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wraitii

WFG Programming Team
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Posts posted by wraitii

  1. On 29/7/2021 at 9:00 AM, wowgetoffyourcellphone said:

    Another actor bug: Actors change seed when running (and possibly in other states).

    To test this, go to Atlas, choose an Elite Athenian Sword Cav (or any other unit, really). Go to Actor Viewer. Set him to WALK, then set him to RUN. You will see his actor variations change. This also happens in-game, it's just easy to see in Actor Viewer for demonstration purposes. Whether this is a "release blocker" or not is up to you guys. :) 

    Fixed by https://code.wildfiregames.com/D4205

    • Thanks 2
  2. 14 hours ago, wowgetoffyourcellphone said:

    None of this was bugged in A23 was it?
    Just be prepared for the complaints after release, as none of this behavior will be expected by players. :) I personally don't much mind, since I play svn and get fixes right away.

    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.

  3. 10 minutes ago, alre said:

    Yes I figured that. And its pathfinder is handled by c++ code, right? How does it read (if it does) the position of the various units? How does it use it? Would it be possible to fix a value to make rotations instantaneous? Would it be possible to make commands given to formations not pass directly to the "formation controller"?

    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.

    10 minutes ago, alre said:

    I'm not familiar with either c++ or javascript, but if you'd like to introduce me to the design, and to the nuts and bolts of the formation and pathfinder implementation, I'd like to try my ideas on the code directly.

    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.

  4. 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.

    • Like 1
  5. 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

    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)

    1. Launch a random game
    2. Launch a skirmish.
    3. Connect to the lobby
    4. Play on the lobby with someone
    5. Launch Atlas and try things out there
    6. Open Unit tests demo (To see if there any breakage in displaying entity's) (It's in scenarios)
    7. Enable feedback and see if it works (Main menu) https://videos.pair2jeux.tube/videos/watch/ca45fa29-c120-487e-af9c-cf52020666ab
    8. Connect to and use mod.io
    9. Test replaying new games
    10. Test Screenshots (F2)
    11. Test Big Screenshots (Maj+F2)
    12. Test hotkeys
    13. Test Saving and loading a game.
    14. Test Quickload/Quicksave

    And of course playing games.

    • Like 5
    • Thanks 2
  6. @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).

    • Like 1
  7. 51 minutes ago, LetswaveaBook said:

    I just wanted to report that units might get stuck. I don't want to call it out as a bug, but it is something to notice. In the image, you see women near the metal that try to get to the wood, but can't find the path.

    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...

  8. 35 minutes ago, Ceres said:

    The 'Credits' and 'Exit' buttons in the main menu get overlapped by text below (happened already in a24). Can this be fixed?

    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.

    • Like 1
  9. @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.

  10. 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.

    • Thanks 4
  11. 13 hours ago, hyperion said:

    As you said alpha of alpha is bad, the rc just released going by file name is actually an alpha of an rc and not the rc of an alpha, so rethinking the version scheme should be done before a26.
    The terminology used is rather custom and I wouldn't be surprised if I asked all devs separately I'd get different answers, might be worth it to clean up the terms or cleanly define them.

    Fair points, though I think the importance of naming shouldn't be overstated.

    13 hours ago, hyperion said:

    Looking at the commits after FF you could pretty much do away with it. Just CC would be fine, forcing people to commit early.

    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.

    13 hours ago, hyperion said:

    The timeline given on the release process page is laughable.

    Are you referring to this page ReleaseProcessDraft ? I updated it yesterday.

     

  12. 13 hours ago, hyperion said:

    At a glance It isn't obvious to me what the objective is or what balance and garrison are about, move vs attack etc. A help button popping up some sort of manual would be nice.

    The objective is to conquer everything of course ;)

    The rest is indeed unfinished. A help button is definitely a good idea regardless.

    • Thanks 1
  13. 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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