- User Since
- Jan 31 2018, 11:59 AM (44 w, 5 d)
To be honest, I find this behavior to be more unintuitive. Currently I won't lose my selection if I just wanted to check if there are any idle units (usually, if there are none I would do something with the current selection. But now, I would have to add the units to the selection after.
Maybe it's just me, but I think it would be best to remove that todo. Engine.PlayUISound(filename, looping); if interested.
Fri, Dec 7
Not to mention ~1GB for an upgrade which literally added nothing visible. Not really an issue for most though.
Thu, Dec 6
Not sure whether intentional, but wont this prevent 23 playing with 23b. I thought that was a requirement judging from all the hassle about compatibility.
Wed, Dec 5
Tue, Dec 4
can't find file to patch at input line 5 Perhaps you used the wrong -p or --strip option? The text leading up to this was: -------------------------- |Index: 0ad/libraries/osx/build-osx-libs.sh |=================================================================== |--- 0ad/libraries/osx/build-osx-libs.sh |+++ 0ad/libraries/osx/build-osx-libs.sh -------------------------- File to patch: Skip this patch? [y] Skipping patch. 1 out of 1 hunk ignored
Path of the file seems off.
Thu, Nov 29
Mon, Nov 26
What about people on those platforms who have fixed it themselves. Assuming this is a library bug.
I guess it’s low priority if it only affect a subset of a platform. Same goes for the glsl crash too.
The problem of crashes still persists. The average user would not know (wont even try probably) the cause of the crash. And there would be a lot of “disable TLS” replies to reports. Pop-up or a tooltip would do maybe.
Some kind of a warning or a note under places which could end up crashing.
Sun, Nov 25
+1 for that. But thats a lot of new directories. We got a lot of skirmish+scenario maps as well.
While I do agree that the current directory structure is messy (especially the map specific biomes in rmbiome), I dont see a particular issue with this approach. We do the same thing for heightmaps, triggerscripts and pmp files.
But I suppose the object could be moved in to the script. Would not really change anything.
Sat, Nov 24
(We should decide wether or not to add those to biomes or remove them from the map)
Why are those the only two options? As said, these are things *based* upon the selected mod. Not the biome itself. What would happen in “new_map” which want to do something extra like ponds or something if the selected biome was “xyz.json”. Sure, we could add the function to the core or let the map extend it.
In this case, the buildings were a nice addition. And most likely, they would be map specific. So we could either;
- Do nothing and keep a bunch of related data seperately in the map.
- Take all those data, combine them and make one nice json file.
...and another map may not want to use that base texture for that specific biome
At that point, isnt it a different biome in technical sense? When a map want to do something like that, they are already using a new map specifc biome regardless of how the script does it. Change enough, and you have to something like gulf_of_bothnia or fields_of_meroe.
The way I see it, this is not a biome at all. This is just defining entities based on the biome. I do not think these should be put in to the biome files for the reason. The next such map may not want to have Romans in the Alpine biome. So, I think that keeping this as part of the map would be best.
Wed, Nov 21
No issues still. Generated caledonian_meadows and roads are correct.
Mon, Nov 19
Sat, Nov 17
What is the double meaning in respect to vectors? Different objects in math have an Absolute Value but each object type's absolute is unambiguous.
Exactly what I had in mind while I was writing that. In case of a simple number, it is the “value” of it. Which could be misunderstood as a "simple getting rid of the minus". Obviously, this is not the case with vectors. Not a big deal, pretty unlikely scenario anyway.
Also the prototype "length" should be called "abs" because the meaning of the resulting value depends on the case the lib's code usually doesn't know - in this case it happens to be the volume.
abs might have a double meaning, but so does length. It should technically be magnitude, no? But length is more intuitive when thinking about 2D space.
I mostly agree with the rest of the thing with regard to readability and vectors. Although, thats a pretty extreme example.
This could have been intentional by the author in an attempt to shift by n, but that would make the algorithm wrong.
Either way, it wont break anything.
On an unrelated note, what would be the impact of using squared distances here. Havent looked closely, but as far as I can tell, it’s only distance to distance comparisons.
Fri, Nov 16
Whats in the test plan would be very useful.
I am going to have to side with elexis on this one. Apart from what he has said, using a point vector instead of an x and y variable makes more sense to me.
let point = new Vector2D(10, 10);
let point_x = 10; let point_y = 10;
Now imagine trying to manipulate it.
This of course doesn't mean that stray coordinates are bad. But they should be avoided and only used when necessary.
Thu, Nov 15
Wed, Nov 14
Mon, Nov 12
Said diff changes C++ code to allow JS to insert hotkeys, allowing removal of all fixed XML while still using the event/subscription model.)
