jan 23, 7:35 PM
Angen accepted D2281: Status Effects v2 - More cleanup, allow modifiers..

Classic StatusEffect applies.
StatusEffect with modifiers applies modifiers to target.
When effect has duration, it is removed after duration ends.
StatusEffect with interval deals damage correctly to target.
Tooltip with effect for attack is displayed correctly when hovering over attack details.
Tooltip with applied effect is displayed correctly when hovering over effect icon.

Thu, Jan 23, 7:25 PM
Vulcan added a comment to D2596: [gameplay] unify Cavalry walk speeds.

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

Thu, Jan 23, 7:25 PM
Nescio added inline comments to D2596: [gameplay] unify Cavalry walk speeds.
Thu, Jan 23, 7:23 PM
Nescio created D2596: [gameplay] unify Cavalry walk speeds.
Thu, Jan 23, 7:21 PM
Vulcan added a comment to D2525: Define auto-gather/-build ranges in template..

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

Thu, Jan 23, 7:19 PM
Freagarach updated the diff for D2525: Define auto-gather/-build ranges in template..

Inlines.

Thu, Jan 23, 7:15 PM
Freagarach updated the summary of D2281: Status Effects v2 - More cleanup, allow modifiers..
Thu, Jan 23, 7:03 PM
Nescio added a comment to D2585: Cavalry archer speed adjustment.

Initially, I did 0.90 but then they were slower than Heavy Skirmishers, which didn't feel too correct.

That made me wonder, so I looked up the current walk speed numbers:

                      citizen , champion , hero
cavalry javelineer  : ×1.95   , ×2.25    , ×1.9425 (= 1.85 × 1.05) 
cavalry archer      : ×1.95   , ×2.25    , ×1.85
  patch proposal      : ×1.792  , ×2.07    , ×1.85
infantry javelineer : ×1.4    , ×1.75    , ×1
infantry archer     : ×1.1    , ×1.2     , ×1

The differences are especially pronounced for the infantry javelineer. (Maybe something to revisit in a future patch?)
Regardless, I wonder why champions are significantly faster than citizens. They have a lot more armour and health and can't gather (hunt). If anything, I'd expect champions to be slower or at most equally fast.
The current differencea between citizen and champion walk speed go back to rP20230, which introduced relative speeds (multipliers). Prior to that template_unit_cavalry.xml, template_unit_champion_cavalry.xml, and template_unit_hero_cavalry.xml all had a walk speed of 1.65; the commit message says: “No significant value change.”

Thu, Jan 23, 7:02 PM
Vulcan added a comment to D2595: separate elephant archer from cavalry templates.

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

Thu, Jan 23, 7:02 PM
Harbormaster failed remote builds in B10933: Diff 11161 for D2595: separate elephant archer from cavalry templates!
Thu, Jan 23, 6:59 PM