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Jan 24 2017, 12:54 PM (246 w, 4 d)

Recent Activity

Tue, Oct 12

bb committed rP25964: Center generic/specific name if just one is given and hide the other.
Center generic/specific name if just one is given and hide the other
Tue, Oct 12, 10:26 PM
bb closed D4290: Adjusting the position of the generic/specific name if only one is displayed.
Tue, Oct 12, 10:26 PM
bb accepted D4290: Adjusting the position of the generic/specific name if only one is displayed.

Works as advertised. Looks good (apart from a little rename I can do while committing)

Tue, Oct 12, 10:21 PM
bb added inline comments to D3249: Move parabolic range computation to rangemanager.
Tue, Oct 12, 9:38 PM
bb added a comment to D4290: Adjusting the position of the generic/specific name if only one is displayed.

The Ishtar Gate of Babylon has only one name and the name is always nicely centered.

XD I was testing stone mines... Works nevertheless

Tue, Oct 12, 9:34 PM
bb added a comment to D4290: Adjusting the position of the generic/specific name if only one is displayed.

Sorry, I think my second idea was better. Using the getTextSize is good in many occasions, but not ideal here. Sorry to put you one the wrong hook here. From a user perspective the proposed patch seems to work.

Tue, Oct 12, 6:59 PM
bb updated the diff for D4302: Also do a postMove update when the average speed over last turn isn't zero.

Please don't introduce an OOS....

Tue, Oct 12, 6:17 PM
bb accepted rP25368: Let entity react on target death directly..

concern fixed by rP25914

Tue, Oct 12, 5:29 PM

Sun, Oct 10

bb updated the diff for D3249: Move parabolic range computation to rangemanager.

Fix formula

Sun, Oct 10, 10:49 PM
bb requested changes to D4294: smoother formation manouvres.

Thanks for the patch: here is some quick review, to help you improve the patch:

Sun, Oct 10, 9:32 PM
Freagarach awarded rP25953: Add accelerations in unit movement. a Love token.
Sun, Oct 10, 8:55 AM

Sat, Oct 9

bb committed rP25953: Add accelerations in unit movement..
Add accelerations in unit movement.
Sat, Oct 9, 11:32 PM
bb closed D3200: Stop dodging arrows by spamclicking or patrol: Combine rotations with acceleration..
Sat, Oct 9, 11:32 PM
bb accepted D4297: Fixing a problem where the AI attacked bridges.
Sat, Oct 9, 10:42 PM
bb published D4297: Fixing a problem where the AI attacked bridges for review.

The question in need of answering here is: do bridges need to be entities or are actors enough?

Sat, Oct 9, 10:42 PM
bb updated the test plan for D4240: Remove useless persistMatchSettings and handle some which weren't handled.
Sat, Oct 9, 10:18 PM
bb updated the diff for D4240: Remove useless persistMatchSettings and handle some which weren't handled.

A deepfreeze

Sat, Oct 9, 10:16 PM

Thu, Oct 7

bb added a comment to rP19251: Some small replaymenu gui fixes.

fixes #3995

Thu, Oct 7, 12:24 PM

Wed, Oct 6

bb accepted D4284: Add two missing hotkeys to the intro.txt..

Reads correct

Wed, Oct 6, 10:37 PM
bb committed rP25951: Use only the Diplomacy Color of non-defeated players.
Use only the Diplomacy Color of non-defeated players
Wed, Oct 6, 10:37 PM
bb closed D4288: Use only the Diplomacy Color of non-defeated players..
Wed, Oct 6, 10:37 PM
bb added inline comments to D4290: Adjusting the position of the generic/specific name if only one is displayed.
Wed, Oct 6, 10:34 PM
bb accepted D4288: Use only the Diplomacy Color of non-defeated players..

Works as advertised.

Wed, Oct 6, 10:20 PM

Mon, Oct 4

bb added a comment to D4290: Adjusting the position of the generic/specific name if only one is displayed.

Idea looks good from screenshots

Mon, Oct 4, 11:06 PM

Sat, Oct 2

bb updated the diff for D368: Gameplay Scripting: Entity and Actor coding for Secondary Attacks.

Fix an OOS on replay.

Sat, Oct 2, 9:50 PM
bb added inline comments to rP25020: Allow players to push orders to the front of the queue..
Sat, Oct 2, 8:54 PM
bb added inline comments to D4287: [WIP] Add the possibility to start a game with a random civ from the command line..
Sat, Oct 2, 6:15 PM
bb updated the diff for D368: Gameplay Scripting: Entity and Actor coding for Secondary Attacks.

