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marder
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Apr 14 2021, 11:46 AM (40 w, 2 h)

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Today

marder planned changes to D4294: smoother formation manouvres.

So, open questions:
@Freagarach where did you get the errors from? When testing the patch I get no visible errors in-game or in either of the logs. So not sure what the problem is.
Also if the GetTargetPositions function throws an error if it's called without having a target, isn't even your suggestion a bad idea? I.e. calling the function to test if its empty or not, as this would _still_ generate an error?

Wed, Jan 19, 10:24 AM
marder updated the diff for D4294: smoother formation manouvres.

fix lint issues

Wed, Jan 19, 10:17 AM

Yesterday

wowgetoffyourcellphone awarded D4294: smoother formation manouvres a Mountain of Wealth token.
Tue, Jan 18, 9:03 AM
marder added a comment to D4294: smoother formation manouvres.

In the next update I will fix the linter complaints, but until then:
@alre how do you want to appear in the credits? only with your nick or with your name as well? And if yes what should I put in there :)

Tue, Jan 18, 8:48 AM

Mon, Jan 17

marder updated the diff for D4294: smoother formation manouvres.

fix @Freagarach 's comments

Mon, Jan 17, 6:57 PM
marder added inline comments to D4294: smoother formation manouvres.
Mon, Jan 17, 6:45 PM
marder updated the test plan for D4294: smoother formation manouvres.
Mon, Jan 17, 8:05 AM

Sun, Jan 16

marder planned changes to D4294: smoother formation manouvres.

still have to fix the test

Sun, Jan 16, 9:13 PM
marder added inline comments to D4294: smoother formation manouvres.
Sun, Jan 16, 9:12 PM
marder updated the diff for D4294: smoother formation manouvres.

update after @Freagarach 's comments

Sun, Jan 16, 9:11 PM
marder added inline comments to D4294: smoother formation manouvres.
Sun, Jan 16, 10:17 AM
marder added inline comments to D4294: smoother formation manouvres.
Sun, Jan 16, 8:58 AM

Sat, Jan 15

marder added inline comments to D4294: smoother formation manouvres.
Sat, Jan 15, 9:05 PM
marder updated the diff for D4294: smoother formation manouvres.

update according to some of the old comments.

Sat, Jan 15, 8:08 PM
marder added inline comments to D4294: smoother formation manouvres.
Sat, Jan 15, 7:51 PM
marder added a comment to D4439: Pushing improvements.

From wathcing only the vidoes:
newnew seem the most "realsitic", but I prefer newnopress. More realistic that the status quo, but still smooth.

Sat, Jan 15, 7:41 PM
marder planned changes to D4294: smoother formation manouvres.

still have to go through the old comments and change stuff

Sat, Jan 15, 6:46 PM
marder updated the diff for D4294: smoother formation manouvres.

a little restructure of @alre 's original patch.

Sat, Jan 15, 6:42 PM
marder commandeered D4294: smoother formation manouvres.
Sat, Jan 15, 4:23 PM

Fri, Jan 14

marder added a comment to D4294: smoother formation manouvres.

Hey @alre if you don't have time at the moment to continue working on this, I could take over if that's ok with you :) I would really like to see this in the game rather soon than later.

Fri, Jan 14, 5:23 PM

Sun, Jan 9

wowgetoffyourcellphone awarded D4328: Delete Savanna biome loading tip a 100 token.
Sun, Jan 9, 11:33 AM

Sun, Dec 26

marder added a comment to D4342: [Gameplay] Autobuild fields.

The field preview glowing Yellow within the radius, but glowing Green outside the radius could communicate this visually.

That or a tooltip hovering over the field preview as you try to place it. Or both.

Sun, Dec 26, 10:19 PM
marder added a comment to D4342: [Gameplay] Autobuild fields.

Don’t know how DE code differs, but could everything beyond the CC arrow radius be designated the “fertile land” with auto building farms (even if the fertile land carries no other benefit? I don’t particularly care if the farm stand is there, but auto building farms outside of CC’s arrows would be nice.

Sun, Dec 26, 10:05 PM
marder added a comment to D4342: [Gameplay] Autobuild fields.

