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davewx7/citadel 88

A turn based strategy game based on the Anura engine

Vultraz/Shadows_of_Deception 3

An add-on campaign for the 'Battle For Wesnoth' fantasy game.

Vultraz/wesnoth 1

Free, turn-based strategy game with a high fantasy theme, featuring both single-player, and online/hotseat multiplayer combat.

Vultraz/After_the_Storm 0

After the Storm, a Battle for Wesnoth add-on campaign.

Vultraz/citadel 0

A turn based strategy game based on the Anura engine

Vultraz/external 0

Dependency package for compiling Wesnoth on Visual C++

Vultraz/flatui 0

Efficient Immediate Mode UI for Games

Vultraz/generator-keystone 0

A KeystoneJS project generator for Yeoman

Vultraz/godot 0

Godot Engine – Multi-platform 2D and 3D game engine

pull request commentwesnoth/wesnoth

Some enhancements to the WML test runner

Okay, now I just need to figure out why this breaks the tests on non-Windows builds and fix it without breaking them once more on Windows builds.

In the except subprocess.TimeoutExpired as t: block, t.output, t.stdout and t.stderr are all None (testing on Debian Unstable).

CelticMinstrel

comment created time in 3 hours

pull request commentwesnoth/wesnoth

Unsubtly warn about subtle problems loading saved games from old versions

New wording:

<b>Warning:</b> for saves in the middle of campaigns, you should either use the old version or restart the campaign. Even when a saved game seems to load successfully, subtler aspects like gameplay balance and story progression could be impacted. The difficulty, the challenge, the <i>fun</i> may be missing.

For example, the campaign may have been rebalanced with fewer enemies in the early scenarios, but expecting your recall list to have correspondingly less experience in the late scenarios.

stevecotton

comment created time in 3 hours

issue closedwesnoth/wesnoth

goto micro ai: New option to flip use_straight_line when unit path is blocked

Game and System Information

  • What version of the game are you running?
  • Where did you download it from? (Steam, Mac App Store, our website, built from source, etc.)
  • If you're using a custom build, what compiler did you use, and what commit did you build at?
  • What OS are you running?

Describe the desired feature

Try to explain the desired end result, rather than speculating about how the feature could be implemented

The goto micro ai can move the unit with find_path (use_straight_line=no) or by nearest hex to goal (use_straight_line=yes)

Please add a new option that would flip use_straight_line from no to yes if the unit can't move via find_path because there is another unit in the way, so fall back to trying to move to nearest hex instead.

closed time in 8 hours

virtualghetto

Pull request review commentwesnoth/wesnoth

AI: Improve behavior of the retreat_injured CA

 static int cfun_ai_get_recruitment_pattern(lua_State *L) 	return 1; } +static int cfun_ai_get_retreat_enemy_weight(lua_State *L)

Same here, kinda silly to add something already deprecated.

mattsc

comment created time in 8 hours

Pull request review commentwesnoth/wesnoth

AI: Improve behavior of the retreat_injured CA

 static int cfun_ai_get_recruitment_pattern(lua_State *L) 	return 1; } +static int cfun_ai_get_retreat_factor(lua_State *L)

I would've suggested omitting this, since these are supposed to be deprecated and this one even is deprecated...

mattsc

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mattsc

commit sha 28ea6e82c6ddadec51aeedb68ca4ff1c7a2d2b34

Multipack Wolves MAI: fix error when a wolf is surrounded

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issue commentwesnoth/wesnoth

Wesnoth is greatly increasing GPU usage thru Client/Server Runtime Subsystem.

Limiting / not limiting FPS seems to have little to no impact on this. There also is a ponit where there are too many animations quequed or something that actaully increases GPU usage iirc, I tested that long time ago by setting animation frequency to 3000 or maybe even higer.

Hejnewar

comment created time in 12 hours

issue commentanura-engine/anura

Compiling issue : src/kre/imgui_impl_sdl_gl3.cpp:13:10: fatal error: imgui.h: no such file

Thank you for the good error log, that is a very useful reply.

I don't know why it's not working, as that looks like the correct steps. I'll see if I can reproduce here over the next day or two, and hopefully have a better answer for you soon.

