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Freagarach
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User Since
Apr 5 2019, 7:29 PM (32 w, 3 d)

Recent Activity

Yesterday

Freagarach created D2431: Get projectile names from template..
Mon, Nov 18, 3:50 PM
Freagarach added a comment to D2429: [gui] building → structure.

I've added some +. to comments but only where you already changed the line, it would be the only extra change and the word you changed was at the end of the sentence.

Mon, Nov 18, 1:42 PM
Freagarach updated the diff for D2426: Allow world population..
  • Better visibility of the option.
  • New dropdown and setting instead of reusing the normal one.
  • Show proper number at replays.
  • Show proper number when winning as sole player left.
Mon, Nov 18, 11:50 AM
Freagarach added inline comments to D2412: Lobby class implementation.
Mon, Nov 18, 9:26 AM

Sun, Nov 17

Freagarach added inline comments to D1977: Change Cheering.
Sun, Nov 17, 8:56 PM
Freagarach added a comment to D2427: Alphabetize programming credits.

(Sorry, totally missed your comment...)

Sun, Nov 17, 11:52 AM
Freagarach added inline comments to D2427: Alphabetize programming credits.
Sun, Nov 17, 8:59 AM
Freagarach added inline comments to D2312: Single Player → single-player.
Sun, Nov 17, 8:55 AM
Freagarach added inline comments to D2106: Move hardcoded gain per garrisoned trader on ship to template.
Sun, Nov 17, 8:36 AM

Sat, Nov 16

Freagarach added inline comments to D2312: Single Player → single-player.
Sat, Nov 16, 2:25 PM
Freagarach added a comment to D2426: Allow world population..

The player is probably not alive anymore, that leaves only GAIA. AlivePlayers -1 == 0.

Sat, Nov 16, 12:46 PM
Freagarach added a comment to D2426: Allow world population..

Ah, when a player has won. That reproduces it for me as well :)

Sat, Nov 16, 12:36 PM
Freagarach added a comment to D2426: Allow world population..

Thanks for testing and the feedback @Nescio!

I tried one game with three AI players and a world population cap of 300. When one player was defeated, the population cap went up as expected (100→150), but when another was beaten, the surviving player was displayed as having a maximum population of “Infinity”, which is odd, because that didn't happen without this patch (i.e. always at 300).

Strange, this does not happen with me? Where did it show that? Is that on SVN or A23b?

Sat, Nov 16, 12:18 PM
Freagarach added inline comments to D2396: Support player assigning idle villagers with a command button..
Sat, Nov 16, 9:08 AM
Freagarach added inline comments to D2396: Support player assigning idle villagers with a command button..
Sat, Nov 16, 9:06 AM
Freagarach updated the diff for D2396: Support player assigning idle villagers with a command button..

Use action determining functionality from input.js.

Sat, Nov 16, 8:57 AM
Freagarach updated the summary of D2426: Allow world population..
Sat, Nov 16, 7:44 AM

Fri, Nov 15

Freagarach raised a concern with rP14115: Move ship to shoreline when tasking units to garrison inside, fixes #1391.

Thanks @Angen I forgot to raise a concern here ;)

Fri, Nov 15, 9:47 PM
Freagarach updated the diff for D2426: Allow world population..
Fri, Nov 15, 9:23 PM
Freagarach created D2426: Allow world population..
Fri, Nov 15, 9:18 PM
Freagarach updated the diff for D1961: Let animals be able to garrison..

Changed comment.

Fri, Nov 15, 6:48 PM
Freagarach added a comment to D2397: Do not hardcode "delete" and "focus-rally" in whether a command button is active..

D2343 Would make the enabledObserver thing unnecessary.

Fri, Nov 15, 9:35 AM
Freagarach added a comment to D2343: [WIP] - Combine "EntityCommand" and "AllyEntityCommand"..

It would be good to replace the controlsPlayer with a more easily extendable check, as suggested also in the ToDo in unit_commands.js L158.

Fri, Nov 15, 9:32 AM
Freagarach updated the diff for D2343: [WIP] - Combine "EntityCommand" and "AllyEntityCommand"..

Moved the observer-focus-rally-check.

Fri, Nov 15, 9:25 AM
Freagarach accepted D2276: Add build order to unit commands to play different sounds for build and repair.
  • Works like a charm.
  • Code looks good.
    • No deduplication possible.
    • No extension possible/needed.
  • Nice addition.
Fri, Nov 15, 8:14 AM

Thu, Nov 14

Freagarach created D2425: Show number of builders besides (not in space) build time..
Thu, Nov 14, 8:41 PM
Freagarach added a comment to rP21121: Add a repair time tooltip.
In rP21121#29216, @mimo wrote:

When a field has not 100% health, we can no more see the number of gatherers, even when no builders because the test on numBuilders > 0 has been removed from line 247.

