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Jan 24 2017, 12:54 PM (179 w, 2 d)

Recent Activity

Yesterday

bb updated the summary of D2837: Stop dodging arrows by spamclicking or patrol: Waste time turning.
Wed, Jul 1, 11:31 PM
bb added a comment to D2837: Stop dodging arrows by spamclicking or patrol: Waste time turning.

The interpolation of the rotation looks fairly bad (it's kind of jerk-y).

Yea I know, this can be improved fairly easily, however didn't want to waste time at it in case the idea doesn't work.

I think I prefer the slower movement, because this is introducing a lot more code (and unitMotion code too).

I find this a worthless argument, if this is better gameplay wise, we should take this. The amount of code is not really relevant then IMO. Though surely one could reduce the number of lines in this patch. But again, don't want to waste my time on that for now.

Wed, Jul 1, 11:30 PM
bb updated the summary of D2837: Stop dodging arrows by spamclicking or patrol: Waste time turning.
Wed, Jul 1, 11:26 PM

Fri, Jun 26

bb added a comment to D2837: Stop dodging arrows by spamclicking or patrol: Waste time turning.

Yea, there is an autobuild in the repository, so everything that gets committed will be build. Not every patch will get a build. Though I will try to get a build for this revision from somewhere.

Fri, Jun 26, 10:28 PM
bb added a comment to D2837: Stop dodging arrows by spamclicking or patrol: Waste time turning.

Did you rebuild the game?

Fri, Jun 26, 10:24 PM
bb updated the diff for D368: Gameplay Scripting: Entity and Actor coding for Secondary Attacks.

Some small fixes

Fri, Jun 26, 10:08 PM
bb created D2837: Stop dodging arrows by spamclicking or patrol: Waste time turning.
Fri, Jun 26, 10:07 PM

Tue, Jun 23

bb added a comment to D2767: Stop dodging arrows by spamclicking or patrol: Lower speed at short distances.

Ayyy, just thought of an issue with this. It completely breaks if the "bird-flight" distance is not the right estimator.
Simply order a unit to go across a wall.

Tue, Jun 23, 11:10 PM
bb retitled D2767: Stop dodging arrows by spamclicking or patrol: Lower speed at short distances from Stop dodging arrows by spamclicking or patrol to Stop dodging arrows by spamclicking or patrol: Lower speed at short distances.
Tue, Jun 23, 11:09 PM
bb added inline comments to D2833: Add where and how to contribute to README.txt.
Tue, Jun 23, 10:59 PM
bb added a comment to D2833: Add where and how to contribute to README.txt.

This works only for contributing code right? Not sure if many artist, translators and others will read this file, but maybe good to include those too.

Tue, Jun 23, 10:43 PM
bb committed rP23789: Absorb duplicated summary tab code to the tab_buttons gui.
Absorb duplicated summary tab code to the tab_buttons gui
Tue, Jun 23, 10:16 PM
bb closed D1206: Absorb duplicated summary tab code to the tab_buttons gui.
Tue, Jun 23, 10:16 PM
bb added inline comments to D1206: Absorb duplicated summary tab code to the tab_buttons gui.
Tue, Jun 23, 10:12 PM
bb edited reviewers for D2824: Split vision range from going-to-attack range in UnitAI., added: Restricted Owners Package; removed: Restricted Owners Package.

Probably only some trivial stuffs

Tue, Jun 23, 9:24 PM
bb updated the diff for D2826: Cleanup of Capturable.

Let the bots run!!

Tue, Jun 23, 6:42 PM
bb updated the diff for D1206: Absorb duplicated summary tab code to the tab_buttons gui.

Fix some spaces

Tue, Jun 23, 6:16 PM
bb updated the diff for D1206: Absorb duplicated summary tab code to the tab_buttons gui.
Tue, Jun 23, 4:52 PM
bb added inline comments to D2826: Cleanup of Capturable.
Tue, Jun 23, 2:47 PM
bb edited reviewers for D2229: Elaborate Armour., added: Restricted Owners Package; removed: Restricted Owners Package.

