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Everything posted by elexis
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Skirmish map - Egypt (previously "Egypt condensed")
elexis replied to mimesot's topic in Scenario Design/Map making
Yep, 0.20.7. I went with the ' or just keep “Egypt”' proposal by Nescio. We can still do changes to the maps, just no more string changes. It should be possible to replace the owners for the flora and fauna owned by players from command line. Not sure how now though. -
Skirmish map - Egypt (previously "Egypt condensed")
elexis replied to mimesot's topic in Scenario Design/Map making
There are still many flora and fauna owned by players btw. I guess they'll get a funny "you have been attacked by" message when the poor trees are chopped. -
Skirmish map - Egypt (previously "Egypt condensed")
elexis replied to mimesot's topic in Scenario Design/Map making
Don't worry, it's too late now but I have committed your map description and map changes. Keeping egypt. The names like necropolis needed capitalization. A bit long, but the map deserves it. Gj. -
This happens on many maps, I'll some fix after feature freeze to most maps (testing different distances)
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Skirmish map - Egypt (previously "Egypt condensed")
elexis replied to mimesot's topic in Scenario Design/Map making
befor -> before located -> located, "Balancing is achieved by" not a fan thereof, but whatever Please base your further updates to the map committed in svn, at least the updates that I should commit to the repository. Some properties I had removed creeped in again, AISeed BaseHeight BaseTerrain and the name shouldn't be Egypt condensed (vX variant Y). (The easiest fix will be fixing these property changes rather than redoing the entity updates) (Also a link here instead of the first post would make it easier to find the correct file, at least for me) If you want to play a bit with the terrain elevation to make that line disappear, that would be appreciated. Aegyptos sounds good to me. -
Skirmish map - Egypt (previously "Egypt condensed")
elexis replied to mimesot's topic in Scenario Design/Map making
Indeed, we have a ticket about that. I suspect it could be changed in the map by changing a tile here or there, but meh who cares. After phasing it's probably gone too. -
I didn't know! matei again, he brought us the first random map code too as far as I could trace it. https://trac.wildfiregames.com/changeset/3865 https://trac.wildfiregames.com/changeset/3866
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Because developers back in the day (I'm not looking at anyone) have often added descriptions for things that aren't coded and because the trample damage should only be applied while moving.
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My recipe is at most 150 pop * 8 players and at most a normal mapsize (larger maps possible if there is proportionally more water). Besides pathfinding, AI is also computing a lot. Most modifications don't really influence performance, so not really a need to restrict yourself. (Exceptions may confirm the rule)
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Skirmish map - Egypt (previously "Egypt condensed")
elexis replied to mimesot's topic in Scenario Design/Map making
Well, all of those maps are war maps. Silk Road will be a trade map, but even that will be at war -
Skirmish map - Egypt (previously "Egypt condensed")
elexis replied to mimesot's topic in Scenario Design/Map making
I've committed the map in https://trac.wildfiregames.com/changeset/21420, but we still need a map description. Don't speak of recent games, yourself, the pathfinder, missing playtesting or that the map is about getting crucial positions and trade (because the latter is the case on almost all maps). The position descriptions are good, just needs some general preface. -
Skirmish map - Egypt (previously "Egypt condensed")
elexis replied to mimesot's topic in Scenario Design/Map making
That's a true problem! Once the name is taken, were stuck with it since we don't want to delete maps necessarily But at least for campaigns we can still have maps of that same name without ambiguity. People before us took the good names too (The Nile). The smaller the area depicted in the map, the worse the problem becomes, since one can't find two different names for the same city, while one can find multiple names for some larger place. I don't see anyone else creating an egypt map particularly soon, especially not one that is better than yours. So Egypt should suit well. -
Lagging when using Shift- modifier key
elexis replied to wowgetoffyourcellphone's topic in Bug reports
On our machines the hotkey event is sent less often than on your machines, so we didn't notice it being a problem. If the GUI updates it less often than the hotkey event frequency, the lag should be gone independent of the hotkey event frequency. -
A23 little bugs and glitches
elexis replied to Dunedan's topic in Game Development & Technical Discussion
That's semi-intended. We have to consider that the translations can take up more space than english. Besides that some mapnames are much longer than others and if you'd auto-compute the minium size, then the entire layout would change all the time. IMO it should use some table style, some lines and the gamedescription should dispaly the complete state so that one doesnt have to open the tabs to begin with if one has readonly access. -
