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Everything posted by Ceres
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There was a minor update: https://code.wildfiregames.com/D4254?id=18576
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@nwtour I haven't looked into your nice tool for a while but think that both developers and users might benefit from it if it got more publicity, which it certainly deserves. I opened a new thread for this over there and hope that it's ok for you.
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Why is this manual adjustment needed? Can't this be done, so it works right from DLing from mod.io? Sorry in case I have overseen something?
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Garrisoned turrets have not vision range.
Ceres replied to Gurken Khan's topic in Gameplay Discussion
And I understand that changes to several arts (e.g. higher roof tops of certain civs' wall towers) are needed besides code, right? -
Hmm, the new revision of patch D4254 is 18576, arc tells me, but I cannot see 18576. What have I done? https://code.wildfiregames.com/D4254?id=18576 user@Debian:~/0ad$ arc diff --only You have untracked files in this working copy. Working copy: /home/user/0ad/ Untracked changes in working copy: (To ignore these 15 change(s), add them to "svn:ignore".) Commands.js.patch binaries/system/ActorEditor binaries/system/pyrogenesis binaries/system/test build/premake/.gccmachine.tmp build/workspaces/gcc libraries/source/fcollada/.already-built libraries/source/fcollada/src/output libraries/source/nvtt/.already-built libraries/source/nvtt/src/build libraries/source/spidermonkey/.already-built libraries/source/spidermonkey/include-unix-debug libraries/source/spidermonkey/include-unix-release libraries/source/spidermonkey/mozjs-78.6.0 source/lib/res/graphics/tests Ignore these 15 untracked file(s) and continue? [y/N] y Linting... >>> Lint for binaries/data/mods/public/simulation/helpers/Commands.js: Error (ESLINT) no-use-before-define 'g_Commands' was used before it was defined. 46 // moves the entities closer to the target before giving up.) 47 48 // Now handle various commands >>> 49 if (g_Commands[cmd.type]) ^ 50 { 51 var cmpTrigger = Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger); 52 cmpTrigger.CallEvent("OnPlayerCommand", { "player": player, "cmd": cmd }); Error (ESLINT) no-use-before-define 'g_Commands' was used before it was defined. 50 { 51 var cmpTrigger = Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger); 52 cmpTrigger.CallEvent("OnPlayerCommand", { "player": player, "cmd": cmd }); >>> 53 g_Commands[cmd.type](player, cmd, data); ^ 54 } 55 else 56 error("Invalid command: unknown command type: "+uneval(cmd)); LINT ERRORS Lint raised errors! Running unit tests... No unit test engine is configured for this project. SKIP STAGING Phabricator does not support staging areas for this repository. Created a new Differential diff: Diff URI: https://code.wildfiregames.com/differential/diff/18576/ Included changes: M binaries/data/mods/public/simulation/helpers/Commands.js I'm in the wrong thread but will move this later.
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Now I wonder where the eslintrc.json config should go to - user's home or project folder? Besides, arc seems to work: user@Debian:~/0ad$ arc list * Needs Review D4252: GUI Enabled Mods - short explanatory note added about later mods overwriting earlier installed mods * Accepted D4254: Added translatability of message "%(unit)s can't be controlled." Cool, eslint in arc works, too: user@Debian:~/0ad$ arc lint >>> Lint for binaries/data/mods/public/simulation/helpers/Commands.js: Error (ESLINT) no-use-before-define 'g_Commands' was used before it was defined. 46 // moves the entities closer to the target before giving up.) 47 48 // Now handle various commands >>> 49 if (g_Commands[cmd.type]) ^ 50 { 51 var cmpTrigger = Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger); 52 cmpTrigger.CallEvent("OnPlayerCommand", { "player": player, "cmd": cmd }); Error (ESLINT) no-use-before-define 'g_Commands' was used before it was defined. 50 { 51 var cmpTrigger = Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger); 52 cmpTrigger.CallEvent("OnPlayerCommand", { "player": player, "cmd": cmd }); >>> 53 g_Commands[cmd.type](player, cmd, data); ^ 54 } 55 else 56 error("Invalid command: unknown command type: "+uneval(cmd)); Warning (ESLINT) object-curly-spacing A space is required after '{'. 974 "type": "text", 975 "players": [player], 976 "message": markForTranslation("%(unit)s can't be controlled."), >>> 977 "parameters": {"unit": cmpIdentity.GetGenericName()}, ^ 978 "translateParameters": ["unit"], 979 "translateMessage": true 980 }); Warning (ESLINT) object-curly-spacing A space is required before '}'. 974 "type": "text", 975 "players": [player], 976 "message": markForTranslation("%(unit)s can't be controlled."), >>> 977 "parameters": {"unit": cmpIdentity.GetGenericName()}, ^ 978 "translateParameters": ["unit"], 979 "translateMessage": true 980 }); The experts might yawn over this, but for me it's nice to see some progress. It's CLI and not a GUI editor, but that's ok. Now before I forget over all this, I need to go back and check my patch for the missing spaces in https://code.wildfiregames.com/D4254. BTW, can we ignore the error messages? (I have no clue, sorry)
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No, no, I see the difference. But when I edit some JS file in the editor, I would like to avoid later seeing complaints from the linter about my patch. I saw that there are linters that can show problems on-the-fly, i.e. while typing, whereas others need to be fired after the file has been saved. Therefore, I asked all these questions. Does that make sense to you? BTW, I already have syntax highlighting for JS enabled, which helps reading it.
