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marder
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Apr 14 2021, 11:46 AM (157 w, 4 d)

Recent Activity

Feb 28 2024

marder committed rP28042: Fix wrong default in "scaleByMapArea".
Fix wrong default in "scaleByMapArea"
Feb 28 2024, 7:48 AM
marder closed D5248: Fix wrong default in "scaleByMapArea".
Feb 28 2024, 7:48 AM

Feb 26 2024

marder added a comment to D5229: [Gameplay] Skirmish Maps | An updated Sporades Islands map more suitable for 1v1 play.

if you want me to test this you need to send me the pmp file.

The pmp file isn't included in the diff?

Feb 26 2024, 8:13 PM

Feb 25 2024

marder retitled D5247: improve starting resource placement from Error 6605 to improve starting resource placement.
Feb 25 2024, 5:08 PM
marder added a comment to rP25894: Add quadratic scaling function in rmgen library and use it for decorations..

The function scaleByMapArea takes its default max area from a map size of 256 which is incorrect, as it should be 512 like the above function scaleByMapSize. Calling that function with that default would lead to incorrect results.
Since all random maps call it by the intermediary of scaleByMapAreaAbsolute, which uses its own maxMapArea, this has no consequences on current maps, and the fix is trivial (change the default value in scaleByMapArea to 512).

Feb 25 2024, 4:52 PM

Feb 20 2024

marder added a comment to D5220: Allow to use a generator as MapGenerator.

@marder Should TERRAIN_TILE_SIZE and MAP_BORDER_WIDTH also be passed as an argument to the generator?

Feb 20 2024, 7:30 PM

Feb 19 2024

marder added a comment to D5246: WIP Refactor playerPlacement functions (another approach).

As option C we can just stick to individual functions that return an object of class PlayerPlacement, instead of methods.

Feb 19 2024, 7:37 PM
marder added a comment to D5246: WIP Refactor playerPlacement functions (another approach).

I don't like this interface:
If one wants a PlayerPlacement one would have to call two functions.
That's a two step initialization. (Which is bad IMO)

Feb 19 2024, 7:34 PM
marder updated the diff for D5246: WIP Refactor playerPlacement functions (another approach).

unrelated to the class / prototype discussion, just a quick update to make it somewhat functional.
At least mainland generates now.

Feb 19 2024, 1:27 PM
marder added a comment to D5246: WIP Refactor playerPlacement functions (another approach).

at least from a simple test (just object creation and setting a value) the performance looks equal. Not sure what happens in complex scenarios tho.

Feb 19 2024, 9:25 AM
marder added a comment to D5246: WIP Refactor playerPlacement functions (another approach).

The only thing I could find on phab was this:
https://code.wildfiregames.com/D4021#173216

Feb 19 2024, 7:57 AM

Feb 18 2024

marder added inline comments to D5246: WIP Refactor playerPlacement functions (another approach).
Feb 18 2024, 10:00 PM
marder retitled D5246: WIP Refactor playerPlacement functions (another approach) from WIP Refactor playerPlacement functions (another apporach) to WIP Refactor playerPlacement functions (another approach).
Feb 18 2024, 9:53 PM
marder added a comment to D5198: Refactor playerPlacement functions.

I did some experiments with a class based approach here: D5246

Feb 18 2024, 8:52 PM
marder requested review of D5246: WIP Refactor playerPlacement functions (another approach).
Feb 18 2024, 8:48 PM
marder requested review of D5243: [Experimental] improve atlas biome fallback.
Feb 18 2024, 3:06 PM

Feb 17 2024

marder added a comment to D5229: [Gameplay] Skirmish Maps | An updated Sporades Islands map more suitable for 1v1 play.

if you want me to test this you need to send me the pmp file.

