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Freagarach

WFG Programming Team
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Everything posted by Freagarach

  1. @loveheaven This is fixed in the latest code, thanks again for the report! :)
  2. I asked on their IRC whether they support SVN, which they confirmed as doing already. No hint about dropping support. https://wm-bot.wmcloud.org/browser/index.php?start=12%2F08%2F2021&end=12%2F15%2F2021&display=%23phorge
  3. One can also set the victory condition to destroy/capture CC, it helps a lot.
  4. Very nice work, @maroder! I must say that I liked the opaque play buttons (LTP, SP, MP) more than the solid ones now. It just cuts through the background too much now, IMHO. But maybe other feel differently.
  5. Thank you for the report, @loveheaven! And @Silier for the triage. https://code.wildfiregames.com/D4374
  6. That is a nice image you made there! You can select actors IIRC by crtl-click? (But @Stan` and others know. )
  7. Not yet. (https://code.wildfiregames.com/D2372)
  8. Because: I am usually not the person to do "like we all did". I only play SVN. There were concerns about SVN being slower due to the new acceleration feature. I did not want to end up in a list I don't belong in.
  9. Second try: 07:40 (same revision). I won't try anymore, consider me satisfied. 2021-11-30_0006.7z
  10. First try: 08:04 on latest trunk (rP26025). The hardest part for me is when to start farming. ^^ 2021-11-30_0003.7z
  11. (I've written a Python script to do the bulk of the work. https://code.wildfiregames.com/P256)
  12. If you try "champion_infantry_spearman.xml"? Then you should be able to train them at the barracks.
  13. It is mostly this kind of stuff: Thanks for reacting on my personal preferences. Please don't think I hate git, or admire SVN. I just want an educated decision to be made and not follow along with whatever is popular. If we're good with the binaries (I have no experience in that) I don't mind (too much) a change in workflow. Regarding the supported platforms: Redmine supports SVN? (As do RhodeCode, OpenProject, pach.no.)
  14. Thanks for making this topic, @bb_! So I guess the first step is the difference of SVN vs git. There are several websites discussing that (e.g. https://svnvsgit.com/), but I think the main conclusions are: Pro SVN: Partial checkouts. (And access control.) Handles binaries better (our art). No branching (https://www.freecodecamp.org/news/why-you-should-not-use-feature-branches-a86950126124/). Easy to copy, delete or rename files. Pro git: Backup on every dev machine. Pull requests? Note that since we have git mirrors, one can still use branches on personal development copies and work offline (SVN needs connection with the server). Needs for a VCS for me: Handle binaries properly. Support refactorings (if I rename and change a file, I don't want it to show up as a new file, that totally breaks blaming me).
  15. Hi, thanks for the report! Can you provide us with a replay of that match, please? And was there anything written in the interestinglog.html? (See https://trac.wildfiregames.com/wiki/GameDataPaths.)
  16. Please do! I only have it in JS for the moment. ^^ (I'm a big fan of realistic 'known' values (like strength of a person), balanced by changing 'unknown' ones (like morale).)
  17. That is merely because you're used to our current speeds. Look at my army of boxes (with Hercule in the lead).
  18. Sorry, I thought it was merged already. ^^' My bad! You'll need to compile yourself. https://trac.wildfiregames.com/wiki/BuildInstructions
  19. They're on Linux, IIRC. You could try the snap store, it has a development build. sudo snap install 0ad --edge From: https://snapcraft.io/0ad.
  20. As I (and others) said earlier, the values _are_ mꞏ*s-1. The values are "realistic" in the sense that a ~4.5 m tall person _might_ be able to walk this fast (ignoring any physical constraints of our structure at that length).
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