- User Since
- Dec 23 2016, 12:04 AM (229 w, 12 h)
Thu, Apr 29
Wed, Apr 28
Did you forget to add the vision range increase through garrisonning?
Thu, Apr 22
Wed, Apr 21
Apr 11 2021
Apr 3 2021
Seems to be fixed by rP25176 👍
Apr 2 2021
I'm not sure I like it.
Quickly scanning through the previews of maps by going down the list with the arrow keys is not possible anymore. (Yeah I know Map Browser :D)
I guess we should ask some more actual players for their opinion.
Apr 1 2021
Edit: This diff refs #4719
Just out of interest: Does this diff allow for different pushing forces per unit?
So that e.g. eles are very difficult to push away but they themselves can easily push other units away.
Up and down are bit unclear for scrolling.
But yeah, I'd call it scrolling up. xD
Scrolling is broken for me (Ubuntu Gnome) with this commit:
- Start a game
- press W and release it
- scroll towards the cable of the mouse
- the scrolling has no effect.
Mar 30 2021
So the aim of the diff is to introduce a hotkey for quitting and giving the option to skip the summary, right?
Mar 26 2021
Ok, fine. I was just wondering because this side-effect was stated nowhere. The description of this diff also sounds like it's more a change in code structure and performance and not in functionality. Thanks for clarifying.
Not sure if this is intended, but with this commit I get multiple units standing on exactly the same spot.
Notice how the blue and the white coat are intersecting:
To reproduce just order a bunch (50) of units to the same spot without using formations.
Mar 24 2021
Good idea but I think we should communicate this in some way.
Maybe we could show the observering person how many seconds they are behind?
(And maybe show a warning when this exceeds a minute or so)
I assume observers are still getting all commands even if they are minutes behind. right? (So they would also have the full replay if they started observing from start on)
Mar 19 2021
Might be a bit easier with rP25077
Mar 18 2021
Hmm, I wanted to stay with 6 command buttons per page, so that you don't have to use the second page too often...
The benefit of the OOP is that e.g. the diff to scroll through the loading screen tips can partly use the same code. But @elexis would be way better at explaining that ^^
Mar 10 2021
Do we fix typos in this third party library?
Mar 9 2021
Mar 6 2021
Interesting, I thought we already switched that to python. xD
Mar 5 2021
As with every gamesetup rewrite: Have you tested against the reoccurrence of all the old fixed gamesetup bugs? (Seems especially important as Langbart seems to find a lot of bugs in this diff)
Mar 4 2021
Descriptions are also broken btw.
Feb 28 2021
Can we do the same for techs? 😍
Also play flare sound for yourself. Add comment requested by wraitii.
But it behaves exactly the same as a normal preselected action with the only exception that it's not connected to an entity.
And wrt left-/right-click. For nearly all actions you do right-click when using the hotkey and left-click when using the gui. So it seems rather consistent to me.
If you want to make something generic, it could be called INPUT_NONENTACTION (for 'non-entity related action') or something, and mirror preselectedAction but without an entity basically.
I also find it a bit weird that the sound only triggers for your allies.
Improve animation. Fix ARB. New highlighted button version by stan. Cleanup
Feb 27 2021
Merge some lines as Stan proposed
Feb 19 2021
Fine. Now I can't spot any more oversights.
A bit unrelated to this diff: Do you know how the floating treasures are supposed to be gathered? (Ships can't gather them and units can only gather them if the treasures are close at the shore)
Feb 18 2021
Feb 17 2021
Feb 16 2021
Could you add tests for this bug? (So that we prevent regressions ;)
Ofc not for A24.
Feb 15 2021
Feb 14 2021
Feb 13 2021
Feb 10 2021
Feb 9 2021
Feb 6 2021
Fix it properly