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lyv (M.L)
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Jan 31 2018, 11:59 AM (236 w, 1 d)

Recent Activity

Tue, Aug 9

lyv added a comment to rP27039: [maps] Adjust playerPlacementRiver to group teams on the same side in most cases.

Those were not forgotten, and there are more than two team cases as well. See the comment on the diff.

Tue, Aug 9, 9:40 AM

Mon, Aug 8

lyv accepted D4747: Adjust playerPlacementRiver to group teams on the same side for the most part.
Mon, Aug 8, 10:21 PM
lyv added a comment to D4747: Adjust playerPlacementRiver to group teams on the same side for the most part.

What should be the outcome when there are 2v2v2 and other related configurations?
The current code would place three slots on either side and divide one team. Which might be acceptable. But 2 slots on one side, and 4 slots on the other side with no divided teams is also an option. I would actually prefer the current behavior because asymmetrical placement would get quite messy with extreme configurations.

Mon, Aug 8, 10:03 PM
wowgetoffyourcellphone awarded D4737: Allow setting biome in Atlas a Dat Boi token.
Mon, Aug 8, 5:10 PM

Tue, Aug 2

lyv added a comment to D4187: Citizen soldiers attack gaia animals without provocation.

General high level observations. Maybe wrong, I have not dabbled in this code enough to say with certainty.

  • Is the gaia animal UnitAI supposed to handle the behavior of the player entities being attacked?
  • Should cmpAttack actually care for this at all?
  • Perhaps UnitAI should instead do this in INDIVIDUAL.ATTACKED state transition if the attacking entity is a dangerous animal and call nearby entities with the same owner.
Tue, Aug 2, 4:33 PM
lyv added a comment to D4749: Apply stylesheet to template files.

I don't understand the purpose of the standalone="no" tag, below some related IRC conversations about it. Can I remove them?

Yes you can remove it, its only relevant when DTD is used to make sure its only used for validation. standalone is by default considered as no, so its doubly unnecessary.

Tue, Aug 2, 4:12 PM

Sun, Jul 24

lyv added a reviewer for D4740: [WIP] - Allow to limit the structures a builder can construct.: Freagarach.
Sun, Jul 24, 11:43 PM
lyv added inline comments to D4740: [WIP] - Allow to limit the structures a builder can construct..
Sun, Jul 24, 9:34 PM
lyv added inline comments to D4740: [WIP] - Allow to limit the structures a builder can construct..
Sun, Jul 24, 9:01 PM

Sat, Jul 23

lyv added a comment to P281 Applying patches with Arcanist that contain empty files.

pull0ad is convenient and probably enough for me as I rarely have to patch binary files.

Sat, Jul 23, 8:56 PM
lyv added a comment to P281 Applying patches with Arcanist that contain empty files.

I download the raw diff and apply it with patch. For most cases, it works good enough. I simply don't have arcanist installed is the main reason. It's by no means a better workflow.

Sat, Jul 23, 1:32 PM

Fri, Jul 22

lyv added a comment to D4735: Move all buildings to the builder mixin.

the files are always empty and not deleted

If you are applying with patch, you can use the -E flag. I generate patches using git diff which has a slightly different format (even phab shows those files as just deleted while this revision shows the files cleared). If you are using arc patch I have no idea what to do.

Fri, Jul 22, 6:29 PM
lyv added a comment to D4232: Random maps: Balanced resources.

Forests might be some trouble though as they should preferably have same style as the rest of the map, and to balance them is not an easy task in my (now blurry) experience. The amount of trees can vary quite a bit for fixed parameters, and hard constraints can make them look unnatural.

Is it okay if they are roughly the same. Being visually similar in size might actually be enough.

Fri, Jul 22, 4:16 PM

Thu, Jul 21

marder awarded D4737: Allow setting biome in Atlas a Burninate token.
Thu, Jul 21, 7:57 PM
lyv updated the diff for D4737: Allow setting biome in Atlas.

fix build

Thu, Jul 21, 7:40 PM
lyv planned changes to D4737: Allow setting biome in Atlas.
Thu, Jul 21, 1:06 AM
lyv requested review of D4737: Allow setting biome in Atlas.
Thu, Jul 21, 12:53 AM

Wed, Jul 13

lyv added a comment to D4232: Random maps: Balanced resources.

So it seems there would be now two distinct groups of resources. The primary group directly adjacent to the CC, starting animals, small forest, berries and two mines. And a secondary group somewhat far away but still part of the greater player base. Neutral resources would be outside of the greater area I suppose.

