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Jan 24 2017, 12:54 PM (261 w, 10 h)

Recent Activity

Tue, Dec 28

bb added inline comments to D3249: Move parabolic range computation to rangemanager.
Tue, Dec 28, 10:18 PM
bb updated the diff for D3249: Move parabolic range computation to rangemanager.

rename elevationBonus => yOrigin
Add constants for NEVER_IN_RANGE and ALWAYS_IN_RANGE ranges

Tue, Dec 28, 10:18 PM

Mon, Dec 27

bb updated the test plan for D813: Go back to previous gui page hotkey or exit ingame or exit game (or continue).
Mon, Dec 27, 11:14 PM
bb updated the diff for D813: Go back to previous gui page hotkey or exit ingame or exit game (or continue).

Rebase

Mon, Dec 27, 11:13 PM
bb committed rP26124: Fix two comments from rP24343.
Fix two comments from rP24343
Mon, Dec 27, 5:31 PM
bb added inline comments to rP24343: Rework bundle creation scripts..
Mon, Dec 27, 5:30 PM
bb requested review of D4397: Some minor improvements for the localization scripts.
Mon, Dec 27, 5:03 PM
bb added a comment to D4396: Eliminate compiler warning. Fixes potential bug..

Thanks for the patch. Code looks good for me.

Mon, Dec 27, 4:45 PM
bb committed rP26123: Add script to remove unneeded info from .po files.
Add script to remove unneeded info from .po files
Mon, Dec 27, 3:31 PM
bb closed D4264: Add script to remove unneeded info from .po files.
Mon, Dec 27, 3:31 PM
bb added a comment to rP26113: Update translation files on translator change.

Seeing https://code.wildfiregames.com/source/0ad/change/ps/trunk/binaries/data/mods/public/l10n/nl.public-gui-lobby.po;26119 this has worked

Mon, Dec 27, 2:50 PM

Sun, Dec 26

bb updated the diff for D4240: Remove useless persistMatchSettings and handle some which weren't handled.

Another mapName fix

Sun, Dec 26, 11:40 PM

Dec 26 2021

nwtour awarded D2623: [gui] increase label space in chat a Like token.
Dec 26 2021, 3:03 PM
bb updated the diff for D2623: [gui] increase label space in chat.

some comment improvements

Dec 26 2021, 2:56 PM
bb updated the diff for D3247: Use rotation times on all unitMotion driven rotations..
Dec 26 2021, 1:14 PM
bb updated the diff for D3249: Move parabolic range computation to rangemanager.

I thought only some let => consts were breaking my patch.
Why didn't that error out?

Dec 26 2021, 12:21 PM

Dec 25 2021

bb updated the diff for D4313: Add a linter for project name misspellings.

Minor tweaks

Dec 25 2021, 11:14 PM
bb committed rP26113: Update translation files on translator change.
Update translation files on translator change
Dec 25 2021, 10:22 PM
bb closed D4260: Update translation files on translator change.
Dec 25 2021, 10:22 PM
bb committed rP26112: Restoring the colored profile name with the ranking and using the leaderboard….
Restoring the colored profile name with the ranking and using the leaderboard…
Dec 25 2021, 10:06 PM
bb closed D4262: Restoring the colored profile name with the ranking and using the leaderboard names for autocompletion in the profile player search field..
Dec 25 2021, 10:06 PM
bb accepted rP24701: Use UnitMotion to predict target position in Attack.js to prevent 'dancing'.

code reads like being fixed. Didn't test

Dec 25 2021, 6:28 PM
bb updated the diff for D3249: Move parabolic range computation to rangemanager.

rebase

Dec 25 2021, 6:13 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..

Lobby server only called for the list on login, and update (and on opening the board).

Dec 25 2021, 3:55 PM
bb accepted D3478: Add "Invalid signature" reason to modio.

Front doesn't fall, seems correct.

Dec 25 2021, 3:25 PM
bb accepted rP25978: Add an extra button to skip the summary page when quitting..

Seems fixed. Notice that when leaving a game without resigning, the option to go to the summary is not there, which is good.

Dec 25 2021, 3:15 PM

Oct 31 2021

bb added a comment to rP25978: Add an extra button to skip the summary page when quitting..

I just pressed exit in the menu during the game (not at the end) as a client (so non-host) in an MP game. Obviously one should test the case too what happens at the end of the game for clients.