Make sure the arguments of some unused AI functions are correct.

Sat, Oct 2, 12:54 AM
bb added inline comments to D368: Gameplay Scripting: Entity and Actor coding for Secondary Attacks.
Sat, Oct 2, 12:07 AM

Fri, Oct 1

bb updated the diff for D3200: Stop dodging arrows by spamclicking or patrol: Combine rotations with acceleration..

Add the acceleration in the gui and some more balancing (slightly easy the case for siege, but make elephants and catafalques a bit slower again (they were missed in last iteration))

Fri, Oct 1, 10:59 PM
bb added a comment to P46 Possibly nicer approach for replacing one entity's component values with that of another (aka Transform/Upgrade/Replace).

(Okay perhaps we need to set some stuff (e.g. Ownership) before others.)

Well that's the point, why we can't really use the messages. The sender of the message has no clue what the components will do with it. Also this message triggers the globalEntityRenames. So if we were still transferring data on the message, other entities might see a partially transferred ent (now I am not entirely sure of the order of the global vs local messages, but we shouldn't rely on that order in the first place). Also we simply don't know in which order the components are called. As we see some components depend on others, so we always will need to enforce some order.

Fri, Oct 1, 9:45 PM
bb added a comment to D4284: Add two missing hotkeys to the intro.txt..

refs #6331

Fri, Oct 1, 9:24 PM
bb added a comment to D4286: Check for visibility on treasures in UnitAI..

Other findNearby functions already have a visibility check.

Fri, Oct 1, 9:05 PM
bb added a comment to D4287: [WIP] Add the possibility to start a game with a random civ from the command line..

Ideally we did be reusing the gamesettings for this gamesetup too, that would fix any default. I guess we should be using the autostart gui page and the json we fill here through that. Feel free to investigate, certainly out of scope though.

Fri, Oct 1, 6:11 PM
bb added a comment to D4288: Use only the Diplomacy Color of non-defeated players..

Works as advertised

Fri, Oct 1, 5:44 PM

Tue, Sep 28

bb updated the diff for D368: Gameplay Scripting: Entity and Actor coding for Secondary Attacks.

Fix call-to-arms cursor

Tue, Sep 28, 9:21 PM
bb added a comment to D4155: Remove code for the lobby bots from SVN.
In D4155#182536, @bb wrote:

Also what happens if github goes offline/kicks us (maybe not likely, neither impossible), we loose our code?

I think this is absurdly unlikely at this point, but even if GitHub deletes the repose unilaterally, git makes it so that we'd very likely have recent-is mirrors on several dev computers & on the lobby server itself. I don't think this should be a concern.

Even if unlikely not impossible. So we will be dependent on a few persons who have the code. Also this doesn't save all comments and discussions.

Why give away the sovereignty we have?

'Cause Phabricator is dying, see https://wildfiregames.com/forum/topic/42181-phabricator-is-no-longer-being-maintained-upstream/

Phab will keep running as long as we keep it running on our servers. Also I saw there were efforts to fork it.

Also sovereignty is essentially kept per the first point.

The first point doesn't keep our sovereignty at all.

Tue, Sep 28, 12:44 PM

Mon, Sep 27

bb added a comment to D4155: Remove code for the lobby bots from SVN.
In D4155#182309, @Stan wrote:

The idea was to not put more strain on the server as the CI is already bringing it to its knees and instead rely on a third party (here github for the CI)

How is this required to reduce the stress on the CI? Keeping 20-odd files in our svn repo won't hurt that much. If we want the bots to ignore these files, let them (though we have the bots for a reason so we better use them when we need to).
Also what happens if github goes offline/kicks us (maybe not likely, neither impossible), we loose our code? What if gitHub puts restrictions on what we do, do we then abide? Why give away the sovereignty we have? Why let the codebase fall apart, literally?
Now some third party CI might be free, probably many proper things we currently host ourselves are going to be expensive (now the SPI reports says we don't have to worry to much about our finances, I think we can spend our money better)

First reason is that while development of the lobby is linked, it actually lives its own life and evolves at a different pace and to my despair it's not actually completely versioned

Say if I were to implement a new system of ratings, I did need to change the bots (as I need to compute the ratings) as well as some gui (i.e. I need to show the new rating). Having several repo's makes developing such a feature much harder, so is not wanted.
We have files in our repo which haven't been touched in the last 10 years or so and files which are changed every month or so. That is completely fine. So if these files are developed evolve at a different pace: fine. What is the problem? I suppose during CF we shouldn't change the lobby bots either (if there are bugs with them, we need to lift CF for them: fine). Even the more reason to keep them in the same repo.