It's a nice feature. Perhaps to tie the Fields and Farmstead together more, the Farmstead is the builder for Fields? (as in DE)

Sun, Dec 26, 1:32 PM

Sat, Dec 25

marder awarded D4391: Fix PetraAI not rushing. a Evil Spooky Haunted Tree token.
Sat, Dec 25, 9:11 AM

Thu, Dec 23

marder added a comment to D3995: [WIP] Let the random map biome files decide how much resources are available.

@Feldfeld @smiley , thanks for your input.

Thu, Dec 23, 3:16 PM

Tue, Dec 21

wowgetoffyourcellphone awarded D3995: [WIP] Let the random map biome files decide how much resources are available a Mountain of Wealth token.
Tue, Dec 21, 10:30 AM

Mon, Dec 20

marder added a comment to D3995: [WIP] Let the random map biome files decide how much resources are available.

As a precursor to this, I think biomes need to be redesigned to allow for extensions before this can be implemented. Currently, this isn't an issue as biomes are primarily cosmetic. But when resources are tuned, its not as applicable to arbitrary maps. Mainland and Continental can currently share the same biome, but would that be the case if resource counts are also the same? One has significantly less land mass for forests and such.

Mon, Dec 20, 9:24 PM

Dec 20 2021

marder added a comment to D4384: [Gameplay] Capturing Horses enabled and benefits Player's Cavalry units.

For the Eurasian Steppe biome, if we could get Saiga and Onagers into the game, then Horses would be a moot point. We can use Deer, Goitered Gazelles, and Bactrian Camels as well. Dangerous huntables include Brown Bears and Wild Boar. Capturable Sheep and Goats would round out the available meat. Point is, we don't really need Horses to be huntable. :)

Dec 20 2021, 12:27 PM
marder updated subscribers of D3995: [WIP] Let the random map biome files decide how much resources are available.

Since there have recently been some positive voices for something like this, I will continue.

Dec 20 2021, 9:51 AM
marder updated the summary of D3995: [WIP] Let the random map biome files decide how much resources are available.
Dec 20 2021, 9:43 AM
marder added a comment to D4384: [Gameplay] Capturing Horses enabled and benefits Player's Cavalry units.

Also, will this eliminate the ability to hunt horses? If so, some maps/biomes may need to be reworked to integrate hunt

Dec 20 2021, 9:39 AM

Dec 19 2021

marder added a comment to D4380: [Gameplay] - Garrison Domestic Animals into the Corral to get a <ResourceTrickle> of Food.

I don't plan to really use (I already don't corral because it annoys me), but I won't be upset to see someone else try.

Just because something isn't the way you want to play doesn't mean it shouldn't be allowed.

Moreover, this is a nice feature BECAUSE it offers something to multiple playing styles.

Dec 19 2021, 10:39 PM
marder added a comment to D4381: [Gameplay, CivBonus] Rework Kushite Pyramids to be Phase Requirements.

The neutral territory thing is to allow the player to go hide them somewhere away from the battle. Giving them a territory root though could make them inherently more useful. Don't forget that they give a territory boost for each one built, and you're allowed to build more than the phase requirement of 2 each. See: player.xml

Dec 19 2021, 9:13 PM
marder added a comment to D4380: [Gameplay] - Garrison Domestic Animals into the Corral to get a <ResourceTrickle> of Food.

Also, it could lead to ever more micro-intensive corralling where livestock is only taken out of stables when it is needed. I like the idea of rewarding, such hard play, although it sounds like a pain.

Dec 19 2021, 9:03 PM
marder added a comment to D4381: [Gameplay, CivBonus] Rework Kushite Pyramids to be Phase Requirements.

Oh and the structure tree information needs to be updated.
Missing information that you need pyramids:

Dec 19 2021, 8:18 PM
marder added a comment to D4381: [Gameplay, CivBonus] Rework Kushite Pyramids to be Phase Requirements.

Feels generally good and makes the civ more unique, would like to have that in the game :)

Dec 19 2021, 8:14 PM
marder added a comment to D4383: Macedonian catafalque fixes.

@marder seems like the test failed inbetween you writing the comment and posting it lol. Not sure why though.

Dec 19 2021, 6:06 PM
marder added a comment to D4383: Macedonian catafalque fixes.

