Page MenuHomeWildfire Games

Langbart
User

Projects

User Details

User Since
Jan 15 2021, 12:54 AM (40 w, 3 d)

Recent Activity

Sat, Oct 23

Langbart resigned from rP25869: Allow to enable Cartography at the start of a match..

I found some strange behavior that could be caused by this changeset, but I'm not sure, could you take a look at it? #6365

This bug is same fog of war bug. The other units aren't missing, just hidden. (You will see them if you send your units to attack.)

PS: I tested ​Phab:D4305 as there was another error related to [25869] (#6356), but it did not fix the problem.

When I applied D4305, It did fix that bug. However, 0AD does some strange caching + retrieval when loading previous scenario maps played. So if you initially played the map with 0ad svn on or after this commit, then apply D4305 and reload this game again, it will load the map with the same (buggy) settings as used on the game before this patch.

Long story short, apply D4305, start the game, select a different map, then select the Combat Demo (Huge) again and the map should load correctly.

Sat, Oct 23, 10:25 PM
Langbart added a comment to D4317: [atlas] Limit the mercenary experience bar for the basic rank.
In D4317#183850, @Angen wrote:

Wait, didn't you say they are promoted to next rank?

Sat, Oct 23, 9:17 AM
Langbart added a comment to D4317: [atlas] Limit the mercenary experience bar for the basic rank.
In D4317#183843, @Angen wrote:

Yes, but you can see in tooltip that required is 150, so why calculation above produces trash

Sat, Oct 23, 9:12 AM
Langbart updated the diff for D4314: Double click tutorial bug.

Removing unnecessary square brackets. Now it is the same as in the introductory_tutorial.js, which also does not use square brackets.

Sat, Oct 23, 9:07 AM
Langbart added a comment to D4317: [atlas] Limit the mercenary experience bar for the basic rank.
In D4317#183836, @Angen wrote:

Anyway why is req 0

Sat, Oct 23, 8:58 AM
Langbart updated the diff for D4317: [atlas] Limit the mercenary experience bar for the basic rank.

Adding || 1

Sat, Oct 23, 8:54 AM
Langbart added a comment to D4317: [atlas] Limit the mercenary experience bar for the basic rank.
In D4317#183833, @Angen wrote:

More like req || 1 but if entity is promoted, division by 0 should not happen

Sat, Oct 23, 8:31 AM
Langbart added a comment to rP25869: Allow to enable Cartography at the start of a match..

I found some strange behavior that could be caused by this changeset, but I'm not sure, could you take a look at it? #6365

Sat, Oct 23, 3:03 AM

Fri, Oct 22

Langbart added a comment to D4317: [atlas] Limit the mercenary experience bar for the basic rank.
In D4317#183814, @Angen wrote:

what happens when you place basic mercenary on map and runs it normally in game?

Fri, Oct 22, 10:05 PM
Langbart updated the Trac tickets for D1729: Missing tileclass in archipelago.
Fri, Oct 22, 7:50 PM
Langbart requested review of D4317: [atlas] Limit the mercenary experience bar for the basic rank.
Fri, Oct 22, 9:52 AM
Langbart accepted D3958: Add an extra button for seeing the summary page when quitting a session.
Fri, Oct 22, 8:51 AM
Langbart raised a concern with rP25624: Tweak mercenaries: no food cost, advanced rank, faster training.

A small problem was found caused by this changeset number. #6362

Fri, Oct 22, 8:10 AM
Langbart added a comment to D4305: Fix bug where scenario map was not loading as revealed when set to revealed..

[...] I wanted to suggest enabling "allied view" as the default option. I just anticipate that the majority of hosts or players would want to see their allies when the game starts. Any opinions on this?

Fri, Oct 22, 4:13 AM
Langbart updated the summary of D4296: Layout changes to the replay menu.
Fri, Oct 22, 3:53 AM
Langbart updated the summary of D4296: Layout changes to the replay menu.
Fri, Oct 22, 3:43 AM
Langbart updated the diff for D4296: Layout changes to the replay menu.

Remove the striking "orange" color and replace it with a more gold-like color.

