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FeXoR (Florian)
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User Since
Jan 5 2017, 11:29 AM (181 w, 6 d)

Recent Activity

Sat, Jun 27

FeXoR changed the visibility for P212 Simple flood fill (against list of tiles - which is 0(n²) so transform to "map" first to be O(n)).
Sat, Jun 27, 8:38 PM
FeXoR created P212 Simple flood fill (against list of tiles - which is 0(n²) so transform to "map" first to be O(n)).
Sat, Jun 27, 6:23 PM

Fri, Jun 26

FeXoR added a comment to D2828: Flood fill algorithm to check tile connections.

Hi @Feldfeld and thanks for your patch ;)

Fri, Jun 26, 2:14 PM

Fri, Jun 5

FeXoR updated subscribers of D2777: delete maps/scenarios/height*.
Fri, Jun 5, 5:20 PM
FeXoR updated subscribers of D2777: delete maps/scenarios/height*.

I'm for @Stan 's suggestion to move them to the art repo.
That way we don't distribute them with our releases but also don't destroy potential material to find out if a copyright infringement took place.
That also is in line with elexis' tendency AFAICT ;)

Fri, Jun 5, 3:00 PM
FeXoR added a comment to D2740: rename palisades_fort to wooden_tower, deprecate palisades_outpost and palisades_watchtower.

What confusion?
There are different entities that are - or at least where - fully functional. I see no reason to replace them.

Fri, Jun 5, 1:09 PM
FeXoR added a comment to D2777: delete maps/scenarios/height*.

While I don't agree they do not serve any purpose since one can import them into Atlas if the copyright status is unclear it's fine for me to delete them.
However, what hints are there that they may be problematic?

Fri, Jun 5, 1:07 PM

May 15 2020

FeXoR resigned from D1637: BoolArray array wrapper..

This is not really related to random maps and should IMO go to global scripts ;)

May 15 2020, 7:36 PM

May 8 2020

FeXoR closed D1624: Smoothing Wild Lake.
May 8 2020, 8:47 PM
FeXoR commandeered D1624: Smoothing Wild Lake.

Commandeering this patch to close it.
Feel free to report any further issues @OptimusShepard ;)

May 8 2020, 8:43 PM
FeXoR added a comment to D1624: Smoothing Wild Lake.

Fixed in rP23642
Thanks for providing your your patch ;)

May 8 2020, 8:38 PM
FeXoR committed rP23642: Reduce areas players can't place buildings on due to high inclination/bumpiness….
Reduce areas players can't place buildings on due to high inclination/bumpiness…
May 8 2020, 8:15 PM
FeXoR added a comment to D1624: Smoothing Wild Lake.

Good catch, @OptimusShepard ! ;)
I'll smooth the map further on larger map sizes, maybe scaling like suggested by @smiley ;)

May 8 2020, 4:16 PM
FeXoR added a comment to D1639: Rmgen new type constraint DensityConstraint.

"I mean, if you paint two times in a row certainly you shouldn't expect the state to be stored from the previous paint job?" I agree. But a constraint returns a boolean value and should return the same when checked multiple times in a row.
"this constraint achieves the purpose" What is it's purpose? For smoothly changing tree density dependent on distance to area and/or height I suggest to use a painter rather than a constraint ;)
And there are maps that have smoothly changing tree densities (without steps btw.) in the codebase already like e.g. deep_forest.js that are generated without this constraint (or a placer for it).

May 8 2020, 4:11 PM
FeXoR requested changes to D1639: Rmgen new type constraint DensityConstraint.

This constraint is not deterministic since the random number is rolled in .allows.
That means if you use this to paint trees on an area and do this over and over again you will get increasing densities though that was nowhere specified by the user.
This is not at all how a constraint should work IMO :p

May 8 2020, 3:31 PM

May 1 2020

FeXoR removed 1 auditor(s) for rP19449: Reveal the map on the wall demo map (so that it isn't entirely nor partially…: leper.

I will remove this concern because it is not specific to this patch.

May 1 2020, 4:13 PM

Dec 8 2019

FeXoR added a comment to D1630: Add perlin noise generator..

