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madmax

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Everything posted by madmax

  1. Should be an easy fix. I will get to it this weekend. Havent been able to look at it over the last few days.
  2. Hmm, I think I understand why this is happening now. I moved the blinking logic into the component of the object which receives attack notifications. Each unit has a component. I reset the counters on receiving the notification there. Earlier it was in the minimap class. Will try to fix it.
  3. Yeah, I am actually having trouble trying to make the dots blink fast enough since I put in the logic for time based blinking. Maybe its due to the unit's movement too. I will check that. Its probably better if I let the blinking happen per frame(color changes in each frame), with perhaps some sort of parameter that controls whether its every 1 frame, or every 2 frames ....etc. Then that parameter, read from the config file will allow control over the rate of blinking and should serve our purpose for now. At least till we have some sort of animation going. I was thinking of the attack notification animation on the minimap. We can probably start with a simple circle that encircles the main attacking area & blinks rapidly.
  4. Pushed some code that allows pinged entities to be drawn on top now.
  5. Yeah I ll have to fix this blinking dots being drawn over problem soon. I ll give it a shot with a 2nd vertex array and see what others say. Meanwhile how about you go ahead and make the patch and attach to the ticket.
  6. ok, I will try it out. Zoot, Does the pinging look ok now ?
  7. ok, why is that ? I mean why cant it be automated too. So I just ran update-workspaces.bat --atlas Then tried building. Got an error : 1>------ Build started: Project: AtlasScript, Configuration: Release Win32 ------ 2>------ Build started: Project: AtlasObject, Configuration: Release Win32 ------ 1> ScriptInterface.cpp 2> AtlasObjectJS.cpp 1>..\..\..\source ools\atlas\AtlasScript\ScriptInterface.cpp(34): fatal error C1083: Cannot open include file: 'wx/wx.h': No such file or directory 2>..\..\..\source ools\atlas\AtlasObject\AtlasObjectJS.cpp(27): fatal error C1083: Cannot open include file: 'wx/log.h': No such file or directory 3>------ Build started: Project: AtlasUI, Configuration: Release Win32 ------ 4>------ Build started: Project: test, Configuration: Release Win32 ------ 3> precompiled.cpp 3>f:\code\0ad\0ad\source ools\atlas\atlasui\misc\precompiled.h(47): fatal error C1083: Cannot open include file: 'wx/wxprec.h': No such file or directory 4> test_root.cpp 5>------ Build started: Project: ActorEditor, Configuration: Release Win32 ------ 5>LINK : fatal error LNK1181: cannot open input file '..\..\..\binaries\system\AtlasUI.lib' 4>LINK : fatal error LNK1181: cannot open input file '..\..\..\binaries\system\AtlasObject.lib' ========== Build: 0 succeeded, 5 failed, 13 up-to-date, 0 skipped ==========
  8. Are you seeing it ? Hmm, so about the blinking code for the Minimap : virtual bool CheckPing(void) { double currentTime = timer_Time(); double dt = currentTime - m_PingStartTime; if (dt > m_PingDuration) { m_IsPinging = false; m_PingStartTime = 0; m_LastBlinkStartTime = m_PingStartTime; } dt = currentTime - m_LastBlinkStartTime; // Return true for dt > 0 && dt < m_HalfBlinkDuration if (dt < m_HalfBlinkDuration) return true; // Reset if this blink is complete if (dt > m_BlinkDuration) m_LastBlinkStartTime = currentTime; // Return false for dt >= m_HalfBlinkDuration && dt < m_BlinkDuration return false; } Basically CheckPing() returns true if the time elapsed since the current blink was started is less then 1/2 the blink duration. If CheckPing() returns true then the renderer draws in white. CheckPing() is called at the frame rate whenever the Minimap is drawn. It can happen though that CheckPing() is called so slowly (very slow frame rate) that the time elapsed is always greater than 1/2 the blink duration. Then CheckPing() never returns true and no blinking is seen. So the user would need to raise the blinkduration in the cfg file. Which is kind of not ideal
  9. oh, err, it doesnt get built as part of a normal build ? Zoot, I have pushed the latest change adjusting the ping and blink duration.
