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WFG Programming Team
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wraitii last won the day on June 26

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  1. Thanks for the report -> this was actually a bug in the C++ height map loading code, hence why it happened there.
  2. mh, if anything we fixed the code. it's plausible that there's still some issues that make the AI able to ignore restrictions though.
  3. Maybe, maybe not, but it was bugged in A24. The default settings are that those orders aren't executed in formation, so most players will probably not notice.
  4. I guess not particularly reported or not reported. Fancy orders don't really work that well with formations (gathering is pretty broken, too, compared to regular units, and I'm sure many others). Not going to be fixed for A25 anyways.
  5. The actual motion of any single unit (including the invisible 'controller') is in C++, however the code that calculates offsets for a given unit is in JS, in formation.js. The problem is that you'd want the offset to adjust each turn, which might be tricky to do at the moment. It's really two pieces of code: - Formation.js decides where to put the unit in the formation - CCmpUnitMotion.h in C++ handle the motion. These are both rather complicated files, but you can take a first look at them and see what you understand.
  6. Just as a quick update for everyone: a lot of the team is on holidays / not super available for the past few/next few days, so releasing won't be as timely as we'd hoped, but we're still going to get there soon, no worries.
  7. The way formations work currently is that units are assigned an offset to the 'formation controller', an invisible, large entity (paths like a ram/elephant). Then they try, at all time, to go to that offset. The 'formation controller' itself is moving normally. This is why turning looks weird: suddenly the formation controller rotates and the offsets change a lot, and it's very un-natural. Fixing this efficiently would require a rethinking of the system, so it's not that trivial.
  8. Here is the second 'Release Candidate' of Alpha 25 - Yaunā We've entered Commit Freeze, which means we only now fix Release Blocker issues that we might yet find. Downloads - Current bundles are for SVN revision 25808 Linux data and build MacOS Windows Things to note: We've not tested translations yet. I think it's time to do so. If there are errors, report them on transifex. Mind your mods -> they might introduce issues or Out Of Sync. Save your A24 config file somewhere, ideally. Notable changes since the last bundle: Fix the bug where saving while paused would make everything disappear Fix a crash related to patrolling small bug fixes Currently known issues: We've had a few crash reports. Please provide crash dumps or stack traces, when able. What to do if I have an error or notice something weird? Post your commands.txt (replay) and the interestinglog.html file from your folder. You can also reply to this thread. What to do if the game crashes? Update your crashlog.dmp and crashlog.txt see https://trac.wildfiregames.com/wiki/GameDataPaths What to do if I have an Out Of Sync? You should go in your logs folder, find the replay (commands.txt at least), the mainlog/interestinglog and find the OOS dump folder. Zip all these files and upload them here. We need the reports from two players to compare them: One OOS and one non-OOS players at least should upload their oos_dump files. Things you may want to test (non-exhaustive) Launch a random game Launch a skirmish. Connect to the lobby Play on the lobby with someone Launch Atlas and try things out there Open Unit tests demo (To see if there any breakage in displaying entity's) (It's in scenarios) Enable feedback and see if it works (Main menu) https://videos.pair2jeux.tube/videos/watch/ca45fa29-c120-487e-af9c-cf52020666ab Connect to and use mod.io Test replaying new games Test Screenshots (F2) Test Big Screenshots (Maj+F2) Test hotkeys Test Saving and loading a game. Test Quickload/Quicksave And of course playing games.
  9. That will only work in a dev copy. The correct change is in user.cfg, which you can find via http://trac.wildfiregames.com/wiki/GameDataPaths
  10. @hyperion: my point was mostly about the "alpha" or "rc" monikers, which don't really appear in our releases anyways. The release name format is `0ad-0.0.X-alpha-`. I do agree that we probably could have used `0.X.y`. I'm not sure it's a great idea to change the scheme while still in the same 'alpha' version. I expect we'll reboot some things after A26 (which I would like to be the last 'alpha' kinda whatever happens, but we'll see).
  11. Correct Yes, ships have 'pushing' like units do, which makes them slightly more usable, but also overlap quite a lot.
  12. Would you happen to have the replay of that? The units should be able to unstuck themselves, but it's plausible in such situations that this doesn't happen because of the overall movement from everything. We had a few reports of similar situations in past alphas - this type of situation is basically the worse case of the current pathfinder system...
  13. Our minimum supported resolution is 1024x768 and we don't really make much of an effort to support smaller screens in either direction. So I wouldn't expect somebody from the team to suddenly fix this tbh, but we might accept a neat patch.
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