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temple (bj)
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User Since
May 19 2017, 7:32 PM (81 w, 5 d)

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Jun 6 2018

temple committed rP21838: Disable AIInterface earlier to remove unnecessary lag on gamestart.
Disable AIInterface earlier to remove unnecessary lag on gamestart
Jun 6 2018, 1:24 AM
temple closed D1559: Disable AIInterface earlier.
Jun 6 2018, 1:24 AM
temple added a comment to D1559: Disable AIInterface earlier.
In D1559#63082, @elexis wrote:

So we don't consider the move to InitGame.js, because preventing component construction in the ComponentManager were even better, had a similar effort and we already thoroughly tested this iteration?

Jun 6 2018, 1:21 AM

Jun 5 2018

temple accepted D1562: Prevent OOS on rejoin by preventing the NetServer from changing GameSettings after starting the game.

I'm not familiar with the NetServer code, but the test plan worked. (I can't double-click fast enough to test D1558.)

Jun 5 2018, 1:48 AM

Jun 4 2018

temple added a comment to D1559: Disable AIInterface earlier.
/**
 * Disable all registering functions for this component
 * Gets called in case no AI players are present to save resources
 */
AIInterface.prototype.Disable = function()
{
	this.enabled = false;
	let nop = function(){};
	this.ChangedEntity = nop;
	this.PushEvent = nop;
	this.OnGlobalPlayerDefeated = nop;
	this.OnGlobalEntityRenamed = nop;
	this.OnGlobalTributeExchanged = nop;
	this.OnTemplateModification = nop;
	this.OnGlobalValueModification = nop;
};

This was from rP16473, however there's been new functions since then that haven't been added to the list, for example OnDiplomacyChanged and OnTerritoriesChanged. The associated data (events.DiplomacyChanged and events.TerritoriesChanged) gets changed and is serialized. So at the moment we can't add the new functions to the list (otherwise OOS), but that should be done after the re-release. Although this seems pretty hacky, so instead we should find a more general way to disable components.

Jun 4 2018, 10:08 PM
temple added a comment to D1559: Disable AIInterface earlier.

(rP16473)

Jun 4 2018, 4:29 AM

Jun 3 2018

temple created D1559: Disable AIInterface earlier.
Jun 3 2018, 10:01 PM
temple committed rP21835: Always call SetPassabilityCircular -- Fix OOS after rejoin on square maps.
Always call SetPassabilityCircular -- Fix OOS after rejoin on square maps
Jun 3 2018, 6:41 PM
temple closed D1555: Always call SetPassabilityCircular -- Fix OOS after rejoin on square maps.
Jun 3 2018, 6:41 PM

Jun 2 2018

temple accepted D1548: Danubius OOS on rejoin Vector2D hotfix.

Okay. (I also looked for Vector2D that might have been serialized elsewhere, not comprehensive but didn't find anything.)

Jun 2 2018, 9:41 PM
elexis awarded D1555: Always call SetPassabilityCircular -- Fix OOS after rejoin on square maps a Like token.
Jun 2 2018, 9:32 PM
temple created D1555: Always call SetPassabilityCircular -- Fix OOS after rejoin on square maps.
Jun 2 2018, 8:17 PM
temple added inline comments to D1548: Danubius OOS on rejoin Vector2D hotfix.
Jun 2 2018, 4:36 PM

May 29 2018

temple accepted D1544: Also write oos_dump.dat when writing oos_dump.txt.

Tested, works. Would've saved us some time analyzing the recent oos issues, so hopefully will save us time in the future.

May 29 2018, 4:28 AM
temple accepted rP21359: Fix units not being able to play sounds when walking and running.
May 29 2018, 4:13 AM
temple added a comment to D1538: Nonvisual replay hashtesting option.
In D1538#62508, @elexis wrote:

(As mentioned, testing the full hash every 20 turns instead of every 100 turns makes it a bit slower by default. But it seems it's better to split these two use cases so that one can maximize performance or debugging information. Wasn't 100% sure if other documentation needs to be updated, checking again. Thanks review)

May 29 2018, 3:45 AM
temple added inline comments to rP21675: Properly handle map resizes in Atlas, fixes #4800..
May 29 2018, 3:43 AM
temple accepted D1538: Nonvisual replay hashtesting option.

Works as expected.

May 29 2018, 3:05 AM

May 28 2018

temple accepted D1519: Fix non-visual replay hash mismatch caused by CCmpSound condition in CCmpVisualActor in rP21359.

Think it's good.

May 28 2018, 8:47 PM

May 27 2018

temple added a comment to rP21675: Properly handle map resizes in Atlas, fixes #4800..