@"let weight = multiplier;":
Shouldn't waight start at 1 and then be reduced each iteration?

Dec 8 2019, 12:25 PM
FeXoR accepted D1630: Add perlin noise generator..

Good to go I guess, thanks for the changes! :)

Dec 8 2019, 12:11 PM

Dec 7 2019

FeXoR added a reviewer for D2454: Add 2d value noise for rmgen.: FeXoR.

I'm a bit confused about the seemingly random numbers in randomNoiseHashx and randomNoiseHashx.
(Is there a particular reason to chose them like this? Would it be useful to make them optional arguments?)

Dec 7 2019, 9:50 PM
FeXoR requested changes to D1633: PerlinPainter add to rmgen..
Dec 7 2019, 6:58 PM
FeXoR added a comment to D1633: PerlinPainter add to rmgen..

And that newline at the end of file. Otherwise it's fine ;)

Dec 7 2019, 6:56 PM

Nov 30 2019

FeXoR accepted D1635: Add DunePainter..

After required D1630 and D1633 are added this is good to go ;)

Nov 30 2019, 8:30 PM
FeXoR added a reviewer for D1633: PerlinPainter add to rmgen.: FeXoR.

Missing newline at the end of the file.
Otherwise I'm to tired to review this right now. Let's call it a day ;)

Nov 30 2019, 8:23 PM
FeXoR requested changes to D1630: Add perlin noise generator..

See IRC for improvements: http://irclogs.wildfiregames.com/2019-11/2019-11-30-QuakeNet-%230ad-dev.log starting with "12:30 < FeXoR> ...so on to D1630 I guess ^^"

Nov 30 2019, 8:21 PM
FeXoR added inline comments to D1630: Add perlin noise generator..
Nov 30 2019, 2:19 PM
FeXoR added a reviewer for D1630: Add perlin noise generator.: FeXoR.
Nov 30 2019, 1:29 PM
FeXoR added a comment to D1635: Add DunePainter..

Mostly good, please try to make the JSdoc phrases and comments more telling and check that last "type" check.

Nov 30 2019, 12:26 PM
FeXoR requested changes to D1635: Add DunePainter..
Nov 30 2019, 12:23 PM

Nov 26 2019

FeXoR added a reviewer for D1635: Add DunePainter.: FeXoR.

Could you add a screenshot as a showcase, please?
There was the rectangularSmoothToHight function that took an influence map of surrounding tiles that could also be used to create dunes. (looks like it has been removed in a cleanup frenzy though...)

Nov 26 2019, 7:16 PM

Nov 25 2019

FeXoR added a comment to D1634: Fert random map..

I'd suggest adding a reviewer so someone gets notified of your work waiting to enter ;)

Nov 25 2019, 11:55 PM
FeXoR added a comment to D1634: Fert random map..

The 'raster' lib is only used by this map so far so I'd suggest to import it in the map rather than in library.js.
I didn't see this map before and so far it looks good!
Eager to test it ;)

Nov 25 2019, 11:48 PM

Aug 9 2019

FeXoR added a comment to rP21026: Cleanup TileClass prototype and use vector arguments for countInRadius….
Aug 9 2019, 1:46 PM
FeXoR accepted rP21026: Cleanup TileClass prototype and use vector arguments for countInRadius….

I think it's reasonable to see this as fixed in rP22635 (as @smiley said himself in D2010) so I'm removing the audit.

Aug 9 2019, 1:42 PM
FeXoR accepted rP22615: redo rP21036, Create a ConfigDB_CreateAndWriteValueToFile function to absorb….
Aug 9 2019, 1:31 PM
FeXoR committed rP22635: Replace an incorrect math.max() by math.min() in tileclass.
Replace an incorrect math.max() by math.min() in tileclass
Aug 9 2019, 12:47 PM
FeXoR closed D2010: Replace an incorrect math.max() by math.min() in tileclass.
Aug 9 2019, 12:47 PM
FeXoR commandeered D2010: Replace an incorrect math.max() by math.min() in tileclass.
Aug 9 2019, 11:28 AM

Aug 8 2019

FeXoR raised a concern with rP22615: redo rP21036, Create a ConfigDB_CreateAndWriteValueToFile function to absorb….

