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jonbaer

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Posts posted by jonbaer

  1. Sorry wasn't aware of that ... good to know.  There only seem to be 3 of them left ...

     ~/grep -R "\"CircularMap\": false" *                                              
    scenarios/Arcadia.xml:  "CircularMap": false,
    scenarios/Campaign Test Map.xml:  "CircularMap": false,
    skirmishes/Watering Holes (4).xml:  "CircularMap": false,

    • Like 1
  2. Looks like according to https://github.com/0ad/0ad/commit/5c10d03826b535a5a26e1175f23e04e85beab3f2 this function was renamed to resourceIcon() + missed in few places (guess) ...

    grep -R "costIcon" *
    gui/session/selection_details.js:                    { "type": costIcon(res), "amount": totalCarrying[res] })).join("  "))
    gui/session/selection_details.js:                    { "type": costIcon(res), "amount": totalLoot[res] })).join("  "))
    gui/session/selection_panels.js:                "population": costIcon("population"),
    gui/session/selection_panels.js:                costIcon(res) + data.carried[res]

    resourceIcon.patch

  3. I think this is the error you will get ...

    ERROR: JavaScript error: gui/session/selection_details.js line 416
    ReferenceError: costIcon is not defined
      displayMultiple/numberOfUnits.tooltip<.details<@gui/session/selection_details.js:416:8
      displayMultiple@gui/session/selection_details.js:413:24
      updateSelectionDetails@gui/session/selection_details.js:466:3
      updateGUIObjects@gui/session/session.js:783:2
      onSimulationUpdate@gui/session/session.js:726:2
      __eventhandler65 (simulationupdate)@sn simulationupdate:0:1

  4. I am interested in a game where the markets (or resource counts) are visible to civs with specific "heroes", basically I want to create a hero which acts as a spy that can unlock seeing everyones resource counts (not just allies - like what gets unlocked in the markets).  My question is if this hero is killed can I downgrade a tech like that?  Is this something that is even possible?  I know there was talk previous on "spies" but I figured I would try to experiment w/ this route.

  5. If I put some more logging in CComponentManager::DeserializeState it shows that the error occurs while handling Pathfinder component.

    If I force PSERROR_Deserialize to return true + load anyway this is what I ended up with @ crash time (not sure if any of this helps) ...

    TypeError: renamedEntities is undefined
      EntityGroupsContainer.prototype.checkRenamedEntities@gui/session/selection.js:503:1
      EntityGroupsContainer.prototype.update@gui/session/selection.js:485:2
      updateGroups@gui/session/session.js:925:2
      restoreSavedGameData@gui/session/session.js:625:2
      init@gui/session/session.js:254:4
      reallyStartGame@gui/loading/loading.js:104:2
    ERROR: GUI page 'page_session.xml': Failed to call init() function
    GAME STARTED, ALL INIT COMPLETE
    ERROR: JavaScript error: gui/session/selection.js line 270
    TypeError: renamedEntities is undefined
      EntitySelection.prototype.checkRenamedEntities@gui/session/selection.js:270:1
      EntitySelection.prototype.update@gui/session/selection.js:223:2
      updateGUIObjects@gui/session/session.js:742:2
      onTick@gui/session/session.js:648:3
      __eventhandler53 (tick)@sn tick:0:1
    ERROR: The pathfinder grid hasn't been setup yet, aborting ComputePath

  6. No they were recent games w/ no updates, I just unziped the .0adsave to compare the engine_version info "0.0.21" (since I think you are suppose to get a GUI box asking for loading previous versions - correct?) ... 

    I did do a quick save game and load and it worked fine, guessing since these were longer matches it was something else.  Going to place a few console.logs inside of loadGame() or at least something that tells me what element failed to deserialize.

  7. This took a few minutes to figure out but raising an alarm to garrison to center also completely disabled my merchant ships which wasn't ideal in the situation and was thinking it would be nice for docks to have their own alarms in that case.  I am still not sure what all the actions of a high alarm actually do (are they listed out somewhere?) ... I was trying to look through code to see what happens in a center's radius which might affect the alarm but couldn't find anything related to naval inventory.

  8. I agree, right now I am trying to add a little checkbox to the restart dialog to specify if you want to reseed.  This seems to be the best (of both worlds) options.  I started thinking it might not even be in the best interest to propose game (map previews) in cases where players don't want an explored/revealed map, in which case my "research" into this might just be one-case hack in cases where I just want to see the variation of the maps I enjoy playing.

