Page MenuHomeWildfire Games

Langbart
User

Projects

User does not belong to any projects.

User Details

User Since
Jan 15 2021, 12:54 AM (17 w, 1 d)

Recent Activity

Today

Langbart updated the diff for D3911: Improve the usefulness of the counters in the top panel.

Removed unnecessary "curly braces" from the "abbreviateLargeNumbers" function and moved the necessary one to a new line.

Sat, May 15, 1:38 PM
Langbart updated the diff for D3911: Improve the usefulness of the counters in the top panel.

Changed the function "abbreviateLargeNumbers" from (number >= 1000) to (number >= 10000), now only numbers above 10.000 will be abbreviated

Sat, May 15, 1:10 PM
Langbart added a comment to D3911: Improve the usefulness of the counters in the top panel.
In D3911#170894, @Angen wrote:

What if i want to know if i have 1780 or 1702 ?

Sat, May 15, 1:00 PM
Langbart updated the diff for D3911: Improve the usefulness of the counters in the top panel.

Changed "num" to "number" and added missing "translateWithContext" to the function "abbreviateLargeNumbers"

Sat, May 15, 12:35 PM
Langbart requested review of D3965: Move rating to the player tab.
Sat, May 15, 10:36 AM
Langbart updated the diff for D3964: Add rated game to the objectives dialog.

Replacing "else" with "else if (g_IsNetworked)", then the option will ony be displayed in MP games.

Sat, May 15, 9:32 AM
Langbart updated the summary of D3964: Add rated game to the objectives dialog.
Sat, May 15, 9:11 AM
Langbart requested review of D3964: Add rated game to the objectives dialog.
Sat, May 15, 9:05 AM
Langbart added a comment to D3905: Fixes the original cause of the red water.

I used a replay with the skirmish map "Sporades Islands (2)" , 1x and follow player.


Procedure:

Sat, May 15, 1:13 AM
Langbart added a comment to D3905: Fixes the original cause of the red water.

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.

Sat, May 15, 12:12 AM

Yesterday

Langbart added a comment to D3905: Fixes the original cause of the red water.

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.

Fri, May 14, 11:34 PM
Langbart added a comment to D3958: Add an extra button for seeing the summary page when quitting a session.

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.

Fri, May 14, 11:10 PM
ffffffff awarded D3911: Improve the usefulness of the counters in the top panel a Like token.
Fri, May 14, 4:22 PM

Thu, May 13

Langbart added a comment to D3957: Make fruit (berries) obstruction smaller.

TEST PLAN
Test it

Thu, May 13, 5:56 PM
Langbart abandoned D3768: Quit confirmation dialog hotkey and button.

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).

Thu, May 13, 5:42 PM

Wed, May 12

Langbart updated the diff for D3911: Improve the usefulness of the counters in the top panel.

Removed the note "// Do not show zeroes." from CounterResource.js and CounterPopulation.js

Wed, May 12, 8:13 AM

Tue, May 11

Langbart added a comment to D3905: Fixes the original cause of the red water.

I applied this patch via Arcanist to my working copy rP25420 and I only received these messages:

Tue, May 11, 7:50 AM

Mon, May 10

Langbart added a comment to D3911: Improve the usefulness of the counters in the top panel.

I feel like I'd prefer a light blue or something redder maybe?
I dunno, maybe it's just me.

Mon, May 10, 10:40 AM
Langbart updated the summary of D3911: Improve the usefulness of the counters in the top panel.
Mon, May 10, 8:39 AM
Langbart updated the diff for D3911: Improve the usefulness of the counters in the top panel.

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.

Mon, May 10, 7:57 AM

Sun, May 9

Langbart added a comment to D3945: Fix warnings and missing break from rP25410.

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.

Sun, May 9, 6:41 PM
Langbart added a comment to D3905: Fixes the original cause of the red water.

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.

Sun, May 9, 6:17 PM
Langbart resigned from rP24999: Autocontinue after gathering a treasure..

see D3942

Sun, May 9, 8:48 AM
Langbart added a comment to D3942: Fix collecting treasures near position..

Using the rally point of a structure when the entity (does not) exist.

Sun, May 9, 8:14 AM
Langbart raised a concern with rP24999: Autocontinue after gathering a treasure..

I noticed a problem => #6175: Rally point - pick up treasures bug (9/May/21).

Sun, May 9, 6:21 AM

Sat, May 8

Langbart added a comment to D3940: Population summary and graphs.

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

Sat, May 8, 2:59 PM
Langbart added a comment to D3939: Hide icon for matches without password.

Tested with rP25402 and D3939, the lock is present for password protected games and no icon is displayed for non password protected games as intended. No negative side effects were noted.