Without fixing people won't be able to rejoin on square maps (also territory is wrong, since it ignores hills and water, but original players can still play it), but there's only a few square maps:

random/latium.json:		"CircularMap" : false
random/corsica.json:		"CircularMap" : false
random/phoenician_levant.json:		"CircularMap" : false
random/wall_demo.json:		"CircularMap" : false,
scenarios/Arcadia.xml:  "CircularMap": false,
scenarios/Campaign Test Map.xml:  "CircularMap": false,
skirmishes/Watering Holes (4).xml:  "CircularMap": false,

So I don't know if we necessarily need to include in an A23 rerelease.

May 27 2018, 7:57 PM

May 25 2018

temple added inline comments to D1519: Fix non-visual replay hash mismatch caused by CCmpSound condition in CCmpVisualActor in rP21359.
May 25 2018, 5:56 PM

May 24 2018

temple raised a concern with rP21359: Fix units not being able to play sounds when walking and running.
May 24 2018, 1:56 AM

May 13 2018

temple added a comment to D1490: Unit Pushing.

Could you upload a short video of the behavior? So people can have an idea of what's going on without having to download and compile everything themselves.

May 13 2018, 9:04 PM

May 11 2018

temple added a comment to D53: D13 prerequisite 8: Upgrade the hierarchical pathfinder.

some comments

May 11 2018, 10:43 PM
temple added a comment to D53: D13 prerequisite 8: Upgrade the hierarchical pathfinder.

You could update the summary. I'll take a look at some point, maybe not soon. (I've been playing SC2 lately.)

May 11 2018, 8:33 PM

May 1 2018

temple added inline comments to D1418: Enable garrisoning on gates.
May 1 2018, 5:32 PM

Apr 28 2018

temple created D1476: Fix hero ring not changing color.
Apr 28 2018, 11:33 PM
temple added inline comments to rP21793: Add missing kush formations.
Apr 28 2018, 5:17 PM
temple committed rP21793: Add missing kush formations.
Add missing kush formations
Apr 28 2018, 1:55 AM
temple added a comment to D1473: Add SelectionGroupNames for siege engines.

I don't have a strong opinion on SelectionGroupName stuff.

Apr 28 2018, 1:35 AM

Apr 27 2018

temple committed rP21790: Increase min range of catapults and bolt shooters.
Increase min range of catapults and bolt shooters
Apr 27 2018, 8:48 PM
temple closed D1452: Nerf BoltShooter massing.
Apr 27 2018, 8:48 PM
temple added a comment to D1452: Nerf BoltShooter massing.
In D1452#60266, @elexis wrote:
  • Perhaps that roman scenario catapult should be equalized for consistency and svn blame archeologists

I'll do 26m to match that.

Apr 27 2018, 8:45 PM
temple added a comment to D1473: Add SelectionGroupNames for siege engines.

Lol, fixed in D1032/rP20445, then unfixed in rP20483. (I don't know why I didn't change the mace parent.)

Apr 27 2018, 12:38 AM

Apr 26 2018

temple added a comment to rP21786: really fix packing problems reported in rP21630.

This doesn't really have much to do about packing or rP21630, it's changing the attack-move sub-orders from forced to not forced so units won't chase targets anymore.
In particular, units in defensive stance won't attack any units on the route until they're close enough to their destination. That doesn't seem correct to me, but I guess we'll see how many bug reports we get.

Apr 26 2018, 7:24 PM
temple added a comment to rP21784: Fix a couple of packing problems from rP21630.
In rP21784#30460, @mimo wrote:

This commit make things worse for packing units in attack-move (as explained several times in D1458, if they are now in standground stance, it is for a reason).

It doesn't make them worse because in a22 every unit (except packable units) in standground would chase in attack-move, and now packable units will also chase (the point of your original commit was to remove the inconsistencies with packable units) rather than being bugged.

Apr 26 2018, 7:17 PM
temple added a comment to rP21785: Stop some auras from being applied extra times, don't apply player auras to….
In rP21785#30453, @Stan wrote:

Did you add new tests for the changed methods or did you just fix the existing ?

Apr 26 2018, 5:15 PM
temple added a comment to D1469: Conquest structures fails on nomad.

Now you can lose with conquest structures even if you have structures left, or lose with conquest units even if you have units left. Non-conquest-critical ones (e.g. market + traders), but still.
Not sure about an alternative solution, other than to advise people not to choose conquest structures when playing nomad.

Apr 26 2018, 2:58 AM
temple added a comment to D1462: Enforce formation required member count.