On Wed., Mar. 3, 2021, 2:43 p.m. Barabbas, notifications@github.com wrote:

"Aucun fichier" mean "no such file"

— You are receiving this because you commented. Reply to this email directly, view it on GitHub https://github.com/anura-engine/anura/issues/314#issuecomment-790125249, or unsubscribe https://github.com/notifications/unsubscribe-auth/AAGSTI5S7MMO5XAM5VE7PEDTB23Q3ANCNFSM4YP5GVFQ .

B4rabbas

comment created time in 13 hours

issue commentanura-engine/anura

Compiling issue : src/kre/imgui_impl_sdl_gl3.cpp:13:10: fatal error: imgui.h: no such file

"Aucun fichier" mean "no such file"

B4rabbas

comment created time in 14 hours

issue commentanura-engine/anura

Compiling issue : src/kre/imgui_impl_sdl_gl3.cpp:13:10: fatal error: imgui.h: no such file

Maybe you could understand if I've missed something if I describe precisly what I've done

In details

First I've installed the requested lib sudo apt install -y build-essential ccache git libboost-dev libboost-filesystem-dev libboost-iostreams-dev libboost-regex-dev libboost-locale-dev libsdl2-image-dev libsdl2-mixer-dev libsdl2-ttf-dev libglew-dev libpng-dev libcairo2-dev libfreetype6-dev libvorbis-dev

Then download the code git clone https://github.com/anura-engine/anura.git

locate the folder cd anura

run the command you've suggested git submodule init

And finally make -j$(nproc)

Unfortunatly it don't fixe the building error spiegel@spiegel-laptop:~/anura$ make -j$(nproc) OPTIMIZE : yes USE_CCACHE : yes CCACHE : ccache SANITIZE_ADDRESS : no SANITIZE_UNDEFINED : USE_DB_CLIENT : no USE_BOX2D : yes USE_LIBVPX : no USE_LUA : yes USE_SDL2 : yes CXX : g++ BASE_CXXFLAGS : -O2 -Wall -Werror -Wno-literal-suffix -Wno-sign-compare -I/usr/include/SDL2 -D_REENTRANT -DUSE_LUA -std=c++0x -g -fno-inline-functions -fthreadsafe-statics -Wno-narrowing -Wno-reorder -Wno-unused -Wno-unknown-pragmas -Wno-overloaded-virtual -DUSE_SVG -DUSE_IMGUI CXXFLAGS : LDFLAGS : -rdynamic INC : -isystem external/header-only-libs -D_REENTRANT -I/usr/include/SDL2 -I/usr/include/cairo -I/usr/include/glib-2.0 -I/usr/lib/x86_64-linux-gnu/glib-2.0/include -I/usr/include/pixman-1 -I/usr/include/uuid -I/usr/include/freetype2 -I/usr/include/libpng16 -I/usr/include/cairo -I/usr/include/glib-2.0 -I/usr/lib/x86_64-linux-gnu/glib-2.0/include -I/usr/include/pixman-1 -I/usr/include/uuid -I/usr/include/freetype2 -I/usr/include/libpng16 -Iimgui LIBS : -lX11 -lGL -D_REENTRANT -I/usr/include/SDL2 -I/usr/include/cairo -I/usr/include/glib-2.0 -I/usr/lib/x86_64-linux-gnu/glib-2.0/include -I/usr/include/pixman-1 -I/usr/include/uuid -I/usr/include/freetype2 -I/usr/include/libpng16 -lX11 -lGLEW -lGLU -lGL -lSDL2_image -lSDL2_ttf -lSDL2 -lpng16 -lz -lfreetype -lcairo -logg -lvorbis -lvorbisfile -lrt -lcairo Building: src/kre/SceneTree.cpp Building: src/kre/imgui_impl_sdl_gl3.cpp Building: src/kre/Scissor.cpp Building: src/kre/VGraphOGLFixed.cpp Building: src/kre/AttributeSetOGL.cpp Building: src/kre/UniformBuffer.cpp Building: src/kre/ParticleSystemAffectors.cpp Building: src/kre/SceneNode.cpp src/kre/imgui_impl_sdl_gl3.cpp:13:10: fatal error: imgui.h: Aucun fichier ou dossier de ce type 13 | #include "imgui.h" | ^~~~~~~~~ compilation terminated. make: *** [Makefile:236 : build/kre/imgui_impl_sdl_gl3.o] Erreur 1 make: *** Attente des tâches non terminées....