  9. Good point about GitHub ... a friend recently moved a rather large project from Trac to GitLab (which is like a self hosted GitHub, probably even better) but his only reason was that pull requests were easier to manage than manual patches.  Will leave the links here (but this sounds like a case of - the process is not broken, so don't fix it ;-) It seems like SVN/Trac has been used here for so long.

    https://about.gitlab.com/

    https://github.com/moimael/trac-to-gitlab 

    • Like 1
  10. Interesting, yeah I think when I initially thought of this I set out on the idea that I could somehow magically generate a large preview of seeded maps to see what they looked like (under Archipelago) and then I previously asked where to find the seed ... https://wildfiregames.com/forum/index.php?/topic/21055-random-maps-question-random-seed/

    What I get afraid of is people just not understanding what the seed means (it's more for programming terms).  Imagine I want to share the map w/ you, I know you would know what the seed does and where to place it but in other ways it would be ideal to just people able to save the seed under a name and send a .zip that includes map info, seed, preview, etc.

    I don't even know if what I am thinking of applies to anything really outside of the Archipelago scripts so I am still thinking about how to handle in the UI.  

    Based on the graphics you show from the other games it would make sense to extend a Map Type to be where you could seed.  Are there any open Trac tickets for that?

    • Like 2
  11. I don't know if this will relate to all cases but this is just my own example, the one random map I enjoy playing the most is Archipelago (revealed/explored) for it's geostrategic nature (markets, chokepoints, islands, etc), and every now and then there is very good re-playable map it generates which I want to save.  Outside of being a developer this type of option is a bit hard to do w/o having to save the entire game.  Setting this up in Atlas is a bit of work as well.  

    BTW w/ this patch you don't go back to the game setup, it will just re-seed and bring you to the loading screen w/ those game attributes.  I see what you mean though - a "Restart" in theory is not a "Reset" (all attributes the same) - and might lead to confusion(?) ... someone would say "I selected Restart but it gave me a different map", etc.  

    • Like 1
  12. https://github.com/0ad/0ad

    https://github.com/0ADMods

    Curious, was there ever a discussion about moving everything to Github @ any point?  I tend to find Trac under large histories to be extremely slow while doing queries (even w/ small teams).  Something that Github developed which might help w/ large blobs ... https://git-lfs.github.com/

    I don't do enough game development to give opinion but just curious where previous discussions might have ended up.  

    • Like 2
  13. I made a little progress ... I was toying around with the Misc Hacks menu + w/ the Reset Camera option + was able to set the camera to center map, rotate 45, zoom out + WriteScreenshot() ... the one thing I can't figure out is how to set g_EnvironmentSettings.fogfactor to 0 (to remove from the screenshot on some maps) ... I think as a hack I would need to do this work + then set that back and then reset the camera again (for example if there was a button that said Generate Preview, etc).

    I tried a straight 90 degree down on the camera but I don't think it picks up the height of the map that well.  It would great to figure out not just a standard preview image but also to generate a standard cinematic preview somehow :-\

    screenshot0004.png

    screenshot0006.png

    • Like 3
  14. Interesting, thanks.  I found an earlier thread of mine in regards to dumping video replays and I have an idea of how this could be done (possibly) programmatically by placing the camera (via command line argument), grabbing the frame, and exiting.  

    I am realizing now after looking at https://wildfiregames.com/forum/uploads/monthly_2016_03/golden_island.jpg.c2d49d25456c383d3f990527ef838c5d.jpg that the territories are in fact there since you can see the civic centers.  It would be nice to see a Maps page on play0ad.com at some point since there are so many now.  If I get anywhere with the automation of it I will post back.

  15. Hi,

    I am curious to know how these map previews are rendered / generated.  Is there a special camera setup or are these done completely manual by hand?  Atlas? For example could someone generate one of these from a random generated map somehow?  Thanks.

    - I was thinking Atlas but you can't seem to set the # of players to 0 to capture the entire map w/o territory like the attached.

    archipelago.png

    • Like 1
  16. What would be super ideal is if you went to Save and could actually just save the entire map setup (vs. the game) to the Skirmish menu somehow (thus "saving" the seed w/o needing to explicitly know it).  I am not even sure if that is possible (to dump a .pmp/.xml like that) but some random maps create really good setups and (currently) that it is a real pain to debug the seed (via the replay file) and need to save into Atlas, etc. 

    BTW I still don't know, are GUI related options like this best done as patches or mods?

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