(Doesn't work great with twin formations, but I'd rather just get rid of those.)

Apr 26 2018, 2:47 AM
temple committed rP21785: Stop some auras from being applied extra times, don't apply player auras to….
Stop some auras from being applied extra times, don't apply player auras to…
Apr 26 2018, 2:35 AM
temple closed D1430: Fix some auras not being removed.
Apr 26 2018, 2:35 AM
temple updated the diff for D1452: Nerf BoltShooter massing.

Use 30m min range. It's harder for siege to cover other siege, and if they're spread out then it's easier to destroy them one by one. Still probably doesn't solve the problem but it should help.

Apr 26 2018, 2:06 AM
temple commandeered D1452: Nerf BoltShooter massing.
Apr 26 2018, 2:02 AM
temple committed rP21784: Fix a couple of packing problems from rP21630.
Fix a couple of packing problems from rP21630
Apr 26 2018, 1:47 AM

Apr 23 2018

temple added a comment to D1458: fix packing problems reported in rP21630.
In D1458#60069, @mimo wrote:
In D1458#60068, @temple wrote:
In D1458#60001, @mimo wrote:
In D1458#59987, @temple wrote:

This seems to solve the chase problem for siege? (And attack-move changes can be saved for a24.)

Not really, that would make the siege to chase, but that's an unwanted behavior as its default stance is standground. When attack-move with catapults, you don't want them to chase any nearby units (which are much faster than them) but rather bomb anything on their route. Once again, the root of the problem is that the Attack suborder of a move-attack is considered as force=true while it should be force=false so to behave as expected from its stance.

That said, having the canPack at the place you mention seems to be useful to avoid units to be stuck.

In a22 non-packable standground units do chase, so I think we should keep force=true for a23 anyway.

I don't quite follow the logic. because we have a bug in An, we should keep it in An+1?
Yep, all units would chase in A22 independently of their stance because of the force=true. But that was a mistake to have it so. That's what i keep saying since the beginning of this ticket. That looks like a sterile discussion.

Apr 23 2018, 11:15 PM
temple added a comment to D1458: fix packing problems reported in rP21630.
In D1458#60001, @mimo wrote:
In D1458#59987, @temple wrote:

This seems to solve the chase problem for siege? (And attack-move changes can be saved for a24.)

Not really, that would make the siege to chase, but that's an unwanted behavior as its default stance is standground. When attack-move with catapults, you don't want them to chase any nearby units (which are much faster than them) but rather bomb anything on their route. Once again, the root of the problem is that the Attack suborder of a move-attack is considered as force=true while it should be force=false so to behave as expected from its stance.

That said, having the canPack at the place you mention seems to be useful to avoid units to be stuck.

Apr 23 2018, 10:52 PM
temple added a comment to D1458: fix packing problems reported in rP21630.

This seems to solve the chase problem for siege? (And attack-move changes can be saved for a24.)

Apr 23 2018, 4:04 AM
temple added a comment to D1452: Nerf BoltShooter massing.

I'd be okay with 30m minimum range for both bolt shooter and catapult.
Not sure if catapult needs a nerf or if I just play badly. When units are clumped up one shot can do enormous splash damage.

Apr 23 2018, 3:39 AM

Apr 21 2018

temple added a comment to D1458: fix packing problems reported in rP21630.
In D1458#59879, @mimo wrote:
In D1458#59831, @temple wrote:

Then you (or somebody else) has to accept the patch, as simple as that. I also don't have time nor interest to discuss further the way stances should work in attack-move, so if anybody is interested, he should commandeer this patch, otherwise i'm fine with the first version and will commit it when accepted.

Apr 21 2018, 7:33 PM

Apr 20 2018

temple updated the diff for D1430: Fix some auras not being removed.
Apr 20 2018, 11:11 PM
temple added inline comments to D1430: Fix some auras not being removed.
Apr 20 2018, 7:35 PM
temple added a comment to D1458: fix packing problems reported in rP21630.
In D1458#59806, @mimo wrote:

Before that patch, all stances would be nearly equivalent in attack-move as all orders were treated as forced, which has precedence on stance.
Now, we have quite different behaviors and choosing different stances has some consequences, so that's fine with me and i cannot say better than "commandeer the patch and commit the version you like more" (i don't really mind, and you can consider it as accepted by me as I wrote it).

But the last version has some drawbacks, as when putting the holdPosition on the current position, you may be drifted very far from your route which is contradictory with the defensive stance (it would work as expected if we could only update the holdPosition when along the initial route, not when we have started to chase ... that may be a way to go but at first sight, it needs quite some changes not compatible imo with such a nearby release (the patch in that last version already modifies too much for my taste).