@marder if you use TortoiseSVN like me you can use the right-click menu on the file you wanted to delete -> head over to tortoiseSVN -> click delete. It will then be taken into account when making a patch. Simply deleting it via the os actually won't get registered

Dec 19 2021, 5:59 PM
marder added a comment to D4383: Macedonian catafalque fixes.

Not sure how to make a patch that includes deleting a file, or if it's even possible. But "simulation\data\auras\units\catafalques\mace_catafalque.json" can be deleted if this patch is to be accepted.

Dec 19 2021, 5:36 PM
marder awarded D4380: [Gameplay] - Garrison Domestic Animals into the Corral to get a <ResourceTrickle> of Food a Hungry Hippo token.
Dec 19 2021, 9:12 AM
marder awarded D4381: [Gameplay, CivBonus] Rework Kushite Pyramids to be Phase Requirements a Burninate token.
Dec 19 2021, 9:11 AM

Dec 16 2021

marder added a comment to D1017: Change option button positions.
In D1017#186710, @Stan wrote:

@marder ... any interest in this?

Dec 16 2021, 8:30 AM

Dec 14 2021

marder accepted D4187: Citizen soldiers attack gaia animals without provocation.

agreed, makes sense to me.

Dec 14 2021, 8:11 PM

Dec 8 2021

marder added a comment to D4368: Slightly desaturate objects in LOS to emphasize that they might be outdated (like in memory).

This makes the world feel a bit cold and empty, so I think I prefer just the usual darkening (and I agree with @wraitii : this already gets the information across).
But if you want to make an extra option I don't mind.

Dec 8 2021, 6:04 PM

Dec 6 2021

marder added a comment to rP25953: Add accelerations in unit movement..
In rP25953#54571, @Stan wrote:

however at the moment it looks quite bad to me, for almost all units. I can't find template parameters that make the acceleration look worth it.

@marder ^ If no value works how can it be tweaked? It felt that way for turn rates, which were lowered.

Dec 6 2021, 4:22 PM
marder added a comment to rP25953: Add accelerations in unit movement..
In rP25953#54567, @Stan wrote:

So basically if we don't remove this in vanilla, I will get insulted when A26 comes out by the MP community?

Dec 6 2021, 3:50 PM

Dec 5 2021

marder updated subscribers of rP25953: Add accelerations in unit movement..
In rP25953#54552, @Stan wrote:

It's been a while now. Is it a deal breaker?

Dec 5 2021, 2:33 PM

Nov 25 2021

marder added a comment to D4319: New game mode: capture the wonder.
In D4319#185358, @nani wrote:

. Frankly I don't know (haven't looked) how to adapt the AI so it can detect this mode. Someone more adept in the Petra AI codebase should be better choice than me doing it.

Nov 25 2021, 8:08 PM

Nov 24 2021

marder added a comment to D4319: New game mode: capture the wonder.

@nani do you plan to patch the AI so this can be used in SP? For the regular wonder victory condition the AI tries to build a wonder.
If not, then a warning in the description would be necessary. I.e. : this does not work in Single player mode

Nov 24 2021, 2:33 PM

Nov 19 2021

marder added a comment to rP25953: Add accelerations in unit movement..

Edit: I tried to do some profiling on this, but elexis pointed out that you can't just use the same ai vs ai replay to do that, since the game will play out differently.

Nov 19 2021, 2:14 PM
marder added a comment to D4344: [Gameplay] Increase workshop garrison limit .

sounds good to me and as mentioned it increases the consistency (elephant stable).

Nov 19 2021, 8:25 AM

Nov 16 2021

marder added a comment to D4351: Slightly improves minimap flares.

looks nicer indeed

Nov 16 2021, 3:16 PM

Nov 10 2021

marder added a comment to D4339: [Gameplay] Expand the number of structures that do not decay in neutral territory..

generally I think this is a good idea, especially for the mercenary camps.

Nov 10 2021, 7:09 AM

Nov 1 2021

marder awarded D4329: Copy/Open button for file path in replay window a Like token.
Nov 1 2021, 4:39 PM
marder updated the diff for D1729: Missing tileclass in archipelago / fix fish on land.

