Gurken Khan Posted March 25 Report Share Posted March 25 What follows will shock you! The Tegia doesn't have an occupied flag. If someone knew our file structure and how a command line works, would it be difficult to just batch check for that code snippet? Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted March 25 Report Share Posted March 25 On 22/03/2024 at 9:24 AM, Stan` said: I think it's because Athen has a custom town/city phase. They're the only civ I saw it in the structure tree, but since my Spartan ally has the same messages I suspect all Hellenes share that. It's not super important, but a) I like consistency; and b) if we knew or came up with the equivalents for the other civs it would add some flavor. Quote Link to comment Share on other sites More sharing options...
Stan` Posted March 25 Author Report Share Posted March 25 1 hour ago, Gurken Khan said: If someone knew our file structure and how a command line works, would it be difficult to just batch check for that code snippet? Not that hard, but a little still. For all templates with the garrison component, for all actors of those templates if there is no garrisoned variant then you have a missing flag. Then for all the dae files referenced in that actor you need to ensure they have a prop-garrisonedYYY else the model needs to be adjusted. Something like that <node id="prop-box_02" name="prop-box_02" type="NODE"> <matrix sid="transform">-1.62921e-7 -1 0 -0.8 1 -1.62921e-7 0 -0.08623493 0 0 1 3.79285e-4 0 0 0 1</matrix> </node> https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/art/meshes/props/box_pile_01.dae#L71 Else you can convince someone to rewrite the system so that the prop point(s) is/are set in the templates instead and convince that person to extract all the data from those nodes and put them in the templates instead. This way adding a flag will be easier for you (Also you can change the civ depending on the owner ) 1 Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted March 26 Report Share Posted March 26 16 hours ago, Stan` said: Something like that yeaaaaaaaaaaaaaahh. There's so much I don't know that I won't go through the files myself. 16 hours ago, Stan` said: Else you can convince someone Obviously I'm not gonna convince anybody. Maybe someone sees it and will think it's simply the better solution or it will be part of a general overhaul or something. Until then I will just keep an eye out for stumbling unto buildings without flag (and keep my "Cato" in the sig for a while). Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted March 27 Report Share Posted March 27 Healers also have an "attack move", yet they don't verbally acknowledge the order; would be nice if they said something. Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted March 27 Report Share Posted March 27 I manually went through all the civs and all the buildings (I think); here's where I found missing flags: athen - Theatron cart - Embassies gaul - Tegia, Remogantium iber - Etxe mace - Theatron pers - Huvada ptol - Theatron rome - Domus sele - Oikos, Theatron I was surprised that all civs can garrison forges (which all have flags) as it serves no purpose except for the Han (dunno if it's still the goal to make it so). For the visibility of flags on wall turrets it's not good when the gates are higher (like Maurya), but I think it's especially problematic with the Iberians; because of the sideways position of the flag it can be "swallowed" by the gate: Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted March 27 Report Share Posted March 27 Quote Assertion failed: "textureToBind->IsInitialized()" Location: devicecommandcontext.cpp:903 (Renderer::Backend::Vulkan::CDeviceCommandContext::SetTexture) logs270324.zip Quote Link to comment Share on other sites More sharing options...
ShadowOfHassen Posted March 27 Report Share Posted March 27 (edited) 22 hours ago, Gurken Khan said: Healers also have an "attack move", yet they don't verbally acknowledge the order; would be nice if they said something. I wonder how you say, "I am violating my principles I'm a doctor not a warrior!" in Greek? Edited March 27 by ShadowOfHassen 1 Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted March 27 Report Share Posted March 27 20 minutes ago, ShadowOfHassen said: I wonder how you say, "I am violating my principles I'm a doctor not a warrior!" in Greek. Good for you that you are inquisitive. Especially since they're doing their usual stuff (healing) when on an "attack move", I think some generic "I will do that" or something would be just fine. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted March 27 Report Share Posted March 27 19 minutes ago, Gurken Khan said: Good for you that you are inquisitive. Especially since they're doing their usual stuff (healing) when on an "attack move", I think some generic "I will do that" or something would be just fine. " I will" I think that phrase works well. It will depend on the language of each faction how it is heard. The shorter the sentence the better. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted March 27 Report Share Posted March 27 55 minutes ago, ShadowOfHassen said: I wonder how you say, "I am violating my principles I'm a doctor not a warrior!" in Greek. That works in campaigns with specific characters. 1 Quote Link to comment Share on other sites More sharing options...