On the other side, there are use case with the previous version with minimal changes, for example when you want to send your army to an attacked spot, and don't want it to be distracted by possible enemies on the route which would make them drift to a not wanted position.

Apr 20 2018, 7:23 PM
temple added a comment to D1458: fix packing problems reported in rP21630.
In D1458#59703, @mimo wrote:
In D1458#59700, @temple wrote:

How should standground behave?

I would say:

  • agressive: attack everything on the route, chasing it
  • standground: attack everything *on range* on the route, but don't chase (do not deviate from a straight line to the goal)
  • defensive: attack everything around the goal, not those enemy which are far from it even if on range

That's what was done in the previous version. But defensive may be subject to different interpretation, not clear to me what most people would expect.

Apr 20 2018, 2:14 AM
temple accepted D1453: Update auras of entites of non-defeated players that affect defeated players.
Apr 20 2018, 2:03 AM

Apr 19 2018

temple awarded D1243: Default Hide Tab Content Of Game Settings In Game Setup a Like token.
Apr 19 2018, 8:37 PM
temple awarded D1242: On Cancel Hide Tab Content On New Gamesetup UI a Like token.
Apr 19 2018, 8:37 PM
temple added a comment to D1458: fix packing problems reported in rP21630.
In D1458#59699, @mimo wrote:

In fact, on second thought, i'd prefer the previous version: when in defense stance with attack-move, it means that you want to defend something around the position you give and it makes sense to start the real attack-move only when you are around that position, otherwise you'd better choose the aggressive stance.

Apr 19 2018, 8:34 PM
temple added inline comments to D1453: Update auras of entites of non-defeated players that affect defeated players.
Apr 19 2018, 6:31 PM
temple added a comment to D1458: fix packing problems reported in rP21630.

Doesn't work for defensive stance, since the held position is where you clicked to attack-move, so they won't respond to any units attacking them along the way (until they get close enough to the held position).

Apr 19 2018, 12:51 AM
temple accepted D1457: Attacks resulting from a gathering order on an animal should be considered forced or not consistently with the original gather order.

Forced orders never abandon chase, so it works for the first attack. Doesn't work for later attacks when they have to chase since the held position is still back at home, but that happens for regular attacks too.
(Shouldn't there be a respondStandGround case in the function ShouldAbandonChase, returning true? Whatever.)

Apr 19 2018, 12:39 AM

Apr 18 2018

temple accepted D1453: Update auras of entites of non-defeated players that affect defeated players.

I guess it only needs to update an aura for the player entity for the player that resigned, rather than all players, but whatever.
Other auras are still affecting the defeated player's units, except he doesn't have units anymore so it doesn't matter.

Apr 18 2018, 10:54 PM

Apr 17 2018

temple added a comment to rP21732: Reduce decay time for units to avoid lag when too many units are dead..

Could also fiddle with acceleration.

Apr 17 2018, 2:51 AM
temple added a comment to rP21732: Reduce decay time for units to avoid lag when too many units are dead..

How much lag was there, how much did this improve things?

Apr 17 2018, 2:43 AM
temple added a comment to D1452: Nerf BoltShooter massing.
In D1452#59495, @elexis wrote:
In D1452#59452, @elexis wrote:

Catapults have 26min range already.

They have 12 min range, could be increased too.

Apparently I was looking at the roman one. (Sounds like a fun baseless inconsistency.)

Apr 17 2018, 1:27 AM
temple added inline comments to rP21630: Fix UnitAI behaviour inconsistent with its stance for packed units and set….
Apr 17 2018, 1:22 AM

Apr 16 2018

temple added a comment to D1452: Nerf BoltShooter massing.

I prefer this type of solution rather than having a training limit.

Apr 16 2018, 6:22 PM
temple added inline comments to D1029: mod.io support.
Apr 16 2018, 6:14 PM

Apr 15 2018

temple added a comment to D1029: mod.io support.

After I downloaded terra-magna I tried downloading it again and it let me. It seems there should be some indication whether you already have a mod on the list (and another if your version is out of date), and a warning if you try to download something you already have.
The "test" one becomes "factionResources" in the main list, but there's no way to tell that. I would've thought the name/version/etc. would be the same in both places.

Apr 15 2018, 6:14 AM

Apr 14 2018

temple added inline comments to rP21714: Adjust some hero auras.
Apr 14 2018, 2:11 AM
temple committed rP21715: Fix a string from rP21714.
Fix a string from rP21714
Apr 14 2018, 2:10 AM

Apr 13 2018

temple updated the diff for D1430: Fix some auras not being removed.

rebase

Apr 13 2018, 8:16 PM
temple added a comment to D1400: Hero aura revision.