Fri, Oct 22, 3:41 AM
Langbart updated the diff for D4314: Double click tutorial bug.

Adding some Square brackets to match the style in the rest of the document.

Fri, Oct 22, 3:00 AM

Wed, Oct 20

Langbart updated the summary of D4314: Double click tutorial bug.
Wed, Oct 20, 9:26 PM
Langbart requested review of D4314: Double click tutorial bug.
Wed, Oct 20, 5:41 PM
Langbart awarded rP25969: Sets SVN property to ignore test_tex.cpp after rP25884. a Like token.
Wed, Oct 20, 3:05 PM

Mon, Oct 18

Langbart added a comment to rP25884: Moves tex tests to the related folder, was forgotten to move in rP5518..
Mon, Oct 18, 8:53 PM

Sat, Oct 16

Langbart added a comment to D4311: Adds render debug modes.

Apply the patch and compile the game

Ok

Run the game and open the developer overlay

Ok

Check that checkboxes and dropdowns work

Ok, but I would change the style of the dropdown. Increasing the devCommandsText even more would also look good, sans-16 fits nicely.

Sat, Oct 16, 12:17 PM

Fri, Oct 15

Langbart added a comment to D4308: Fix pop indications of paused items..

The auto-produce icons have all a hand on it.

How do you like the extra hand and orange color?

Fri, Oct 15, 7:12 PM
Langbart added a comment to D4310: cheaper Kush architecture tech..

Added Valihr to the reviewers since I need someone.

Revision that changes gameplay should have [Gameplay] in the title, this will automatically subscribe the Balancing Advisors, see e.g. D4309.

Fri, Oct 15, 6:41 PM
Langbart added a comment to D3998: [PetraAI] - [WIP] Implement an emergency mode in case of huge losses..

After an hour I destroyed all her four CC and she started to retreat to a central point in the middle of the map, after a short time the Ai committed suicide and I won.

@Langbart I wasn't able to reproduce it. (The red ones won at the end, the blue one did nearly nothing).

Fri, Oct 15, 5:50 PM
Langbart added a comment to D4291: [gameplay] camouflaged ambush camp.

Optional:
(1) if the variation would be switchable after selecting the structure that would be good.

Fri, Oct 15, 3:54 PM
Langbart added a comment to D4305: Fix bug where scenario map was not loading as revealed when set to revealed..

Also I think more courteous to the developer, who agreed to fix this bug, and did so in a timely manner.

Fri, Oct 15, 3:23 PM
Langbart planned changes to D4307: Renaming of map size options.

Please consider D2927 (and its commit).

Fri, Oct 15, 3:13 PM
Langbart added a comment to D4310: cheaper Kush architecture tech..

Glad you made it, good to have some new gameplay patches being made.

Fri, Oct 15, 2:59 PM

Wed, Oct 13

Langbart retitled D4307: Renaming of map size options from Reduce the number of options for the map size to Renaming of map size options.
Wed, Oct 13, 9:35 PM
Langbart updated the diff for D4307: Renaming of map size options.

Keeping all existing sizes, as 384/448 are good for nautical maps and we don't want to limit the possibilities.
Only a renaming of the maps above "Normal" so that we can get rid of "Medium".

Wed, Oct 13, 9:33 PM
Langbart added a comment to D4305: Fix bug where scenario map was not loading as revealed when set to revealed..

Could be done. But there would end up being 5 options:

  • Normal
  • Explored
  • Allied View
  • Explored + Allied View
  • Revealed
Wed, Oct 13, 9:19 PM
Langbart added a comment to D2926: [gui] make random maps the default.

This also helps new players, because sometimes people ask on IRC how to change the number of AI players or the size of the map. Random maps allow this.

Wed, Oct 13, 12:25 PM
Langbart accepted D2926: [gui] make random maps the default.
Wed, Oct 13, 12:23 PM
Langbart requested review of D4307: Renaming of map size options.
Wed, Oct 13, 12:21 PM
Langbart added a comment to D4303: Add new TeamPlacement option "Beside Allies"; Add more TeamPlacement options to Mainland and African Plains: stronghold, line, randomGroup.

The naming could be done better instead of Tight Arc/ Circle just call it Teams Together/ Equally distanced.