It seems that this was the concern? That has been fixed (number of gatherers show even though field is not 100% health).

Thu, Nov 14, 8:41 PM
Freagarach updated the diff for D2396: Support player assigning idle villagers with a command button..
  • Move most of the function to unit_actions.js.
Thu, Nov 14, 7:34 PM
Freagarach added a comment to rP22754: Generalise Attack effects. All attacks, including death damage and splash, can….

Multiplication concern is fixed.

Thu, Nov 14, 9:38 AM
Freagarach created D2424: Fix formation-walking infinite loop introduced in rP22506..
Thu, Nov 14, 9:28 AM
Freagarach updated the diff for D2422: Fix idle unit not attacking nearest unit..

Include && msg.data.added.length.

Thu, Nov 14, 9:04 AM

Wed, Nov 13

Freagarach updated the summary of D2422: Fix idle unit not attacking nearest unit..
Wed, Nov 13, 5:21 PM
Freagarach created D2422: Fix idle unit not attacking nearest unit..
Wed, Nov 13, 5:11 PM
Freagarach added a comment to rP22475: Fix IDLE-related infinite loops by moving stateful calls to IDLE.timer..

I am glad we came to the same conclusion, albeit you expressed it clearly, and I had trouble transferring it from my mind to here ;)

Wed, Nov 13, 4:54 PM
Freagarach added a comment to rP22475: Fix IDLE-related infinite loops by moving stateful calls to IDLE.timer..

https://wildfiregames.com/forum/index.php?/topic/27214-borg-expansion-pack-mod-implementation-in-0ad-alpha-24-release/&do=findComment&comment=388029
We might check for this.isIdle in the LosRangeUpdate but I'm not sure that would not introduce other side effects. And setting up a MWE for this specific case is not too easy ;)

Wed, Nov 13, 9:03 AM

Mon, Nov 11

Freagarach updated the diff for D2411: Allow to limit unit count per match..
  • Units: "trained", buildings: "build".
  • Ternary return.
  • Extended test.
Mon, Nov 11, 3:38 PM
Freagarach planned changes to D2382: [WIP] - Building Sockets..

To js.

Mon, Nov 11, 12:12 PM

Fri, Nov 8

Freagarach updated the diff for D2397: Do not hardcode "delete" and "focus-rally" in whether a command button is active..
  • Less redundant checking.
  • Ternary for observer check.
  • Back to checking for undefined explicitly.
Fri, Nov 8, 8:56 AM
Freagarach updated the diff for D2411: Allow to limit unit count per match..

Exteded.

Fri, Nov 8, 8:36 AM

Thu, Nov 7

Freagarach added a comment to D2411: Allow to limit unit count per match..

Mod version.

Thu, Nov 7, 8:56 PM
Freagarach created D2411: Allow to limit unit count per match..
Thu, Nov 7, 8:56 PM
Freagarach updated the diff for D2397: Do not hardcode "delete" and "focus-rally" in whether a command button is active..

Include "focus-rally".

Thu, Nov 7, 8:21 PM
Freagarach updated the summary of D2372: [WIP] - Support for mining..
Thu, Nov 7, 7:25 PM
Freagarach added a comment to D2409: GuiInterface TimeNotifications fixes and cleanup.

Change 12 hour Last-Man-Standing TimeNotification timeout to Infinity.

Because it feels like infinity or is treated code-wise as infinity?

Thu, Nov 7, 8:21 AM

Wed, Nov 6

Freagarach added inline comments to D2405: [WIP] - Show turrets separately from hidden entities in a garrisonHolder..
Wed, Nov 6, 4:36 PM
Freagarach accepted D2000: aura style corrections.

Patch is compleat and useful.

Wed, Nov 6, 9:25 AM

Tue, Nov 5

Freagarach retitled D2405: [WIP] - Show turrets separately from hidden entities in a garrisonHolder. from [WIP] - Show turrets seperately from hidden entities in a garrisonHolder. to [WIP] - Show turrets separately from hidden entities in a garrisonHolder..
Tue, Nov 5, 9:27 PM
Freagarach updated the summary of D2405: [WIP] - Show turrets separately from hidden entities in a garrisonHolder..
Tue, Nov 5, 9:23 PM
Freagarach updated the summary of D1958: Turrets and/or sub-units..
Tue, Nov 5, 9:19 PM
Freagarach updated the summary of D1958: Turrets and/or sub-units..
Tue, Nov 5, 9:17 PM
Freagarach updated the diff for D2405: [WIP] - Show turrets separately from hidden entities in a garrisonHolder..
Tue, Nov 5, 9:14 PM
Freagarach created D2405: [WIP] - Show turrets separately from hidden entities in a garrisonHolder..
Tue, Nov 5, 9:40 AM
Freagarach added inline comments to D2404: Optimize GetIdentityClasses in Templates.js.
Tue, Nov 5, 7:35 AM

Mon, Nov 4

Freagarach added inline comments to D2403: Move "CanHeal"-function from UnitAI to Heal-component..
Mon, Nov 4, 4:00 PM
Freagarach updated the diff for D2403: Move "CanHeal"-function from UnitAI to Heal-component..