Browsing D2808, I see you propose a blockchance and some change in the duration. How does this fold nicely in the chosen design here? The design here seems to be that every AttackEffect gets (a) number(s) assigned which reduce the attackstrength by some exponential law. Maybe it is just me, but I don't see how this will work for statusEffects. Neither I see a way to reuse this exponential law design for statusEffects.

Tue, Jun 23, 2:45 PM
bb updated the summary of D1469: Conquest structures fails on nomad.
Tue, Jun 23, 12:10 AM

Mon, Jun 22

bb updated the diff for D2826: Cleanup of Capturable.

Note that I deliberately avoided the cmpOwnership.GetOwner calls, the need a slightly more subtle care

Mon, Jun 22, 11:01 PM
bb updated the diff for D368: Gameplay Scripting: Entity and Actor coding for Secondary Attacks.

minor fix

Mon, Jun 22, 10:20 PM
bb committed rP23785: Remove unused bonuses schema from deathDamage.
Remove unused bonuses schema from deathDamage
Mon, Jun 22, 10:12 PM
bb closed D2831: Remove redundant bonus schema from DeathDamage.js..
Mon, Jun 22, 10:12 PM
bb accepted D2831: Remove redundant bonus schema from DeathDamage.js..

No reference to bonusesSchema in svn

Mon, Jun 22, 10:11 PM
bb updated the diff for D368: Gameplay Scripting: Entity and Actor coding for Secondary Attacks.

Fix the issue that formations would try to capture other formation members while they couldn't capture them

Mon, Jun 22, 9:55 PM
bb added a comment to D2229: Elaborate Armour..

It would:

  • require far fewer changes
  • be functionally identical.

I disagree this is an argument, yet if the first is even true (the running gag of this patch is changing templates anyways).

Mon, Jun 22, 6:38 PM
bb added a comment to D2808: Allow resistance to StatusEffects..

Health and Armour have always been split ever since they are implementing. Browsing the forums doesn't yield any old discussion whether it should be one component or two. So I guess we should argue ourselfs:
The argument for not having a resistance component seems to be: Armour for an attackEffect makes only sense if we have the receiver component. And (very related) the Armour for an attackEffect on works on 1 receiver only. Using some checkrefs could save the vanilla from the useless lines, but mods might end up carrying useless template data around.
An argument for having a resistance component is that two AttackEffect can work on the same receiver, but with a different way of handling resistance. Ofcourse one can fix this in the receiver components too, however this would hardocde the receivercomponents of damagetypes.

Mon, Jun 22, 4:24 PM

Sun, Jun 21

bb updated the summary of D2826: Cleanup of Capturable.
Sun, Jun 21, 5:46 PM
bb added inline comments to D2826: Cleanup of Capturable.
Sun, Jun 21, 5:21 PM
bb updated the diff for D2826: Cleanup of Capturable.
Sun, Jun 21, 5:19 PM

Sat, Jun 20

bb added inline comments to rP20644: Implement hotkeys and mousescroll to change tabs in tabbed pages (credits….
Sat, Jun 20, 11:45 PM
bb committed rP23783: Cleanup summary selection.
Cleanup summary selection
Sat, Jun 20, 11:30 PM
bb closed D1205: Cleanup summary selection from D810 / rP20644.
Sat, Jun 20, 11:30 PM
bb created D2826: Cleanup of Capturable.
Sat, Jun 20, 11:12 PM
bb raised a concern with rP23592: Add a C++ interface for CCmpAttack..
Sat, Jun 20, 9:27 PM
bb added a comment to rP23592: Add a C++ interface for CCmpAttack..

refs D368, fix included there

Sat, Jun 20, 9:27 PM
bb added a comment to D368: Gameplay Scripting: Entity and Actor coding for Secondary Attacks.

With the patch applied running

at 10x or 20x speed returns a segfault. No idea what is causing that.

