Page MenuHomeWildfire Games

causative
User

Projects

User Details

User Since
Mar 7 2017, 11:03 AM (372 w, 2 d)

Recent Activity

May 30 2020

causative added a comment to D665: Make ship pickup nicer.

The changes you wanted are wrong and your attitude is wrong. Planning for a hypothetical future "roc" unit? Just let the code do what it was written and tested to do, don't delay it even more because of imaginary features that don't exist yet and may never, and probably shouldn't share the same code even if they did. And you may well cause a performance issue by taking out the timer. Just commit the fucking patch. It works. It has always worked through 3 years of delays and irrelevant changes.

May 30 2020, 6:20 PM
causative added a comment to D665: Make ship pickup nicer.

I have had enough. Years of inaction on this obviously necessary bug fix to an extremely annoying part of the game which was created on Jun 20 2017, this now being May 29 2020. Finally a few comments. So I have hope, I spend my time making some requested changes. Then, nothing again. This community is broken. If anyone wants D665, and wants any more changes made, commandeer the patch yourself. But honestly none of these recent changes were functionally necessary anyway, which is another broken part of the community. Even the first revision of this patch, 3 years ago, without the long pathfinder stuff, was fully working and better than the status quo which is still broken. Just commit the shit and make the game work. Your functionally useless whims and preferences should not become time demands on the patch creator.

May 30 2020, 5:22 AM

May 22 2020

causative added inline comments to D665: Make ship pickup nicer.
May 22 2020, 11:22 PM
causative added a comment to D665: Make ship pickup nicer.

I renamed to CheckPickupAccessible because it's actually used for siege pickups as well as ship pickups.

May 22 2020, 11:17 PM
causative updated the diff for D665: Make ship pickup nicer.

rename CheckNearShore to CheckPickupAccessible, and also test the square directly under the ship.

May 22 2020, 11:17 PM

May 18 2020

causative added inline comments to D665: Make ship pickup nicer.
May 18 2020, 5:25 AM

May 17 2020

causative added a comment to D665: Make ship pickup nicer.

Some comments:

  • I think you can use global regions to skip the ReachableRegions logic entirely, which should be faster.

You're right. I have changed the patch to do that. When I first wrote the patch, GetGlobalRegion didn't exist.

May 17 2020, 6:33 PM
causative updated the diff for D665: Make ship pickup nicer.

Use GetGlobalRegion

May 17 2020, 6:29 PM

Dec 4 2019

causative added inline comments to D1520: Automatically cancel unpacking when units are ordered to move.
Dec 4 2019, 1:48 AM

Dec 3 2019

causative updated the diff for D1520: Automatically cancel unpacking when units are ordered to move.

style changes

Dec 3 2019, 10:44 PM
causative updated the diff for D1520: Automatically cancel unpacking when units are ordered to move.

style change

Dec 3 2019, 2:31 PM
causative updated the test plan for D1520: Automatically cancel unpacking when units are ordered to move.
Dec 3 2019, 2:24 PM
causative updated the diff for D1520: Automatically cancel unpacking when units are ordered to move.

Fix LeaveFoundation unpacking behavior. This required some refactoring to avoid code duplication. As a result, all of LeaveFoundation behavior (siege unpacking, ordinary units, units in formation, animals) needs testing now.

Dec 3 2019, 2:21 PM
causative updated the test plan for D1520: Automatically cancel unpacking when units are ordered to move.
Dec 3 2019, 12:09 PM
causative updated the diff for D1520: Automatically cancel unpacking when units are ordered to move.

split precondition test

Dec 3 2019, 12:04 PM
causative updated the diff for D1520: Automatically cancel unpacking when units are ordered to move.