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Erm, what to install through the debian repos? EDIT: Do you mean arc itself? I read in the linked instructions to install arc via git. Should I remove it and re-install from the repo instead? Would be "cleaner", I guess. /EDIT Anyway, I now got arc running (installed via git), and the API token is set. Now I read: Since I'm now interested to amend my latest patch wrt missing spaces (and thought I could do this through arc+lint, lint just to check), I'm currently unsure if I'm still on the right track.
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Oh, well, the GUI editors are annoying, at least when it comes to lint implementation, so I'm going to get arcanist - phew... @Stan` Understanding that I can install arc anywhere (as long as I add it to my PATH environment variable), do you have some general recommendation where to put it? Right under e.g. ~/arc/ (/home/user/arc/in my case)?
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@Stan`Thank you so much for your lightspeed and helpful reply. You must have mind-reading abilities, too, as I just wanted to ask how to answer 'npx eslint --init'. But now I can just use the already available config file you pointed me at. 2 furthers questions: 'npx eslint --init' creates .eslintrc.js, instead of eslintrc.json. Shall I rename it? To which? This remains unclear to me after reading the README.md, but I can just try which works. I do not use arcanist (yet). Is it recommended for me when I (currently) just want to contribute to a few simple patches? Can I use the external ESlint without arcanist? (this was my understanding) PS: I stopped trying to build/help with patches under Windows 10, as it's indeed overall a pain in my back.
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Resource regeneration
Ceres replied to MirceaKitsune's topic in Game Development & Technical Discussion
Well, I agree that deforestation is in general, i.e. also in real life, ugly. But for realism in 0 A.D. I would doubt that trees regrowing during a match would be good. If you built too many e.g. ships, you should cope with "empty forests". And if trees would regrow, you could not chop some away to later have place for e.g. a new CC. On the other hand, it could be fun. Anyway, I understand it's only possible via a mod and not a simple toggle to implement. One could maybe consider it new fish spots could apparate from time to time, but that's maybe connected with the same technical consequences said before. -
Is there any advantage of using formations in A25?
Ceres replied to Sebastián Gómez's topic in Help & Feedback
When not using a formation, I experience regularly that my units cannot attack the enemy in an optimal way, because just a few of them in front attack, while the rest stands behind without contact to the enemy units. Well, if it's archers, it doesn't matter, but for melee it does. I assume that if you use an organized frontline that exceeds the enemy's line, will "wrap" around him, but right now I cannot tell for sure. Try it with the Atlas editor and placing some units to play with formations. BTW, I like the idea of a bonus for a certain formation. -
Very clever! Thank you! And no, we non-English native speakers should not need a TOEFL or aequivalents of. I like the translation stuff of 0 A.D. and would be happy if that could be possible for the editor as well. But that's another story for another thread... @Stan` Is it possible in the forum to save single posts for later reference?
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Hm, I got this on Debian 11: user@Debian:~/0ad$ svn revert --depth=infinity svn: E205001: Versuchen Sie »svn help revert« für weitere Informationen svn: E205001: Nicht genügend Parameter angegeben (referring me to svn help revert and telling that not enough parameters have been provided) Oops, it's because of the missing period (current root folder). This way, it works for me: user@Debian:~/0ad$ svn revert -R . Rückgängig gemacht: »binaries/data/mods/public/simulation/helpers/Commands.js«
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https://www.worldhistory.org/Gorgo_of_Sparta/
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Garrisoned turrets have not vision range.
Ceres replied to Gurken Khan's topic in Gameplay Discussion
Is it "only" arts to be adjusted, so units can be garrisoned from all civs, or are there other obstacles? I like the possibility to garrison them there very much, as well as how it looks. Maybe garrisoned women can spill hot water or oil on enemies? Maybe just 2 minor comments about the looks: The silhuettes here look as if the men wear stockings. Is it necessary to show silhuettes if there is no roof? I know that silhuettes can be toggled on/off, but that's always for the whole game. The red rings of selected units are projected to the ground but only visible when that gate is open. The rings are not very helpful here, IMO. -
[Feature Request] More control over garrisoned units
Ceres replied to LetswaveaBook's topic in General Discussion
Can you maybe please provide a screenshot about this? Thank you! PS: I'm playing at 2560 x 1080 resolution and never experienced something like you described but could reproduce it in windowed mode, I guess. -
How do you guys revert other changes for a diff/patch? I did a manual wget <the other changed file> to revert it to its original state from SVN, but maybe there are easier solutions via SVN? The patch is ready for review - credits go to @nwtour - thank you! https://code.wildfiregames.com/D4254 @nwtour Is the greenbox in your screenshots just to focus readers to the most important content, or do you use it also for in-game testing, where background does not matter? How do you do this?
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[Feature Request] More control over garrisoned units
Ceres replied to LetswaveaBook's topic in General Discussion
If it's no problem to show all units, that's the most complete info you could get and base your decisions on it, I agree. We don't need 6 times the icon of an e.g. archer. If there are 6, show the icon and below 6 lines indicating individuals' health. Would that work? This is certainly too far away, but maybe some are interested in this: d3.js, e.g. heat map examples. You can beatifully visualise data with d3.