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- User Since
- Jan 24 2017, 12:54 PM (321 w, 5 d)
May 17 2022
Apr 30 2022
Looks like at first site.
Mar 14 2022
Mar 9 2022
Sorry completely missed this, and created an own similar version as linked above.
fix offsets
Mar 8 2022
Mar 7 2022
Less questionable approach: only load the gui and shield the g_Renderer call.
Fix ai trade route setup
Mar 6 2022
Looks good and correct.
Don't create the same function every loop
Don't forget the readme.txt and add a random comment to CIV
Mar 4 2022
Claim creative ownership since virtually every line has changed (not counting the spaces => tabs). All comments have been revamped.
Better difference checking with a deepCompare function based on https://www.joshbritz.co/posts/why-its-so-hard-to-check-object-equality/
Including tests
Don't blame this patch for that. Just blame me for rP23719. ;)
Help Arcadia of its cap see rP23719
Mar 3 2022
I fail to see how the bug you describe relates to this patch directly. I can see that choosing the same formation member over and over again can cause an infinite loop, however this patch won't cause that. In fact with this bug fixed one could fix it: if there are members failing for whatever reason, they can be excluded by the filter.
One should test whether D4492 doesn't just include this by passing "random".
All upstream (also those other found by grep).
Make the l10n.js aware of the _string keyword over an unused message keyword
Mar 2 2022
fix a segfault
While I agree we should be using the user.cfg thingy or even the system username if that doesn't exists. I don't want to change this here, since this patch is meant to just implement the basics and copy the current autostart behaviour. Many things can be improved from here, including the playername.
Fix the issues noticed above
Feb 27 2022
Another way is to reduce the walk and run speeds across the board. Probably has the same visual effect, just slows the game down overall.
Feb 26 2022
Feb 22 2022
Deciding against moving stuff to the mod mod. We can't know how a mod wants to start the game, so the best we can do is just try to open the autostart*.xml if the mod has one (and crash otherwise).
Feb 21 2022
certainly
Feb 20 2022
The formation is also reforming on regular intervals, making the idle counter flikker.
Fix the comments above.
Feb 19 2022
The extractors script got updated in rP26422. So one can use the following syntax: { "value": 1, "label": { "_string": "Very Easy", "context": "Difficulty of the AI" }. Behavior is very similar as that of the xml extractor.
Not sure if I am verly happy with using a engine function in the globalscripts which is defined in sim/gui. Maybe should have an seperate JSInterface for Templates. Though we still would want to use the templateManager in the sim.
grepping on "special/player" yields some places in the code (both js and source) for which it is good we don't have the parent template anymore.
Atlas front does not fall.
Units demo front doesn't fall
Feb 17 2022
Different unit classes make things harder indeed. So we need to do some playtesting.
Regarding the template values for different formations: I guess we should look how much symmetry the shape has:
- Things like lines and columns (but also flank/syntagma/skirmish/anti-cav/phalanx) basically have a 2 fold rotational symmetry (meaning we can rotate by 180deg (Pi rad) and we have essentially the same shape). So for any of these type we should have a value of 90deg(Pi/2 rad) (we should switch about halfway between turning and repositioning).
hosting currently broken.
Feb 16 2022
Maybe IGUIObject.IsFocused should be changed that the object on the back page does not show up as focused.