Feb 17 2024, 6:15 PM
marder closed D5214: rmgen: var -> let -> const.
Feb 17 2024, 12:24 PM
marder committed rP28036: rmgen: var -> let -> const.
rmgen: var -> let -> const
Feb 17 2024, 12:14 PM
marder updated the diff for D5214: rmgen: var -> let -> const.

no changes - just re-trigger the CI

Feb 17 2024, 11:18 AM

Feb 11 2024

marder updated the diff for D5214: rmgen: var -> let -> const.

@sera 's inline

Feb 11 2024, 5:40 PM
marder added inline comments to D5214: rmgen: var -> let -> const.
Feb 11 2024, 4:57 PM
marder updated the summary of D5214: rmgen: var -> let -> const.
Feb 11 2024, 4:17 PM
marder added inline comments to D5214: rmgen: var -> let -> const.
Feb 11 2024, 4:08 PM
marder added a comment to D5214: rmgen: var -> let -> const.
In D5214#222986, @Stan wrote:

This doesn't catch _all_ the cases where var (or let) could be replaced, but at least I'm reasonably sure that it doesn't break anything as is.

So if no one disagrees, I would push this during the next weeks.

Have you tried to do it with eslint? :) It has something to do it automagically.

Feb 11 2024, 1:59 PM
marder added a comment to D5214: rmgen: var -> let -> const.

This doesn't catch _all_ the cases where var (or let) could be replaced, but at least I'm reasonably sure that it doesn't break anything as is.

Feb 11 2024, 1:43 PM
marder updated the diff for D5214: rmgen: var -> let -> const.

some more changes

Feb 11 2024, 1:40 PM

Jan 18 2024

marder added a comment to D5078: enable more starting positions for more random maps.

@marder when do you plan to finish this?

Jan 18 2024, 11:56 AM

Dec 7 2023

marder added inline comments to D5139: [Map] Extend Flood.
Dec 7 2023, 8:33 AM

Dec 3 2023

marder updated subscribers of D5214: rmgen: var -> let -> const.

ping/ just fyi @vladislavbelov since we briefly talked about it today
https://irclogs.wildfiregames.com/%230ad-dev/2023-12-03-QuakeNet-%230ad-dev.log

Dec 3 2023, 7:28 PM
marder published D5214: rmgen: var -> let -> const for review.
Dec 3 2023, 7:26 PM
marder committed rP27967: Remove unnecessary arguments in map tests.
Remove unnecessary arguments in map tests
Dec 3 2023, 1:15 PM
marder closed D5212: Remove unnecessary argument in map tests.
Dec 3 2023, 1:15 PM
marder added a comment to D5210: Fix rP27919 -> restore loyalty_regen.json.

Nope, this looks good. I didn't realize the Ishtar Gate has this. It's not a buildable building is it? Regardless, I didn't intend to remove it from the gate in any case. Thanks for this @marder

Dec 3 2023, 9:23 AM
marder accepted rP27919: [Gameplay] Rename the Temple of Vesta aura and make it a more explicit….

rP27964

Dec 3 2023, 9:22 AM
marder added inline comments to D5139: [Map] Extend Flood.
Dec 3 2023, 9:21 AM
marder added a comment to rP27941: Move placement options from rmgen2 to rmgen-common.

@vladislavbelov my bad, will include it in the next patch.

Dec 3 2023, 8:58 AM

Dec 2 2023

marder published D5212: Remove unnecessary argument in map tests for review.
Dec 2 2023, 6:11 PM
marder added a comment to D5198: Refactor playerPlacement functions.

Sorry for not reading the summary carefully.

no problem

We could also make all functions take an object as parameter and return an object. (thats a nondescriptive interface, but IMO the best we can do)

That would be a non descriptive interface indeed. I will need to think about that more to decide if that would be better or not.

Well the returned object would always have the same properties. So that's a bit more descriptive.
Actually I don't think
playerPlacementCircle(distance, angle, center) is more descriptive than
playerPlacementCircle({distance, angle, center})

The first one gives nicer on hover argument/ parameter hints, at least in my editor.
I'm generally a fan of objects as arguments, just because you can use named arguments, but on the other hand you have to dig through all the functions to find out what parameter are actually necessary. See e.g. all the placePlayerBase[....] functions. It took me a while to figure whats going on there with all the different arguments.