This seems to introduce #5554 so I raised a concern.

Aug 8 2019, 11:22 AM
FeXoR added a comment to rP22604: Implement IGUIObject settings as a template class and IGUIObject::AddSetting as….

I agree adding your "C++17 removing diff" would be the way to go here.
If you already created a Phabricator differential a link to that here would be nice.

Aug 8 2019, 10:40 AM

Aug 5 2019

FeXoR updated the diff for D2149: Remove a tileclass from Caledonian Meadows.

Removed spaces after keys

Aug 5 2019, 11:59 PM
FeXoR updated the diff for D2149: Remove a tileclass from Caledonian Meadows.

Some more stilechanges

Aug 5 2019, 11:50 PM
FeXoR updated the diff for D2149: Remove a tileclass from Caledonian Meadows.

Removed some unneeded brackets and some stile adjustments

Aug 5 2019, 11:49 PM
FeXoR updated the diff for D2149: Remove a tileclass from Caledonian Meadows.

Removed supernumerous comata and some stile corrections

Aug 5 2019, 11:26 PM
FeXoR created D2149: Remove a tileclass from Caledonian Meadows.
Aug 5 2019, 10:55 PM
FeXoR added a comment to D2010: Replace an incorrect math.max() by math.min() in tileclass.

I did some performance tests.

Aug 5 2019, 8:18 PM

Jul 13 2019

FeXoR added a comment to D1631: TileClass optimization..

Reference RangeOp: https://wildfiregames.com/forum/index.php?/topic/7659-rms-design/&do=findComment&comment=156822

Jul 13 2019, 11:26 PM
FeXoR added reviewers for D1631: TileClass optimization.: Restricted Owners Package, FeXoR.
Jul 13 2019, 11:23 PM

Jul 9 2019

FeXoR abandoned D1501: Mapgen: library improvements.

Due to lack of progress and no reviewer agreeing with all the changes here I'll reject this revision and close it.
Parts of it can be reimplemented in split patches.
Best regards and thanks four all participant's effort!

Jul 9 2019, 8:44 PM
FeXoR accepted D2010: Replace an incorrect math.max() by math.min() in tileclass.
Jul 9 2019, 8:26 PM

Jul 7 2019

FeXoR added a comment to D2051: [gui]: display wonders alongside heroes and relics.

Good point, @Angen ! :D

Jul 7 2019, 4:59 PM
FeXoR added a comment to D2051: [gui]: display wonders alongside heroes and relics.

Winning unexpectedly by an allied wonder one didn't know existed also sounds weird to me :p

Jul 7 2019, 3:11 PM
FeXoR added a comment to D2051: [gui]: display wonders alongside heroes and relics.

Well, that depends on the outcome of your lobby survey I guess :p

Jul 7 2019, 2:43 PM
FeXoR added a comment to D2044: Allow immunity to certain damage types..
In D2044#85377, @Nescio wrote:

Increased mod support?

That can be said about any functional code. If we would add all that we basically would have to add all mods in the first place for other mods might use parts of it.

Also, currently in 0 A.D. siege engines have a pierce armour of 50 (i.e. 1-0.9^50, which is over 99%), so they're practically invulnerable already; to me that seems to be a workaround. This patch would allow making them completely invulnerable, so e.g. archers won't waste their arrows on attacking rams, but instead attack other enemy units around.

And to me it shows that our current damage system already can handle that. (The unitAI is a different story)

Jul 7 2019, 2:27 PM
FeXoR added a comment to D2051: [gui]: display wonders alongside heroes and relics.

Well, e.g. how many wonders can be build per player? (I don't say there's a good reason to build more than one but if e.g. a map has 2 wonders for one player, what's then? That last one wouldn't be a real argument for me to object the patch - still try to think of cases that might lead to breakage ;) )

Jul 7 2019, 1:35 PM
FeXoR added a comment to D2044: Allow immunity to certain damage types..

Ah, OK.
Still, both ticket's descriptions can't be true. It's either one or the other.