Wed, Jul 13, 4:30 PM

Jun 28 2022

lyv added a comment to D1599: Texture priority support for rmgen.

I believe simplifying it rather than allowing for tile by tile priorities is actually the way to go. Which can then fit in nicely with D4680.

Jun 28 2022, 4:08 PM
lyv abandoned D1660: Move Wild Lake biome specifics to a JSON file.

Superseded in rP25816

Jun 28 2022, 4:05 PM

Jun 25 2022

lyv added inline comments to D4718: Allocator and generator for component data..
Jun 25 2022, 12:57 PM

Jun 24 2022

lyv planned changes to D4726: [WIP] Refactor button distribution code.

Following an IRC discussion, a former undertaker of GUI unspaghettifying recommended switching over to an OOP approach.

Jun 24 2022, 11:13 PM
lyv requested review of D4726: [WIP] Refactor button distribution code.
Jun 24 2022, 9:58 PM
lyv added a comment to rP26873: Allow setting the passability class depending on formation members..

Refs #6580

Jun 24 2022, 5:51 PM

Jun 23 2022

lyv abandoned D1589: Get rid of TERRAIN_SEPARATOR.

In favor of D4680

Jun 23 2022, 12:44 PM
lyv updated the diff for D4680: [POC | WIP] New RMGEN Terrain.
Jun 23 2022, 12:43 PM
lyv abandoned D1587: DiskPlacer improvements..

Superseded by D2710 and retrospectively speaking, unsure if getPointsInBB with filter callback was actually the right call over a simple for loop.

Jun 23 2022, 12:33 PM
lyv requested changes to D1637: BoolArray array wrapper..

Overlapping logic is present in the tileclasses currently. If a generic bit array structure is desired, it could be placed into globalscripts and TileClass could be updated to use that for the underlying storage.

Jun 23 2022, 12:30 PM

Jun 22 2022

lyv resigned from D1400: [gameplay] Hero aura revision.
Jun 22 2022, 1:56 PM
lyv requested changes to D4232: Random maps: Balanced resources.

I am not sure if this is actually going to be that usable unless the map scripts are explicitly designed to be balanced. And having the overall balance of it tweaked via Gamesettings seems somewhat ineffective. Having the option doesn't really matter if the underlying generation isn't updated too.

Jun 22 2022, 1:54 PM

Jun 13 2022

lyv added inline comments to D4699: [maps] Fix caledonia_meadow.js and wild_lake.js entities (and relics) placed outside of map.
Jun 13 2022, 9:46 PM
lyv accepted D4699: [maps] Fix caledonia_meadow.js and wild_lake.js entities (and relics) placed outside of map.
Jun 13 2022, 9:40 PM
lyv added a comment to D4699: [maps] Fix caledonia_meadow.js and wild_lake.js entities (and relics) placed outside of map.

I will leave the biome thing to your judgement. However, generic biomes tend to go together. They are meant to be interchangeable. And the grass issue sounds like something all maps using the biome have, i.e, the biome needs to be fixed then.

Jun 13 2022, 6:02 PM
lyv added a comment to D4699: [maps] Fix caledonia_meadow.js and wild_lake.js entities (and relics) placed outside of map.

The weird formatting led to fish being missed in actorHS.

Jun 13 2022, 2:43 PM
lyv requested changes to D4699: [maps] Fix caledonia_meadow.js and wild_lake.js entities (and relics) placed outside of map.

Relevant history for the archaeologists among us.

Jun 13 2022, 1:53 PM
lyv added a comment to D4696: [maps] adjustments to Fortress.js.
  • The ai could potentially use it to build a wall I guess. But it requires significant code from the ai to calculate the actual wall vertices. Maps could do it quite easily since the number of tiles are 16 times less.
  • And then there is the whole tile vs navcell grids. Every tile would be 16 navcells to check against the pathfinder grid when used in sim as mentioned above. This could be abstracted away, but the performance when scaled up is a concern.
  • Walls already allow overlap, so I would assume that wall builder returned walls would be buildable as well. It needs to be checked though.
  • If this is something we want, the wall builder needs to be designed to be agnostic of internal rmgen details. So no direct references to constraints (the core functions could take an allows callback instead). ***

Unless there is a need, I find no reason to do so.

Jun 13 2022, 1:08 PM

Jun 12 2022

lyv accepted D4696: [maps] adjustments to Fortress.js.

