- User Since
- Jan 15 2021, 12:54 AM (17 w, 1 d)
Removed unnecessary "curly braces" from the "abbreviateLargeNumbers" function and moved the necessary one to a new line.
Changed the function "abbreviateLargeNumbers" from (number >= 1000) to (number >= 10000), now only numbers above 10.000 will be abbreviated
Changed "num" to "number" and added missing "translateWithContext" to the function "abbreviateLargeNumbers"
Replacing "else" with "else if (g_IsNetworked)", then the option will ony be displayed in MP games.
I used a replay with the skirmish map "Sporades Islands (2)" , 1x and follow player.
In my replay on the map Lower Nubia I could not see any red water, but when I play it on a skirmish map called Sporades Islands (2) I see a red line on the horizon. It is very subtle and one could assume that it is due to the sunlight, but it is not.
I applied this patch (diffID 17551) to my working copy rP25437. I used the same replay (red_water.zip) as the last time I checked this patch.
I did not see any red water this time.
Okay, that would be nice to have.
The Summary choice may need some adjustment, maybe Yes, summary. Or you could take the options from D3768: No, Yes, skip summary and Yes.
I would like it even more, if the quitconfimation window could be accessed via a hotkey instead of menu clicks.
Thu, May 13
Another user will try to implement it, I will not work on this one anymore.
see D3958 - Add an extra button for seeing the summary page when quitting a session (13/May/21).
Wed, May 12
Removed the note "// Do not show zeroes." from CounterResource.js and CounterPopulation.js
Tue, May 11
I applied this patch via Arcanist to my working copy rP25420 and I only received these messages:
Mon, May 10
Changed the name of the function from "shortLargeNumbers" to "abbreviateLargeNumbers"; Font size has been changed to "sans-bold-stroke-14 and 13"; Zeros are always present and colored in "200 200 200"; i Kept the "gold" color for gatherers because it is easier to distinguish the two numbers.
Sun, May 9
When I apply this patch to my working copy rP25411, I can load a mod that contains 0ad>=0.0.24 in its mod.json file.
I applied this patch to my working copy rP25335 because applying this patch to the latest SVN version rP25410 did not work for me with Arcanist, so I went back.
I think this fixes the problem I described in ticket #6176. I tested it both with and without this patch, only with this patch applied I did not see any red water.
Using the rally point of a structure when the entity (does not) exist.
I noticed a problem => #6175: Rally point - pick up treasures bug (9/May/21).
Sat, May 8
Thank you for taking up my suggestion from ticket #5917 so quickly.
I received some errors when trying to access the Population--> Total chart for a replay I did in multiplayer. I attach the file: 6_may_21.zip
Fri, May 7
I noticed some errors when popLimit is reached. #6173
Thu, May 6
Use a hotkey to toggle the feature.
Look at e.g. the storehouse.
Both with and without this patch.
I have tested rP25391 and it solves the problem.
split the color prototype for total and resource gatherers
I think it was diff ID 17400.
Changed the word "Colors" to "Color" in CounterPopulation.js
Current situation looks like this
Change the color from "yellow" to "gold"; switch position between gatherers and resource number; changed the the layout of the CounterCaption string to count/limit (max); decreased the font size a bit and moved everything a bit to the left so there is enough space for the pop info in mimimal resolution (1024x768)
try collecting treasure with a ram and other units.
Tested with Macedonian civ for the following units: "Siege Tower", "Battering Ram", "Bolt Shooter" and "Siege Catapult". Works as intended.
The "Crossbowman" can still pick up treasures, which is good.
Map: skirmish map "Median Oasis (2)"
Tue, May 4
They can sure be switched and colored in white, as shown in this image below from the popular AOE2 channel T90Official - Age Of Empires 2
I would also prefer if the pop reads current/cap (max) instead of current/cap/max which reads like a weird date to me.
Errors no longer occur when you host a MP game.
Mon, May 3
Adding prototype for color and correct remark for translation message
Adding translation remark for "k"; a short message for translators regarding the spces for CouterPopulation.js; adjusting color function
Implementing "seeh's" idea
adjusting the .po files
The problem with the spaces around the slash symbol seems to persist. How do you ensure that there are no spaces between the population numbers?
A user nicknamed seeh has reported back that this worked for him:
CounterPopulation.prototype.CounterCaption = markForTranslation("%(popCount)s\/%(popLimit)s\/%(popMax)s") + ' ';
Moving the function "shortLargeNumbers" into common/tooltips.js
Sat, May 1
I got the message "Lint Errors", lets try again.