LeaveFoundation

Dec 3 2019, 12:00 PM

Dec 2 2019

causative updated the diff for D1520: Automatically cancel unpacking when units are ordered to move.

style

Dec 2 2019, 2:04 AM

Dec 1 2019

causative added inline comments to D1520: Automatically cancel unpacking when units are ordered to move.
Dec 1 2019, 10:06 PM
causative updated the diff for D1520: Automatically cancel unpacking when units are ordered to move.

style changes

Dec 1 2019, 10:03 PM
causative updated the diff for D1520: Automatically cancel unpacking when units are ordered to move.

style changes

Dec 1 2019, 9:07 PM
causative added inline comments to D1520: Automatically cancel unpacking when units are ordered to move.
Dec 1 2019, 9:06 PM
causative updated the summary of D665: Make ship pickup nicer.
Dec 1 2019, 12:25 PM
causative updated the diff for D665: Make ship pickup nicer.

Remove the extra bugfix that was split into D2174.

Dec 1 2019, 12:23 PM
causative removed a reviewer for D1520: Automatically cancel unpacking when units are ordered to move: temple.
Dec 1 2019, 6:52 AM
causative updated the test plan for D1520: Automatically cancel unpacking when units are ordered to move.
Dec 1 2019, 6:43 AM
causative updated the diff for D1520: Automatically cancel unpacking when units are ordered to move.

Update to trunk. Slightly refactor (not a functional difference from the patch before).

Dec 1 2019, 6:33 AM
causative removed reviewers for D665: Make ship pickup nicer: mimo, vladislavbelov, wraitii.
Dec 1 2019, 3:06 AM
causative added a comment to D665: Make ship pickup nicer.
In D665#76161, @Imarok wrote:

One easy fix would be that the ship won't move if the units can be garrissoned with the ship not moving.

That's what the patch already does.

Dec 1 2019, 1:53 AM
causative added a comment to D665: Make ship pickup nicer.
In D665#76122, @elexis wrote:

If I understood the patch correctly, the behavior of the patch is that the ship moves to the closest shoreline, which may be on an entirely different island, at least.

Dec 1 2019, 1:48 AM
causative updated the diff for D665: Make ship pickup nicer.

Updated to trunk. Took out the std::unordered_set change, because other code in HierarchicalPathfinder.cpp now depends on the set being ordered.

Dec 1 2019, 1:45 AM

Jan 17 2019

ffffffff awarded D1520: Automatically cancel unpacking when units are ordered to move a 100 token.
Jan 17 2019, 3:04 AM

Jun 2 2018

causative added a comment to D1513: Prevent players from dropping during map generation.

Yeah, it's not that it wasn't tested, it's that the test coverage wasn't good. My method of testing disconnects was to kill -9 the client process, which for some reason results in a longer time before disconnect if applied during game loading with the earlier patch version (~40s) than the method of setting artificial lag with tc. Also tested rejoins, where it was working fine. And we didn't ever manage a test with a real dropping player.

Jun 2 2018, 12:40 AM

Jun 1 2018

causative accepted D1546: Report lagwarnings / timeout also while waiting for other clients to connect.

Tested, works. The message is still being sent while the client is on the loading screen, but it's hidden there and causes no problems.

Jun 1 2018, 11:59 AM

May 30 2018

causative updated the diff for D1513: Prevent players from dropping during map generation.

add config option

May 30 2018, 9:00 PM
causative updated the diff for D1513: Prevent players from dropping during map generation.

fix diff

May 30 2018, 5:16 AM
causative updated the diff for D1513: Prevent players from dropping during map generation.

increase timeout to 80s

May 30 2018, 5:14 AM
causative added a comment to D1513: Prevent players from dropping during map generation.

In practice, this patch allows about 60 seconds of timeout. I'm not sure on exactly why but that's what local testing shows.

May 30 2018, 5:10 AM
causative updated the diff for D1513: Prevent players from dropping during map generation.

Increase loading timeout from 40s to 80s

May 30 2018, 4:57 AM

May 28 2018

causative added a comment to D1513: Prevent players from dropping during map generation.
In D1513#62429, @elexis wrote:

I just got disconnected during the beginning of a mapgen stage, there could hardly be any freeze. Got 100ms ping to the host.
One can join a remote host with one client, then rejoin with a second. One can look at the first screen to find the moment when the server disconnects, long before the loading screen client notices.

May 28 2018, 10:03 PM

May 27 2018

causative updated the diff for D1520: Automatically cancel unpacking when units are ordered to move.