Does sound like a better solution,
Remove the list of hardcodings. I assume @elexis meant D1248 about the JS loading side. Which doesn't fix the fundamental issue of keeping a hardcoded list. This maybe a little less neat, but more maintainable in the long run.
Can revert if this is too ugly.
Sun, Nov 11
(Same thing for static_cast as well. Maybe a ticket to correct CC should be opened.)
I forgot about writing here before, but the IDs actually do somethig else. Its an index for the textures array. It could be removed, but keeping an int for each tile is more efficient than keeping a string. Plus, there is the cost of moving them around. The code was written a *long* time ago. 2004 to be exact. Maybe, current hardware would make it redundant or something.
Nov 10 2018
Aside from these two things, I also thought nullptr was preffered.
Nov 6 2018
Nov 5 2018
Seems like whether they appear in the credits is up to them. Some *.po files have just nicks or nicks with no emails and whatnot. But not sure, never used the site.
Nov 3 2018
Either that or patch ejabberd which would in all likelihood end up being something regrettable in the long run. Closest thing in ejabberd is disabling visitor nick change.
Doesn't really fix anything.
Nov 2 2018
As mentioned in the lobby, you have to keep in mind the territory manager limitation. Posting here just for the record.
I guess that is Gaia + 31 players.
I am a bit skeptical that the rangemanager is the only thing which needs change. There could be stray 8 or 16 s too.
Maybe the list should be split into parts like a normal client. Moderators, bots, players, muted players.
Nov 1 2018
Apart from these two things and also two point 3 being present, it rendered without anything weird in VS Code.
Minor cleanup + test fix.
Oct 31 2018
Oct 30 2018
Thanks for the additional review. Would resume working on this soon.
Oct 28 2018
Why not move this to globalscript/? There could be use cases outside rmgen (triggerscripts comes to mind)
Oct 26 2018
Oct 23 2018
Oct 21 2018
(Travis would help out a lot in times like these)
Oct 20 2018
What about not creating the entity prematurely? Would make the code more consistent and reusable.
Unlike a unit, the entity (foundation) is already created before placing it. So this.popUsed from player.js would include the building’s population count. This is why it makes moving it to the component a bit more complicated. It doesnt work the same way as units.
Oct 19 2018
Actually, no. This only affects when buildings which have a population cost is being built. Currently an unused feature in the game.
Good catch, it should be a "populationcount - popcost".
I guess it still needs a notification.
Testing code snuck in
2 minor changes for the next update.
Oct 18 2018
Oct 17 2018
Ah, makes sense. Reminds me of the libpng segfault bug which could lead to a DoS.
I'm wondering if there is a second use case for this prototype or if it's only used to achieve object-oriented style over procedural style.
What are other use cases? A hero selection dialog? A relic selection dialog?
A new mod browser for mod.io, now that they have implemented a proper versioning system (https://docs.mod.io/changelog/#how-we-handle-versioning) we can use the API to the fullest without worrying about breaking changes. Including getting the description and screenshots and stuff.
Oct 16 2018
Oct 15 2018
Somethings found from a quick skim.
Oct 13 2018
(Good enough for a Revision proposal)
In the future, instead of different pages it could be one page with a scroll bar. Needs scrollbars first ofcourse.
Oct 11 2018
(There is a scenario map called Siwa Oasis which looks entirely different. More realistic if that map is centered around that western smaller oasis.)
That one doesn’t have to be deleted ofcourse. Looks like it was handmade. Just putting it out here.
Highly likely this one is public domain, but he could have took it from a copyrighted source too.
Regarding the accuracy, we could always scrap this one and remake the real thing.
Oct 4 2018
lat=29.205278; lon=25.519444; width=5; lat1=$(bc <<< ";scale=5;$lat-$width/2"); lon1=$(bc <<< ";scale=5;$lon+$width/2"); lat2=$(bc <<< ";scale=5;$lat+$width/2"); lon2=$(bc <<< ";scale=5;$lon-$width/2") gdal_translate -projwin $lon2 $lat2 $lon1 $lat1 gebco_08_rev_elev_C1_grey_geo.tif siwa_oasis.tif convert siwa_oasis.tif -resize 512 -contrast-stretch 0 siwa_oasis.png
What I had used, Couldn't get something related even after tweaking a lot.
Is that heightmap accurate? I could find no resemblance with that heightmap or the skirmish map to the real place.
Edited for a better more trustworthy link.
I think it would be wise to be prudent about this. Better safe than sorry.
I would try to reproduce the map with a heightmap from viable sources.
Oct 3 2018
(It would be cool to have a script which dumps all templates after inheriting and stuff)
(parts of templateanalyzer could be used as well, if anyone got the time and will)