Sat, May 8, 2:49 PM

Fri, May 7

Langbart resigned from rP25392: Change GUI settings to explicitly be member variables..

see D3937 - Fix rP25392 - CGUIColor setting

Fri, May 7, 12:28 PM
Langbart added a comment to D3937: Fix rP25392 - CGUIColor setting.

When I test D3937 with my working copy rP25400, I no longer get error messages as described in ticket #6173.

Fri, May 7, 12:26 PM
Langbart raised a concern with rP25392: Change GUI settings to explicitly be member variables..

I noticed some errors when popLimit is reached. #6173

Fri, May 7, 7:00 AM

Thu, May 6

Langbart added a comment to D3932: Small fixes for AutoQueue..

Use a hotkey to toggle the feature.
Look at e.g. the storehouse.
Both with and without this patch.

Thu, May 6, 10:56 AM
Langbart added a comment to D3932: Small fixes for AutoQueue..

After applying patch D3932 to my working copy rP25391, I no longer get errors as described in ticket #6172.

Thu, May 6, 10:46 AM
Langbart resigned from rP25387: Fix bounding boxes after rP25306.

I have tested rP25391 and it solves the problem.

Thu, May 6, 10:13 AM
Langbart updated the diff for D3911: Improve the usefulness of the counters in the top panel.

split the color prototype for total and resource gatherers

Thu, May 6, 7:51 AM
Langbart raised a concern with rP25387: Fix bounding boxes after rP25306.

@wraitii I tested D3927 with diff id 17396, when testing the latest SVN version the problem is back, it seems a later iteration of the patch brought back the problem.


I think it was diff ID 17400.

Thu, May 6, 6:16 AM
Langbart updated the diff for D3911: Improve the usefulness of the counters in the top panel.

Changed the word "Colors" to "Color" in CounterPopulation.js

Thu, May 6, 5:13 AM
Langbart added a comment to D3911: Improve the usefulness of the counters in the top panel.

Current situation looks like this
{F1999172, width=600}

Thu, May 6, 5:11 AM
Langbart updated the summary of D3911: Improve the usefulness of the counters in the top panel.
Thu, May 6, 5:05 AM
Langbart updated the diff for D3911: Improve the usefulness of the counters in the top panel.

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)

Thu, May 6, 5:03 AM
Langbart added a comment to D3929: [Gameplay] - Disable TreasureCollecter component in siege engines..

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)"

Thu, May 6, 2:41 AM

Tue, May 4

Langbart added a comment to D3911: Improve the usefulness of the counters in the top panel.

I think I'm not a fan of the # of gatherers above the resource count. I think I preferred it where it is in SVN. Barring that, I would prefer it under the resource count, not above. I'm also not a fan of the yellow color, would probably prefer something else, but that's less important.

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.

Tue, May 4, 10:31 AM
Langbart added a comment to D3923: Fix error when hosting lobby game..

Errors no longer occur when you host a MP game.

Tue, May 4, 10:16 AM
Langbart added a comment to D3911: Improve the usefulness of the counters in the top panel.

I was wondering, @Langbart, is there any kind of reasoning behind changing the positions of the numbers?

Tue, May 4, 9:12 AM

Mon, May 3

Langbart added inline comments to D3911: Improve the usefulness of the counters in the top panel.
Mon, May 3, 11:43 AM
Langbart updated the diff for D3911: Improve the usefulness of the counters in the top panel.

Adding prototype for color and correct remark for translation message

Mon, May 3, 11:21 AM
Langbart updated the diff for D3911: Improve the usefulness of the counters in the top panel.

Adding translation remark for "k"; a short message for translators regarding the spces for CouterPopulation.js; adjusting color function

Mon, May 3, 10:15 AM
Langbart updated the diff for D3911: Improve the usefulness of the counters in the top panel.

Implementing "seeh's" idea

Mon, May 3, 8:24 AM
Langbart added a comment to D3911: Improve the usefulness of the counters in the top panel.

adjusting the .po files

This change will roll back after the robot commits "Update PO and POT files"

The correct way is to register on transifex (in group en_GB) and change in the web-interface
https://www.transifex.com/wildfire-games/0ad/viewstrings/#en_GB/public-gui-ingame/93621272?q=text%3ApopCount

Mon, May 3, 5:35 AM
Langbart updated the diff for D3911: Improve the usefulness of the counters in the top panel.

adjusting the .po files

Mon, May 3, 4:31 AM
Langbart added a comment to D3911: Improve the usefulness of the counters in the top panel.

The problem with the spaces around the slash symbol seems to persist.