The wall builder changes are out of scope and somewhat extensive, so it could be refactored later.

Jun 12 2022, 6:04 PM
lyv added a comment to D4696: [maps] adjustments to Fortress.js.

I would rather just remove all the houses and possibly replace them by e.g. one temple or a market.

Agreed.

Jun 12 2022, 5:26 PM
lyv added a comment to D4696: [maps] adjustments to Fortress.js.

Texture and metal placement changes are good.

Jun 12 2022, 5:03 PM
lyv added a comment to D4666: Make formations respond as one to threats..

Go right ahead.

Jun 12 2022, 2:50 PM

Jun 9 2022

lyv requested changes to D2828: Flood fill algorithm to check tile connections.

Some leftovers from the previous iteration.

Jun 9 2022, 7:15 PM

Jun 8 2022

lyv accepted D4691: [maps] adjust lighting on hellas.js.

I personally like lower sun angles as it creates better shadows and afternoon-ish sun colors, but we need variance.

Jun 8 2022, 9:41 PM

Jun 7 2022

lyv updated lyv.
Jun 7 2022, 10:35 PM
lyv added a comment to D4303: Copy TeamPlacement options from Frontier.

rmgen2 is a convenience library over rmgen which handles more details implicitly and generalizes parameters. At the time it was introduced, it also contained some other generation code such as bluffs and whatnot. However, libraries of libraries usually suggest an anti pattern. #4947 and several commits later, most additions brought by rmgen2 has been ported over to rmgen1, and by now, its mostly just proxies. Maps written without those proxies ought to not have a dependency on it, and maps written with those are preferred to be without them. rmgen itself should have a usable enough interface that could be used without a wrapper around it.

Jun 7 2022, 10:30 PM
lyv added a reviewer for D3995: Allow biomes to supply more information to the map creation script + new map to test that: lyv.
Jun 7 2022, 12:09 AM

Jun 6 2022

lyv added a reviewer for D4303: Copy TeamPlacement options from Frontier: lyv.

The placement function and the map changes need to be split.

Jun 6 2022, 11:37 PM
lyv added a comment to D4687: Explicitly differentiate tiles and vertices in rmgen..
8a3068b3 Fix pyrenean_sierra map following a332ffe6 and 2988b811
a941a25c Remove now unused TILE_CENTERED_HEIGHT_MAP flag and replace getTileCenteredHeightmap with getTileHeight
2988b811 Use tile height for constraints and placers
a8c6755d Explicitly differentiate tile and vertices count
bd3947e1 Fix random map scripts following a332ffe6
a332ffe6 Rename heightmap functions and introduce a function to get tile centric height

It seems there are somewhat distinct changes in this that could be split out to another revision. But its not a large patch anyhow, so meh.

Jun 6 2022, 11:11 PM
lyv updated the diff for D4687: Explicitly differentiate tiles and vertices in rmgen..

Fix tests and minor reverts.

Jun 6 2022, 10:50 PM
lyv added a comment to P275 Shortlist for potentially removable random maps.

The lobby ratings bot suggests that its available at least for rated games. But that's hardly useful. Significantly biased towards a few maps (read mainland).

Jun 6 2022, 2:58 PM

Jun 5 2022

lyv added a comment to D4687: Explicitly differentiate tiles and vertices in rmgen..
In D4687#199200, @Stan wrote:

Any tests to make sure everything is working properly ?

Jun 5 2022, 3:53 PM
lyv requested review of D4687: Explicitly differentiate tiles and vertices in rmgen..
Jun 5 2022, 2:10 PM

Jun 4 2022

wowgetoffyourcellphone awarded P275 Shortlist for potentially removable random maps a Dat Boi token.
Jun 4 2022, 2:30 PM
lyv added a comment to D3995: Allow biomes to supply more information to the map creation script + new map to test that.

The name biomes need to be changed to variant or something. Biomes has already outgrown the name. It's used to set day/night, and seasons. And with this, it would just get more divergent with the name. For instance what if we have maps that have mixed biomes under two variants? Refs, P275.

Jun 4 2022, 1:25 PM
lyv added a comment to P275 Shortlist for potentially removable random maps.
In P275#2245, @marder wrote:

Here is my list of random maps that are very similar to each other/ offer a very similar gamplay.
I don't think it will hurt to only have one of them left or combine them using biomes.

List updated.

Jun 4 2022, 12:20 PM
lyv edited P275 Shortlist for potentially removable random maps.
Jun 4 2022, 12:15 PM

Jun 3 2022

lyv updated subscribers of P275 Shortlist for potentially removable random maps.