Twitch: AOE4 - Highlight: rank 1 rush king returns | best rusher(7/Oct/21)

Wed, Oct 13, 9:05 AM
Langbart accepted D4305: Fix bug where scenario map was not loading as revealed when set to revealed..

Works, would you agree to put those 3 options under one dropdown menu?
AOE HD calls it Reveal Map


Youtube: AGE OF EMPIRES HD how to play: Setting up a standard game against the computer (8/Nov/15)

Wed, Oct 13, 8:50 AM
Langbart added a comment to D4303: Add new TeamPlacement option "Beside Allies"; Add more TeamPlacement options to Mainland and African Plains: stronghold, line, randomGroup.

Should the option appear if there are only two players? Better just disable and gray them out.

Wed, Oct 13, 8:02 AM
Langbart added a comment to D4303: Add new TeamPlacement option "Beside Allies"; Add more TeamPlacement options to Mainland and African Plains: stronghold, line, randomGroup.

I would remove the Random option, players expect a certain type of team placement by default. There is no Random for the map size either.

Wed, Oct 13, 7:46 AM

Tue, Oct 12

Langbart updated the diff for D4290: Adjusting the position of the generic/specific name if only one is displayed.

Reduction of duplicate code via const hasSecondary = !secondaryName || primaryName == secondaryName;

Tue, Oct 12, 9:42 PM
Langbart planned changes to D4304: [Gameplay] - [WIP] Spartan spikes.

I would warn, however, this can create a real mess with pathfinding as units may inadvertently walk by these and get damaged. That would be neither realistic nor desirable from a gameplay perspective

Yes, you are right. The AI keeps sending cavalry units to the same place and the horses keep dying. There is no need to test this patch further.

Tue, Oct 12, 8:48 PM
Langbart updated the diff for D4290: Adjusting the position of the generic/specific name if only one is displayed.

Redo the patch with the help of bb.
Looks better.
The Ishtar Gate of Babylon has only one name and the name is always nicely centered.

Tue, Oct 12, 8:40 PM
Langbart updated the Trac tickets for D882: Show the servername in gamesetup.
Tue, Oct 12, 7:50 PM
marder awarded D4304: [Gameplay] - [WIP] Spartan spikes a Burninate token.
Tue, Oct 12, 5:16 PM
Langbart updated the summary of D4304: [Gameplay] - [WIP] Spartan spikes.
Tue, Oct 12, 2:30 PM
Langbart updated the diff for D4304: [Gameplay] - [WIP] Spartan spikes.

Removing capture points and the rangeoverlay.

Tue, Oct 12, 2:28 PM
Langbart updated the summary of D4304: [Gameplay] - [WIP] Spartan spikes.
Tue, Oct 12, 2:05 PM
Langbart published D4304: [Gameplay] - [WIP] Spartan spikes for review.
Tue, Oct 12, 2:00 PM
Langbart added a comment to rP25869: Allow to enable Cartography at the start of a match..

I can push a fix soon. Should this be done in a new patch?

Tue, Oct 12, 12:54 AM

Mon, Oct 11

Langbart raised a concern with rP25869: Allow to enable Cartography at the start of a match..

An issue has been discovered that can be observed for the first time with this changeset. See #6356

Mon, Oct 11, 4:30 PM
Langbart added a comment to rP25958: Allow to push items to the front of the ProductionQueue..

Noticed:
(1) The sentence This item is paused.
Why is it in paranthesis? Why not add some color, for example orange. I would even put the little hand symbol in front of it, then everyone who hovers over it will see faster what it is about.

Mon, Oct 11, 3:30 PM
Langbart added a comment to rP25953: Add accelerations in unit movement..

I would only give this to special units like ships or battering rams, but not normal human units.

Mon, Oct 11, 11:27 AM
Langbart added a comment to rP25953: Add accelerations in unit movement..

This change makes it very cumbersome to use formations when moving units around the map. Since the formation is set to the box formation by default (rP24480), new players will be shot to pieces. At least change it to "none".


