User Details
- User Since
- Aug 5 2018, 1:11 AM (278 w, 1 d)
Thu, Nov 9
Oct 30 2023
Jul 21 2023
The people who subscribed to this may want to subscribe to https://code.wildfiregames.com/D4948 instead.
Jul 19 2023
Jul 18 2023
Feb 27 2023
If you want to include it into the mod / appimage I don't mind (IIRC many of the maps in the mod already have that option, so ux wise it wouldn't be much of a change?). Since it's something that specifically the mp community seems to request, one could even include this in the community mod if there is one for a27. Although not sure how much sense it makes to pre-release features in that way.
Feb 24 2023
In fact I was actually thinking about integrating some of these changes into the cm2 mod (since this patch won't be included until a28). If I could get the guts of this into cm2, that may mean more people would be able to test it. What do you think?
Feb 20 2023
Jan 18 2023
Works for me on Manjaro 22.0.0 with the js91 package installed and passing --with-system-mozjs to update-workspaces.sh
Jan 15 2023
@vladislavbelov The build on Bionic is fixed. Thanks.
I'll try it out shortly.
This breaks the build on Ubuntu Bionic. libfmt-dev on bionic doesn't include core.h because the upstream version of the 4.0.0 release doesn't include it.
Sep 19 2022
Also there's some info in the meson FAQ about how to use wildcards
Sep 2 2022
And if a decision were made, I'd help implement it. This is an example of how I implemented it on rmw https://github.com/theimpossibleastronaut/rmw/blob/master/src/parse_cli_options.c
Well, I guess I'm repeating myself a bit... a man page can be a bitch to maintain. I suggest implementing a parser like C's getopt or https://theboostcpplibraries.com/boost.program_options , and using help2man to generate a man page (which can be at least customized a little with a template).
Sep 1 2022
Nice! After I applied the patch, and renamed /usr/bin/wx-config to /usr/bin/wx-config.old, this is the output
@Stan I'm sorry for using abusive language like that. You didn't deserve it. I had some anger that's not at all related to you and unjustly took it out on you. You're dedicated on work very hard on this project, and definitely I was wrong to state my difference of opinion in such a hostile manner.
@Stan Well... who gives a shit what the ticket was about... if there's a better way to implement the ultimate goal of the ticket.
I was thinking something like
Ok, but why not check for its existence near the top of update-workspaces.sh?
Looks good @Stan , but the check and fail should happen earlier, before the Collada build.
Aug 29 2022
Is it guaranteed that we'll get the error for compile settings earlier?
Aug 9 2022
I did some more testing. Teams are correct in a 3v2 or 2v3 or 3v4 or 4v3, but in a 2v4, the placement is incorrect.
Aug 8 2022
imo, this is a bug fix, not a new feature, so it should get merged before a26 is released if it can get reviewed in time.
Aug 7 2022
Works for me. Thanks @marder
Jul 31 2022
Jul 6 2022
Jun 14 2022
It seems like I see Latium played pretty regularly in the lobby. But I think it could be replaced by a rectangular map that supports all the biomes, like Mainland Rectangled in community maps. Nothing special about that one, it's just Mainland but with canyons on each side so the playing area is rectangular. Although Latium has rivers on each side, so more like Yekaterinaville (also in community maps).
Jun 8 2022
Thanks for reviewing. It sounds pretty confusing and complicated to me, probably partly because I'm not proficient in Javascript. I'll free this up in case someone else would like to do it.
Jun 7 2022
var clPlayer = g_TileClasses.player (painted in the createBases function)
Simplify
Jun 6 2022
I suggest we give all removed maps to the 'Community Maps' mod, if the curator of that mod wants them.
May 27 2022
I understand there's a feature freeze now. Is there a chance we could get this in before the a26 release is if we removed the BesideAllies code and associated function, and then just keep the existing placements that we're already using for Frontier. So Mainland and African Plains would still have the same options for Team placement in this patch, but without the new BesideAllies placement (Then we stick that in *after* the a26 release). @marder
rebased against code in github master and fixed merge conflict in mainland.js
Mar 5 2022
Mar 3 2022
Mar 2 2022
Rebased against master at d25309b (Wed Mar 2 05:00:23 2022 +0100). The only merge conflict I saw was that "chicken" was changed to "starting_animal" in mainland.js and african_plains.js.
Feb 22 2022
I tested the patch and it works on Manjaro 21.2.3 with python 3.10.2
Dec 16 2021
Nov 20 2021
@Jammyjamjamman attempts to fix the remaining linter messages
Nov 19 2021
Betterize the code
Computes the gap between allies based on radius(g_PlayerbaseTypes[pattern].distance)
Nov 15 2021
In this example (mainland, medium), the 3 players are on the same team, but do you think they are too close together? If so, any suggestions or pseudo-code ideas on how to alter the algorithm on how to prevent that?
Fix placement of players when they are not assigned teams
Nov 12 2021
Me and @Jammyjamjamman have found that on a setup such as a 6 player game, when 2 players are on T1 and the other 4 not assigned to any team, the placement is not correct:
Nov 3 2021
Oct 27 2021
Another attempt to remove linter errors
fix opposing teams spacing, finish de-linting
No, the circle doesn't look right either
@Jammyjamjamman the opposing teams are so close together (3v3 medium map)! Is there anything we can do about that?
Fixes more linter errors
Attempt to fix most linter errors.
Oct 21 2021
As long as the scope of this patch as already expanded, 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?
Oct 17 2021
I added the besideAllies placement option to Frontier and Ambush
removed some of @Jammyjamjamman 's crazy comments
Oct 16 2021
This fixes the error about the playerIDs.map function I mentioned in the previous diff.
This mostly uses existing code that's used for Frontier and Ambush to create the TeamPlacement drop down box, and adds the same options to Mainland and African plains, plus adds the "Beside Allies" placement option.
Oct 14 2021
Duplicate of D2432
Oct 13 2021
LGTM!
Oct 12 2021
I think it would be good to also add the "stronghold" formation that's used on the Frontier map. I haven't figured out how to implement it cleanly yet though.
temporarily revert african_plains to original version
remove unused tight_arc from g_PlayerbaseTypes (setup.js)
implemented TeamPlacement (per-map) settings similar to Frontier
clean-up
removed 2 duplicated variables
Oct 11 2021
Still trying to get the value of g_MapSettings.EvenPlayerSpacing for the newly-added condition in the .js files. Still getting the same result. Always evaluates to true.