@wowgetoffyourcellphone @marder and all other resident map judgement experts.

Jun 3 2022, 11:12 PM
lyv created P275 Shortlist for potentially removable random maps.
Jun 3 2022, 11:06 PM
lyv added a comment to P274 Dependency Injection.

Seemed interesting from an old branch although I don't think this was a good idea, just an experiment that didn't work out.

Jun 3 2022, 2:38 PM
lyv created P274 Dependency Injection.
Jun 3 2022, 2:31 PM

Jun 2 2022

lyv requested review of D4680: [POC | WIP] New RMGEN Terrain.
Jun 2 2022, 11:15 PM
phabadmin renamed lyv from smiley to lyv.
Jun 2 2022, 10:49 PM
lyv added a comment to D4676: [WIP] [Gameplay] Change of the capture paradigm.

Something fancy like capture/attack resistance being scaled with number of units within the vicinity is also an option. But that is a whole lot of range queries.

Jun 2 2022, 3:10 PM

Jun 1 2022

lyv added a comment to D1589: Get rid of TERRAIN_SEPARATOR.

A terrain refactoring needs to happen at some point and might as well put the requirements here.

Jun 1 2022, 1:18 AM

May 31 2022

lyv updated the diff for D4670: Move rmgen2's getTeamsArray function to rmgen1.

lint

May 31 2022, 9:24 PM
lyv added inline comments to D4670: Move rmgen2's getTeamsArray function to rmgen1.
May 31 2022, 7:21 PM
lyv updated the diff for D4670: Move rmgen2's getTeamsArray function to rmgen1.

Return a map of team ids and player ids.

May 31 2022, 7:02 PM

May 30 2022

lyv added inline comments to D4670: Move rmgen2's getTeamsArray function to rmgen1.
May 30 2022, 6:32 PM
lyv requested review of D4670: Move rmgen2's getTeamsArray function to rmgen1.
May 30 2022, 4:49 PM
lyv added a comment to D4303: Copy TeamPlacement options from Frontier.

That might make it needlessly complex.

May 30 2022, 11:25 AM

May 27 2022

lyv planned changes to D4669: Use _SC_NPROCESSORS_ONLN to get available CPUs.

Replace with SDL functions

May 27 2022, 5:07 PM
lyv added a comment to D4303: Copy TeamPlacement options from Frontier.

This is the desired positions for this placement right?

May 27 2022, 4:38 PM
lyv added a comment to D4303: Copy TeamPlacement options from Frontier.

It seems like team placement patterns is purely an rmgen2 construct currently. However, the consensus at the time was to rewrite the maps using the rmgen2 proxies to instead just directly use rmgen. However, that is not an easy effort so this wrapper around rmgen is here to stay I guess. _kali had made several interesting maps and deleting them is not an option without rewriting them, and rewriting them is going to take ages (the effort was started with D1577). Refs #4947

May 27 2022, 2:07 PM

May 26 2022

lyv added a comment to D4669: Use _SC_NPROCESSORS_ONLN to get available CPUs.

SDL_GetCPUCount (IIRC it uses sysconf(_SC_NPROCESSORS_ONLN)

Indeed, https://github.com/libsdl-org/SDL/blob/main/src/cpuinfo/SDL_cpuinfo.c#L638
The smart thing to do would be to let SDL handle as much sysdep stuff as possible. The actual usage of these code is really not worth the effort of maintenance.

May 26 2022, 9:38 PM
lyv requested review of D4669: Use _SC_NPROCESSORS_ONLN to get available CPUs.
May 26 2022, 6:40 PM

May 24 2022

lyv requested review of D4666: Make formations respond as one to threats..
May 24 2022, 7:55 PM

May 23 2022

lyv added a comment to D4598: [GUI] fancy endgame message.

Could have a filter that darkens the background perhaps? The gold on yellowish terrain wouldn't be an issue then. As done for the paused overly currently.

May 23 2022, 3:08 PM
lyv added inline comments to D4598: [GUI] fancy endgame message.
May 23 2022, 11:52 AM

May 22 2022

lyv added a comment to D4661: Don't reset wonder victory timer on ally defeat..

Okay, that sounds about right.

May 22 2022, 11:52 PM
lyv added a comment to D4661: Don't reset wonder victory timer on ally defeat..

But why should the timer be reset when an ally dies trying to protect the team wonder?