Testing it on the sceanrio map - Pathfinding Demo with 33 units (1 cavalry, 16 spearman, 16 archers).
First with rP25952: (35secs)

Mon, Oct 11, 11:08 AM

Sun, Oct 10

Langbart added a comment to D3544: Regroup members at most once when formation and its members get idle.

There is only a very short moment when the idle number on the minimap still "twitches". This is definitely an improvement.

Sun, Oct 10, 3:00 PM
Langbart added a comment to D3544: Regroup members at most once when formation and its members get idle.

With D4217, the number of units is now displayed on the minimap, idle units are alternating the isIdle state from true to false, which causes the number of idle units to change constantly. When I apply this patch to my working copy rP25953, the problem described in ticket #6279 no longer occurs. It fixes it.

Sun, Oct 10, 2:51 PM
Langbart added a comment to D4297: Fixing a problem where the AI attacked bridges.

Instead of removing the templates, one could create a template_bridge with no health/resistance and let the two used templates inherit from that. But since the templates are wonky and don't add anything, deletion seems like the correct choice.

Sun, Oct 10, 9:26 AM
Langbart published D4299: Changing a single word in the Introductory Tutorial for review.
Sun, Oct 10, 8:43 AM
Langbart updated the summary of D4296: Layout changes to the replay menu.
Sun, Oct 10, 7:46 AM
Langbart added a comment to D4297: Fixing a problem where the AI attacked bridges.
In D4297#183000, @bb wrote:

If we just want the AI to stop attacking them, I suppose we could also remove the health component and be fine.

If I remove the Health tag it throws errors at me, is there another way?

Sun, Oct 10, 7:34 AM

Sat, Oct 9

Langbart updated the summary of D4296: Layout changes to the replay menu.
Sat, Oct 9, 5:09 PM
Langbart updated the diff for D4296: Layout changes to the replay menu.

Changing the buttons from ModernButtonRed back to their original StoneButton style.

Sat, Oct 9, 5:08 PM
Langbart added a comment to D4296: Layout changes to the replay menu.

It seems that in general, the red buttons are used for pupups, but either way, we should make them not less consistent, but more consistent.

Sat, Oct 9, 5:02 PM
Langbart added a comment to D4292: Moving the mininmal resolution to 1280x800.

Small discussion on IRC 0ad-dev (4/Oct/21), increasing width to 1280 meets little resistance, increasing width to 800 meets some opposition who would rather see 720 or 768. Below 768 we would have even less vertical space e.g. for displaying control groups, I would be against it and would take either 800 or 768.

  • 1280x768 or 1280x800 seem to be suitable candidates.

The most important part is the increased width, which would allow a larger minimap, and increasing the width of the summary screen columns, which are too small for some translations (see #6025 - Summary page problem with long words (15/Feb/21)).

Sat, Oct 9, 4:59 PM

Thu, Oct 7

Langbart updated the diff for D4290: Adjusting the position of the generic/specific name if only one is displayed.

Trying to solve with getTextSize().height.

Thu, Oct 7, 3:39 PM

Mon, Oct 4

Langbart updated the Trac tickets for D4194: Tutorial in Learn to Play menu refer to Introductory Tutorial.
Mon, Oct 4, 5:54 PM · Contributors
Langbart updated the diff for D4288: Use only the Diplomacy Color of non-defeated players..

Change a variable from let to const after the linter has recommended it and improve the onPlayersFinished function.

Mon, Oct 4, 8:34 AM
Langbart updated the diff for D4290: Adjusting the position of the generic/specific name if only one is displayed.

Removing the size from the .xml file and adding two elements.

Mon, Oct 4, 8:21 AM

Sat, Oct 2

Langbart added inline comments to D4287: [WIP] Add the possibility to start a game with a random civ from the command line..
Sat, Oct 2, 5:50 AM

Fri, Oct 1

Langbart raised a concern with rP25534: Clip rendered text correctly.

A new problem has surfaced that can be noticed for the first time with this changeset, see ticket #6340 for details.

Fri, Oct 1, 10:16 AM
Langbart added a comment to D3998: [PetraAI] - [WIP] Implement an emergency mode in case of huge losses..

I tried this patch on a random map called Sahel Watering Holes for a 1v1 against a Medium Balanced Petra Bot.