@smiley 's comments

Nov 1 2021, 9:57 AM
marder added inline comments to D1729: Missing tileclass in archipelago / fix fish on land.
Nov 1 2021, 9:57 AM
marder updated the diff for D1729: Missing tileclass in archipelago / fix fish on land.

hopefully the final linter update

Nov 1 2021, 9:08 AM

Oct 31 2021

marder updated the diff for D1729: Missing tileclass in archipelago / fix fish on land.

follow @smiley 's suggestion

Oct 31 2021, 11:41 PM
marder added inline comments to D1729: Missing tileclass in archipelago / fix fish on land.
Oct 31 2021, 11:38 PM
marder updated the diff for D1729: Missing tileclass in archipelago / fix fish on land.

the usual after upload linter update

Oct 31 2021, 6:57 PM
marder updated the diff for D1729: Missing tileclass in archipelago / fix fish on land.

extracted the variables into a json as @smiley suggested. (Hopefully also in a way that makes sense)

Oct 31 2021, 6:35 PM
marder updated the diff for D1729: Missing tileclass in archipelago / fix fish on land.

linter part 2

Oct 31 2021, 4:40 PM
marder updated the diff for D1729: Missing tileclass in archipelago / fix fish on land.

fix linter comments.
unify all one space indentations to one tab

Oct 31 2021, 4:12 PM
marder added a comment to D4328: Delete Savanna biome loading tip.

Also to add on this: The way the current tooltip is described is to 50% false.
https://github.com/0ad/0ad/blob/master/binaries/data/mods/public/gui/text/tips/savanna_biome.txt
At the moment the biomes do not influence the landscape or the amount of mines see https://code.wildfiregames.com/D3995

Oct 31 2021, 4:00 PM
marder updated subscribers of D4328: Delete Savanna biome loading tip.
In D4328#184285, @Angen wrote:

There are no tips for any other biomes

Not argument to remove existing ones, if something is missing, finish/make it.

as far is I remember it should have been deleted when the loading tips were updated last time

commit number, link to discussion, reason?

Oct 31 2021, 3:49 PM
marder requested review of D4328: Delete Savanna biome loading tip.
Oct 31 2021, 3:10 PM
marder updated the diff for D1729: Missing tileclass in archipelago / fix fish on land.

So.. this should still take care of the fish problem (no changes to that part of @smiley original patch)
but also bumping the wood amount in all biomes excluding india and reducing the spacing to the player base and between forests (excluding india)
This should hopefully address @elexis concerns.

Oct 31 2021, 2:46 PM
marder updated the diff for D4291: [gameplay] camouflaged ambush camp.

added garrison tooltip made by @Langbart

Oct 31 2021, 1:16 PM
marder added a comment to D4308: Fix pop indications of paused items..

I like the look and I think the pause icon makes it ok for colorblind people as well

Oct 31 2021, 9:05 AM

Oct 30 2021

marder updated the diff for D4291: [gameplay] camouflaged ambush camp.

fixed the bounding box issues mentioned by @Langbart

Oct 30 2021, 7:03 PM
marder abandoned D4306: adjust kush main menu background on small screens.

after talking to @Langbart :
better to see it even if its distorted

Oct 30 2021, 4:33 PM
marder commandeered D1729: Missing tileclass in archipelago / fix fish on land.

@marder you should commandeer this revision. I will definitely not address any eventual review comments.

While at it,

I write long stories for short patches that noone (maybe except you) cares about

You should care about that long story too and perhaps see if the concern highlighted was valid.

Oct 30 2021, 1:14 PM

Oct 25 2021

marder abandoned D4315: get rid of the landfish on archipelago.

Abandoning this in favor of https://code.wildfiregames.com/D1729
As I think @smiley knows more about it

Oct 25 2021, 10:50 PM

Oct 22 2021

marder updated subscribers of D4315: get rid of the landfish on archipelago.

Didn't see you already made a patch :D

Oct 22 2021, 5:57 PM

Oct 21 2021

marder added a comment to D4295: Ignore formation selection when clicking the icon..

(With 'current behaviour' I meant 'click the icon selects the formation'.)

Oct 21 2021, 8:33 PM
marder added a comment to D4295: Ignore formation selection when clicking the icon..

So you say: ,,Screw the current behaviour.''?

Oct 21 2021, 7:13 PM
marder added a comment to D4295: Ignore formation selection when clicking the icon..

