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bb_ last won the day on December 18 2020

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  1. As @Freagarachsaid committing the art makes arcanists' live easier (and as a consequence mine too). The art was made by Lion Kanzen (see the ticket).
  2. Wait for the autobuild tomorrow morning, or revert to rP26521.
  3. Don't particularly like the new default cursor. The old one could have been a weapon-head too, but one could sell it as a pointer too, making it a very universally used icon. The new one is a weapon however you look at it. I don't want a weapon on my screen when selecting a tree!! Besides that: the new cursor is way oversized. Making it feel very clunky too work with. The same comment applies to the new attack cursor (the image is fine there, just make it smaller). I would propose to restore the old default cursor and use the new default for attack-walk instead (that red line is not making things prettier).
  4. For the record, this happens since https://code.wildfiregames.com/rP26393.
  5. Delete your savegames, they have an outdated entry.
  6. I does, since the females are all trying to reach the same point in the field and only moving around eachother, to find a free spot, onces they bump into eachother. Then obviously they need to turn and reaccelerate.
  7. The better values are having some realistic turnrates, instead of the almost insta turns that happen in current svn. What is seen as "clunky" movement, is not caused by turnrates or accelerations at all, they merely highlight the actual issue. Which is "units bumping into eachother all the time".
  8. That the whole point of "Distributed Denial Of Service". It is many many IP's trying to connect to your server. All requests are blocked (since nothing is listening), but the shear blocking is sucking the bandwidth. Probably the initiator is not even part of the ddos. AFAIK, that is already the case. Do notice that someone who wants to join *needs* the IP, since it cannot join otherwise (if you want to send a postcard to someone, you will need the address...).
  9. This is very much expected. In multiplayer the game needs to be synchronized over the internet. In order to do this, any command you send needs to be shared with all clients before processing it. More precisely, a client need to send the command to the host, then the host shares it with all clients. Hence when you give a command it is only executed a little while later. IIRC this "delay" is hardcoded to be .6s (or .4s?, whatever). In future we might implement having this time "dynamic" i.e. it would be as low as possible depending on the used network connections (this also related to the idea of "variable turnlengths"). This would make the game more responsive in some situations, in particular two computers on the same network. However do notice that there will always be some delay. In particular, if you are playing with someone on the other side of the globe, you will have at least .133s delay (we need to travel from the client to the host and back, so basically travel a full circumference of the earth). Simply by the laws of special relativity (nothing can move faster than the light). Likely this will be even higher, since your signal probably will travel slower and with some detour.
  10. IIRC relics are spawned near gaia entities on the map. I read from your post, there are no gaia ents. So then the relic code will error saying it can't find a spawnpoint. Maybe a solution would be to add some triggerpoints on the map (these are invisible for the player). Would need to test if that really works.
  11. For the second link, I suppose you refer to: It seems that epriestly (the old maintainer of phab) is just posting some suggestions on what one could do. It doesn't seem to contain any evidence that svn is/will actually be dropped. Not sure what the official line is (I heard some conflicting info from @Freagarach on irc). Would be good to figure out. This is an unfair comparison. A git repo contains far less than a phabricator instance: think of all discussions, attachments of whatever kind, non-committed patches etc. The fair comparison would be to compare the size of vcs's (git, svn etc.) with size of development tools like phabricator. If anyone has some data on either of these, please add them to the thread. Not the only person asking: https://secure.phabricator.com/D8775?id=20822. Also may I add https://www.tuleap.org/integration/tuleap-gitlab-integration-why-and-how-to-use-it and https://docs.gitlab.com/ee/integration/github.html. Feel free to list similar pages for other solutions.
  12. Thanks for everyone posting their input. I have updated the posts at the top of this thread. Also I made a short list of the limitations in our current setup. Feel free to yell if I miss points. Between the listed points I feel there is some overlap. To start with the top point (not that there is any particular order, feel free to comment on the other points too) "Phabricator not being maintained anymore". If we want to migrate, we can migrate anywhere. @dave_k already posted some ideas on possible systems before: Obviously there is also the Phabricator fork, Phorge. And surely there are more. What are everyone's thoughts on these? Are there migrate scripts available for any of these? Do we loose any data currently in phabricator? What features do we loose? What do we gain? Can the trac or forum data be somehow incorporated. How does it work with external linking to the current phabricator pages. How does any choice relate to the feature list at the top of this thread?
  13. https://dzone.com/articles/git-lfs-why-and-how-to-use Basically it would solve the size issue on the server Don't think you answered my question. How does git-lfs work with the versioning history of binaries? And does a clone automatically inherit the linkage? It is NOT. I tried to make in the first post clear what this thread is about, namely gathering ideas, wishes etc. regarding VCS.
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