It`s translation issue

$ grep ' %(popLimit' binaries/data/mods/public/l10n/*po
binaries/data/mods/public/l10n/en_GB.public-gui-ingame.po:msgstr "%(popCount)s / %(popLimit)s"
binaries/data/mods/public/l10n/en_GB.public-gui-ingame.po:msgstr "%(popCount)s / %(popLimit)s / %(popMax)s"
binaries/data/mods/public/l10n/eu.public-gui-ingame.po:msgstr "%(popCount)s/ %(popLimit)s"
binaries/data/mods/public/l10n/eu.public-gui-ingame.po:msgstr "%(popCount)s/ %(popLimit)s/ %(popMax)s"
Mon, May 3, 3:40 AM
Langbart added a comment to D3911: Improve the usefulness of the counters in the top panel.

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") + ' ';
Mon, May 3, 2:18 AM
Langbart updated the diff for D3911: Improve the usefulness of the counters in the top panel.

Moving the function "shortLargeNumbers" into common/tooltips.js

Mon, May 3, 1:58 AM

Sat, May 1

Langbart updated the summary of D3911: Improve the usefulness of the counters in the top panel.
Sat, May 1, 9:37 AM
Langbart updated the diff for D3911: Improve the usefulness of the counters in the top panel.

I got the message "Lint Errors", lets try again.

Sat, May 1, 9:32 AM
Langbart added a comment to D3911: Improve the usefulness of the counters in the top panel.

Where shall I place the function? "shortLargeNumbers"

Sat, May 1, 9:30 AM
Langbart updated the diff for D3911: Improve the usefulness of the counters in the top panel.

change the name of the function to "shortLargeNumbers", adding Math.floor; adding translate "M";

Sat, May 1, 9:27 AM
Langbart added a comment to D3911: Improve the usefulness of the counters in the top panel.

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.

Sat, May 1, 7:57 AM
Langbart updated the diff for D3911: Improve the usefulness of the counters in the top panel.

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

Sat, May 1, 6:28 AM
Langbart requested review of D3911: Improve the usefulness of the counters in the top panel.
Sat, May 1, 6:17 AM

Sun, Apr 25

Langbart resigned from rP25312: Make player entities more visible on minimap.
Sun, Apr 25, 4:02 PM
Langbart added a comment to D3890: Lower contrast for player colour on minimap.

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?

Sun, Apr 25, 2:25 PM
Langbart added a comment to D3890: Lower contrast for player colour on minimap.

I think it works. Thank you for fixing it so quickly.

Sun, Apr 25, 2:00 PM
Langbart raised a concern with rP25312: Make player entities more visible on minimap.

The orange player entities are displayed in red dots.

Sun, Apr 25, 1:23 PM

Thu, Apr 22

Langbart added a comment to D3880: Add some missing credits..

I'll just stick with my current nick without the name.
PS: If I would make a second account, I would call myself Lancelot :)

Thu, Apr 22, 6:04 PM

Tue, Apr 20

Langbart updated the diff for D3499: Additional note for the overlay chat box on the start page and FAQ button.

Adding the word "on" for the chat description; added context to "FAQ"; adjusted the tooltip description.

Tue, Apr 20, 4:27 PM
Langbart retitled D3499: Additional note for the overlay chat box on the start page and FAQ button from Additional note for the overlay chat box on the start page to Additional note for the overlay chat box on the start page and FAQ button.
Tue, Apr 20, 2:33 AM
Langbart updated the diff for D3499: Additional note for the overlay chat box on the start page and FAQ button.

Adding a FAQ button to the starting page

Tue, Apr 20, 2:31 AM

Sun, Apr 18

Langbart added a comment to rP25287: Play a sound when there are no idle entities..

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.

Sun, Apr 18, 11:14 AM

Sat, Apr 17

Langbart added a comment to D3865: Auto-Queue feature.

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.

Sat, Apr 17, 7:29 AM · Contributors
Langbart added a comment to D3865: Auto-Queue feature.

Hey, thanks for taking the time to create this patch.
You would need to add context to your patch, try this:

Sat, Apr 17, 6:55 AM · Contributors

Thu, Apr 15

Langbart added a comment to D3856: Use better colour in multiplayer lobby for away status.

either "color": "255 127 0" or a bit lighter, using the same colour as for matches would be good


Cool, thanks for fixing it.

Thu, Apr 15, 8:23 PM

Apr 14 2021

Langbart resigned from rP25125: Enforce tight coupling of CCmpUnitMotion/CCmpUnitMotionManager.
Apr 14 2021, 9:17 AM
Langbart raised a concern with rP25125: Enforce tight coupling of CCmpUnitMotion/CCmpUnitMotionManager.

see #6143

Apr 14 2021, 7:13 AM

Apr 13 2021

Langbart added a comment to D3849: Rework the pathfinder path computation setup for threading..