I very much agree with @wowgetoffyourcellphone

Oct 21 2021, 10:51 AM
marder updated the Trac tickets for D4315: get rid of the landfish on archipelago.
Oct 21 2021, 9:38 AM
marder updated the Trac tickets for D4315: get rid of the landfish on archipelago.
Oct 21 2021, 9:27 AM

Oct 20 2021

marder requested review of D4315: get rid of the landfish on archipelago.
Oct 20 2021, 6:03 PM
marder updated the diff for D4291: [gameplay] camouflaged ambush camp.

removed unnecessary WallPiece from the template

Oct 20 2021, 5:34 PM
marder added a comment to D368: Gameplay Scripting: Entity and Actor coding for Secondary Attacks.
In D368#183671, @bb wrote:

Actually what happens is supposed to happen: [...] 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 20 2021, 10:01 AM

Oct 19 2021

marder added inline comments to D4291: [gameplay] camouflaged ambush camp.
Oct 19 2021, 9:32 PM
marder updated the diff for D4291: [gameplay] camouflaged ambush camp.

Thanks @Angen
Petra Ignoring camouflaged structures works now

Oct 19 2021, 8:40 PM
marder added inline comments to D4291: [gameplay] camouflaged ambush camp.
Oct 19 2021, 5:01 PM
marder updated the summary of D4291: [gameplay] camouflaged ambush camp.
Oct 19 2021, 2:38 PM
marder added a comment to D368: Gameplay Scripting: Entity and Actor coding for Secondary Attacks.

Tested this in a few matches and I generally like it very much. No errors or crazy unwanted behavior, but the hotkey to choose which attack to use only work when attacking units and not when attacking buildings. Then it just defaults to capture.
Maybe because of that it felt a bit hard to control what the units do (capture/ ranged attack /melee attack) but the generla UnitAI logic without specific player input works as I expected it to.

Oct 19 2021, 2:28 PM
marder added inline comments to D4291: [gameplay] camouflaged ambush camp.
Oct 19 2021, 1:30 PM
marder added a comment to D4291: [gameplay] camouflaged ambush camp.

I narrowed down the problem and it seems to be somthing AI/ API specific that I don't understand.

Oct 19 2021, 1:28 PM
marder planned changes to D4291: [gameplay] camouflaged ambush camp.

AI still broken

Oct 19 2021, 9:30 AM
marder updated the diff for D4291: [gameplay] camouflaged ambush camp.

fix a small problem with the obstruction
Still haven't found the reason the Petra attacks.

Oct 19 2021, 9:30 AM

Oct 18 2021

marder added a comment to D4291: [gameplay] camouflaged ambush camp.

Camouflaged is one thing, but invisible is another. Since visibility will only matter in MP games, I would make it at least discernable on the low graphics settings that the majority of MP players play with.

This is how it looks at the moment out in the open:

Oct 18 2021, 8:02 PM
marder planned changes to D4291: [gameplay] camouflaged ambush camp.
Oct 18 2021, 7:12 PM
marder updated the diff for D4291: [gameplay] camouflaged ambush camp.

rename the component and make it empty as @Freagarach suggested.

Oct 18 2021, 7:12 PM

Oct 17 2021

marder added inline comments to D4291: [gameplay] camouflaged ambush camp.
Oct 17 2021, 2:23 PM
marder added a comment to D4291: [gameplay] camouflaged ambush camp.

I'm really uncertain whether this is something to add to the main game. Certainly the idea is nice, but what technical debt do we add by including it? (It doesn't seem to be much so maybe just worth a shot.)

Oct 17 2021, 2:12 PM

Oct 16 2021

marder added a comment to D4291: [gameplay] camouflaged ambush camp.

Does it do anything besides allow the ambushed to hide units?

Oct 16 2021, 8:26 PM
marder retitled D4291: [gameplay] camouflaged ambush camp from camouflaged ambush camp to [gameplay] camouflaged ambush camp.
Oct 16 2021, 12:38 PM
marder updated the diff for D4291: [gameplay] camouflaged ambush camp.

Fix @Angen 's comments. The function does indeed not require an argument
Fix @Langbart 's comments about garrisoning Support classes and having variants.
Note: The art is pretty much a placeholder, so if someone has a better/ nicer looking thing i'm open for suggestions

Oct 16 2021, 12:34 PM