This is actually a good step towards the engine split.

Splitting the engine doesn't mean having several repo's. In fact we shouldn't have the engine in another repo than the vanilla game or anything else we develop related to 0ad. If we want to split stuff we need to work with directories within the repo: having a separate directory for tools like this within our repo is perfectly fine with me, storing it in source might indeed not be ideal.
Even if we need several repo's, we should host them ourselves.

There is no trac phabricator/instance

If you mean to track tickets/ make comments on pull requests you can do that too on Github.

So we as developers need to look at yet another place for patches, instead of keeping everything in one place.

Unlike all the other tools this one is actually used in production .

So are the translation scripts and probably others too.

Mon, Sep 27, 10:16 PM
bb added a comment to rP25939: Select formations as a whole by default..

You missed the intro.txt (see some ticket I recently created)

Mon, Sep 27, 10:15 PM

Tue, Sep 21

bb accepted D4274: Fix negative gatherers upon ownership changes..

In any code we are going to need two checks, so this is probably the cleanest way to dupe the call.

Tue, Sep 21, 10:02 PM
bb updated the diff for D368: Gameplay Scripting: Entity and Actor coding for Secondary Attacks.
Tue, Sep 21, 10:00 PM
bb accepted D4277: Rename misnamed lastGatheredType in ResourceGatherer..

I would side with Stan that a getter should be named GetFoo(). Otherwise seems good and greps complete.

Tue, Sep 21, 9:41 PM
bb updated the diff for D368: Gameplay Scripting: Entity and Actor coding for Secondary Attacks.

Improve the statusEffect handling (removes 2 todo's)

Tue, Sep 21, 9:34 PM
bb added a comment to D4278: Moves cursor to VideoMode.

Front doesn't fall, no difference on my system

Tue, Sep 21, 6:48 PM
bb updated the Trac tickets for D2623: [gui] increase label space in chat.
Tue, Sep 21, 12:08 PM

Mon, Sep 20

bb updated the diff for D3200: Stop dodging arrows by spamclicking or patrol: Combine rotations with acceleration..

Some balancing on the different units: make infantry and animals accelerate faster and ships and siege slower

Mon, Sep 20, 8:37 PM
bb added a comment to D4002: Warn loudly when Querying a miraged interface that doesn't actually exist..

I see two different cases, how we with the proposed code produce the error:

  • A component on a mirage is queried which is not present in the parent. In this case, there is no problem at all, we should just return null.
  • A component on a mirage is queried which is present on the parent but isn't fogged. Now there are some sub cases
    • The mirage shouldn't have the component since the mirage isn't expected to have that component (e.g. a mirage doesn't shoot arrows so it doesn't have a buildingAI).
    • The mirage shouldn't have the component since it has its own (e.g. selectable): we probably should be returning the mirage's own component then (having both a miraged and an own version sounds weird and buggy).
    • It should have been fogged: if someone calls QueryMiragedInterface, the calling code will probably not function correctly or at least do something different than expected. Any proper review will check if the requested component is actually miraged if it should be. Since we cannot distinguish this case from the previous, we cannot really error in this case
Mon, Sep 20, 5:53 PM
bb requested changes to D3991: Mod selector: 'Filter compatible' off by default.

I really only see one usecase of the other default: if there are no compatible mods available. However in that case it would be much better to write that instead of the list of available mods. Just write like No compatible mods available,. Try to disable some mods or download new mods online.

Mon, Sep 20, 5:15 PM
bb added a comment to D3965: Move rating to the player tab.

I see the issue, but don't like this solution (since "rating" says more about game type than player), nor I have a better solution.

Mon, Sep 20, 5:03 PM

Sun, Sep 19

bb updated the diff for D4264: Add script to remove unneeded info from .po files.

rename a file

Sun, Sep 19, 4:39 PM
bb added inline comments to D2623: [gui] increase label space in chat.
Sun, Sep 19, 4:23 PM
bb updated the diff for D2623: [gui] increase label space in chat.
Sun, Sep 19, 4:19 PM
bb committed rP25929: Add tooltip to playerFilter in lobby.
Add tooltip to playerFilter in lobby
Sun, Sep 19, 2:41 PM
bb updated the diff for D3247: Use rotation times on all unitMotion driven rotations..
Sun, Sep 19, 11:55 AM
bb updated the diff for D4231: Generalise gamesettings pickRandomItems' loop.
Sun, Sep 19, 11:36 AM
bb accepted D4262: Restoring the colored profile name with the ranking and using the leaderboard names for autocompletion in the profile player search field..