Where shall I place the function? "shortLargeNumbers"
change the name of the function to "shortLargeNumbers", adding Math.floor; adding translate "M";
I don't see the need for this, but if people like it more, I am okay with it.
Yes, I just want to avoid a line break. In this video from mysticjim you can see the issue @21:55min: 0AD My First Alpha 24 Game (28/Feb/21)
I don't have this problem with spaces on my PC, but I have seen it in some youtube videos. It seems that some operating systems make spaces around the slash symbol.
because the resource style in the top panel is "resourceText", it is also used for barter and trade in the HUD and in the "Bart&Trade" menu, to get around this I just added a new style in styles.xml
Sun, Apr 25
But there is at least one problem with a scenario map called "The Persian Gates", the purple player entities appear blue.
Some scenarios have different colours, I'm not sure how many scenarios have this problem, should I test them all?
I think it works. Thank you for fixing it so quickly.
The orange player entities are displayed in red dots.
Thu, Apr 22
I'll just stick with my current nick without the name.
PS: If I would make a second account, I would call myself Lancelot :)
Tue, Apr 20
Adding the word "on" for the chat description; added context to "FAQ"; adjusted the tooltip description.
Adding a FAQ button to the starting page
Sun, Apr 18
With the "default settings" I could hardly hear the sound, after lowering the "music volume" and increasing the "action volume" to max the sound is better noticeable.
After increasing the sound with ffmpeg (ffmpeg.org/ffmpeg-filters.html#volume) by a factor of 8, it is now better noticeable.
Sat, Apr 17
I was able to apply your already uploaded patch, but I had problems with the .png files, they were not downloaded correctly. If I use the provided .png files from your GitHub repo, then the patch works for me.
Hey, thanks for taking the time to create this patch.
You would need to add context to your patch, try this:
Thu, Apr 15
either "color": "255 127 0" or a bit lighter, using the same colour as for matches would be good
Cool, thanks for fixing it.
Apr 14 2021
Apr 13 2021
Start the game. Move units at long distances and short distances.
I got myself 100 British swordsmen and we walked around the "Sahel Watering Holes" map a bit, but couldn't find any unusual activity.
Apr 12 2021
Beginning with this changeset I get a segmentation fault, when starting a match.
fixed with rP25245
I get many errors when loading the "Units demo" scenario map with this changeset.
I have noticed some difficulties with the minimap buttons.
Apr 11 2021
I could not apply this patch via Arcanist, it showed me this error
Compile, run tests. Open the game, notice specific names still work alright. Load the unit demo > all OK.
Apr 10 2021
Apr 8 2021
I think to implement this in the game you need to bug a developer as described:
The only thing that gets a patch committed is a team member that stops working on his own feature to review something. That often means repeated begging.
[...] you must nag someone with commit access
Otherwise it might be forgotten.
Apr 4 2021
It works and I find it useful. Thanks. In the GIF below I had four forges selected and started exploring all 4 items. This worked well. If I only selected 3 forges and explored 4 items, the order was slightly off, once I selected the fourth, it still explored all the things I had selected in the correct order, I just noticed this little visually awkward side effect. When two forges are selected, it does it twice.
Apr 3 2021
Q: Who ever reviewing this: should it actually allow to see summary and check for compatibility there even if some statistics may be missing?
Apr 1 2021
For the collision of two groups in motion works very well, would it be possible to do the same when one group is in motion and the other stationary? In the GIF I have 30 skirmishers collide with 30 swordsmen, first both in motion and then one group stationary.
IRC 0ad-dev (1/Apr/21)
[18:53:53] wraitii thinks testudo might put units too close
If I group my units in a "Testudo" formation they start waltzing. I don't get any waltz for any other formation order.
Tested with Roman champions (Italic Heavy Infantry) on Scenario map "Third Macedonian War" rP25176+D1490 (ID 16873)
Mar 31 2021
Changed the hotkey name from "openquit" to "opendialog". Adjusted the naming of the selection options. The size of the dialog box has been slightly increased, but the ratio has been kept.
Freagarach wrote on IRC 0ad-dev (30/Mar/21): Play as Briton and make some chariots.
Mar 30 2021
So, I finished testing it and I think you did very well here with D1490. Real experience improvements all around that any player will quickly notice.
I noticed some strange behavior with my elephants while they are in formation, and have attached a replay of the incident that occurred at about the 2min30sec mark.