Oct 31 2021, 6:25 PM
bb committed rP25985: Also do a postMove update when the average speed over last turn isn't zero.
Also do a postMove update when the average speed over last turn isn't zero
Oct 31 2021, 6:21 PM
bb closed D4302: Also do a postMove update when the average speed over last turn isn't zero.
Oct 31 2021, 6:21 PM
bb raised a concern with rP25978: Add an extra button to skip the summary page when quitting..

Happens when pressing exit as a MP client

Oct 31 2021, 6:14 PM

Oct 19 2021

bb added a comment to D368: Gameplay Scripting: Entity and Actor coding for Secondary Attacks.
In D368#183639, @marder wrote:

[Edit] hotkeys work when holding ctrl at the same time, so no huge bug, but a bit unintuitive for me.

Actually what happens is supposed to happen: pressing ctrl (or better the noCapture hotkey) triggers the attack to prefer noCapture, while without the hotkey pressed it will prefer capture. Pressing the (no)projectile hotkeys results in preferring (no)capture. The Capture preference takes precedence over the (no)projectile. So if one attacks a building with the (no)projectile hotkey pressed, one prefers Capture and (no)projectile. However since there is no (no)projectile with capture effect in most cases, it will just default to capture. When pressing noCapture + (no)projectile it will try to do noCapture +(no)projecile which usually result in the damaging attack with(out) the projectile. The key is to realise that wanting capture and (no)projectile are independent properties.
That being said, this probably should end up in loading tips and hotkey descriptions.

Oct 19 2021, 11:19 PM
bb updated the diff for D368: Gameplay Scripting: Entity and Actor coding for Secondary Attacks.

Attempt to respond better on attacked. Should be tested (also remove a leftover "Melee" hardcoding)

Oct 19 2021, 11:13 PM
bb added inline comments to D4313: Add a linter for project name misspellings.
Oct 19 2021, 10:21 PM
bb updated the diff for D4313: Add a linter for project name misspellings.

Please Freagarach linting Ltd.

Oct 19 2021, 10:20 PM

Oct 17 2021

bb requested review of D4313: Add a linter for project name misspellings.
Oct 17 2021, 11:45 PM
bb accepted D2620: use non-breaking space in 0 A.D..

Agreeing on the change. Lobby policies need date update and patch needs a rebase. But reconstructing the patch is easier.

Oct 17 2021, 11:36 PM
Herald added a reviewer for D2620: use non-breaking space in 0 A.D.: Silier.
Oct 17 2021, 11:36 PM
bb updated the diff for D368: Gameplay Scripting: Entity and Actor coding for Secondary Attacks.

also nulls in AI (instead of undefined)

Oct 17 2021, 10:27 PM
bb added a comment to D4312: Error out on unstringifiable commands.

more details: https://code.wildfiregames.com/D368#182749

Oct 17 2021, 10:10 PM
bb requested review of D4312: Error out on unstringifiable commands.
Oct 17 2021, 10:06 PM
bb added inline comments to rP24480: Allow picking a default formation for walk (and walk-like) orders..
Oct 17 2021, 9:53 PM
bb updated the summary of D368: Gameplay Scripting: Entity and Actor coding for Secondary Attacks.
Oct 17 2021, 6:13 PM
bb updated the summary of D368: Gameplay Scripting: Entity and Actor coding for Secondary Attacks.
Oct 17 2021, 6:12 PM
bb updated the summary of D368: Gameplay Scripting: Entity and Actor coding for Secondary Attacks.
Oct 17 2021, 6:03 PM

Oct 12 2021

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
Oct 12 2021, 10:26 PM
bb closed D4290: Adjusting the position of the generic/specific name if only one is displayed.
Oct 12 2021, 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)

Oct 12 2021, 10:21 PM
bb added inline comments to D3249: Move parabolic range computation to rangemanager.
Oct 12 2021, 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

Oct 12 2021, 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.

Oct 12 2021, 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....