All SendGetBoardList needed to be handled got handled.

Sun, Sep 19, 11:29 AM

Sat, Sep 18

bb added inline comments to D368: Gameplay Scripting: Entity and Actor coding for Secondary Attacks.
Sat, Sep 18, 8:32 PM
bb updated the diff for D368: Gameplay Scripting: Entity and Actor coding for Secondary Attacks.

Improve the buildingAI situation

Sat, Sep 18, 8:32 PM
bb added inline comments to D4277: Rename misnamed lastGatheredType in ResourceGatherer..
Sat, Sep 18, 6:33 PM
bb accepted D4268: Fix typo in hotkeys..

Eyeballed, didn't find more => meh

Sat, Sep 18, 6:25 PM
bb added inline comments to D4272: Use Transform for changing a formation template..
Sat, Sep 18, 6:24 PM

Fri, Sep 17

bb committed rP25925: Add tooltip to modmod explaining about loading order.
Add tooltip to modmod explaining about loading order
Fri, Sep 17, 4:41 PM
bb closed D4252: GUI Enabled Mods - short explanatory note added about later mods overwriting earlier installed mods.
Fri, Sep 17, 4:41 PM

Sep 16 2021

bb added inline comments to D4256: Adjusting the placeholder text for inputs.
Sep 16 2021, 6:33 PM

Sep 14 2021

bb added a comment to D4241: Allow to push items to the front of the ProductionQueue..

An icon would be used to place on top of the productionQueue items (both in the bottom menu as well as the right hand side of the screen for techs), indicating that the tech is being paused.

Sep 14 2021, 9:57 PM
bb accepted D4252: GUI Enabled Mods - short explanatory note added about later mods overwriting earlier installed mods.

Code looks good. String looks good.

Sep 14 2021, 9:53 PM
bb added a comment to D4262: Restoring the colored profile name with the ranking and using the leaderboard names for autocompletion in the profile player search field..

Regarding the Leaderboard discussion: notice that the current proposal only requests the leaderboard when opening the lobby. So the traffic is limited to once per session.

Sep 14 2021, 2:46 PM
bb added inline comments to D4252: GUI Enabled Mods - short explanatory note added about later mods overwriting earlier installed mods.
Sep 14 2021, 2:35 PM

Sep 13 2021

bb added a comment to D4262: Restoring the colored profile name with the ranking and using the leaderboard names for autocompletion in the profile player search field..

The playerlist is changing all the time due to ppl going on and offline. Saving doesn't make sense

Sep 13 2021, 5:09 PM
bb accepted D4262: Restoring the colored profile name with the ranking and using the leaderboard names for autocompletion in the profile player search field..

I guess unduping the list is required if we ever have the "autocomplete more names" feature.

Sep 13 2021, 5:04 PM

Sep 11 2021

bb accepted D4235: [AI] Remove code duplication from map component.

didn't find more usecases in the vicinity.

Sep 11 2021, 1:20 PM

Sep 10 2021

bb added a comment to D4256: Adjusting the placeholder text for inputs.

I suppose we should set the "center" default to the ModernInput, so that all input fields can benefit.

Sep 10 2021, 6:45 PM
bb added a comment to D4241: Allow to push items to the front of the ProductionQueue..

Was thinking about upgrades but D2652.

Sep 10 2021, 6:20 PM
bb added inline comments to D3478: Add "Invalid signature" reason to modio.
Sep 10 2021, 5:16 PM
bb requested changes to D3478: Add "Invalid signature" reason to modio.
Sep 10 2021, 3:40 PM
bb added a comment to rP25023: Customize hotkey categories & ordering, prepare for translation..

A few of the descriptions end with a period. IMO all of them should.

Sep 10 2021, 3:34 PM
bb accepted D4267: Fix attacking miraged entities..

However when the mirage is unmiraged the order is still the parent (which is bad),

I don't think so: when a mirage is unmiraged there is an onEntityRenamed message send, which will change the order in unitAI, so the order should be set correctly in that route. However if a unit is attacking a target which becomes miraged by another entity (i.e. its mirage) then the unit will keep attacking the parent (i.e. the original target). This will probably be very hard to fix.

Sep 10 2021, 3:26 PM

Sep 9 2021

bb accepted D3060: Nicer way of testing time to target in Position-helper..

