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elexis

WFG Retired
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Everything posted by elexis

  1. Thanks. Also Linking the ticket #4734, so that gameboy can check when we have solved the issue. It might not be until the next release though.
  2. One could post said stacktrace to the release blocker ticket.
  3. That, amongst other things had been discussed in the review of the feature when it was proposed: D117. (You can find the link to those by using svn blame, they are linked in the commit message). There was some reason for traders only given, I don't recall. Mostly I'd like to have a feature to reveal the wonder / relic / regicide hero location for those games. Could be made expensive. Also that "reveal everything" feature would be great for finding the last few units.
  4. Every cell of the table can have a different color. There could be support for a default color in every column, but if we want a separate color for rows (like in the lobby), then we still have to specify it in JS. Dropdowns also have different colors per item sometimes (maplist). You can move theat hardcoded color to a new global JS variable. We have it in the gamesetup.js for example: // At the top of the file var g_ColorRandom = "orange"; var g_SenderFont = "sans-bold-13"; // Somewhere in the code var text = '[color="'+ color +'"]' + text + '[/color]'; var text = '[font="'+ font +'"]' + text + '[/color]';
  5. Your patch was commited by mimo in rP20031. Thanks for the report, patch and review guys!
  6. (Thought I could do something to the Exit button at least, so that people who can't write code at least can't cheat anymore. But the Exit button can still be easily circumvented with Alt+F4. Also resigning is a simulation message that is not processed if the game is paused until it is aborted, nor is it processed if the host clicks on exit, unless we add a waiting period. Either serverfarm or lots of effort in security through obscurity, meh).
  7. It's not like we don't have a server (lobby, forum, website, bugtracker, reviews, email, ...). If we only want to catch people disconnecting, that can be cought with little computational effort (just up and downloading about 2MB per game per player). But if we walso want to catch people cheating by pretending to the game that they didn't lose, then the game must be simulated on the WFG server too. That indeed might need more than one computer on the other end, as a 0AD match basically consumes 100% CPU power of one thread. And yes, if I recall correctly, there are less donations than server costs recently. So thought about a new lobby bot that reads donations. It's one of the ways twitch streamers get microfunds. Donating can become a social phenomenon, a positive feedback loop ideally. My expectation are limited though. Probably need some streamers that comment games well, like ZeroEmpires or Resonance22 at AoE.
  8. I failed to reproduce the bug quickly. The order queue seen with the developer overlay (alt+d) indicates that the unit knows which types of resources it should gather and the code reads like just resuming the last order. Can you reproduce it or got a replay?
  9. The best decision is to not decide this but just give the people a setting in the match setup.
  10. If someone disconnects from a game for N minutes, that should count as a defeat. If players can't ensure their network stability or have some outage, that's their problem. This rating resign issue has to be solved eventually, because it's happening every day. Marking a player as defeated if the other players computer says so will result in faking wins directly, which is way worse than what we currently have, so no thanks. It can only be accomplished by restricting rated games to games hosted by WildfireGames. Otherwise there is no way to find out who actually disconnected. There's also the other issue: pausing forever. That will require even more code to find out who paused first (not trivial).
  11. Since r16548, a good amount of config numbers already take the maximum population into account. But if brian witnessed that the AI is drastically easier to beat, we should refrain from lowering it until the numbers are optimized.
  12. In alpha 21 we could set arbitrary numbers in the sound volumne settings (numerical input), in alpha 22 we can only set like 10 different values. Perhaps that works too with not having specified a value before, or the default.cfg one.
  13. The credit file for the translations is generated from a script, so you'd have to change your account information I guess
  14. @Lion.Kanzen you're probably looking for the line folders.push('[color="45 45 45"](' + foldername + ')[/color]'); in modmod.js, not the xml file
  15. After Hannibal explained it to me again, I finally understood the difference you meant xD "will have won" means that the victory could occur before the timer runs out too. I've changed the wonder victory message accordingly in rP20017 and added the period as well.
  16. We have this issue everywhere in the GUI. Can you (register an account and) write the same you posted here on https://trac.wildfiregames.com/, so that we don't forget this?
  17. We figured this out. It's when the user config contains values that are outside of the range of sliders. For example sound volume 0.984365863485768345 while the slider only supports 0.01, 0.02 and so forth. The slider corrects that value and rounds I think, thus changes the setting. So it's not lying. Eventually the perceived bug will go away by itself, as almost noone edits the config files other than using the options dialog.
  18. If the men didn't work on fields, they won't work on fields after pressing back-to-work, do they?
  19. I thought you would ask this XD First we have to understand the cause of this issue! It must be some graphics card compatibility issue. @gameboy can you upload a crash dump file for alpha 22?
  20. This had been reported by a number of users on trac actually. @gameboy this also happens with alpha 22, right?
  21. The objectives dialog shows the maximum population set in the match setup. Indeed that excludes the civ and wonder bonus. The exact number is seen in the tooltip of the population counter. But that doesn't help if anyone knows about it. In fact most people also don't know that there is an obejctives dialog. So I don't really know what to do. Even if we would show a message box on gamestart, people would click on Ok without reading it. xd Is it really a necessity? By default, we play 150 pop without wonders in multiplayer 4v4s for performance reasons. It really depends on how the units are used, which is something we can expect from players, but how does the AI deal with 200 pop? I can't imagine that it only functions reliably with 300 pop. @mimo has the most experimental data I guess. Index: binaries/data/mods/public/simulation/data/settings/population_capacities.json =================================================================== --- binaries/data/mods/public/simulation/data/settings/population_capacities.json (revision 20009) +++ binaries/data/mods/public/simulation/data/settings/population_capacities.json (working copy) @@ -1,4 +1,4 @@ { "PopulationCapacities": [50, 100, 150, 200, 250, 300, 10000], - "Default": 300 + "Default": 200 }
  22. @s0600204 you should commit this, since you reviewed it properly.
  23. Please upload a replay if you think there is a bug
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