Added code to cancel packing/unpacking the unit as necessary when it is issued an attack order, depending on the range to the target. This code is not pretty due to having to work around the way UnitAI handles packing.

May 27 2018, 4:41 AM

May 26 2018

causative added inline comments to D1520: Automatically cancel unpacking when units are ordered to move.
May 26 2018, 8:09 PM
causative added inline comments to D1520: Automatically cancel unpacking when units are ordered to move.
May 26 2018, 12:32 PM
causative added a comment to D1520: Automatically cancel unpacking when units are ordered to move.

Couldn't this be applied equally the other direction? That is, if a unit is unpacked and packing up, and then given an order to attack something within range, to automatically cancel packing?

EDIT: it should also respect halt orders both ways, if it doesn't already.

May 26 2018, 12:31 PM

May 25 2018

causative added a comment to D1490: Unit Pushing.

From what I know about pushing in SC2, stationary units on a task like attacking (or gathering, although that case does not arise in SC2 because gatherers ignore collisions) do not get pushed at all. There are rules about which units can push which other units.

May 25 2018, 5:56 PM
causative created D1520: Automatically cancel unpacking when units are ordered to move.
May 25 2018, 5:56 PM

May 24 2018

causative added inline comments to D1513: Prevent players from dropping during map generation.
May 24 2018, 1:35 AM
causative updated the diff for D1513: Prevent players from dropping during map generation.

diff context

May 24 2018, 1:34 AM
causative updated the diff for D1513: Prevent players from dropping during map generation.

misc

May 24 2018, 1:31 AM

May 23 2018

causative updated the diff for D1513: Prevent players from dropping during map generation.

add periods to comments

May 23 2018, 2:53 AM

May 22 2018

causative updated the diff for D1513: Prevent players from dropping during map generation.

Whitespace fix. Also, I'm now confident through local testing that the patch works.

May 22 2018, 4:30 AM
causative updated the test plan for D1513: Prevent players from dropping during map generation.
May 22 2018, 4:28 AM
causative updated the test plan for D1513: Prevent players from dropping during map generation.
May 22 2018, 12:41 AM

May 21 2018

causative updated the diff for D1513: Prevent players from dropping during map generation.

elexis comments and don't change timeout on a local client

May 21 2018, 10:44 PM
causative added inline comments to D1513: Prevent players from dropping during map generation.
May 21 2018, 10:42 PM
Imarok awarded D1513: Prevent players from dropping during map generation a Manufacturing Defect? token.
May 21 2018, 10:17 PM
causative updated the test plan for D1513: Prevent players from dropping during map generation.
May 21 2018, 8:37 PM
causative updated the test plan for D1513: Prevent players from dropping during map generation.
May 21 2018, 8:35 PM
elexis awarded D1513: Prevent players from dropping during map generation a Orange Medal token.
May 21 2018, 8:34 PM
causative updated the summary of D1513: Prevent players from dropping during map generation.
May 21 2018, 8:33 PM
causative created D1513: Prevent players from dropping during map generation.
May 21 2018, 8:31 PM

Apr 28 2018

causative updated the diff for D1473: Add SelectionGroupNames for siege engines..

remove the mace/ptol template fix from the patch

Apr 28 2018, 10:40 AM
causative retitled D1473: Add SelectionGroupNames for siege engines. from Ptol catapults should unpack to ptol catapults, not mace catapults to Add SelectionGroupNames for siege engines.
Apr 28 2018, 10:36 AM
causative created D1474: Ptol catapults should unpack to ptol catapults, not mace catapults.
Apr 28 2018, 10:34 AM

Apr 27 2018

causative added a comment to D1473: Add SelectionGroupNames for siege engines..

I think that grouping packed and unpacked catapults together is better than the current behavior. The player can triple click if they want the old behavior. I've noticed in many of my games that I frequently want to retreat *all* catapults because some anti-catapult thing is approaching, and it's a minor annoyance that double clicking doesn't select them all. I don't think wanting to select all packed or all unpacked is as common a use case. If I only wanted to move certain catapults I would drag to select them.

