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Everything posted by wraitii
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Why can units overlap?
wraitii replied to Micfild's topic in Game Development & Technical Discussion
You mena the units overlap as if they had no collision at all? Have you tried using the template setting (DisablePushing) ? -
The way I see it, we have 3 main components: the actual 'reference' VCS the development tool. That's currently Phabricator, which is somewhat git/svn agnostic, unlike say gitlab or GitHub, but like some other alternatives. the CI/CD pipeline, currently Jenkins.` The VCS question is only relevant when it is determined by our development tool, which should IMO be the focus. Phabricator works appropriately but has been somewhat of a pain to maintain, and I think we should exclude any tool that leads to more headaches in that space. I do believe the 'reference' VCS should be somewhat independently hosted and backed-up, so we don't risk losing the code or independence there. However, I also think the 'work' VCS could be something separate and we just run synchronisation scripts. For what it matters, if we could have a single tool abstracting gitlab PRs, GitHub PRs, phabricators diffs & so on, I would be very happy. Exporting data from that system should be possible but I also believe that's mostly a free space everywhere. My ranking of the issues noted by bb in the second post + 1 personal take
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Why can units overlap?
wraitii replied to Micfild's topic in Game Development & Technical Discussion
it is a feature, introduced in the latest alpha, referred to as "unit pushing". It makes movement of groups of units much smoother overall. You can turn it off in the pathfinder XML by setting 'Radius' to 0, or on individual unit templates by setting <DisablePushing>true</DisablePushing> in the UnitMotion component parameters. -
Technically all you'd need is the lobby STUN server, you don't have to be using the lobby itself (I don't think we authenticate people anyways)
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The feature can be disabled individually for ships if people prefer so. I _believe_ this is incorrect, as an arrow that hits its intended target only its the intended target and not any other target that may overlap it.
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My take for now: Units overlapping is not a desired outcome of the pushing logic However, it is quite a bit harder to prevent it and actually make pushing work and/or pathfinding work. The pathfinding benefits of pushing outweigh the cons of units overlapping I don't know if I'll have time / how much time I'll have for A26. Possibly little. So I wouldn't expect this to get much worked on. It's possible that there could be tweaks to pathfinder.xml to improve things. Do you mean that e.g. A24 already had problems with this or are you talking about the A24-A25 SVN version?
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I think it's left-click for actions that you click such as clicking the Patrol icon, and right-click for hotkey-triggered actions, such as attack-move (or using the patrol hotkey)
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Did someone say improved ship movement?
wraitii replied to maroder's topic in Game Development & Technical Discussion
For what it's worth, my opinion is that this will never work Looks cool nonetheless. IMO there are a few basic problems: - If you want 'realistic' ship movement, you either need to have only rowing ships, or some notion of wind. Players do not want to have to care about that, and some maps could be basically unplayable if ships aren't able to go sufficiently into the wind (which, as square-sails, they might not). - If you don't want fully realistic movement, you would still need some sense of inertia: acceleration, stoppage, turn-rate. This is a rather complex problem, but it's made worse by the sheer size of ships. They are already completely unusable, so making them more awkward is not the move. Part of the problem is that our maps are much, much too small. You'd need to make them at least 10 times bigger. The engine can't support it, unfortunately. - The simplest solution is to make ships 'AoE2 like', which seems to be the direction AoE4 takes (haven't played the beta), and I'm not surprised. Basically all RTS of this specific sub-genres have done that. -
(I'll ask the usual question -> are you using formations?)
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Caesar III used birds to highlight fish areas, which I think is a decent and semi-realistic option, if water cannot be made transparent / people don't want jumping fishes.
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There's other solutions: add some flying birds, more fish that jump out of water.
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Specifically terrain textures.
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A25 svn-version 25810 not playable
wraitii replied to Mr.lie's topic in Game Development & Technical Discussion
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. -
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.
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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.
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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.