Combine return statement.

Mon, Nov 4, 4:00 PM
Freagarach created D2403: Move "CanHeal"-function from UnitAI to Heal-component..
Mon, Nov 4, 3:43 PM
Freagarach added inline comments to D1958: Turrets and/or sub-units..
Mon, Nov 4, 2:34 PM
Freagarach updated the diff for D1958: Turrets and/or sub-units..
  • Allow healers to be functional on a chariot.
  • Some inlines.
Mon, Nov 4, 2:34 PM
Freagarach updated the diff for D2376: Store the garrisonHolder in cmpGarrisonable instead of iterating orders..
  • Garrisonable class.
  • Simple test.
Mon, Nov 4, 8:29 AM
Freagarach updated the diff for D2056: Support for more garrisoned slots per entity..

Garrisonable class.

Mon, Nov 4, 8:06 AM

Sun, Nov 3

Freagarach added inline comments to D2400: Optimize Resource Trickle by not running timers when not necessary.
Sun, Nov 3, 9:44 PM
Freagarach updated the summary of D1958: Turrets and/or sub-units..
Sun, Nov 3, 9:22 PM
Freagarach updated the diff for D1958: Turrets and/or sub-units..
  • Split angular restriction (D2402).
  • Add turret restoration function (GUI still needed).
Sun, Nov 3, 9:22 PM
Freagarach added inline comments to D2400: Optimize Resource Trickle by not running timers when not necessary.
Sun, Nov 3, 7:59 PM
Freagarach added a comment to D2226: Use standarized phrasing and terminology for the Patriot aura description.

(There is also slaughter attack but one could ingore that.)

Sun, Nov 3, 12:33 PM
Freagarach added a comment to D2400: Optimize Resource Trickle by not running timers when not necessary.

Since the timer ought to be checked as well when an entity changes ownership (out of scope here), it seems beneficial to already have the checking code in a seperate function.
And while at it, the start timer and cancel timer can be merged in that, unless there is a strong reason to keep them seperate?

Sun, Nov 3, 12:12 PM

Sat, Nov 2

Freagarach added a comment to D2226: Use standarized phrasing and terminology for the Patriot aura description.

It is necessary to mention Melee and Ranged here because Capture is not affected.

Sat, Nov 2, 3:23 PM
Freagarach added a comment to D2308: Extend the visible garrisoning schema to allow specific units on specific turrets..

I did some more testing, it might be that the problem seen here is not specific to your patch but just a consequence of what is fixed in D2358.

Sat, Nov 2, 8:44 AM
Freagarach accepted D2226: Use standarized phrasing and terminology for the Patriot aura description.
Sat, Nov 2, 8:03 AM
Freagarach added inline comments to D2400: Optimize Resource Trickle by not running timers when not necessary.
Sat, Nov 2, 7:55 AM

Fri, Nov 1

Freagarach updated the diff for D2358: Fix promoted entities not retaining order queue after rP22753..

Comment.

Fri, Nov 1, 9:43 AM
Freagarach updated the diff for D2360: Fix entities not retaining repair order after target transforms..

Remove redundant variable.

Fri, Nov 1, 9:22 AM
Freagarach added a comment to D2308: Extend the visible garrisoning schema to allow specific units on specific turrets..

Looks like you forgot to revert something?

Fri, Nov 1, 8:32 AM

Thu, Oct 31

Freagarach updated the diff for D2111: [PetraAI] - Do not try to attack entities which can't be attacked..

JSDOC.

Thu, Oct 31, 8:19 PM
Freagarach added inline comments to D2308: Extend the visible garrisoning schema to allow specific units on specific turrets..
Thu, Oct 31, 6:58 PM
Freagarach updated the summary of D2397: Do not hardcode "delete" and "focus-rally" in whether a command button is active..
Thu, Oct 31, 9:18 AM
Freagarach added a comment to D2129: Let entity react on target death directly..

I don't understand what parameter is not necessary?
If we would react the same way in APPROACHING and/or CHASING, we would indeed be leaking information through the FOW, although I do understand your point.