Dec 2 2023, 12:41 PM
marder added a comment to D5210: Fix rP27919 -> restore loyalty_regen.json.

Maybe @wowgetoffyourcellphone wanted ishtar_game also to use eternal_fire.

Dec 2 2023, 12:20 PM
marder published D5210: Fix rP27919 -> restore loyalty_regen.json for review.
Dec 2 2023, 10:54 AM
marder added a comment to D5198: Refactor playerPlacement functions.

Do we have to validate the return value every time. Isn't a unit test enough?

Yeah, true. Although it arguably shouldn't matter computationally & having it explicitly in the library makes it clearer to mappers what they can expect from the function. I doubt that anyone looks at unit tests for that.

Do we have general guidelines for that?

Good question. You might take it to the forum.

Tbh not sure if its helpful. The people that are active on the forum and make maps will likely be able to change their maps if they are notified. My concern is more people that don't check the forum regularly. They would just get a broken map on the new release (Question is how many of these people are there).

It seems like playerPlacementByPattern is only there to make the different functions work with the same interface.
I don't know if there is much value in converging only the return type:
I think it would be good to also converge the names. Every placement function shoud be of the format playerPlacement* or something. We could put them in an object, then they would be callable like this playerPlacement[patternName](...args).

see description :) -> "Still TODO: rename all the functions & the user facing descriptions to be uniform (will be done in a separate patch)"
I just tried to keep my patches more minimal, so that in case bugs are introduced, they can be traced back more easily.

Dec 2 2023, 8:12 AM

Dec 1 2023

marder added a comment to D5198: Refactor playerPlacement functions.

Another thing to think about/ open question:
This will possibly break some player made maps. - Especially when also changing from returning an array to returning an object.
So how stable should the api be ?
Should we provide deprecation warnings / or some kind of backward compatibility?
Do we have general guidelines for that?

Dec 1 2023, 3:41 PM

Nov 29 2023

marder added inline comments to D5198: Refactor playerPlacement functions.
Nov 29 2023, 8:50 PM
marder raised a concern with rP27919: [Gameplay] Rename the Temple of Vesta aura and make it a more explicit….

This is broken.
See: #6891

Nov 29 2023, 6:22 PM
marder updated the diff for D5198: Refactor playerPlacement functions.

fix some things I overlooked

Nov 29 2023, 5:40 PM

Nov 25 2023

marder planned changes to D5078: enable more starting positions for more random maps.

needs to be update.
Note to self: don't forget about
const pattern = g_MapSettings.TeamPlacement;

Nov 25 2023, 5:31 PM
marder updated the summary of D5198: Refactor playerPlacement functions.
Nov 25 2023, 4:38 PM
marder updated the diff for D5198: Refactor playerPlacement functions.

include D5199 as the rmgen2 maps have to change either way and splitting the patch would basically just duplicate the manual work of testing that all maps still work correctly.

Nov 25 2023, 4:36 PM
marder updated subscribers of D5082: check if there is enough distance between players to place wall.

^is this fair or unfair?

Yes.

I guess we want to print a warning if players are too close, such that all the players are notified and can choose to restart (on a bigger map). This also helps in debugging why some player on some map doesn't get walls.

Nov 25 2023, 1:41 PM
marder added inline comments to D5198: Refactor playerPlacement functions.
Nov 25 2023, 12:55 PM
marder updated the summary of D5198: Refactor playerPlacement functions.
Nov 25 2023, 12:53 PM
marder added a comment to D5198: Refactor playerPlacement functions.