Tests run correctly, don't see a significant slowdown. Reads correct and complete.

Sep 9 2021, 10:19 PM
bb added inline comments to D3475: General improvements to 0ad.desktop.
Sep 9 2021, 8:40 PM
bb requested changes to D3475: General improvements to 0ad.desktop.

For the fun of it we could add GenericName=Real-Time Strategy Game too

Sep 9 2021, 5:20 PM
bb added a comment to D3424: Allow setting modifiers while upgrading..

Sounds like a great addition. Now I am not so sure if doing this on the cart houses is good gameplay wise (it renders the up pretty useless if one first loses pop to get a little more, s one won;t need to have more houses to start). I would more see a usecase in towers losing there arrows during upgrade.

Sep 9 2021, 4:57 PM
bb added a comment to D4262: Restoring the colored profile name with the ranking and using the leaderboard names for autocompletion in the profile player search field..

grepping playernameText.caption (case insensitive) yields no more instances

Sep 9 2021, 4:23 PM
bb updated the diff for D2623: [gui] increase label space in chat.
Sep 9 2021, 3:37 PM
bb added inline comments to D2623: [gui] increase label space in chat.
Sep 9 2021, 3:10 PM
bb updated the diff for D2623: [gui] increase label space in chat.

Don't align the history filter

Sep 9 2021, 3:08 PM

Sep 8 2021

bb added inline comments to D4264: Add script to remove unneeded info from .po files.
Sep 8 2021, 10:20 PM
bb requested review of D4264: Add script to remove unneeded info from .po files.
Sep 8 2021, 10:01 PM
bb added a comment to D2623: [gui] increase label space in chat.

You're duplicating the code to fetch the caption size & align three time, which suggests that perhaps those 3 components should inherit from a common class (Chat Text Input?).

While I agree the duplication is bad, making a class from which to inherit comes with another problem: the this.chatFoo and this.chatFooCaption are different in each. Now one can unify this by storing the data under (the non-descriptive but general) this.chatObject and this.chatObjectCaption for all of them and and use that in the common class. But this will mean in the common class, will be using data which is not initialized in that common class. So the common class can only work if it is inherited by something. This sounds even worse. Passing the guiObjects as arguments denies the purpose of the common class (since we need to get the object) and will mean moving guiObjects around in the js, which I am not in favor either.

Sep 8 2021, 12:56 PM
bb added a comment to D4256: Adjusting the placeholder text for inputs.

Is intended to always center the placeholder? One might want to have it on top.

ssshh, we were working on that, everything on it own time ;) (but yes we should be adding a text_valign option (text_align too but out of scope))

Sep 8 2021, 12:13 PM
bb updated the diff for D2623: [gui] increase label space in chat.

Please linter

Sep 8 2021, 11:21 AM
bb added inline comments to D2623: [gui] increase label space in chat.
Sep 8 2021, 11:17 AM

Sep 7 2021

bb accepted D4261: Use pushFront in the entity collection of the AI..

Front doesn;t fall.

Sep 7 2021, 8:46 PM
bb commandeered D2623: [gui] increase label space in chat.
Sep 7 2021, 6:44 PM
bb updated the summary of D2623: [gui] increase label space in chat.
Sep 7 2021, 6:43 PM
bb updated the diff for D2623: [gui] increase label space in chat.

Use a GetTextWidth approach instead

Sep 7 2021, 6:42 PM
bb updated the diff for D4260: Update translation files on translator change.

Exclude year only change

Sep 7 2021, 4:11 PM
bb added a comment to D4260: Update translation files on translator change.
In D4260#181026, @Stan wrote:

How about using the regex we use for translators instead ? if it matches, then the line can be updated, if not it's something else.

Notice that this script does NOT apply changes per line, it checks if there is at least one relevant change in the file and then updates the entire file.

Sep 7 2021, 4:06 PM
bb requested review of D4260: Update translation files on translator change.
Sep 7 2021, 3:31 PM
bb added a comment to rP25896: Fixes an email that should be deleted by the i18n script but isn't because of….

Leaving the translator nick is, shouldn't be a problem. We handle them (considering GDPR) the same as any other contributing (not sure if we have the required PP written out, but whatever, we claim legitimate interest do we?). Keeping the year of contributions isn't a problem AFAIK.

Sep 7 2021, 3:18 PM
bb added inline comments to D368: Gameplay Scripting: Entity and Actor coding for Secondary Attacks.
Sep 7 2021, 1:14 PM