B4rabbas

comment created time in 14 hours

issue commentwesnoth/wesnoth

goto micro ai: New option to flip use_straight_line when unit path is blocked

Implemented in ea4657c6d4 Wiki is updated too.

If this addresses your request, please go ahead and close the issue.

virtualghetto

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mattsc

commit sha ea4657c6d4dc8db3885c59bcba5e5f3d79d24382

Goto Micro AI: add remove_movement option By default, the MAI removes movement points from units even when they cannot find a hex to move to. When this option is set to 'no' (default is 'yes'), this step is skipped, so that other candidate actions can take over. This implements feature request #5580

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mattsc

commit sha efe5a4d4971bdd8d12d254da43bad18acc0b78a4

Add new AI aspect retreat_factor

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mattsc

commit sha 903e03d68a2198aea137b1117f9d09d1faf70b00

AI retreat_injured CA: improve retreat threshold calculation The main problem was that the previous calculation was based on the 'caution' aspect. While that is not technically wrong, caution is also used for other purposes and there are mainline (and presumably UMC) scenarios that use large values for caution. In those cases, units retreated that were barely injured. This, again, might even be desirable for some use cases, but it needs to be decoupled from the other uses of caution. Thus, the new 'retreat_factor' aspect is used now. In addition, the calculation is now based on a unit's maximum hitpoints, rather than its level.

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mattsc

commit sha fe316aec3a4bf864d2b0628f6cdf404bea5031ab

Add new AI aspect retreat_enemy_weight

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mattsc

commit sha 663a0ef8ec1138ddb6be570b45f4a1a7985a845d

AI retreat_injured CA: fix bug in finding hexes next to healers The CA was supposed to mark hexes next to healers as potential healing locations, but because of this bug that did not work.

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mattsc

commit sha f799269fa1461cf1dd1878488270f2e2ac68c50e

AI retreat_injured CA: improve retreat location evaluation This includes several improvements to the retreat hex evaluation: - Enemy threats are not the dominant rating contribution any more - Enemy threats are based mostly on HP balance, rather than simply enemy number - Enemy threat assessment can be modified with the retreat_enemy_weight aspect - By default, only healing locations are considered as retreat locations, but this can be overridden with the retreat_enemy_weight aspect

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mattsc

commit sha f67a5b269e3076a02d4c9cc943be9eb6294c8a1c

AI retreat_injured CA: fix retreat_enemy_weight use Only enemy threats are to be multiplied by this factor, not the ally support.

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mattsc

commit sha 7e8cedaea8b98798254e15fe8e8e216d3d53e6e6

Merge pull request #5573 from mattsc/ca_retreat_injured AI: Improve behavior of the retreat_injured CA

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PR merged wesnoth/wesnoth

AI: Improve behavior of the retreat_injured CA AI Schema WML Tools

The previous version of the CA had two massive problems:

  • The threshold for retreating was based on the caution aspect. This would make almost fully healthy units retreat if caution was set to a large value for other reasons. This is fixed by introducing a dedicated aspect retreat_factor. In addition, the retreat threshold is now based on the unit's hitpoints, rather than its level.
  • In the presence of enemies, units sometimes retreated all the way to the edge of the map. This is fixed by improving the retreat location evaluation, and by introducing an new aspect retreat_enemy_weight. The new behavior is as follows:
    • Enemy threats are much less important, but their weight can be increased using retreat_enemy_weight
    • By default, only healing locations are considered as potential retreat locations; this can be overridden by setting retreat_enemy_weight to negative values, in which case all hexes are considered (and the previous behavior of running away from enemies may be restored, depending on the absolute value of retreat_enemy_weight
    • If retreat_enemy_weight is set to zero, enemies are not taken into account at all

In the process, I also found and fixed a bug that resulted in hexes next to healers (own and allied) not being counted as healing locations

+178 -47

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mattsc

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mattsc

commit sha 043ee7a80b689e6846c28bb6b7474c830b37952e

Protect Unit Micro AI: ensure units are on AI side In general, the units specified in the MAI setup should be on the AI side. However, that might change during a scenario, for example when there is an event that switches units to other sides.