Apr 27 2018, 3:19 PM
causative updated the summary of D1473: Add SelectionGroupNames for siege engines..
Apr 27 2018, 12:50 PM
causative updated the diff for D1473: Add SelectionGroupNames for siege engines..

Added a SelectionGroupName for siege towers as well

Apr 27 2018, 12:49 PM
causative added a comment to D1473: Add SelectionGroupNames for siege engines..

The other catapult and bolt shooter templates don't have this problem.

Apr 27 2018, 12:41 AM
causative updated the summary of D1473: Add SelectionGroupNames for siege engines..
Apr 27 2018, 12:40 AM
causative updated the diff for D1473: Add SelectionGroupNames for siege engines..

Also added a SelectionGroupName to catapults and bolt shooters

Apr 27 2018, 12:37 AM
causative created D1473: Add SelectionGroupNames for siege engines..
Apr 27 2018, 12:05 AM

Feb 6 2018

causative accepted D937: Town bell - use matching classes, add a market alert.
Feb 6 2018, 11:13 AM

Dec 23 2017

causative added inline comments to D937: Town bell - use matching classes, add a market alert.
Dec 23 2017, 6:51 AM

Dec 19 2017

causative added a comment to D797: New order categories in options.

They're not related in the code, but the word "overlay" does describe them. They are things that are painted on top of (overlay) the game simulation.

Dec 19 2017, 2:09 AM

Dec 18 2017

causative added a comment to D797: New order categories in options.

You requested a comment on IRC: I would prefer the "Overlays" category because it's more clear what goes into it. A "Gameplay" category could include more options than those you listed: windowed mode, detailed tooltips, all sound and graphics settings, and even chat notification settings influence gameplay. It's overbroad.

Dec 18 2017, 8:51 PM

Dec 13 2017

causative accepted D681: Town bell - remove alert status on units.

Looks good. Although I don't think it's necessary to have a separate buffer range. If the alert range (140m) doesn't include all the desired garrison buildings, you could just increase the alert range a bit. I think 140m should be enough for all alerted units and buildings.

Dec 13 2017, 7:10 AM

Dec 12 2017

causative added a comment to D1147: allows Healers to be ejectedOnDestroy from ships.

But you could also manually ungarrison siege into shallow water in that situation, right? Also, it's questionable how many people at the time could actually swim. Particularly, a hoplite in armor would have probably drowned even if he knew how to swim. The more important point is that no unspoiled player is going to expect this behavior or have any idea what happened when some of his units disappeared. If there's a ship with a mix of infantry and cavalry, and he's used to infantry automatically ungarrisoning when ships sink, he's more likely to assume there wasn't enough space to ungarrison or the ship wasn't close enough to shore, than to assume there is some special rule that cavalry can't swim.

Dec 12 2017, 10:03 PM
causative added a comment to D1147: allows Healers to be ejectedOnDestroy from ships.

Horses can swim. Anyway it only ejects the units if the ship is already at the shore, i.e. when any unit including siege could have just ungarrisoned normally, so it's hard to make a case that they would have to swim.

Dec 12 2017, 9:49 PM
causative added a comment to D1147: allows Healers to be ejectedOnDestroy from ships.

IMO ships should eject everything on destroy. To only eject some unit types is a hidden mechanic that's not intuitive or easy for the player to figure out, which has little effect on gameplay except when the player expected things to be ejected but they weren't.

Dec 12 2017, 9:41 PM
causative added a comment to D937: Town bell - use matching classes, add a market alert.

I get a conflict applying the patch, can you update to svn?
C binaries/data/mods/public/simulation/components/AlertRaiser.js

rejected hunk @@ -1,162 +1,135 @@
Dec 12 2017, 12:56 PM
causative requested changes to D681: Town bell - remove alert status on units.

Looks good except for one thing: if you raise an alert and a unit tries to garrison beyond the alert range, and then you cancel the alert before the unit finishes garrisoning but after the unit has walked beyond the alert range, it will continue to garrison. My suggestion would be to filter the list of buildings a unit may garrison in, to exclude buildings located beyond the alert range from the alert raiser. With that change, when you end the alert, you only need to check buildings out to the alert range instead of alert range + search range.

