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causative
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Mar 7 2017, 11:03 AM (139 w, 6 d)

Recent Activity

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

Jun 22 2017

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

Are you going to do the fix yourself? It has been broken for 3 years and no one has fixed it.

Jun 22 2017, 2:21 PM
causative added a comment to D665: Make ship pickup nicer.
In D665#26792, @elexis wrote:

I feel you, I've been raging about this ship behavior a lot too.
Pretty sure that this is going to be reported as a regression by players though if pickup is disabled completely.
Ideally it should compute the shortest path to the units, move there and then wait for the units to garrison.

Jun 22 2017, 5:43 AM
causative updated the diff for D665: Make ship pickup nicer.
Jun 22 2017, 1:29 AM
causative updated the diff for D665: Make ship pickup nicer.

Just disable pickup.

Jun 22 2017, 1:28 AM

Jun 21 2017

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

IMO it's straightforward, not a hack - the previous code had a test intended to check whether the ship was on the shore, which was incorrect and even had a commented TODO to fix it, and now it has been fixed. The code correctly detects when the ship is at the shore, does it not? A cliff is still "shore."

Jun 21 2017, 6:13 PM
causative added a comment to D646: Increase damage of sentry defense towers.

Here's a thought: if you want to make sentry towers effective against cavalry raids in general (not just camels) then you could decrease their cost. If they cost 50 wood and had 20 build time (-50% cost and build time) then they would be cost effective to build in response to a cavalry raid. Even though they wouldn't be enough to stop the raid by themselves they would be worth building. There's little risk of imbalance in this case, because if they had 0 cost and you just started the game with your territory full of sentry towers, enemies could still raid. Compare that to Iberian walls - a territory full of sentry towers is much weaker defensively than the Iberian starting walls.

Jun 21 2017, 12:33 PM
causative accepted D646: Increase damage of sentry defense towers.

Looks fine. I don't think that sentry towers are any use against cavalry raids in a normal non-pizza game though. (Maybe they could help against camels.) You need to make your own cavalry, and spearmen.

Jun 21 2017, 11:20 AM
causative updated the diff for D665: Make ship pickup nicer.

pickup types

Jun 21 2017, 10:55 AM
causative updated the diff for D665: Make ship pickup nicer.

fix GarrisonHolder unit type lists

Jun 21 2017, 10:46 AM
causative added a comment to D665: Make ship pickup nicer.
In D665#26620, @mimo wrote:

I wonder if the test, although improving a lot compared to current situation, would not also lead to problems: if the ship is near a cliff, it may think it is on the shoreline, or if on a shoreline but not accessible to the entity to be picked up, for example if the entity is on another island.

Jun 21 2017, 5:38 AM
causative updated the diff for D665: Make ship pickup nicer.

add diff context

Jun 21 2017, 2:07 AM

Jun 20 2017

causative created D665: Make ship pickup nicer.
Jun 20 2017, 9:22 PM

Jun 16 2017

causative updated the diff for D634: Fix doubleclick building selection edge case.

remove details from comment

Jun 16 2017, 12:53 PM
causative added a comment to D554: Use Date.now() Number instead of doing math with a Date prototype instance.

If you want me to review this, I need to test them... so either remove me as a reviewer or add a test plan that at least covers each line of code touched. There are some things here I'm not 100% sure about. I'm not entirely certain how scoping works here with respect to g_LastTickTime, which you define in two files. Does that mean one overwrites the other? Or are they in different contexts? Other than that I have looked over the code and it looks OK to me, so if that's all you were looking for you can commit, but I'm not going to put a green checkmark on this without testing.

Jun 16 2017, 10:49 AM
causative updated the diff for D634: Fix doubleclick building selection edge case.

added a comment

Jun 16 2017, 4:18 AM
causative updated the summary of D634: Fix doubleclick building selection edge case.
Jun 16 2017, 2:55 AM
causative updated the diff for D634: Fix doubleclick building selection edge case.

Fix it in a different way that also fixes the bug with INPUT_PRESELECTEDACTION and is more resilient to future changes.

Jun 16 2017, 2:53 AM
causative commandeered D634: Fix doubleclick building selection edge case.

elexis agreed it would be best for me to commandeer this

Jun 16 2017, 2:51 AM

Jun 15 2017

causative requested changes to D634: Fix doubleclick building selection edge case.
Jun 15 2017, 11:11 AM
causative added a comment to D634: Fix doubleclick building selection edge case.

Not sure how to attach another patch to the revision. I would suggest this change instead of the current one:

Index: binaries/data/mods/public/gui/session/input.js
===================================================================
--- binaries/data/mods/public/gui/session/input.js	(revision 19728)
+++ binaries/data/mods/public/gui/session/input.js	(working copy)
@@ -831,6 +831,9 @@
 		updateAdditionalHighlight();
 	}
Jun 15 2017, 11:07 AM
causative added a comment to D634: Fix doubleclick building selection edge case.

This doesn't cover all cases. If you click on the unit and give it a preselected action (repair, patrol, guard) and double click as you perform the preselected action, you will see the same bug. The core problem is that clickedEntity is associated with a click event and any double or triple clicks that follow it, but is being retained for the next click event. It's supposed to get reset but that only happens if the next single click event's inputState is INPUT_NORMAL

Jun 15 2017, 10:59 AM

Jun 2 2017

causative accepted D583: Rename "No one" gamesetup playerslot option to "Disabled".
Jun 2 2017, 11:48 PM
causative added a comment to D583: Rename "No one" gamesetup playerslot option to "Disabled".

Well, in that case it would be "the Ford Mustang." "I read Gulliver's Travels" or "I read the Gulliver's Travels"? (the first one). "Alice lives in Paris" or "Alice lives in the Paris"? English isn't super consistent. Sometimes you would use "the" before a proper noun, and sometimes you would not. You might find https://english.stackexchange.com/questions/59271/why-there-is-the-before-some-names-but-not-others interesting/horrifying.

Jun 2 2017, 12:29 AM

Jun 1 2017

causative added inline comments to D583: Rename "No one" gamesetup playerslot option to "Disabled".
Jun 1 2017, 9:48 PM
causative requested changes to D583: Rename "No one" gamesetup playerslot option to "Disabled".
Jun 1 2017, 9:56 AM
causative requested changes to D583: Rename "No one" gamesetup playerslot option to "Disabled".
Jun 1 2017, 8:49 AM

May 23 2017

causative resigned from D541: Aura balancing, tweaking. Adding aura for scipio..

I give up. Just a last note: check that Alexander actually does affect the cc with his short 20m range. The center of the CC might be out of his range.

May 23 2017, 10:49 PM
causative added inline comments to D541: Aura balancing, tweaking. Adding aura for scipio..
May 23 2017, 9:49 PM
causative updated the diff for D537: Make tab actually toggle status bars.

used a constant for 100ms

May 23 2017, 5:57 AM
causative added a comment to D540: Make rabbits domestic.

It's very hard to even see and click on rabbits for me. They're barely a speck. Perhaps they should appear in larger colonies, so that they are easier to spot and more worthwhile to hunt.

May 23 2017, 5:28 AM