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Ceres

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Everything posted by Ceres

  1. @Gurken Khan I created ticket 6315 and assume that it will be discussed what works best and can be implemented in which way. As far as I can see it, nothing is carved in stone and nothing has been decided yet. Please feel free to further offer your opinions (which you just did with your screenshot - thank you ). Furthermore, please look into the ticket where @Langbart mentioned an indeed very nice proposal by @maroder (thanks as well for this ), pasted here for your and everybody else's convenience. I like his idea very much to separate the 3 phases by gaps. Maybe we could even add the No. (I, II, III) on top, but that does not seem necessary from my point of view. On top, we could add/better describe the required buildings/structures as you have shown. TBD...
  2. VoilĂ : https://trac.wildfiregames.com/ticket/6315#ticket
  3. No worries, guys - everything's alright! The forum is here to ask questions and clarify things. I first misunderstood, but now I know what to do.
  4. I meant which developers or any other contributors should I ask whether they agree to add information in the GUI about which structures are needed to progress to the next phase. I wanted to open a ticket for this and am willing to contribute as well, but Stan said that we need to ask the devs - see his post above. Hence my question. And I know some of the names of the devs but not many.
  5. Sorry, of course I should ask the developers as well. Who actually is it? @Freagarach
  6. @Stan` Thank you! I would like to open a new ticket for an enhancement about showing which buildings are needed for progression to the next phase. Is this appropriate to proceed? I think that a ticket could be helpful but am not sure how things work around this, hence my question.
  7. I opened it in windowed mode and made it smaller so as not to have a too large screenshot. Maybe for this special purpose, this was not ideal, I realise. Usually, I play in fullscreen mode @2560 x 1080, where there is plenty of room. But we have to keep in mind regular/ smaller resolutions such as e.g. 1280 x 1024, right?
  8. Thank you both. May solution now is to edit a JS file, let arcanist check it with its integrated linter, correct what needs correction, and upload it to phabricator. The arc linter messages in the CLI are sufficient for my humble needs at the moment.
  9. There was a minor update: https://code.wildfiregames.com/D4254?id=18576
  10. @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.
  11. Do you guys know the tool for visualising the techtree (for all civs) and showing units' parameters (in different languages)? @nwtour created this nice overview, and I wonder whether this could be embedded into the 0 A.D. Wiki and/or used elsewhere?
  12. 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?
  13. Ok, I got it! And I have learnt again something new. Thanks @Stan` and others who are so patient with me. Sorry that I got/get OT here, but do we have to define g_Commands first before it's used in that code part (Commands.js)?
  14. And I understand that changes to several arts (e.g. higher roof tops of certain civs' wall towers) are needed besides code, right?
  15. @Stan` Is the code for this or similar changes there? https://svn.wildfiregames.com/public/ps/trunk/binaries/data/mods/public/gui/session/ How do I find my way around, i.e. where do I have to closer look for JS about that panel stuff?
  16. Why does https://code.wildfiregames.com/D4254 not show 18576? (despite it's there, when you provide this link: https://code.wildfiregames.com/differential/diff/18576/)
  17. I had (wrongly?) understood that 'arc diff --only' would ask me if to create a new one or update an existing one: Therefore, I simply executed 'arc diff --only', i.e.without specifically providing the D No. for the patch. As it seems, I have not messed everything up, though
  18. 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.
  19. 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)
  20. 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.
  21. Ok, installed arcanist via its Debian repo - much better. I edited the Wiki on Phabricator by adding this:
  22. 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.
  23. 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)?
  24. @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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