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Stan`

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Everything posted by Stan`

  1. Yes but no errors != Fine. We need to keep actor files consistent for variants. This allows for instance a mod to replace all projectiles at once by changing one file not 300.
  2. You can also apply a global aura for all players that sets the loot to 0. Code changes should be similar to those. https://code.wildfiregames.com/D4250
  3. Automatically yes, immediately no. Translations need to be pulled first. Usually happens twice a week . I believe you can use the filters. Per resource. There is a way to see all strings but I never remember how.
  4. @Freagarach made a feature attack a specific area. Maybe we could have friendly fire for that when it's committed.
  5. I don't know why you touched the buildings at all they were totally working before XD. I restored the original ones who have their garrison flags There is still quite some work to be done for the hans - Remove all history strings, not any other civs have them and it might be weird - Use correct variants for building destruction eg. https://code.wildfiregames.com/rP24878 - Use correct variant for building projectiles https://code.wildfiregames.com/rP24907#change-QDyUhFFifgGT - Check units have approaching variants and animations are not broken.
  6. Well switching to a different versionning system is about commit access too. And I haven't heard from @LordGood and @Alexandermb and @wackyserious that they want to retire. @Enrique is definitely gone though.
  7. Indeed we could sed the svn status to see if we need to rebuild. We do need to have a test executable though. I did not know that, I've seen some cross people commits on Github and always wondered how they did it. I agree. I think we're in the later case. I think it's been there since before 2011 See Phab != SVN. The only way to upload images (or any binary really) with Phab is through arcanist. The point with SVN is there are barely ever merge conflicts you don't really have to worry about your next commit doing a merge on the branch or whether you need to rebase, or pull before you push etc. It does everything for you. You can also only clone the public mod or any sub part of the repo without having to clone the whole thing.
  8. No idea you need to contact your Ubuntu maintainer
  9. We could use the veiny metal texture, maybe. To make everything a mess one could make metal mines give both stone and metal
  10. It seems bigger than the example though. And it has to work for random maps as well. The challenge here is to keep a balance between organic rock formations and full fledged carries with tools and whatnot.
  11. I would guess that too, but there is some dependency between C++ and JS components (Not that much, but still, RallyPoints, Identity, Attack, possibly others) And also you can't run the game without the mod mod. https://www.perforce.com/blog/vcs/plastic-scm-vs-perforce (Obviously biased) I suppose proprietary isn't great but since my initial plan was to move to github.... Whatever we choose it should make it easier for people to contribute, and I think git fits that description. It's not like we attract a lot of industry professionals anyway, and they might be more familiar with git.
  12. In this case they might look a bit weird for such small objects
  13. 1) Server maintenance. Currently the only person who knows how to handle properly Phabricator is Itms. If tomorrow Phab breaks beyond repair and he is not available then we're in a pickle. 2) server performance, the windows and linux slaves are currently putting a big strain on the server forcing us to change disks almost every year. 3) Server migration. If opting out of Phab we'd ideally migrate the diffs, concerns and whatnot too so it can be shutdown instead of keeping it around like we did for trac because it was better that whatever Phab used. 4) What to migrate,we currently have one huge repo containing art, art_source, and ps/trunk, (git only mirrors the last tiny part. Should we do the engine split and have empires_ascendant a separate mod ? Where do you put gaia stuff, where do you put components, rmgen etc https://trac.wildfiregames.com/ticket/5366 5) Where to migrate what. What do we do with the artifacts (do we keep versionning them ? How can we make it a breeze to download them like it is currently if you're using svn), and all the windows dlls which are currently a huge pain to build (maybe less when/if @hyperionsucceeds. As said previously should we strip them from the history to reduce the git size ? What about libraries ? Should we find a way to debundle everything first ? That could take years. What about source/tools should that be another repo ? (After all the lobby was moved out) 6) Having the agreement of the majority of the team would be nice too, svn is easier for artists and some devs like it as well. (Just to be clear I'm 100% for the git migration as it has been a major complaint over the years) 7) Fun one, who does it ? Do I stop everything else to come up with something ? 8) When do we do the switch ? Mid release ? During the next three months CF because people are in holidays and can't look at bugs ? 9) Jenkins migration. Do we keep jenkins, do we rewrite all the jobs? ---------- 1 bis) Do we say what the hell and just use whatever is on github at the moment ? https://trac.wildfiregames.com/ticket/1814 https://trac.wildfiregames.com/ticket/1819 https://trac.wildfiregames.com/ticket/1816
  14. You can clone SVN anywhere and if you want it to use its own config files and replays just pyrogenesis with the -writableRoot flag.
  15. I'd like to, but I have a yet to make a concrete migration plan.
  16. Would in binaries/data/mods/mod/gui. Not sure where you'd add it though
  17. Well you already got the development version of the game so I suppose by browsing the js code. If you're interested in random map generation that would be binaries/data/mods/public/maps/random global scripts are in binaries/data/mods/public/globalscripts components like the ones handling unit behaviors are in binaries/data/mods/public/simulation/components They can call global scripts and helper scripts binaries/data/mods/public/simulation/helpers All things related to the user interface is organised in pages and is here binaries/data/mods/public/gui You might find more documentation here https://docs.wildfiregames.com/
  18. By default the installed mods are sorted by name. You can sort them by version, by folder, by dependencies, by website and by display name. For enabled mods, the top one is the first one that gets overriden by all the mods below it.
  19. In this case it would be JavaScript programming.
  20. Well you did you reported an untranslated string
  21. Not sure why it wasn't done in the first place tbh . Maybe there is a reason. Can it be abused in mp to destroy enemy resources ?
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