Jul 7 2019, 1:28 PM
FeXoR added a comment to D2051: [gui]: display wonders alongside heroes and relics.
In D2051#85354, @Nescio wrote:

Currently the numbers of items displayed are hardcoded, both in js and xml.

Sad.

Ideally a new row of entity panels would start when the current one reaches the right end of the screen.

That would potentially fill the entire screen with icons so I object!

Unfortunately my understanding of the gui is rather limited; I have no difficulty with the xml files, but the js code is a different cup of tea.

No problem, take your time ;)

De-hardcoding displayed item numbers (e.g. 10 researches on right, 24 structures in selection panel, etc.) is outside the scope of this patch, though.

Alright. I'm just pointing out that the hardcoded number of icons means (at least) some might not be visible and how a solution could be achieved.

Jul 7 2019, 1:20 PM
FeXoR added a comment to D2038: Let "GetBestAttackAgainst" depend on DPS..

@"if an entity is attackable" When does this happen?

Jul 7 2019, 1:09 PM
FeXoR added a comment to D2044: Allow immunity to certain damage types..

This seems to be a duplication of D1965

Jul 7 2019, 12:22 PM
FeXoR added a comment to D1965: Allow instant-kill for attacks. (And use it for "Slaughter"-attack.).

The fundamental system of damage in 0 A.D. has been suspect to discussions every now and then and I think it's current approach is the result of those.
So it's really something that I consider "working well".
IMO things should use it and not extend it for some edge cases by adding code that has to be maintained for little gain.

Jul 7 2019, 12:21 PM
FeXoR added a comment to D2051: [gui]: display wonders alongside heroes and relics.

To be able to have access to more items (hero, relic and wonder icons) the way to go is IMO to make the "sidebar" scrollable if it extends the height of the available area on the screen.
That would also allow mods have any number of heroes.
Fiddling with pixels rarely really fixes space issues.

Jul 7 2019, 12:13 PM

Jul 4 2019

FeXoR added a comment to D1965: Allow instant-kill for attacks. (And use it for "Slaughter"-attack.).

Ok, then please use this in the ticket description rather than confusing me poor soul :p

Jul 4 2019, 10:19 PM
FeXoR added a comment to D1965: Allow instant-kill for attacks. (And use it for "Slaughter"-attack.).

Huh? If you want some animals to be killed by one hit give them 1 health.

Jul 4 2019, 9:50 PM
FeXoR added a comment to D2038: Let "GetBestAttackAgainst" depend on DPS..

Thanks for the link, @Angen !
Please add the ticket and the link to the exact diff the patch you wrote build on to the description @Freagarach.

Jul 4 2019, 9:13 PM
FeXoR added a comment to D2038: Let "GetBestAttackAgainst" depend on DPS..

Please explain to me the concept you have in mind what should be done with this function.
I don't know this part of the code well and don't have the full source to crawl at my disposal ATM.
I see a lot of potential for this function, just by the name, to break a lot of stuff.
Let's start with:

Jul 4 2019, 8:33 PM

Feb 5 2019

FeXoR added a comment to D1642: Allow to manipulate the heightmap in simulation.

It might be noteworthy that despite the engine differences Spring Engine supports in-game hightmap manipulation and e.g. Zero-K makes extensive use of it e.g. most projectiles deform the terrain. So looking into their code and playing a few games to see the gameplay impact might help to determine the needs and outcome.

Feb 5 2019, 12:23 AM

Jan 9 2019

FeXoR added a comment to D1599: Texture priority support for rmgen.

My last proposal also doesn't work because each tile will get it's own ID and thus priority (which is neither what I wanted nor what would look decent) ;/
(At least, since the texture IDs will then be unique they would be much faster to search for ;D)

Jan 9 2019, 2:09 AM
FeXoR added a comment to D1599: Texture priority support for rmgen.

@elexis yes, just I'd use IDs. And we also need a priority "high"/"low" (I'd actually prefer paintBelow True/False, False by default to have unchanged maps).
But scrap that for now since we can use most of the code that is present and only hook things in at two points.
(Won't enable map authors to change the priorities later if placement order does not allow the desired texture order which I hoped for)

Jan 9 2019, 1:14 AM

Jan 8 2019

FeXoR added a comment to D1599: Texture priority support for rmgen.