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 13 2021, 10:28 PM
Langbart resigned from rP25242: Fix entities being able to attack allied structures in rare cases..
Apr 13 2021, 9:38 PM

Apr 12 2021

Langbart raised a concern with rP25242: Fix entities being able to attack allied structures in rare cases..

Beginning with this changeset I get a segmentation fault, when starting a match.

Apr 12 2021, 5:55 PM
Langbart resigned from rP25229: Draws GUI elements by Z order..

I have noticed some difficulties with the minimap buttons.

Please, try a newer revision, at least rP25241.

Apr 12 2021, 5:49 PM
Langbart resigned from rP25238: Mixins: Remove the special mercenary technology, apply template changes….

fixed with rP25245

Apr 12 2021, 5:40 PM
Langbart raised a concern with rP25238: Mixins: Remove the special mercenary technology, apply template changes….

I get many errors when loading the "Units demo" scenario map with this changeset.

Apr 12 2021, 5:36 PM
Langbart raised a concern with rP25229: Draws GUI elements by Z order..

I have noticed some difficulties with the minimap buttons.


Apr 12 2021, 5:31 PM

Apr 11 2021

Langbart added a comment to D3835: Disables depth test for GUI.

I think that could actually be rP25229 maybe?

Apr 11 2021, 7:52 PM
Langbart added a comment to rP25224: Allow empty actor files..
In rP25224#50631, @Stan wrote:

What field is this ? Open it in atlas. )

Apr 11 2021, 4:22 PM
Langbart added a comment to rP25224: Allow empty actor files..
In rP25224#50622, @Stan wrote:

Apparently (According to @Langbart it broke fields)

Apr 11 2021, 3:39 PM
Langbart added a comment to D3835: Disables depth test for GUI.

I could not apply this patch via Arcanist, it showed me this error

Apr 11 2021, 3:24 PM
Langbart added a comment to D3834: ParamNode: switch to utf8, ToXML -> ToXMLString, test tweak, PCH tweak.

Compile, run tests. Open the game, notice specific names still work alright. Load the unit demo > all OK.

Apr 11 2021, 10:19 AM

Apr 10 2021

Langbart added a comment to D3830: ParamNode extension.

Compile, test.

rP25227 + D3830, works for me. Have not noticed any negative side effects so far.

Apr 10 2021, 5:56 PM

Apr 8 2021

Langbart updated subscribers of D3798: Queueing tech research from structure in selection with lowest queue count.

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 8 2021, 4:22 PM

Apr 4 2021

Langbart added a comment to D3798: Queueing tech research from structure in selection with lowest queue count.

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 4 2021, 1:12 AM

Apr 3 2021

Langbart added a comment to D3799: Check for replay compatibility when opening summary screen.

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 3 2021, 11:52 PM

Apr 1 2021

Langbart added a comment to D1490: Unit Pushing.

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.

Apr 1 2021, 8:06 PM
Langbart added a comment to D1490: Unit Pushing.

IRC 0ad-dev (1/Apr/21)
[18:53:53] wraitii thinks testudo might put units too close

Apr 1 2021, 7:04 PM
Langbart added a comment to D1490: Unit Pushing.

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)

Apr 1 2021, 6:52 PM

Mar 31 2021

Langbart updated the summary of D3768: Quit confirmation dialog hotkey and button.
Mar 31 2021, 4:56 AM
Langbart updated the diff for D3768: Quit confirmation dialog hotkey and button.

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.

Mar 31 2021, 4:45 AM
Langbart added a comment to D3768: Quit confirmation dialog hotkey and button.

So what about using the labels "No", "Yes, skip summary" and "Yes"?
An alternative also might be just keeping "No" and "Yes" but adding a checkbox with "skip summary"(The checkbox could even remember its state).

Mar 31 2021, 4:18 AM
Langbart updated subscribers of D1958: Turrets and/or sub-units..

Freagarach wrote on IRC 0ad-dev (30/Mar/21): Play as Briton and make some chariots.

Mar 31 2021, 2:20 AM
Langbart added a comment to D3769: 'Unthread' the AI -> allow accessing the Sim realm from the AI realm..

@Langbart @OptimusShepard can you check this one out too about performance or possible bugs.

Mar 31 2021, 12:14 AM

Mar 30 2021

Langbart added a comment to D1490: Unit Pushing.

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.

Mar 30 2021, 9:54 PM
Langbart added a comment to D1490: Unit Pushing.

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.


Mar 30 2021, 8:51 PM
Langbart added a comment to D1490: Unit Pushing.

I tested two groups (60x Mauryan Maiden Guard Archer and 60x Mauryan Spearmen) colliding with each other. First without formation and then with the "Box" formation. This seems to be a really good improvement.

Mar 30 2021, 7:11 PM