I committed some changes in rP21714 for a23.

Apr 13 2018, 8:00 PM
temple committed rP21714: Adjust some hero auras.
Adjust some hero auras
Apr 13 2018, 7:58 PM
temple accepted D1424: Fix pathfinding issue with units not garrison wallturrets due to a UnitMotion ObstructionFilter inconsistency.

On the other hand, this will give players something new to complain about (if they notice it).

Apr 13 2018, 7:36 PM
temple added a comment to D1400: Hero aura revision.

You forgot to include the new files with the patch.

Apr 13 2018, 6:52 PM

Apr 12 2018

temple committed rP21704: Make the objectives panel taller.
Make the objectives panel taller
Apr 12 2018, 3:56 AM
temple closed D1446: Make objectives panel taller.
Apr 12 2018, 3:55 AM
temple added a comment to D1399: Group teams together on maps where players are placed on two separate arcs.
In D1399#59002, @elexis wrote:

I believe it would also be suitable for Corsica, further advancing the simplification of the code and restoring the previous property of the map to group teams on islands.

Apr 12 2018, 3:53 AM
temple committed rP21703: Group teams together on maps where players are placed on two separate arcs.
Group teams together on maps where players are placed on two separate arcs
Apr 12 2018, 3:45 AM
temple closed D1399: Group teams together on maps where players are placed on two separate arcs.
Apr 12 2018, 3:45 AM
temple added a comment to D1439: Match wall tower obstruction width with wall piece length.
In D1439#58690, @elexis wrote:

I've used this to increase the WallPiece size to match the obstruction. That is good for the athen fortress, but for the great carthaginian walls, the obstruction size should be reduced instead:

Apr 12 2018, 3:38 AM
temple committed rP21702: Make structures not block construction.
Make structures not block construction
Apr 12 2018, 3:30 AM
temple closed D1445: Make structures not block construction.
Apr 12 2018, 3:29 AM
temple added a comment to D1423: Remove formation minimum range.
In D1423#58946, @elexis wrote:

(So there are 4 commits to be found for this revision proposal)

Apr 12 2018, 3:20 AM
temple committed rP21701: Remove formation minimum range and stop formation when in member state.
Remove formation minimum range and stop formation when in member state
Apr 12 2018, 2:27 AM
temple closed D1423: Remove formation minimum range.
Apr 12 2018, 2:27 AM
temple committed rP21700: Formation debug update.
Formation debug update
Apr 12 2018, 2:22 AM
temple closed D1447: Formation debug update.
Apr 12 2018, 2:21 AM
temple created D1447: Formation debug update.
Apr 12 2018, 1:19 AM

Apr 11 2018

temple added inline comments to D1423: Remove formation minimum range.
Apr 11 2018, 10:14 PM
temple added inline comments to D1423: Remove formation minimum range.
Apr 11 2018, 9:52 PM
temple accepted D1426: Reduce aura defeat lag by avoiding useless recomputation of all auras globally.

Include gaia or not, either way is fine. Be sure to check tests.

Apr 11 2018, 8:50 PM
temple added a comment to D1445: Make structures not block construction.
In D1445#58950, @elexis wrote:

This was the case in a22 too because although they had the block construction flag it was never checked.)

Well, you must mean the D21 Foundation.js change. (The flag is checked for each entity checked, the entity itself just isn't).

Apr 11 2018, 8:38 PM
temple updated the diff for D1399: Group teams together on maps where players are placed on two separate arcs.

Changed Jebel Barkal numbers.

Apr 11 2018, 8:13 PM
temple added a comment to D1399: Group teams together on maps where players are placed on two separate arcs.
In D1399#58936, @elexis wrote:

Not sure about the slice(-1, 1), i.e. if its more common that the map gives the first and last player position. Can be changed later if its a nuisance.

Apr 11 2018, 8:13 PM

Apr 10 2018

temple created D1446: Make objectives panel taller.
Apr 10 2018, 12:10 AM

Apr 9 2018

temple committed rP21686: Disable ship formations.
Disable ship formations
Apr 9 2018, 9:30 PM
temple closed D1405: Disable ship formations.
Apr 9 2018, 9:30 PM
temple created D1445: Make structures not block construction.
Apr 9 2018, 9:10 PM
temple added a comment to rP21676: Set relative hitpoints for completed foundations.

Fixes #5113.

Apr 9 2018, 5:05 AM