May 22 2022, 8:27 PM
lyv added a comment to D4661: Don't reset wonder victory timer on ally defeat..

Doesn't it seem unfair that you get punished for doing so?

I would say in this case the timer should actually be reset because the team holding the wonder got stronger with the addition of a new ally. Moreover, it also implies different timers for different players depending on when they allied.

May 22 2022, 1:00 PM

May 19 2022

lyv added a comment to D4659: rename Han Chinese -> Han.

Apparently Han Chinese is the demonym. In which case this isn't exactly right either. I would imagine this is equivalent to calling Roman fortresses, Rome fortresses.

May 19 2022, 12:30 AM

May 18 2022

lyv added a comment to D4575: Implement ES6 Module Loading.

Yet another option is to just have named exports on the module entry file for onInit and onTick. Both of these methods would work the same way (other method being explicit registering via Engine) under the hood, but this might be more natural JS code.

May 18 2022, 3:18 PM

May 14 2022

lyv added a comment to D4575: Implement ES6 Module Loading.

Thinking some more about this, maybe we'll want the Engine to pass a writable Engine.entryPoint attribute that we set the init() functions to, as a way of expliciting the hardcoding?

May 14 2022, 3:39 PM
lyv added a comment to D4628: Fix non-visual autostart, as well as client/host autostart..

I have non-exhaustively tested this and LGTM.

May 14 2022, 3:17 PM

May 11 2022

lyv added a comment to D4628: Fix non-visual autostart, as well as client/host autostart..

Nothing obvious remains as far as I can see.

May 11 2022, 9:25 PM
lyv added a comment to rP26867: Fix map errors from GetTemplate not being available in the sim.

(This adds a proxy to cmpTemplateManager, it doesn't keep a static local template loader. But I do agree with the sentiment that globalscripts shouldn't have to rely on such details. Passing around a function not guaranteed to return the same output is also somewhat meh to be honest, cmpTemplateManager.GetTemplate shouldn't have to mirror TemplateLoader.GetTemplate for things to work.)

May 11 2022, 5:10 PM
lyv added a comment to D4575: Implement ES6 Module Loading.

Won't be possible to resolve files outside of the VFS, when you meant Won't be possible to resolve files like 'gui/something.js'

May 11 2022, 4:47 PM
lyv added a comment to D4575: Implement ES6 Module Loading.

Its usually unlikely that modules would have to resolve anything outside of their root. However, that doesn't seem to hold true with the structure in gui/ though. Then there is the case of trying to import code from globalscripts. Which would be somewhat messy without absolute paths.

May 11 2022, 4:29 PM
lyv retitled D4575: Implement ES6 Module Loading from [WIP] Implement ES6 Module Loading to Implement ES6 Module Loading.
May 11 2022, 1:49 PM
lyv updated the diff for D4575: Implement ES6 Module Loading.

Fix filename going out of scope as JS::CompileOptions::setFilenameAndLine does not copy
Use ScriptConversions

May 11 2022, 1:30 PM
lyv added inline comments to D4644: Remove own generate_uniform_real implementation from boost.
May 11 2022, 11:24 AM

May 10 2022

lyv added inline comments to D4628: Fix non-visual autostart, as well as client/host autostart..
May 10 2022, 9:17 PM
lyv added a comment to D4575: Implement ES6 Module Loading.

Assertion failure: aDst + aNElem <= aSrc || aSrc + aNElem <= aDst (destination and source must not overlap)

May 10 2022, 6:31 PM
lyv retitled D4575: Implement ES6 Module Loading from [WIP] Implement ES Module Loading to [WIP] Implement ES6 Module Loading.
May 10 2022, 6:19 PM
lyv added inline comments to D4575: Implement ES6 Module Loading.
May 10 2022, 6:05 PM
lyv updated the diff for D4575: Implement ES6 Module Loading.

Fix build

May 10 2022, 5:59 PM
lyv added inline comments to D4644: Remove own generate_uniform_real implementation from boost.
May 10 2022, 4:53 PM
lyv requested review of D4644: Remove own generate_uniform_real implementation from boost.
May 10 2022, 3:34 PM
lyv updated the diff for D4575: Implement ES6 Module Loading.

AutoCheckCannotGC needs a scope

May 10 2022, 3:16 PM
lyv added a reverting change for rP11857: Replace boost::uniform_real to avoid OOS caused by changes in behaviour between…: D4644: Remove own generate_uniform_real implementation from boost.
May 10 2022, 2:57 PM