Dec 12 2017, 12:49 PM
causative added a reviewer for D937: Town bell - use matching classes, add a market alert: causative.
Dec 12 2017, 12:32 PM

Dec 8 2017

causative added a reviewer for D681: Town bell - remove alert status on units: causative.
Dec 8 2017, 1:11 PM

Aug 19 2017

causative added a comment to D326: Easier double-clicking on moving units and remove doubleclick hack input.js.

It's not fixed in SDL 2.0.5, we'd need to submit a patch to a future SDL version. Ubuntu 17.04 does come with SDL 2.0.5.

Aug 19 2017, 9:39 PM
causative added a comment to D326: Easier double-clicking on moving units and remove doubleclick hack input.js.

It's hardcoded by SDL in SDL_mouse.c: SDL_double_click_radius = 1. https://fossies.org/linux/SDL2/src/events/SDL_mouse.c There was some discussion on changing the value here: https://forums.libsdl.org/viewtopic.php?p=51852. Perhaps someone could submit a patch to SDL to increase the default radius and add a setter.

Aug 19 2017, 12:11 AM

Jul 6 2017

causative accepted D648: Fix unload-all hotkey for allied buildings.

On second thought it seems you can't select a mix of own and ally buildings. There is also a justification for keeping unload-all-by-owner and unload-all as separate commands because petra uses unload-all-by-owner.

Jul 6 2017, 9:12 PM
causative requested changes to D648: Fix unload-all hotkey for allied buildings.
Jul 6 2017, 8:33 PM

Jul 1 2017

causative added a comment to D701: reduce the cost of home garden tech.

Account for a couple things:

Jul 1 2017, 8:00 PM

Jun 26 2017

causative added a comment to D681: Town bell - remove alert status on units.

If a building is captured or destroyed, ejected units will try to find a new building to garrison inside.

That may not be a good thing. I often will set a rally point for a building before it's destroyed, so that the units inside will run away to the desired location when the building is destroyed.

Jun 26 2017, 10:21 PM
causative updated the diff for D665: Make ship pickup nicer.

replaced set with unordered_set (this required it to also be changed in many places in HierarchicalPathfinder)

Jun 26 2017, 1:20 PM
causative updated the diff for D665: Make ship pickup nicer.

cleanup

Jun 26 2017, 12:43 PM
causative updated the summary of D665: Make ship pickup nicer.
Jun 26 2017, 12:40 PM
causative updated the diff for D665: Make ship pickup nicer.

Fix an additional (pre-existing) bug discovered in UnitAI where if you give the order to garrison the same unit in two ships in a row, the second ship will not pickup.

Jun 26 2017, 12:38 PM
causative updated the diff for D665: Make ship pickup nicer.
Jun 26 2017, 11:53 AM
causative updated the diff for D665: Make ship pickup nicer.

vladislav changes

Jun 26 2017, 11:16 AM

Jun 24 2017

causative added a comment to D665: Make ship pickup nicer.

"The bug" in this context is where the ship moves away from the shore when the user wants to put something in it. This specific gameplay issue doesn't need the solution you're describing. Finding a pickup location is separate from shoreline detection, and a complete pickup solution will need both (see below), so this patch is a step forward in any case. I also want to note that mimo only asked for connectivity based shoreline detection, which we now have, so let's move forward on that.

Jun 24 2017, 3:51 PM
causative added a reviewer for D665: Make ship pickup nicer: mimo.
Jun 24 2017, 11:23 AM
causative updated the test plan for D665: Make ship pickup nicer.
Jun 24 2017, 4:47 AM
causative updated the test plan for D665: Make ship pickup nicer.
Jun 24 2017, 4:45 AM
causative updated the summary of D665: Make ship pickup nicer.
Jun 24 2017, 4:01 AM
causative updated the diff for D665: Make ship pickup nicer.

I have updated the patch so that it uses the hierarchical pathfinder to determine whether the ship is on a shore that the unit to be picked up can reach.

Jun 24 2017, 3:59 AM