Sat, Jun 20, 9:21 PM
Lionkanzen awarded D368: Gameplay Scripting: Entity and Actor coding for Secondary Attacks a Love token.
Sat, Jun 20, 9:20 PM
bb updated the diff for D368: Gameplay Scripting: Entity and Actor coding for Secondary Attacks.

No longer depend the hotkeys on the attackTypes.

Sat, Jun 20, 9:16 PM
bb raised a concern with rP22866: Generalise attack tooltips after D2092/rP22754..

Working on a fix...

Sat, Jun 20, 12:58 PM

Thu, Jun 18

bb created D2823: Allow garrison and attck to be queued order in entityCollection.
Thu, Jun 18, 7:00 PM
bb committed rP23779: De-uglyfy introductory tutorial's Launchattack function.
De-uglyfy introductory tutorial's Launchattack function
Thu, Jun 18, 6:30 PM

Fri, Jun 12

bb added a comment to D2759: Update range queries to account for entity size.

Most likely it is due to some square-root done in the proper function and comparelength being smart

Fri, Jun 12, 8:54 PM
bb added a comment to D2810: Don't process commands sent by observers..

That is not true, since all players run the code in commands.js

Fri, Jun 12, 11:59 AM
bb added a comment to D2810: Don't process commands sent by observers..

I don't think this is the correct place to kill these commands, they should probably never be send: i.e. kill them in ccmpCommandQueue's PostNetworkCommand. However leaving this here is good two, since an ill-willed player could revert the code from ccmpCommandQueue and still crash everyone.

Fri, Jun 12, 11:50 AM

Thu, Jun 11

bb added a comment to D2759: Update range queries to account for entity size.

ccmpRangeManager.h claims targets and sources are points

Thu, Jun 11, 8:12 PM

Wed, Jun 3

bb added a comment to D2782: [Gameplay] make ram less effective.

IIRC they reason why rams can attack units is that otherwise one can surround a ram by a few units, making it useless. Currently in that situation (at least most of the time), it will attack the surrounding units, trying to break free. Though it already prefers attacking structures over units (so it only attacks units if there are no structures around).

Wed, Jun 3, 10:16 PM · Restricted Project, Contributors

Jun 1 2020

bb added a comment to D1931: Refactor HWDetect and rendering options setup.

For the interested reader: D86

Jun 1 2020, 6:47 PM
bb added a comment to D2614: Also store turret position in map file..

Did you also do a rejoin test? We move some serialized data around, and remove a clone somewhere, so that raises a concern (not that I see it trivially broken though)

Jun 1 2020, 6:19 PM
bb added a comment to D2595: separate elephant archer from cavalry templates.

Needing a rebase

Jun 1 2020, 5:35 PM
bb committed rP23726: Move all session hotkeys under session in default.cfg.
Move all session hotkeys under session in default.cfg
Jun 1 2020, 5:11 PM
bb closed D2616: group hotkey.session hotkeys under [hotkeys.session].
Jun 1 2020, 5:11 PM
bb accepted D2616: group hotkey.session hotkeys under [hotkeys.session].

Note that we already have this ordering in intro.txt

Jun 1 2020, 5:04 PM
bb added a comment to rP23725: Also fix 6 player skirmish maps.

Reported by Stan

Jun 1 2020, 4:36 PM
bb committed rP23725: Also fix 6 player skirmish maps.
Also fix 6 player skirmish maps
Jun 1 2020, 4:36 PM
bb added a comment to D1042: rename maps/ file names to use underscores (instead of spaces and capitalization).

The revision should have closed, even though I wrote D1042 and not the full link (there are plenty examples in the commit history where the shorthand does work). However phab also didn't add an edge here, so seems to be some hickup in phab. @Nescio can you close it manually?

Jun 1 2020, 4:22 PM

May 31 2020

bb requested changes to D2654: Allow free Upgrades and/or Technologies..
May 31 2020, 11:50 PM
bb added a comment to D2654: Allow free Upgrades and/or Technologies..

Shouldn't the sele paired tech benefit from this immediately?