  10. Sure. By the way, I was trying to launch Atlas to create a simple map with just 2 entities to make debugging simpler. Seem to run into an error : The Atlas UI was not successfully loaded and therefore cannot be started as requested. Location: Atlas.cpp:46 (ATLAS_Run) Call stack: (error while dumping stack: No stack frames found) errno = 0 (No error reported here) OS error = 126 (The specified module could not be found.)
  11. arrgghh!!!, human stupidity , not a engine bug. I was compiling in debug mode in visual studio but running pyrogenesis.exe (I should have been running pyrogenenesis_dbg.exe) Now I see that the blinking stops very quickly, will try to fix it.
  12. ok and this delete of the root 0ad git directory will not be registered with git in someway I guess as I will be deleting it from windows.
  13. Hard reset doesnt work either. Is there an even more drastic solution ? Can I clear out the directory and have git automatically restore all files ?
  14. Nope doesnt fix it, I ll have to do a hard reset.
  15. ok, I am trying a clean recompile now, lets hope it fixes it. This is what happened after I updated last : abhi@ABHI-PC /f/Code/0ad/0ad (attack-notification) $ git log --branches --not --remotes --simplify-by-decoration --decorate --oneline abhi@ABHI-PC /f/Code/0ad/0ad (attack-notification) $ git pull zootzoot attack-notification remote: Counting objects: 33, done. remote: Compressing objects: 100% (9/9), done. remote: Total 20 (delta 14), reused 17 (delta 11) Unpacking objects: 100% (20/20), done. From https://github.com/zootzoot/0ad * branch attack-notification -> FETCH_HEAD Updating ede7f18..7fffc7f Fast-forward binaries/data/config/default.cfg | 1 + binaries/data/mods/public/gui/session/messages.js | 13 ++++++------- binaries/data/mods/public/simulation/components/Armour.js | 2 +- 3 files changed, 8 insertions(+), 8 deletions(-) abhi@ABHI-PC /f/Code/0ad/0ad (attack-notification) $ git diff abhi@ABHI-PC /f/Code/0ad/0ad (attack-notification) $
  16. ok, I ll back up all the files and do the reset.
  17. ok, I am still getting js errors :(, should I pull from k776-master It was created as follows : git remote add k776-master https://github.com/0ad/0ad.git So I run this perhaps : git pull k776-master master I already pulled from : git pull zootzoot attack-notification It was created as : git remote add zootzoot https://github.com/zootzoot/0ad.git I see the 'source' argument added in Armour.js. I though if I pull from : git pull zootzoot attack-notification that will include the master changes too ? But maybe it does not. Yeah for that the blinking dots have to be drawn last. Probably they can be collected in a new vertex array and sent to the gpu after the current vertices which are for non-blinking players. It would be good to have some input on this graphical problem from someone more familiar with minimap drawing. Do I add another VertexArray member in Minimap.h & use it ? This has to be done in the most efficient possible way for the GPU. interestinglog.html
  18. ok, its just a comment, I am accepting it : Armour.prototype.SetInvulnerability = function(invulnerability) { this.invulnerable = invulnerability; }; <<<<<<< HEAD Armour.prototype.TakeDamage = function(hack, pierce, crush, source) ======= /** * Take damage according to the entity's armor. * Returns object of the form { "killed": false, "change": -12 } */ Armour.prototype.TakeDamage = function(hack, pierce, crush) >>>>>>> 5e04aea6bbce9aba0accf2b411acb17621df8cf4 { I have made it like this : Armour.prototype.SetInvulnerability = function(invulnerability) { this.invulnerable = invulnerability; }; /** * Take damage according to the entity's armor. * Returns object of the form { "killed": false, "change": -12 } */ Armour.prototype.TakeDamage = function(hack, pierce, crush) { // Alert target owner of attack var cmpOwnership = Engine.QueryInterface(this.entity, IID_Ownership); var cmpAttackDetection = QueryPlayerIDInterface(cmpOwnership.GetOwner(), IID_AttackDetection); var cmpTimer = Engine.QueryInterface(SYSTEM_ENTITY, IID_Timer); OK, I pushed my changes to the 2 files. I am still getting a large number of Javascript errors. interestinglog.html