Approval for the added error. :)

Nov 25 2023, 12:51 PM
marder updated the diff for D5198: Refactor playerPlacement functions.

a bigger refactor

Nov 25 2023, 12:47 PM

Nov 21 2023

marder committed rP27952: Fix mapgeneration of ambush & frontier in atlas.
Fix mapgeneration of ambush & frontier in atlas
Nov 21 2023, 10:44 PM
marder closed D5200: Fix mapgeneration of ambush & frontier in atlas .
Nov 21 2023, 10:44 PM
marder published D5200: Fix mapgeneration of ambush & frontier in atlas for review.
Nov 21 2023, 9:59 PM
marder published D5199: remove global player base settings from rmgen2 for review.
Nov 21 2023, 9:05 PM

Nov 20 2023

marder added inline comments to D5198: Refactor playerPlacement functions.
Nov 20 2023, 7:08 PM
marder published D5198: Refactor playerPlacement functions for review.
Nov 20 2023, 7:07 PM
marder updated the summary of D5082: check if there is enough distance between players to place wall.
Nov 20 2023, 6:47 PM

Nov 19 2023

marder committed rP27946: Fix oversight in rP27943 regarding iber wall placement.
Fix oversight in rP27943 regarding iber wall placement
Nov 19 2023, 9:54 PM
marder closed D5196: Fix oversight in rP27943 regarding iber wall placement.
Nov 19 2023, 9:54 PM
marder updated the diff for D5196: Fix oversight in rP27943 regarding iber wall placement.

empire has two calls, not only one

Nov 19 2023, 9:16 PM
marder updated the summary of D5082: check if there is enough distance between players to place wall.
Nov 19 2023, 9:10 PM
marder published D5196: Fix oversight in rP27943 regarding iber wall placement for review.
Nov 19 2023, 9:05 PM
marder added a reviewer for D5082: check if there is enough distance between players to place wall: Restricted Owners Package.
Nov 19 2023, 7:12 PM
marder updated the diff for D5082: check if there is enough distance between players to place wall.

update & @Freagarach 's comments

Nov 19 2023, 6:33 PM
marder committed rP27943: Move createBasesByPattern() functionality from rmgen2 to rmgen-common.
Move createBasesByPattern() functionality from rmgen2 to rmgen-common
Nov 19 2023, 4:21 PM
marder closed D5194: Move createBasesByPattern() functionality from rmgen2 to rmgen-common.
Nov 19 2023, 4:21 PM
marder published D5194: Move createBasesByPattern() functionality from rmgen2 to rmgen-common for review.
Nov 19 2023, 1:47 PM
marder committed rP27942: Don't rely on default args in placePlayerBase.
Don't rely on default args in placePlayerBase
Nov 19 2023, 1:00 PM
marder closed D5193: Don't rely on default args in placePlayerBase.
Nov 19 2023, 1:00 PM
marder published D5193: Don't rely on default args in placePlayerBase for review.
Nov 19 2023, 12:57 PM
marder committed rP27941: Move placement options from rmgen2 to rmgen-common.
Move placement options from rmgen2 to rmgen-common
Nov 19 2023, 12:30 PM
marder closed D4948: move placement options from rmgen2 to rmgen1.
Nov 19 2023, 12:30 PM
marder updated the diff for D4948: move placement options from rmgen2 to rmgen1.

actually do only what the title says

Nov 19 2023, 12:20 PM
marder updated the summary of D4948: move placement options from rmgen2 to rmgen1.
Nov 19 2023, 11:39 AM
marder updated the diff for D4948: move placement options from rmgen2 to rmgen1.

do less in one diff

Nov 19 2023, 11:27 AM

Nov 18 2023

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

Forced Capture hotkey now makes it possible to both capture or hunt the horses. @real_tabasco_sauce @marder @chrstgtr Does this address your concerns?

Nov 18 2023, 7:17 PM
marder committed rP27938: Fix incorrect random selection for team placement.
Fix incorrect random selection for team placement
Nov 18 2023, 5:52 PM
marder closed D5077: fix incorect random selection in gamesetup.
Nov 18 2023, 5:52 PM
marder closed D5084: Recover Wall Archers on Jebel Barkal.

closed with: rP27937

Nov 18 2023, 5:21 PM
marder commandeered D5084: Recover Wall Archers on Jebel Barkal.

forgot to close it

Nov 18 2023, 5:21 PM
marder added a comment to rP27937: Turret walls on Jebel Barkal & outposts on Danubius again.