Oct 12 2021, 6:17 PM
bb accepted rP25368: Let entity react on target death directly..

concern fixed by rP25914

Oct 12 2021, 5:29 PM

Oct 10 2021

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

Fix formula

Oct 10 2021, 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:

Oct 10 2021, 9:32 PM
Freagarach awarded rP25953: Add accelerations in unit movement. a Love token.
Oct 10 2021, 8:55 AM

Oct 9 2021

bb committed rP25953: Add accelerations in unit movement..
Add accelerations in unit movement.
Oct 9 2021, 11:32 PM
bb closed D3200: Stop dodging arrows by spamclicking or patrol: Combine rotations with acceleration..
Oct 9 2021, 11:32 PM
bb accepted D4297: Fixing a problem where the AI attacked bridges.
Oct 9 2021, 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?

Oct 9 2021, 10:42 PM
bb updated the test plan for D4240: Remove useless persistMatchSettings and handle some which weren't handled.
Oct 9 2021, 10:18 PM
bb updated the diff for D4240: Remove useless persistMatchSettings and handle some which weren't handled.

A deepfreeze

Oct 9 2021, 10:16 PM

Oct 7 2021

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

fixes #3995

Oct 7 2021, 12:24 PM

Oct 6 2021

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

Reads correct

Oct 6 2021, 10:37 PM
bb committed rP25951: Use only the Diplomacy Color of non-defeated players.
Use only the Diplomacy Color of non-defeated players
Oct 6 2021, 10:37 PM
bb closed D4288: Use only the Diplomacy Color of non-defeated players..
Oct 6 2021, 10:37 PM
bb added inline comments to D4290: Adjusting the position of the generic/specific name if only one is displayed.
Oct 6 2021, 10:34 PM
bb accepted D4288: Use only the Diplomacy Color of non-defeated players..

Works as advertised.

Oct 6 2021, 10:20 PM

Oct 4 2021

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

Idea looks good from screenshots

Oct 4 2021, 11:06 PM

Oct 2 2021

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

Fix an OOS on replay.

Oct 2 2021, 9:50 PM
bb added inline comments to rP25020: Allow players to push orders to the front of the queue..
Oct 2 2021, 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..
Oct 2 2021, 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.

Oct 2 2021, 12:54 AM
bb added inline comments to D368: Gameplay Scripting: Entity and Actor coding for Secondary Attacks.
Oct 2 2021, 12:07 AM

Oct 1 2021

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))

Oct 1 2021, 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.

Oct 1 2021, 9:45 PM
bb added a comment to D4284: Add two missing hotkeys to the intro.txt..

refs #6331

Oct 1 2021, 9:24 PM
bb added a comment to D4286: Check for visibility on treasures in UnitAI..

Other findNearby functions already have a visibility check.

Oct 1 2021, 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.

Oct 1 2021, 6:11 PM
bb added a comment to D4288: Use only the Diplomacy Color of non-defeated players..

Works as advertised

Oct 1 2021, 5:44 PM

Sep 28 2021

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

Fix call-to-arms cursor

Sep 28 2021, 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.

Sep 28 2021, 12:44 PM

Sep 27 2021

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.

Sep 27 2021, 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)

Sep 27 2021, 10:15 PM

Sep 21 2021

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.

Sep 21 2021, 10:02 PM
bb updated the diff for D368: Gameplay Scripting: Entity and Actor coding for Secondary Attacks.
Sep 21 2021, 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.

Sep 21 2021, 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)

Sep 21 2021, 9:34 PM
bb added a comment to D4278: Moves cursor to VideoMode.

Front doesn't fall, no difference on my system

Sep 21 2021, 6:48 PM
bb updated the Trac tickets for D2623: [gui] increase label space in chat.
Sep 21 2021, 12:08 PM

Sep 20 2021

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

Sep 20 2021, 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
Sep 20 2021, 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.

Sep 20 2021, 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.

Sep 20 2021, 5:03 PM

Sep 19 2021

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

rename a file

Sep 19 2021, 4:39 PM
bb added inline comments to D2623: [gui] increase label space in chat.
Sep 19 2021, 4:23 PM
bb updated the diff for D2623: [gui] increase label space in chat.
Sep 19 2021, 4:19 PM
bb committed rP25929: Add tooltip to playerFilter in lobby.
Add tooltip to playerFilter in lobby
Sep 19 2021, 2:41 PM
bb updated the diff for D3247: Use rotation times on all unitMotion driven rotations..
Sep 19 2021, 11:55 AM
bb updated the diff for D4231: Generalise gamesettings pickRandomItems' loop.
Sep 19 2021, 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.

Sep 19 2021, 11:29 AM