SVN Checkout Problems
elexis replied to Sir Rogers's topic in Game Development & Technical Discussion
Segfaults while checking out? That should not happen. It's the problem of the program you use to check out. It should never happen, no matter how the internet connection is situated. The fact that you speak of segfaults to begin with means that you are a linux or OSX user, right? So maybe you use a development version of svn? A workaround would be using git to clone the code as stan mentioned. -
Skirmish map - Egypt (previously "Egypt condensed")
elexis replied to mimesot's topic in Scenario Design/Map making
The black player has two heroes and the temples of that player overlap. Bit imbalanced with yellow having much free space to build while the others have to use their ships, but that's not that decisive as players already have docks and ships. "Condensed" is something I wouldn't add to a mapname, so uh, Egypt? -
Lagging when using Shift- modifier key
elexis replied to wowgetoffyourcellphone's topic in Bug reports
delay, delay #5055 -
Lagging when using Shift- modifier key
elexis replied to wowgetoffyourcellphone's topic in Bug reports
Also can someone who does experience the lag test if the lagging is gone if the 'session.massbarter' and 'session.batchtrain' part of misc.xml is deleted? I suspect both of them are equally lagging? -
Lagging when using Shift- modifier key
elexis replied to wowgetoffyourcellphone's topic in Bug reports
Actually it works this way on linux too. We can see it with the toggle trade dialog hotkey (Ctrl+B). When pressing it, it toggles once. While keeping it pressed further, after a second it starts to toggle back and forth. But I totally can't see any FPS decline, not even 1 FPS, no matter if I'm at 50 or 20 fps. We could figure out which of the hotkeys is the performance heavy one. But I also recall causative sometime saying that the frequency of the event is different on windows than linux, that would explain it. @causative do you remember in which context that was? (We had added a custom frequency in rP19658, g_StatusBarUpdate, but that's not a hotkey frequency). -
Lagging when using Shift- modifier key
elexis replied to wowgetoffyourcellphone's topic in Bug reports
ffs -
Lagging when using Shift- modifier key
elexis replied to wowgetoffyourcellphone's topic in Bug reports
If I was allowed to guess wildly, I'd say windows behaves differently than linux with regards to sending the keydown/keyup even to the GUI and updates the barter panel all the time while holding it - whereas on linux only when actually pressing the first time or releasing. Someone could add this debug line to misc.xml to see if that's the case <object hotkey="session.massbarter"> <action on="Press"> warn("Updating barter panel"); // INSERTION updateSelectionDetails(); updateBarterButtons(); </action> <action on="Release"> warn("Updating barter panel"); // INSERTION updateSelectionDetails(); updateBarterButtons(); </action> </object> -
Lagging when using Shift- modifier key
elexis replied to wowgetoffyourcellphone's topic in Bug reports
I can't reprodue it, I get 54 FPS before and while pressing. The building placement should not influenced at all by holding shift, as that is only tested when doing the mouseclick. I suspected it's the massbartering. The numbers in that dialog are updated when pressing or releasing the key (see massbarter in misc.xml). Does the framedrop occur while keeping it pressed or only on keydown/release? You could rename your user.cfg to use the default config and see if the problem persists. Next the specific lagging hotkey should be identified. Could rip out the mentioned massbarter event, or reassign hotkeys from Shift to something else. -
My main problem is that I don't have the time currently to review all of it and before I understood every line of code, I can't judge if we want that Cell object or not. We currently have at least less than one week and at most a bit more than one week until Alpha 23 feature freeze and we have to finish the scheduled features on the milestone until then https://trac.wildfiregames.com/milestone/Alpha 23. After that we have to fix the defects and release asap. Given that schedule, you might want to consider dropping alpha 22 support, the PointXY prototype was removed for instance. I totally agree that the cost of constructing Vector2D objects is an addition. But it has to be compared to the rest of the performance cost. It's currently more the avoidClasses / stayClasses constraints with large numbers that take really long. But there's a plan for that (some ConstantConstraint wrapper that is evaluated once per createArea / createObjectGroups call rather than reevaluated for each random coordinate in that loop). Your screenshots are very promising!
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Ah sounddetect, there was a ticket on the alpha 23 milestone, IIRC a release blocker fixed by Itms and reviewed by s0600204.
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Sorry I missed this. I suspect this was fixed, there was at least one gamesetup-biomes fix and other non-gamesetup biome fixes.