Obelix Posted April 4 Report Share Posted April 4 Two bug reports for Alpha 27 test versions: Ticket #6910 see linked thread below 1 Quote Link to comment Share on other sites More sharing options...
real_tabasco_sauce Posted April 5 Report Share Posted April 5 (edited) I just did some combat demo huge testing on svn vs a26. Not using vulcan here because of screen tearing issues I reported earlier. a26 - 4 avg fps, lots of stutters. svn - 25 avg fps, no stutters. That's really great stuff to see, so well done @wraitii @vladislavbelov @phosit and more! I noticed that the bodies really make a difference as well, which is why @nani has an option to turn off the bodies in autociv. I wonder if it would be impactful at all to make the sinking animation for the bodies much more coarse, aka updating the dead soldier less frequently. Its not like the animation needs to be ultra smooth, since ppl don't pay much attention to it. Edited April 5 by real_tabasco_sauce 2 Quote Link to comment Share on other sites More sharing options...
Stan` Posted April 5 Author Report Share Posted April 5 https://code.wildfiregames.com/D2936 Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted April 15 Report Share Posted April 15 I'm at Elephantine and majorly displeased that I can't capture Gaia towers. I assume it's a bug and not a feature? Other Gaia buildings (temple, pyramid) are capturable as usual. savegame-0884.0adsave Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted April 20 Report Share Posted April 20 The information for the Han minister says they have 1 pop count, however I noticed that my pop count at start is one higher than I have units; so I'm pretty sure they still count for two. Quote Link to comment Share on other sites More sharing options...
Obelix Posted April 20 Report Share Posted April 20 I am not able to reproduce this behaviour. When I start a match on the map 'Neareastern Badlands' (Vorderasiatisches Ödland) with Han as my chosen civ, I have ten units and a pop count of ten. If I let the Han minister commit suicide, I'll have nine units with a pop count of nine. See screenshots below: 1 Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted April 20 Report Share Posted April 20 lol, I forgot for a moment that units in production count. 1 Quote Link to comment Share on other sites More sharing options...
Obelix Posted April 20 Report Share Posted April 20 On 15/04/2024 at 2:30 AM, Gurken Khan said: I'm at Elephantine and majorly displeased that I can't capture Gaia towers. I assume it's a bug and not a feature? Other Gaia buildings (temple, pyramid) are capturable as usual. Checked that and for me it's intended (gameplay), not a bug. Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted April 20 Report Share Posted April 20 9 hours ago, Obelix said: Checked that and for me it's intended (gameplay), not a bug. Why tho? Deviate from the usual rules to make it more annoying and less rewarding? (As if anything involving ships isn't already annoying by itself.) Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted April 21 Report Share Posted April 21 On 05/04/2024 at 12:52 AM, real_tabasco_sauce said: I wonder if it would be impactful at all to make the sinking animation for the bodies much more coarse, aka updating the dead soldier less frequently. Its not like the animation needs to be ultra smooth, since ppl don't pay much attention to it. This is an interesting notion. Just bumping this part for visibility. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted April 21 Report Share Posted April 21 On 04/04/2024 at 10:52 PM, real_tabasco_sauce said: I just did some combat demo huge testing on svn vs a26. Not using vulcan here because of screen tearing issues I reported earlier. a26 - 4 avg fps, lots of stutters. svn - 25 avg fps, no stutters. That's really great stuff to see, so well done @wraitii @vladislavbelov @phosit and more! I noticed that the bodies really make a difference as well, which is why @nani has an option to turn off the bodies in autociv. I wonder if it would be impactful at all to make the sinking animation for the bodies much more coarse, aka updating the dead soldier less frequently. Its not like the animation needs to be ultra smooth, since ppl don't pay much attention to it. 9 minutes ago, wowgetoffyourcellphone said: This is an interesting notion. Just bumping this part for visibility. There should be a topic about this. Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted April 21 Report Share Posted April 21 (edited) I think the text of the information screen for the Chaoting ("Build in...") should be replaced with the text from the mouse-over ("Enable..."). Edit: The cost also. Edited April 21 by Gurken Khan 1 Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted April 21 Report Share Posted April 21 Did I ever mention that our ships are annoying AF ? Why can't my dude repair it? What's his friggin problem? He's rubbing right against that MF. He can enter it but not repair it ??? Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted April 21 Report Share Posted April 21 1 hour ago, Gurken Khan said: Did I ever mention that our ships are annoying AF ? Why can't my dude repair it? What's his friggin problem? He's rubbing right against that MF. He can enter it but not repair it ??? Pathfinding issue. Pathfinder of ships is not the same as that of ground units. Although I don't think that is the entire cause of the bug. Quote Link to comment Share on other sites More sharing options...
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