@elexis I agree with all of that but that's mainly about what's exported.
That priority array I keep talking about is just an IMO easier way to handle the shifting of e.g. one texture above all neighbor textures.
Placement methods can just receive "low" or "high" parameters (the default being high would keep existing maps as they are).

Jan 8 2019, 3:53 PM
FeXoR added inline comments to D1599: Texture priority support for rmgen.
Jan 8 2019, 2:09 PM

Jan 6 2019

FeXoR added a comment to D1599: Texture priority support for rmgen.

I think the usecase for basically all maps is to paint plants/grass or other textures that are "higher"/have a more uneven "surface" above flat textures like e.g. sand. (For that we don't actually need to give the map editor much control about texture priority though.)

Jan 6 2019, 4:15 PM
elexis awarded rP22028: Remove excess argument from shift call a Like token.
Jan 6 2019, 4:09 PM

Jan 5 2019

FeXoR added a comment to D1589: Get rid of TERRAIN_SEPARATOR.

I'm sorry for the confusion that I may have caused because this should have been a plain:
A) I agree with both of you to replace the actor/entity combination strings with objects. Just that { "texture": tForestFloor, "entity": oPalm } would do. Using simpleTerrain right away would also do in cases where there is no array.
B) In the long run (likely a later patch) the simpleTerrain and randomTerrain should be used (what was what I was talking about but is not really related to this patch, so sorry.).

Jan 5 2019, 8:38 PM
FeXoR added a comment to D1599: Texture priority support for rmgen.

Oh, and if a map doesn't want to use texture support they could be just pushed to the list I keep talking about and the resulting behavior will be as it was before this patch ;)

Jan 5 2019, 7:18 PM
FeXoR added inline comments to D1599: Texture priority support for rmgen.
Jan 5 2019, 7:13 PM
FeXoR added a reviewer for D1577: Harbor rewrite: FeXoR.

Removing dependencies without much duplication sounds like a good idea to me, yea.

Jan 5 2019, 6:38 PM
FeXoR added a comment to D1589: Get rid of TERRAIN_SEPARATOR.

Well, I think there are 2 types of random terrain that would be useful:

  1. An array of multiple objects/associative arrays (key/value pairs) of exactly one texture and (optional) entity/actor each
  2. An array of multiple textures and entities/actors to result in a random combination of those

So in the end we would have

  • A "simple" terrain (one texture, no or one entity/actor)
  • A random terrain (multiple textures and multiple entities/actors combined randomly)
  • An array of multiple of those two (resulting in more control over terrain/texture combinations while still being random)
Jan 5 2019, 6:23 PM
FeXoR committed rP22028: Remove excess argument from shift call.
Remove excess argument from shift call
Jan 5 2019, 5:54 PM
FeXoR closed D1675: Remove excess argument from shift call.
Jan 5 2019, 5:54 PM

Dec 22 2018

FeXoR added a comment to D14: [RC] Thread the pathfinder computations.

Thanks a lot for everyone working on this :)

Dec 22 2018, 1:15 PM

Dec 14 2018

FeXoR added inline comments to rP21026: Cleanup TileClass prototype and use vector arguments for countInRadius….
Dec 14 2018, 3:11 PM
FeXoR added inline comments to rP21026: Cleanup TileClass prototype and use vector arguments for countInRadius….
Dec 14 2018, 2:26 PM

Dec 11 2018

FeXoR added inline comments to rP19704: Add random map Wild Lake. Patch by FeXoR. Reviewed by elexis and Imarok..
Dec 11 2018, 4:48 PM

Nov 25 2018

FeXoR added a comment to D1660: Move Wild Lake biome specifics to a JSON file.

I agree. My intention is just to clarify if we can find something we all agree on so we can aim for that.
And this decision has some impact on this ticket that's why I'm bringing this up.
What's you thought in this, @elexis ?