Fri, Oct 1, 8:22 AM

Thu, Sep 30

Langbart requested review of D4289: [WIP] - Adding a health bar for group icons..
Thu, Sep 30, 11:13 AM
Langbart added a comment to D2926: [gui] make random maps the default.

Scenarios and skirmish maps are listed in alphabetical order and can't be randomized (fixed number of players and map sizes), therefore the first map people encounter is always the “Acropolis Bay (2)” skirmish map. While it may not be that bad per se, it's probably not the best 0 A.D. has to offer. Moreover, many (most?) new players don't explore other possibilities, they just start a match.

Thu, Sep 30, 3:41 AM
Langbart requested review of D4288: Use only the Diplomacy Color of non-defeated players..
Thu, Sep 30, 2:57 AM
Langbart updated the diff for D4287: [WIP] Add the possibility to start a game with a random civ from the command line..

Fixed a duplicate description entry in the GameSetup.cpp file.

Thu, Sep 30, 2:54 AM

Wed, Sep 29

Langbart added a comment to rP25939: Select formations as a whole by default..

Two issues related to the battalion function:
Issue:1 - movement of several battalions at the same time
In the image below I have got 2 battalions.
One with 20 swordsmen in the Testudo formation and one with 28 skirmishers in the Close Order formation. When I select both and move them forward, they change to the Box formation and become one battalion. I would prefer them to be separate after advancing. If I change the small default icon in the formation to None, both battalions disappear after I move them forward.


Issue:2 - battalion selection if the unit type is the same
If both battalions consist of the same unit type, they are aggregated in the multiple selection panel and appear as one unit. I would prefer them to be sorted by battalion.

Wed, Sep 29, 11:41 PM
Langbart requested review of D4287: [WIP] Add the possibility to start a game with a random civ from the command line..
Wed, Sep 29, 11:09 PM
Langbart added a comment to D4285: Clarify (de)selection functions..

Verify that (de)selecting behaves as usual. Test with the mentioned diff to verify the reported bug is fixed.

Wed, Sep 29, 11:06 PM

Tue, Sep 28

Langbart added a comment to D4282: Don't stop gathering after starting by autocontinue when in a formation..

When I try to deselect some units by holding down the Ctrl key and left-clicking on the icon, it only works for battalions with one unit type. I am unable to deselect battalion 2.

Yes, you will select the entire formation by default, unless using the modifier to not do so.

But a ctrl + left click on any unit icon that is part of battalion 2 should deselect the entire battalion 2, at the moment it does nothing.

Tue, Sep 28, 11:22 PM
Langbart added a comment to rP25884: Moves tex tests to the related folder, was forgotten to move in rP5518..

Can source/lib/tex/tests/test_tex.cpp be ignored somehow?

Tue, Sep 28, 11:15 PM
Langbart added a comment to D4282: Don't stop gathering after starting by autocontinue when in a formation..

This image was only to illustrate my point with deselecting units, but the layout looks nice. Having a bunch of units grouped together to see who is part of a team looks appealing.
Hyrule conquest does it but with control groups.

Tue, Sep 28, 8:33 AM
Langbart added a comment to D4282: Don't stop gathering after starting by autocontinue when in a formation..

When I try to deselect some units by holding down the Ctrl key and right-clicking on the icon, it only works for battalions with one unit type.

Tue, Sep 28, 8:22 AM

Sun, Sep 26

Langbart added a comment to D4282: Don't stop gathering after starting by autocontinue when in a formation..

But why is there only one gather at this tree?

Sun, Sep 26, 3:59 PM

Sat, Sep 25

Langbart added a comment to D4282: Don't stop gathering after starting by autocontinue when in a formation..

Yes this solves the problem described earlier in D2175#182343. The woodcutters look for a new tree after they are done with the first one.

Sat, Sep 25, 3:57 PM

Sep 25 2021

Langbart added a comment to D4108: Adds FreeType support to the engine.
In D4108#182476, @Stan wrote:

@s0600204 any idea what we could do for macos and pkg config ?

Rebase to take into account recent changes, then add the below suggested line so that the generated .pc file is in the correct place for our scripts to find it. (There's no need to relocate the header files.)

