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Everything posted by Stan`
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Once the strings have been extracted in the pot file, unless there are conflicts between two strings, calling the translate method anywhere will replace it by the correct translated version, you can grep for translate in the code base to see usage examples.
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You can extract json files as well, like the options.json file.
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https://trac.wildfiregames.com/wiki/Localization https://trac.wildfiregames.com/wiki/EnglishStyleGuide Basically every monday and friday we generate the translation templates and we pull new translations from Transifex. You have to tell the scripts which generate the templates to pull the strings from your code depending on where you put it. You can use translateWithContext for that particular purpose https://trac.wildfiregames.com/wiki/Implementation_of_Internationalization_and_Localization#JavaScriptTranslationCacheSystem
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If you are playing with IAs, you cannot rejoin.
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A new git-based development environment
Stan` replied to Itms's topic in Game Development & Technical Discussion
Well you can request an account for Itms on gitea.itms.ovh, and look at every nook and cranny if there are broken/missing things. You can help with the request above your post I suppose. -
You forgot the space between -cr and /Users
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This might help
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Can you right click and then open ? If not you are gonna have to use the command line. The reason is that macOS recent version don't trust you "the user" to make safe decisions, and so it restricts every application by telling you they are corrupted when they aren't.
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Can you take a screenshot ?
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There is also https://replay-pallas.wildfiregames.ovh/ that allow you to share replays with other people to get an idea using as many replays as possible to someone's rating.
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Hey, Triggers are special events that are "triggered" when specific actions are met e.g: tasking units to gather wood. See https://trac.wildfiregames.com/wiki/Triggers
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less precise sorting in range manager
Stan` replied to real_tabasco_sauce's topic in Game Development & Technical Discussion
Well is it faster ? -
less precise sorting in range manager
Stan` replied to real_tabasco_sauce's topic in Game Development & Technical Discussion
int reverseMostSignificantBit(uint64_t n) { if (n == 0) return -1; // If n is 0, there is no significant bit set. int msb = 63; // Start with the highest bit position (63 for 64-bit numbers) uint64_t mask = 1ULL << 63; // Initialize the mask to check the highest bit while (mask > 0 && !(n & mask)) { msb--; mask >>= 1; // Move the mask to the next lower bit } return msb; } That's a naive way for that function. I must say I'm not yet convinced of your approach but we'll see. Another simpler version depending on the number size, might make a speed difference. int mostSignificantBit(uint64_t n) { if (n == 0) return -1; // If n is 0, there is no significant bit set. int msb = 0; while (n >>= 1) { msb++; } return msb; } -
Yeah sorry that's because when running in that mod it doesn't read configs from the old location so it acts like a new install. If you move the folder to another PC though since all the config files are in that folder that will never happen. With regards to the slowdown my guess is that it resetted the graphics options so it might have set the quality too high for your hardware. You can copy the old config from the appdata folder and put it in binaries/logs/ If the savegame took longer to load and you're moving from an ssd in c:/ to a hdd: in d:/ yeah that might explain the loading speed
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less precise sorting in range manager
Stan` replied to real_tabasco_sauce's topic in Game Development & Technical Discussion
A good question one should ask is whether all the calls to that function are justified, whether they can be cached or batched. -
less precise sorting in range manager
Stan` replied to real_tabasco_sauce's topic in Game Development & Technical Discussion
In a non visual replay iirc isqrt takes about 1% of a match. -
You should put it after not before
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less precise sorting in range manager
Stan` replied to real_tabasco_sauce's topic in Game Development & Technical Discussion
So... It's worse than without the patch? -
reading screen resolution in GUI scripts
Stan` replied to Vantha's topic in Game Development & Technical Discussion
let screen = guiObj.parent.getComputedSize(); let h = screen.bottom - screen.top; let w = screen.right - screen.left; let iw = h * 2; Just pick the highest element in the page you can grab. -
less precise sorting in range manager
Stan` replied to real_tabasco_sauce's topic in Game Development & Technical Discussion
So, do you see any difference in performance ? -
less precise sorting in range manager
Stan` replied to real_tabasco_sauce's topic in Game Development & Technical Discussion
The game uses integers for its calculations, because floating point are note reliable on different machines, so we need to have the exact same values on each machines else the game will go out of sync pretty quickly. So I suppose what you are seeing are decimal values represented as int. https://code.wildfiregames.com/D1971 You can find most gameplay interesting patches by querying for @Freagarach on Phabricator https://code.wildfiregames.com/search/query/zNwhd_3YKp.n/#R -
It's not that hard to add but that means it will steal some of the simulation time measuring stuff that's probably not that important for most people.
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less precise sorting in range manager
Stan` replied to real_tabasco_sauce's topic in Game Development & Technical Discussion
I don't know you have to check the SDL2 versions to know what's the minimum version that supports it. Well you can try printing stuff with LOGWARNING to see if that function is actually being used. If it is you might use the profiler inside the game (there are some docs on trac) to compare between versions. If it's not you have a bug And eventually if it doesn't yield any result maybe it's because it's not a bottleneck