Nov 25 2018, 6:49 PM
FeXoR added a comment to D1660: Move Wild Lake biome specifics to a JSON file.

We could avoid spreading map related files over different directories by granting maps directories and put all related files there.
(This is what I would understand what @elexis called "logically grouped". Group what is only used by one map into that folder including e.g. the map-preview. There are other possible logical groupings orc..)

Nov 25 2018, 5:17 PM
FeXoR added a comment to D1660: Move Wild Lake biome specifics to a JSON file.

Dunno what the biome discussion is about, this isn't a biome, nor does it claim to be a biome, but it extends the existing biomes, which I think only these two maps currently do.

Nov 25 2018, 2:04 PM

Nov 24 2018

FeXoR added a comment to D1660: Move Wild Lake biome specifics to a JSON file.
In D1660#66565, @smiley wrote:

The way I see it, this is not a biome at all.

Then don't pot it into a biome file.

This is just defining entities based on the biome.

...which is exactly what a biome does (alongside terrain textures and actors).

I do not think these should be put in to the biome files for the reason.

I can't follow that reasoning (see above). However, removing the camps and farms would be an alternative clean solution (though maybe not desired).

The next such map may not want to have Romans in the Alpine biome.

...and another map may not want to use that base texture for that specific biome. That's always a possibility. Also I'm absolutely fine with changing the entities.

So, I think that keeping this as part of the map would be best.

Could do. But then:

Nov 24 2018, 10:48 AM

Nov 23 2018

FeXoR added a comment to D1660: Move Wild Lake biome specifics to a JSON file.

I find less files easier to maintain then multiple files BTW.
Also this biome is not meant to be unique to this map.

Nov 23 2018, 7:17 PM

Nov 22 2018

FeXoR added a comment to D1675: Remove excess argument from shift call.

Thought I find the Obect[] syntax quite misleading for the content of the array is more prominent than the array itself this way.

Nov 22 2018, 11:44 AM
FeXoR added a comment to D1589: Get rid of TERRAIN_SEPARATOR.
Nov 22 2018, 11:42 AM
FeXoR updated the diff for D1675: Remove excess argument from shift call.

Change documentation once more

Nov 22 2018, 11:39 AM

Nov 21 2018

FeXoR added a comment to rP20625: Remove civ-specific hardcoding in rmgen wall-placement script..

(The obelisks are just meant to show the center e.g. to show where it is on fortress (the "center of mass") compared to e.g. regular polygons/circular where it's just the center of symmetry)

Nov 21 2018, 10:00 PM
FeXoR updated the diff for D1675: Remove excess argument from shift call.

Documentation correction

Nov 21 2018, 9:54 PM

Nov 20 2018

FeXoR added a comment to D1675: Remove excess argument from shift call.

@Stan Maybe...
I wrote if myself but I'm pretty sure someone else did wright something similar before ;D

Nov 20 2018, 10:28 PM
FeXoR added inline comments to D1675: Remove excess argument from shift call.
Nov 20 2018, 10:21 PM
FeXoR added inline comments to D1589: Get rid of TERRAIN_SEPARATOR.
Nov 20 2018, 9:56 PM
FeXoR requested review of D1675: Remove excess argument from shift call.

Now this should really be tested in action with maps but I don't know how to change the test plan or the title.
Caledonian Meadows uses this. Generate some maps, if no paths cross each other it should be fine.

Nov 20 2018, 9:31 PM
FeXoR added inline comments to D1675: Remove excess argument from shift call.
Nov 20 2018, 9:27 PM
FeXoR updated the diff for D1675: Remove excess argument from shift call.

Added using Vector2D.distanceTo() to simplify code.

Nov 20 2018, 9:24 PM
FeXoR added inline comments to D1675: Remove excess argument from shift call.
Nov 20 2018, 8:26 PM
FeXoR added a comment to D1589: Get rid of TERRAIN_SEPARATOR.

At the moment we have:

  • Terrain strings, those containing the terrain separator
  • simpleTerrain objects
  • randomterrain objects
  • Texture strings in the Map object
  • Terrain entities in the map object

did I miss something related?

Nov 20 2018, 1:25 AM