Sep 25 2021, 2:15 PM

Sep 23 2021

Langbart added a comment to D4280: [gameplay] Adjust Kushite Pyramids to be more used.

@Langbart: Check that it works with non Kushite units but if so yes.

Seems to work. 0AD has special civ related structures (e.g. camp_noba, temple_amun, ...) still in the units/{civ} templates. Would it make sense to create a patch and get all the structures for all civs into the mixins/builder.xml file? See below, one needs to get into seven files and remove the redundant line now.

Sep 23 2021, 4:43 PM

Sep 22 2021

Langbart added a comment to D4280: [gameplay] Adjust Kushite Pyramids to be more used.

@wraitii Is it allowed to move the structures/{civ}/pyramid_small into the builder.xml file? Layout looks better this way.

Sep 22 2021, 11:51 PM
Langbart added a comment to D2175: Select formations as a whole by default..

The units in a battalion, who were tasked with cutting down trees will only cut down the first tree and then remain idle. They will not look for a new tree.


This behavior might work for stone/metal but is not good for wood.

Sep 22 2021, 6:58 PM
Langbart added a comment to D2175: Select formations as a whole by default..

Since the battalions are now tied to formations (as far as I understand), is it still possible to have a battalion and send it to gather something or will this disband it, since the formation can not be used for that?
Cause I liked it to be able to select one wood cutter battalion with one click and task them with something different.

Sep 22 2021, 6:45 PM
Langbart added a comment to D4279: Improve minimap viewpoint-polygon placement.

Tested it on the map Hindu Kush (2) with steep hills, Farmland and the scenario map Units Demo. The problem in the referenced ticket can no longer be reproduced. For a player/user this solution works.
EDIT: Also tested in Atlas, works.

Sep 22 2021, 6:12 PM
Langbart added a comment to D2175: Select formations as a whole by default..

IRC 0ad-dev (22/Sep/21)

Sep 22 2021, 5:31 PM
Langbart added a comment to D2175: Select formations as a whole by default..

http://irclogs.wildfiregames.com/%230ad-dev/2021-09-20-QuakeNet-%230ad-dev.log
I'll try to merge this this week then, unless objected.

Sep 22 2021, 4:06 PM

Sep 21 2021

Langbart added a comment to D4278: Moves cursor to VideoMode.
In D4278#182263, @Stan wrote:

@Langbart can you check cursorbackend="system"


This also works.

Sep 21 2021, 4:24 PM
Langbart added a comment to D4278: Moves cursor to VideoMode.

IRC 0ad-dev (20/Sep/21)

19:12 <@Stan> @tell Langbart have you got a retina screen ? Can you test D4278 anyway ?

Yes, I do use a retina screen. Ok.

Sep 21 2021, 3:26 PM
Langbart added a comment to D3611: Use pkg-config even more.
In D3611#182259, @Stan wrote:

Any errors/warnings? Else it's good to go I suppose @s0600204

Sep 21 2021, 2:12 PM
Langbart added a comment to D3611: Use pkg-config even more.
In D3611#182257, @Stan wrote:

pass --force-rebuild to build-osx-libs.sh

Sep 21 2021, 2:01 PM
Langbart added a comment to D3611: Use pkg-config even more.
In D3611#182254, @Stan wrote:

Can you run the script without --preserve libs ;) You need to rebuild the thing for the pc files to be copied.

Same error as above.
Entire terminal output: https://termbin.com/47vw

Sep 21 2021, 11:58 AM
Langbart added a comment to D3611: Use pkg-config even more.
In D3611#182252, @Stan wrote:

Can you see if you can find the fmt.pc file? It might be name libfmt.pc or something similar.

Sep 21 2021, 11:14 AM
Langbart added a comment to D3611: Use pkg-config even more.
In D3611#182197, @Stan wrote:

@Langbart can you test this maybe we'll be able to debug what goes wrong on macos :)

Sep 21 2021, 10:57 AM

Sep 19 2021

Langbart updated the diff for D4262: Restoring the colored profile name with the ranking and using the leaderboard names for autocompletion in the profile player search field..

Re

Sep 19 2021, 4:37 PM