Differential Revision: D5084

Nov 18 2023, 5:18 PM
marder committed rP27937: Turret walls on Jebel Barkal & outposts on Danubius again.
Turret walls on Jebel Barkal & outposts on Danubius again
Nov 18 2023, 5:13 PM

Nov 16 2023

marder added a comment to D5084: Recover Wall Archers on Jebel Barkal.

@marder can you take care of this? (Else let me know.)

Nov 16 2023, 1:13 PM

Oct 28 2023

wowgetoffyourcellphone awarded D4948: move placement options from rmgen2 to rmgen1 a Dat Boi token.
Oct 28 2023, 9:09 PM

Sep 13 2023

marder planned changes to D4948: move placement options from rmgen2 to rmgen1.

Hi @marder I just made a mod so I can test all these on the most recent RC. Everything seems to work great so far, except groupedCircle and alternatingCircle seem to be reversed. They are reversed every map I tried.
What I mean by reversed in this case is I select groupedCircle and the placement is alternating, and I select alternatingCircle and the placement is grouped. No other placements seem to have this issue.

Sep 13 2023, 6:58 PM

Sep 10 2023

marder added a comment to D4992: [A27]Give mainland team placement options.

You could pick this back up since it's no longer feature freeze

Sep 10 2023, 7:47 AM
marder added a comment to D4948: move placement options from rmgen2 to rmgen1.

Any word on this?
...
I think the wording @phosit suggested sounds good.

Sep 10 2023, 7:41 AM

Jul 27 2023

marder added a comment to D5084: Recover Wall Archers on Jebel Barkal.

noted. I'll look into it once I have time.

@marder Is your plan to take this fix over? Otherwise I'd drive it forward once I have time according to elexis' suggestions. Didn't check the Danubius code yet.

Jul 27 2023, 8:20 PM
marder added a comment to D5084: Recover Wall Archers on Jebel Barkal.

<elexis> a separate jebelBarkal_buildingTurret array would be cleaner to avoid double garrisoning if kushites receive a building with both turret and garrison points
<elexis> seems it was broken by rP25123. Outpost also has a Turret point, so danubius seems to be affected too. Tower does not seem to have a Turret point, therefore elephantine is not affected

Jul 27 2023, 7:11 PM
marder added inline comments to D5084: Recover Wall Archers on Jebel Barkal.
Jul 27 2023, 2:55 PM

Jul 23 2023

marder accepted D5084: Recover Wall Archers on Jebel Barkal.

thanks for the patch. lgtm & works when testing. If no one else finds a problem in the next time I'll be committing it.

Jul 23 2023, 8:15 AM
marder added reviewers for D5084: Recover Wall Archers on Jebel Barkal: marder, Restricted Owners Package.
Jul 23 2023, 7:43 AM

Jul 21 2023

marder added a comment to D4948: move placement options from rmgen2 to rmgen1.

I don't know how "Random Group" is done programaticly. If it's true then it could be like that: "The starting positions are randomly placed across the map. Allied players are assigned to starting possitions close to each other."

Sounds good.

While we discuss the descriptions:

Two shorter sentence are easier to understand: "All players are placed on a circle that spans the map. Allied players are adjacent to each other."

And for alternating circle it would be: "All players are placed on a circle that spans the map. Allied and enemy players are placed alternating." ?

Jul 21 2023, 4:50 PM
marder added inline comments to D5082: check if there is enough distance between players to place wall.
Jul 21 2023, 4:36 PM
andy5995 awarded D5078: enable more starting positions for more random maps a Yellow Medal token.
Jul 21 2023, 3:38 AM

Jul 19 2023

marder added inline comments to D4948: move placement options from rmgen2 to rmgen1.
Jul 19 2023, 10:04 PM