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issue commentwesnoth/wesnoth

upgrade to luajit

Adding more information about what exactly luajit is doing. It's an reimplementation of Lua, the interpreter itself is coded in Assembly, which makes it ~4 times faster than Lua PUC (Official implementation).

gfgtdf

comment created time in a day

issue commentwesnoth/wesnoth

upgrade to luajit

LuaJIT would open up possibilities for JIT spraying attacks. Also, it can't be used on iOS.

Stop spreading this kind of wrong informations :

https://github.com/LuaJIT/LuaJIT/blob/1e66d0f9e6698fdee672c40a9a5b4159c9254091/src/lj_mcode.c#L130 https://github.com/LuaJIT/LuaJIT/blob/1e66d0f9e6698fdee672c40a9a5b4159c9254091/src/lj_ccallback.c#L288

gfgtdf

comment created time in a day

issue commentwesnoth/wesnoth

goto micro ai: New option to flip use_straight_line when unit path is blocked

No, this cannot be backported as it would make different 1.14 versions inconsistent with each other. So unfortunately you will still need a custom version in 1.14.

I think I'll call it remove_movement though and have it default to yes. We generally try to avoid double negations with the aspects.

virtualghetto

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pull request commentwesnoth/wesnoth

Some enhancements to the WML test runner

Okay, now I just need to figure out why this breaks the tests on non-Windows builds and fix it without breaking them once more on Windows builds.

CelticMinstrel

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doofus-01

commit sha a5d32fe01edfe2163da65156071ba7b09f8626d4

units - WC beast-rider (taurus) variation - initial, incomplete

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doofus-01

commit sha 510225b8dd989b07beb477a9cda79317a6861ebe

zombie beastrider animations

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mattsc

commit sha fd0c00cfb0cba8bd7b3afde90b806d6e505bd423

Goto Micro AI: fix checks of avoid_enemies key Numerical values are sometimes transferred from WML to Lua using the string type. This applies, for example, to very small numbers, such as 0.0000000000001. This needs to be taken into account when checking whether avoid_enemies is a number.

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mattsc

commit sha 94bd2ec9936d60c1f5fa5681f832229247c95d5f

Goto Micro AI: fix possible error when ignoring enemies The final determination of the hex to move to must take enemies into account, otherwise the MAI might try to move the unit to a hex it cannot actually reach.

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mattsc

commit sha 287530a43fa1d36a632afb5282f7145a59feb2e3

Goto Micro AI: change how avoid_map is taken into account There were two issues with the previous method: - ai_helper.get_avoid_map() never returns nil, but at most an empty location set. Thus, the 'else' clause in that conditional was never reached. - The presence of an [avoid] tag should not prevent the keys ignoring enemies from taking effect. Instead, [avoid] needs to be taken into account for all possible code paths.

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doofus-01

commit sha a834c7872864d6a533c46d03a197fdbccb77acb0

units - soulless beastrider sprite, animations, and portrait

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doofus-01

commit sha 17093158b112d6c70f58d117628b046fc4ba1946

Merge pull request #5551 from doofus-01/beastmountWC_20210215 units - Walking Corpse beast-rider (taurus) variation

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doofus-01

commit sha 69ad6cac51807766a66fbb249c859896e1e47808

Update changelog.md

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doofus-01

commit sha 1527f3174a27f6ce609988e44227d52ab4294dbf

Update Corpse_Walking.cfg

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doofus-01

commit sha edd405fbff8f039f7a08c14079e6c8de128329df

Update Corpse_Soulless.cfg

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Elvish_Hunter

commit sha 780797e3bcb1b4569a7a3650ecd234f88ad5fd7c

wmllint: enable checks inside Lua [args] tags Completes PR #5470

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Elvish_Hunter

commit sha c1c80e3a7f287c78975baa1f215cf3817fef6197

wmllint: implemented Xol terrain conversion

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Steve Cotton

commit sha 3522eb2c2a13c7d78480117a83f55946a0dee2d4

Support [terrain_defaults]'s original subtag names This is preparation for backporting 0ba433203e, with the idea that both sets of names will be supported in both branches. No deprecation messages are added. While config::get_attribute_value() has a config::get_old_attribute_value(), there isn't currently a similar utility for config::child(); maybe I should add one now, but it feels too large a change for a backport.