Thu, Oct 31, 8:09 AM

Wed, Oct 30

Freagarach added inline comments to D2308: Extend the visible garrisoning schema to allow specific units on specific turrets..
Wed, Oct 30, 7:22 PM

Tue, Oct 29

Freagarach updated the diff for D2343: [WIP] - Combine "EntityCommand" and "AllyEntityCommand"..

Use existing canControlPlayer-function.

Tue, Oct 29, 9:30 PM
Freagarach added a comment to D2308: Extend the visible garrisoning schema to allow specific units on specific turrets..

Works like a charm :) And is quite useful I would say.
One could add a test?

Tue, Oct 29, 8:18 PM
Freagarach added inline comments to D2367: Move "GarrisonVisibly" to a seperate function and create its counterpart..
Tue, Oct 29, 8:18 PM
Freagarach added a comment to D2397: Do not hardcode "delete" and "focus-rally" in whether a command button is active..

Yeah, one thing at a time xD I was still figuring how that could be achieved.

Tue, Oct 29, 7:05 PM
Freagarach updated the diff for D2397: Do not hardcode "delete" and "focus-rally" in whether a command button is active..

active - enabled.

Tue, Oct 29, 5:51 PM
Freagarach added inline comments to D2398: Abstract and decouple SessionMessageBox.
Tue, Oct 29, 5:46 PM
Freagarach added inline comments to D2398: Abstract and decouple SessionMessageBox.
Tue, Oct 29, 5:04 PM
Freagarach updated the diff for D2396: Support player assigning idle villagers with a command button..
  • GUI-only.
  • Less duplication.
Tue, Oct 29, 9:36 AM

Mon, Oct 28

Freagarach created D2397: Do not hardcode "delete" and "focus-rally" in whether a command button is active..
Mon, Oct 28, 4:11 PM
Freagarach added a comment to D2396: Support player assigning idle villagers with a command button..
In D2396#99854, @elexis wrote:

I wonder if this isn't a feature exclusive to the GUI. The GUI has enough information to decide what unit action the player would like to order and whether there are idlers around. So the GUI can construct the simulation command itself already without adding a new command type, no?

I was wondering that as well :) And already started trying to make it GUI-only ;)

Mon, Oct 28, 3:32 PM
Freagarach added inline comments to D2396: Support player assigning idle villagers with a command button..
Mon, Oct 28, 10:08 AM
Freagarach updated the diff for D2396: Support player assigning idle villagers with a command button..

Hotkey.

Mon, Oct 28, 9:59 AM
Freagarach created D2396: Support player assigning idle villagers with a command button..
Mon, Oct 28, 9:28 AM

Sun, Oct 27

Freagarach accepted rP23081: Rewrite developer overlay to use class syntax, one class per checkbox, a class….

Concern fixed by rP23098 :D

Sun, Oct 27, 9:02 PM
Freagarach added inline comments to D2391: OverlayCounter classes.
Sun, Oct 27, 7:50 AM
Freagarach added a comment to rP23094: Artillery tower master commit, Keep your eyes open for errors, everything's….

Also, there is kart instead of cart in one occasion.

Sun, Oct 27, 7:22 AM

Sat, Oct 26

Freagarach updated the diff for D1958: Turrets and/or sub-units..

I have some trouble designing the angular restriction on the attack.
Cases to work with:

  1. Turret on UnitAI garrisonHolder: turret fully turnable, so when in range it can attack, no matter what the angle of the garrisonHolder is. (E.g. archer on a chariot.)
  2. Turret on UnitAI garrisonHolder: turret has a max attack angle, so when in range, it has to ask the garrisonHolder to turn before it can attack. (That means splitting the CanAttack from a CanAttackRightNow or something.) (E.g. horse archer.)
  3. Turret on non-UnitAI garrisonHolder: turret fully turnable, follow case 1. (E.g. unit atop a wall.)
  4. Turret on non-UnitAI garrisonHolder: turret has a max attack angle so when in range but not in angle range it cannot attack and should pick another target. (E.g. turnable cannon on socket.)
Sat, Oct 26, 12:19 PM
Freagarach raised a concern with rP23081: Rewrite developer overlay to use class syntax, one class per checkbox, a class….

canControlAll does not function as intended, see respective inline.

Sat, Oct 26, 10:35 AM

Sun, Oct 20

Freagarach added inline comments to D2384: Remove duplicate hardcoded StatisticsTracker unit and building classes.
Sun, Oct 20, 7:41 PM
Freagarach added inline comments to D2384: Remove duplicate hardcoded StatisticsTracker unit and building classes.
Sun, Oct 20, 7:17 PM
Freagarach added inline comments to rP23082: list heroes after champions and correct some structure tooltips.
Sun, Oct 20, 2:52 PM
Freagarach added inline comments to rP23082: list heroes after champions and correct some structure tooltips.
Sun, Oct 20, 2:01 PM