May 31 2020, 11:49 PM
bb committed rP23721: Correct tooltips of gamesetupSettingsTabs.
Correct tooltips of gamesetupSettingsTabs
May 31 2020, 11:17 PM
bb closed D2615: [gui] correct gamesetup tabs.
May 31 2020, 11:17 PM
bb accepted D2615: [gui] correct gamesetup tabs.
May 31 2020, 11:14 PM
bb added a comment to D2627: Report GUI object script handler error stack.

Needs a rebase, appears to be equivalent to rP8997

May 31 2020, 10:57 PM
bb committed rP23720: Allow a garrisonholder to not have health..
Allow a garrisonholder to not have health.
May 31 2020, 9:41 PM
bb closed D2375: Do not require a garrisonHolder to have health..
May 31 2020, 9:41 PM
bb accepted D2375: Do not require a garrisonHolder to have health..
May 31 2020, 9:40 PM
bb committed rP23719: Remove all spaces, caps, parentheses and hyphens from map file names..
Remove all spaces, caps, parentheses and hyphens from map file names.
May 31 2020, 9:10 PM
bb accepted D1042: rename maps/ file names to use underscores (instead of spaces and capitalization).

The name of Flight_demo_2 should have been adapted.

May 31 2020, 9:05 PM
bb added a comment to rP22296: Add unit motion integration test map.

Seems like the pmp file is missing, map doesn't load here

May 31 2020, 8:48 PM
bb committed rP23717: Replace the Flight_demo map from rP9605 with Flight_demo_2 from rP9676. Adding….
Replace the Flight_demo map from rP9605 with Flight_demo_2 from rP9676. Adding…
May 31 2020, 5:55 PM
bb committed rP23716: Rename brit_champion_cavalry* to brit_champion_chariot*.
Rename brit_champion_cavalry* to brit_champion_chariot*
May 31 2020, 4:16 PM
bb closed D2529: brit_champion_cavalry* → brit_champion_chariot*.
May 31 2020, 4:16 PM
bb accepted D2529: brit_champion_cavalry* → brit_champion_chariot*.

All champion chariots similar now. Won't affect gameplay too much, since we only group brit with maur and sele now, instead of with the rest of them.

May 31 2020, 4:00 PM

May 27 2020

bb added a comment to D2767: Stop dodging arrows by spamclicking or patrol: Lower speed at short distances.

This solves dancing with patrol, but I can still easily dance other than that. It takes a quick second to adapt to having to click further apart or click in the minimap but other than that I can go for a long time until the unit finally gets hit.

Do you have a replay, showing you can actually move your attention away from the dancing unit, without it getting hit?

It also will be very annoying when trying to micro and probably in other scenarios, I can't foresee right away. First thing is when I'm raiding with cavalry. I want to be quick and not have my cavalry suddenly slow down because I didn't click far enough in front of them. When I find an exposed group of units whilst raiding I want to position my cavalry in the retreat route to make them go a longer distance and also right by my units, this patch makes it very hard to do so as I generally will be clicking my units forward small distances. With the patch, I will have to click further away, hope the pathfinder doesn't do something dumb, and then use the "Stop" hotkey.

Again do you have a replay where these short distances are actually used?

EDIT: I didn't test formation patrol dance when posting this. Still very possible and easy to dance with formations. Take however big a group of units (Smaller is better (2 works great)) and patrol right in the middle of the formation. They'll move just as quick as before.

Formations have got the same treatment and short moves in the formation will also move slower, so that ought to not work.

May 27 2020, 6:30 PM
bb updated the diff for D2767: Stop dodging arrows by spamclicking or patrol: Lower speed at short distances.

semi

May 27 2020, 3:50 PM
bb updated the diff for D2767: Stop dodging arrows by spamclicking or patrol: Lower speed at short distances.