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nemaara

commit sha df10b80caefb88b5de0f890bd32c5c15df9fdcdb

SotBE: balance campaign

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nemaara

commit sha d1461370aacabdab66e0b85c1f711f11d335bf14

Add SotBE balance to changelog

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nemaara

commit sha 3e59f2ef5b031d49caa9c5982cfe56bf36d5f130

SotA: rebalance campaign

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nemaara

commit sha 2845d34097f8dfaa78cd40c54c279d345eac8677

Add SotA balance to changelog

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Charles Dang

commit sha ba5f0d386fbe3b2dc2addd958574eddcf94fd0db

Fixed build on GCC 11 (fixes #5581)

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Celtic Minstrel

commit sha 7d7e367a8e220da6a621a18025cc8b4da01e824b

Boost.Optional was still used in some places

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Celtic Minstrel

commit sha e730ee3160c8dbf6212b9e427e535128acb556ff

run_wml_tests: Fix the batch-disable argument

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Pull request review commentwesnoth/wesnoth

Some enhancements to the WML test runner

  #include <boost/iostreams/filtering_stream.hpp> // for filtering_stream #include <boost/program_options/errors.hpp>     // for error+#include <boost/optional.hpp>

Yeah, it was the use of boost::optional on references that confused me, as it turns out. Thus why I replaced them all with utils::optional_reference on master... now the only place boost::optional is still used is in spirit_po.

CelticMinstrel

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Steve Cotton

commit sha 0035b776d717010fa7f1c9d72fbba79b56ab653c

Handle empty children in patch_movetype (#5582) In movetype::write, the children might not be created if that child has an empty config; there might be no child at all for movetypes such as "none". The movetype "none" is a real movetype defined in units.cfg for units that shouldn't be able to move. The original_cfg local variable was only used once anyway, removing it and the comment made the code clearer. This wasn't caught in the 1.15 testing, but with 1.14 it resulted in a "mandatory WML child missing" warning.

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PR merged wesnoth/wesnoth

Reviewers
Handle empty children in patch_movetype Bug Units

In movetype::write, the children might not be created if that child has an empty config; there might be no child at all for movetypes such as "none". The movetype "none" is a real movetype defined in units.cfg for units that shouldn't be able to move.

The original_cfg local variable was only used once anyway, removing it and the comment made the code clearer.

This wasn't caught in the 1.15 testing, but with 1.14 it resulted in a "mandatory WML child missing" warning.

+2 -6

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stevecotton

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issue commentwesnoth/wesnoth

goto micro ai: New option to flip use_straight_line when unit path is blocked

Ofcourse, do_not_remove_mp sounds good to me. Will this be backported to 1.14?

virtualghetto

comment created time in a day

pull request commentwesnoth/wesnoth

Handle empty children in patch_movetype

I think that code should have used child_or_empty

Thanks, I changed it to use that.

stevecotton

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doofus-01

commit sha ac7dc6f3e62e67feab4c124d046359f46b11a242

UtBS - undead variations for the rider/mounted Quenoths

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doofus-01

commit sha 0e449be8879563a0356303276bedf38d3e193270

UtBS - undead variations set for the rider/mounted Quenoths Merge pull request #5584

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PR merged wesnoth/wesnoth

UtBS - undead variations for the rider/mounted Quenoths Campaign Units

This is pretty simple, but I always figure out a way to fail the CI tests, so let's park it here first. (Revisiting the Quenoth elves made me realize the archers could use a touch-up, so they look less like Kenny from South Park.) Fixes #5529

+10 -0

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doofus-01

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issue closedwesnoth/wesnoth

UtBS: Mounted Quenoth units don't have an undead variation set

None of the units in the Scout and Tauroch Rider unit lines have an undead variation set in either Wesnoth 1.14 or master as of this writing, so they turn into regular walking corpses instead.

(Filing a bug because I don't know if this is somehow intentional, in particular for the Tauroch line.)

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shikadiqueen