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wraitii

WFG Programming Team
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Everything posted by wraitii

  1. This was done on purpose: https://code.wildfiregames.com/D3706#161503 The choice can always be reverted, but IIRC we had reasons for it, see convo there.
  2. Thanks for the report -> this was actually a bug in the C++ height map loading code, hence why it happened there.
  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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
  11. @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).
  12. Correct Yes, ships have 'pushing' like units do, which makes them slightly more usable, but also overlap quite a lot.
  13. 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...
  14. 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.
  15. Yeah the file conflict is annoying. We mostly fixed the mod conflict, but I think a versioned user data would be a useful luxury going forward. It shouldn't be too difficult to setup, so we'll see.
  16. @Palaiologos Can you confirm that you're using the proper RC revision and that you recompiled the game? Your OOS with langbart was caused by either an incorrect revision or not recompiling on the given revision, and it seems much of a coincidence that you are involved in all OOS reports so far The correct rev for RC1 is 25799. Edit: having checked, I am in fact quite confident that you are not using the correct revision/need to recompile. --- Unfortunately the OOS dump you've posted isn't correct / isn't for that game: your commands.txt start to diverge at turn 5561. It does seem to have actually changed things, but if you didn't actually notice the OOS I'm not sure.
  17. Hey everyone, With the game in Commit Freeze, it's extremely unlikely that there will be incompatible changes, so if you had not kept up with SVN, you can definitely look into porting your mods to A25 now. We've maintained a wiki page listing some of the major changes affecting modders this time around: PortA24ToA25. Note that there have been major changes to notably UnitAI & to the GUI gameSetup. Depending on what your mod did, you might find it easier to start from the A25 files instead of trying to update your older files. Let us know if you run into difficulties.
  18. @Gurken Khan Nope, real bug indeed. You have to be paused to trigger it, and you have to change a file (which saving does). Will be fixed for release.
  19. Uploaded a quick update to smooth some things out. Now the AI won't always be sandbox, there's a few more enemy civilisations, and you can pick your civilisation & starting province (+ you can scroll around the map if you move the mouse to the border).
  20. Fair points, though I think the importance of naming shouldn't be overstated. An interesting idea. I must say I like the 'week of FF' where I focus on other stuff without the idea that I'm trying to merge my big changes. Are you referring to this page ReleaseProcessDraft ? I updated it yesterday.
  21. The objective is to conquer everything of course The rest is indeed unfinished. A help button is definitely a good idea regardless.
  22. If you can connect to some but not all, the most likely explanation remains IMO a firewall somewhere going haywire. If you want to investigate, you can turn on logging for the net server and the net client and see if it starts failing on your end or your friend's end. Note that A25 will include some changes, notably around NAT hairpinning.
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