  19. ok, there also seems to be a conflict in Armour.js Is that resolved ? How do I resolve it, now that I have pulled from the master : abhi@ABHI-PC /f/Code/0ad/0ad (attack-notification) $ git pull k776-master master remote: Counting objects: 2669, done. remote: Compressing objects: 100% (1035/1035), done. remote: Total 2041 (delta 1370), reused 1658 (delta 995) Receiving objects: 100% (2041/2041), 12.79 MiB | 306 KiB/s, done. Resolving deltas: 100% (1370/1370), completed with 337 local objects. From https://github.com/0ad/0ad * branch master -> FETCH_HEAD Performing inexact rename detection: 100% (18204/18204), done. Auto-merging source/soundmanager/scripting/SoundGroup.h Auto-merging source/soundmanager/scripting/SoundGroup.cpp Removing source/soundmanager/js/SoundPlayer.h Removing source/soundmanager/js/SoundPlayer.cpp Removing source/soundmanager/js/Sound.h Removing source/soundmanager/js/Sound.cpp Removing source/soundmanager/js/MusicSound.h Removing source/soundmanager/js/MusicSound.cpp Removing source/soundmanager/js/MusicList.h Removing source/soundmanager/js/MusicList.cpp Removing source/soundmanager/js/AmbientSound.h Removing source/soundmanager/js/AmbientSound.cpp Auto-merging source/gui/MiniMap.h Auto-merging source/gui/MiniMap.cpp CONFLICT (content): Merge conflict in source/gui/MiniMap.cpp Auto-merging binaries/data/mods/public/simulation/templates/template_unit_infantry.xml Auto-merging binaries/data/mods/public/simulation/templates/template_unit_champion.xml Auto-merging binaries/data/mods/public/simulation/templates/template_unit_cavalry.xml Auto-merging binaries/data/mods/public/simulation/templates/template_unit.xml Auto-merging binaries/data/mods/public/simulation/templates/template_structure_economic_storehouse.xml Auto-merging binaries/data/mods/public/simulation/templates/template_structure.xml Auto-merging binaries/data/mods/public/simulation/templates/structures/spart_storehouse.xml Auto-merging binaries/data/mods/public/simulation/templates/structures/rome_storehouse.xml Auto-merging binaries/data/mods/public/simulation/templates/structures/pers_storehouse.xml Auto-merging binaries/data/mods/public/simulation/templates/structures/maur_storehouse.xml Auto-merging binaries/data/mods/public/simulation/templates/structures/mace_storehouse.xml Auto-merging binaries/data/mods/public/simulation/templates/structures/iber_storehouse.xml Auto-merging binaries/data/mods/public/simulation/templates/structures/hele_storehouse.xml Auto-merging binaries/data/mods/public/simulation/templates/structures/gaul_storehouse.xml Auto-merging binaries/data/mods/public/simulation/templates/structures/celt_storehouse.xml Auto-merging binaries/data/mods/public/simulation/templates/structures/cart_storehouse.xml Auto-merging binaries/data/mods/public/simulation/templates/structures/brit_storehouse.xml Auto-merging binaries/data/mods/public/simulation/templates/structures/athen_storehouse.xml Auto-merging binaries/data/mods/public/simulation/templates/special/player.xml Auto-merging binaries/data/mods/public/simulation/components/Attack.js Auto-merging binaries/data/mods/public/simulation/components/Armour.js CONFLICT (content): Merge conflict in binaries/data/mods/public/simulation/components/Armour.js Removing binaries/data/mods/public/gui/text/tips/mills.txt Auto-merging binaries/data/mods/public/gui/session/messages.js Auto-merging binaries/data/mods/public/audio/interface/select/building/sel_storehouse.xml Removing