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zoot

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Everything posted by zoot

  1. I don't remember it offhand for C++, I believe it is DEBUG_PRINT() or DEBUG_WARN() or some such. For JS, it is warn() and error().
  2. The minimap code is here: https://github.com/0ad/0ad/blob/master/source/gui/MiniMap.cpp I would probably add a C++ function called, say, 'PingMinimap' which transforms a location as you describe and renders the actual 'ping', and expose that to JS. Then it would be a matter of invoking that function from the right point in messages.js.
  3. The logic is in AttackDetection.js. It keeps a list of previous attacks, called suppressedList. There is no decision yet on which templates should have 'attacked' sounds. I suggest just using your own intuition, and then settle it during patch review.
  4. "ERROR: CXeromyces: Parse error: special/player:1: Did not expect element AttackDetection there" That's the culprit. Are you sure all files were patched correctly? And perhaps more importantly, that all files were created correctly. The diff contains new files that has to exist for the game to recognize the AttackDetection element.
  5. Right, but making "food != food" may cause problems in UnitAI and other components down the line. I don't have a crystal ball or anything, but I would be "uneasy" about doing it that way.
  6. It's not really a matter of people not appreciating the idea, but rather that it can't be implemented without weird consequences. Like, what if a villager gather some berries and then goes on to harvest a bit grain? Do we now need to show two resource counts in the unit panel? What if she also picks up some meat? Do we now show three? The game just hasn't been designed to support this type of distinction.
  7. You need to find the very first errors printed. It should be logged in interestinglog.html. What often happens is that some minor error cascades into a huge bunch of errors with no real relation to the original cause.
  8. You haven't edited these files yourself before, by any chance, have you? If you are using a Windows editor, it could cause line-endings mismatches.
  9. Yeah. I believe leper and quantumstate both use the vanilla 'patch' command. Maybe TortoiseSVN chokes on this particular format.
  10. Others (leper, quantumstate) have succesfully applied my diffs from Github before. Are you sure you are applying the patch relative to the right directory? (Edit: Oh, I guess you've tried several.)
  11. Yes, that diff does contain all my changes.
  12. Indeed, they will only commit to your local repository.
  13. Yes, the web interface is only a representation of what is on Github. To use the attack-notification branch on your local machine you have to "check it out". If you have already cloned my repo to your own machine, you should be able to do: git checkout attack-notification If you get a message reading "Switched to branch 'attack-notification'", you should then be able to find AttackDetection.js in the relevant subdirectory.
  14. Indeed. Yes, I usually just post a link on Trac to a .diff generated by Github, like so: https://github.com/z...tification.diff
  15. Relevant questions. My changes reside in a branch on Github. You can think of this as a codebase existing in parallel to Wildfire Games' main 0ad mirror on Github. If anyone wants to continue work on attack notification, they can fork the code from my branch and begin adding their changes to it. When they are done, they must then merge their changes into the main repository. The main repository for now is still SVN, so you should stick with that if you want to follow the mainline of development. The main 0ad mirror on Github (0ad/0ad) is updated from SVN every few days by k776. My repository (zootzoot/0ad), where the attack-notification branch resides, is only updated when I make any changes.
  16. Pedro: Farmland seemed sound enough to me too, as long as it is only a boost - you'll still be able to build fields outside the farmland, just at a lower yield.
  17. The build radius idea seems more viable to me, personally, than special-casing grain.
  18. A bit lukewarm on the food.grain idea, personally: if I look at the unit details panel, and see that a given unit is carrying food, how do I know whether it is food.grain specifically?
  19. As stated above, the minimap notification has yet to be implemented, so the ticket is not done yet. Right now, it just plays a notification sound, but you have no indication where the attack is occurring (unless the camera is already pointed there). Also, the sound needs to be added to all relevant unit templates. For now, it has only been added to the infantry unit template.
  20. Indeed, fixed as of the latest push: https://github.com/zootzoot/0ad/compare/attack-notification
  21. I guess currently the serialization is 'opt-in'. To improve efficiency compared to full serialization, perhaps it could be made 'opt-out'? Like, a given variable will be saved by default, unless a certain callback returns false.
  22. Every year on April the 1st, I basically unplug myself from the world and enjoy a good video game and a cup of coffee. That way, I can read the paper the next day and laugh at all the other fools
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