Fix serialisation

May 27 2020, 3:44 PM
Angen awarded rP23701: Implement keyDown event a Love token.
May 27 2020, 8:35 AM

May 26 2020

bb added a comment to rP23701: Implement keyDown event .

refs: #4915

May 26 2020, 11:51 PM
bb committed rP23701: Implement keyDown event .
Implement keyDown event
May 26 2020, 11:48 PM
bb closed D1398: Fix shiftlag and implement HotkeyDown event, change HotkeyPress event to be non-repeating.
May 26 2020, 11:48 PM
bb updated the diff for D2767: Stop dodging arrows by spamclicking or patrol: Lower speed at short distances.

Comment by Freagarach

May 26 2020, 9:44 PM
bb added inline comments to D2767: Stop dodging arrows by spamclicking or patrol: Lower speed at short distances.
May 26 2020, 9:33 PM
bb updated the diff for D2767: Stop dodging arrows by spamclicking or patrol: Lower speed at short distances.

fix data.x(z) === 0
Don't recompute formation speeds
Make ternary more readable

May 26 2020, 9:30 PM

May 25 2020

bb added inline comments to D2767: Stop dodging arrows by spamclicking or patrol: Lower speed at short distances.
May 25 2020, 10:49 PM
bb updated the diff for D2767: Stop dodging arrows by spamclicking or patrol: Lower speed at short distances.

Name unitMotion components of members of a formation memberUnitMotions

May 25 2020, 10:41 PM
bb added inline comments to D2767: Stop dodging arrows by spamclicking or patrol: Lower speed at short distances.
May 25 2020, 10:37 PM
bb added a comment to D2767: Stop dodging arrows by spamclicking or patrol: Lower speed at short distances.

One could wonder if rP17208 is still required

May 25 2020, 10:25 PM
bb updated the diff for D2767: Stop dodging arrows by spamclicking or patrol: Lower speed at short distances.

Persist => Ensure

May 25 2020, 10:22 PM
bb updated the diff for D2767: Stop dodging arrows by spamclicking or patrol: Lower speed at short distances.

Don't create Vector2D for performance

May 25 2020, 10:13 PM

May 24 2020

bb added a comment to D2767: Stop dodging arrows by spamclicking or patrol: Lower speed at short distances.

For sure one can do this, but is it valuable? one needs 100% attention from the player to do so (one can't shift click anymore), so moving other troops got impossible and such

May 24 2020, 11:54 PM
bb created D2767: Stop dodging arrows by spamclicking or patrol: Lower speed at short distances.
May 24 2020, 11:10 PM

May 21 2020

bb added a comment to D2662: Gather using ResourceGatherer instead of UnitAI..

The design I have in mind is the following:
UnitAI chooses "cleverly" what the unit is doing, other components perform the tasks.
UnitAI should be allowed to let several components perform different tasks (i.e. unitAI could allow a unit to attack and walk at the same moment).
UnitAI can be replaced by BuildingAI, turretAI and whatnot, but all those should be able to access the same "other components" and let them perform the tasks (otherAI components just choose differently what tasks are done)

May 21 2020, 3:27 PM
bb added a comment to D2425: Show number of builders besides (not in space) build time..

There are 3 types of information: number of builders, time remaining and speedup by extra worker. Currently the time remaining is on the front page, and the other two in the tooltip. IMO if we add the number of buildings to the front page, we should show all 3 in the tooltip (why would 1 piece of information be in 2 places otherwise?)

May 21 2020, 2:37 PM

May 20 2020

bb committed rP23683: Invert a case in rP23682.
Invert a case in rP23682
May 20 2020, 9:47 PM
bb added inline comments to D2731: Create function to match a target's speed..
May 20 2020, 9:47 PM
bb committed rP23682: Create unitAI function to match a target's speed..
Create unitAI function to match a target's speed.
May 20 2020, 9:39 PM
bb closed D2731: Create function to match a target's speed..
May 20 2020, 9:39 PM
bb added inline comments to D2731: Create function to match a target's speed..
May 20 2020, 9:37 PM
bb accepted D2731: Create function to match a target's speed..

Note that valuemodifications are equally broken.

May 20 2020, 9:36 PM