binaries/data/mods/public/audio/interface/select/building/sel_mill.ogg Auto-merging binaries/data/mods/public/audio/interface/complete/building/complete_storehouse.xml Removing binaries/data/mods/public/audio/interface/complete/building/complete_mill.ogg Removing binaries/data/mods/public/art/textures/skins/props/shield/mace_silver_c.dds Removing binaries/data/mods/public/art/textures/skins/props/shield/mace_silver_b.dds Removing binaries/data/mods/public/art/textures/skins/props/shield/mace_silver_a.dds Auto-merging binaries/data/mods/public/art/actors/structures/romans/storehouse.xml Auto-merging binaries/data/mods/public/art/actors/structures/persians/storehouse.xml Auto-merging binaries/data/mods/public/art/actors/structures/mauryans/storehouse.xml Auto-merging binaries/data/mods/public/art/actors/structures/iberians/storehouse.xml Removing binaries/data/mods/public/art/actors/structures/hellenes/mill.xml Auto-merging binaries/data/mods/public/art/actors/structures/celts/storehouse.xml Auto-merging binaries/data/mods/public/art/actors/structures/carthaginians/storehouse.xml Removing binaries/data/mods/public/art/actors/structures/athenians/mill.xml Auto-merging binaries/data/mods/public/art/actors/props/structures/romans/storehouse.xml Auto-merging binaries/data/mods/public/art/actors/props/structures/persians/storehouse.xml Auto-merging binaries/data/mods/public/art/actors/props/structures/mauryans/storehouse_props.xml Auto-merging binaries/data/mods/public/art/actors/props/structures/iberians/storehouse.xml Auto-merging binaries/data/mods/public/art/actors/props/structures/hellenes/storehouse_wood.xml Auto-merging binaries/data/mods/public/art/actors/props/structures/hellenes/storehouse_roof.xml Auto-merging binaries/data/mods/public/art/actors/props/structures/hellenes/storehouse_props.xml Auto-merging binaries/data/mods/public/art/actors/props/structures/hellenes/storehouse_blocks.xml Auto-merging binaries/data/mods/public/art/actors/props/structures/celts/storehouse_shield.xml Auto-merging binaries/data/mods/public/art/actors/props/structures/celts/storehouse_2.xml Auto-merging binaries/data/mods/public/art/actors/props/structures/celts/storehouse_1.xml Auto-merging binaries/data/mods/public/art/actors/props/structures/carthaginians/storehouse.xml Auto-merging binaries/data/config/default.cfg Automatic merge failed; fix conflicts and then commit the result. abhi@ABHI-PC /f/Code/0ad/0ad (attack-notification|MERGING) $ # Unmerged paths: # (use "git add <file>..." to mark resolution) # # both modified: binaries/data/mods/public/simulation/components/Armour.js # both modified: source/gui/MiniMap.cpp #
  20. Zoot, I have pushed the latest changes. Once you confirm, I ll send out a patch. https://github.com/laxmax/0ad/commits/attack-notification
  21. ok, yeah I am updating from bitbucket so its probably not yet updated. Meanwhile I have finished the changes and will send out a patch tomorrow for this long standing ticket.
  22. Yes, I have nvidia optimus. But it used to work before. And why this option specifically. Also the game does start without -quickstart, so the sound comes.
  23. Hmm it seems the -quickstart option s causing the crash. If I start the game like this it works : pyrogenesis -autostart="Isthmus" -autostart-ai=1:qbot-wc -autostart-ai=2:qbot-wc
  24. Hmmm, I did a clean build, But I get a crash when I start the game, after the setup screen : Much to our regret we must report the program has encountered an error. Please let us know at http://trac.wildfiregames.com/ and attach the crashlog.txt and crashlog.dmp files. Details: unhandled exception (Access violation reading 0x00000046) Location: unknown:0 (?) Call stack: C7660C48 errno = 0 (No error reported here) OS error = 126 (The specified module could not be found.)
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