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WhiteTreePaladin

WFG Retired
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Everything posted by WhiteTreePaladin

  1. If the code is doing an actual case-sensitive string check for the file name, then it wouldn't work on any system without an exact match. If it's a simple file loading, then it should work on Windows even with a case mismatch. If Stan says it doesn't work with mismatched case file extensions, then it's very possibly the former situation. I agree with following Stan's advice though. He's looked at more of the code than I have.
  2. That's not necessarily a bad thing. The white text on the blue textured buttons isn't easy to read though.
  3. Probably would work on Windows since its filesystem isn't case sensitive. I once made a webpage where some of the image file extensions were uppercase and some were lowercase. Worked fine on Windows, but on Linux it failed to load images with file extensions of mismatched case.
  4. Taking the time to commit things counts as actual work too.
  5. @Stan` Perhaps bonuses should just be separately added (rather than multiplied) to avoid confusion and make the arithmetic easier. The order of the bonus wouldn't matter if they were all added to a combined bonus before being applied. [edit] Then again, I usually just ignore the harder to calculate bonuses like diminishing return farms.
  6. I don't think we do. (Lost communication pretty much immediately after attempting to join - due to issues in the country at the time.)
  7. I'm not familiar with gitlab, but I think it's probably still preferred for WFG to host its own repo.
  8. @FeXoR I don't have anything against Microsoft, and they haven't been bad lately. I use the Github repo because we don't have our own hosted git repo. I definitely agree that it's preferable to host it ourselves instead of relying on Github, and I'd gladly switch to a WFG hosted git repo.
  9. Github is owned by Microsoft now, so that's at least somewhat stable (more so than Sourceforge). I think the plan was to host a git repo directly just like how svn is handled currently.
  10. YES! Agree on every single point! I've been wanting this for several years, and have brought it up multiple times. I don't really know why it hasn't happened yet, but recently there has been more support. I still have hope we'll switch to git eventually. I remember discussing it with Philip awhile back. He wasn't really against moving to git, but felt (at the time) that the migration effort was significant, and that svn was good enough for smaller projects. The project has grown a bit since then though. [edit] From conventions I've seen, it's generally "master" and "dev" for very stable and mostly stable respectively, with various other release, feature, and bugfix branches.
  11. The first thing I thought of when I saw the announcement was 0 A.D. I do remember there being ram issues with the raspberry pi in the past since it has to share ram for video.
  12. It's low priority at the moment. If someone actually completed the work, I'm pretty sure it would be merged in.
  13. That makes more sense than what we have. How would multiple capturing parties be handled? Right now there is split loyalty, and the structure is awarded to the player with the most loyalty points when the original owner's points have been fully depleted.
  14. He's busy with school currently. If he starts work on a mod again and has questions, I'll let you know.
  15. I'd like a medieval mod myself, but I do know someone that wants this mod (even if unfinished). They tried to make their own, but got stuck with Blender Collada animation exporter issues.
  16. U.S. civil war mod? I remember that Union soldier with smoke not long ago.
  17. Even limiting to three decimal places could be worth it. I don't know how many places are shown in that figure, but it's an unsightly amount.
  18. You could consider allowing the construction of middle-tier, double-sided stone walls to provide something between the palisades and the well established fortress walls. Not required, just a thought. AoE3 had three tiers of walls: palisades, stone walls (double-sided), and fortress walls (single-sided, scenario editor only). BFME2 had two tiers: extra strong, one-sided, prebuilt walls (like shown in your picture) that could be repaired but not rebuilt, and smaller double-sided stone walls that could be built by the player. (Units could walk on the large prebuild walls, but not on the player-built stone walls.) Would be nice if the fortress walls could be used in random maps for randomized fortress designs.
  19. That would all be nice to have.
  20. Well, some of the discussions are really old (2003-2004) and the people involved may not have ever considered that their discussions could become public. We would want to contact them as a courtesy. At a minimum, we have to look very carefully through each post for anything we release. However, a lot of relevant content from some of those meetings has actually been copied to a public post. It was linked earlier in this thread, but here's another link for convenience: https://wildfiregames.com/forum/index.php?/topic/15068-why-chose-javascript-for-scripting/ [Edit] The "public" posts are actually the beginning of this very thread. @stanislas69 I'm sure the decision was at least somewhat logical at the time, since performance is just one metric. Ideally, for performance we would stick most code in C++ and only have a few items (like AI) implemented in scripts as they did in Age of Empires. The original plan was for 0 A.D. to be closed source freeware, but still much more highly modifiable than Age of Empires. With closed source code, this requires more implementation to be moved to scripts which is itself a major performance trade-off. With the goal of allowing easy modification by hobbyists, rather than professionals, it's much easier to see why syntax would be such a major consideration.
  21. Added converted links. (They are not public, so this is mainly a convenience for the team.) https://wildfiregames.com/forum/index.php?/topic/717-Meeting Summary for the Final Scripting Debate https://wildfiregames.com/forum/index.php?/topic/725-Announcement of final scripting decision https://wildfiregames.com/forum/index.php?/topic/639-Scripting Backend Functionality https://wildfiregames.com/forum/index.php?/topic/638-Scripting Frontend Functionality https://wildfiregames.com/forum/index.php?/topic/715-Lua & Javacript Performance Tests https://wildfiregames.com/forum/index.php?/topic/712-Javascript Proposal https://wildfiregames.com/forum/index.php?/topic/557-The Great Scripting War https://wildfiregames.com/forum/index.php?/topic/622-The Scripting Flame War https://wildfiregames.com/forum/index.php?/topic/644-Macros for Lua Inheritance https://wildfiregames.com/forum/index.php?/topic/629-The Preprocessor Alternative https://wildfiregames.com/forum/index.php?/topic/606-Initial Language Vote
  22. I don't know why, but it defaults to the end of the page, rather than the correct post when I click that link. @stanislas69 I've sent you a message with the information you need.
  23. I think those links have to do with the change from http://forums.wildfiregames.com/0ad/index.php?showtopic=[....] to https://wildfiregames.com/forum/index.php?/topic/[...] It should just be a matter of putting in the correct topic, but it wouldn't work for me either since I wasn't sure what the topics were. The second post had a link to a private post, but Stan has access.
  24. Thanking yourself? Is self-notifying the forum version of setting a reminder?
  25. I remember someone saying that it turned out to be a good decision that JavaScript was chosen due to how browsers have spurred many JS performance improvements. That was years ago though, and I couldn't find the post. There is a little here in this thread, but for the actual details, I've asked elexis to check the relevant meetings if possible. https://wildfiregames.com/forum/index.php?/topic/12716-scripting/&tab=comments#comment-202793
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