http://donations.wz2100.net is a little out of date

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Alistair_Findlay
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http://donations.wz2100.net is a little out of date

Post by Alistair_Findlay » 27 Jan 2019, 18:57

http://donations.wz2100.net is a little out of date. I was just wondering what the most recent status is.

While I'm here, The git build seems pretty stable to me, is the next version far from release? We are just waiting on the campaign re-scripting?

I have an idea for the game as well, maybe make the maximum map zoom level scale along with the display scaling setting. If the user is running at 4k and needs to use a high scaling setting, they are probably able to run the game smoothly enough to zoom out a little more and see more of the battlefield. If that is possible in the engine, it would be a cool setting. All of the new settings are awesome btw, the scaling especially, I can actually read the text now haha.

I maybe should have put these in seperate posts, but I felt it might be rude to come in here and clutter up the board with multiple posts in multiple places on my first day here lol.

Oh I'm also getting a shadow problem on the buildings on git on amdgpu/arch, I will make a video to show what I mean and put that in the bugs forum.

I hope you guys are having nice days.

If you used the github inbuilt issue tracker it might take a bit of load off the forums and save money? I'm not sure how that all works, feel free to ignore most of this post haha.

Cyp
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Re: http://donations.wz2100.net is a little out of date

Post by Cyp » 28 Jan 2019, 08:45

Alistair_Findlay wrote:
27 Jan 2019, 18:57
While I'm here, The git build seems pretty stable to me, is the next version far from release? We are just waiting on the campaign re-scripting?
There were plans for a release yesterday, but apparently there wasn't room to upload it or something, and that should be fixed soon (if I understand right).
Alistair_Findlay wrote:
27 Jan 2019, 18:57
I have an idea for the game as well, maybe make the maximum map zoom level scale along with the display scaling setting. If the user is running at 4k and needs to use a high scaling setting, they are probably able to run the game smoothly enough to zoom out a little more and see more of the battlefield. If that is possible in the engine, it would be a cool setting. All of the new settings are awesome btw, the scaling especially, I can actually read the text now haha.
One issue is that everyone should be able to zoom out equally, for it to be fair (in multiplayer games).
Alistair_Findlay wrote:
27 Jan 2019, 18:57
If you used the github inbuilt issue tracker it might take a bit of load off the forums and save money?
There was some talk of doing that, I think. Don't know if/when.
Alistair_Findlay wrote:
27 Jan 2019, 18:57
I'm not sure how that all works, feel free to ignore most of this post haha.
Ignored the parts I couldn't answer.

Forgon
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Re: http://donations.wz2100.net is a little out of date

Post by Forgon » 28 Jan 2019, 11:23

Cyp wrote:
28 Jan 2019, 08:45
[...]
Alistair_Findlay wrote:
27 Jan 2019, 18:57
I have an idea for the game as well, maybe make the maximum map zoom level scale along with the display scaling setting. If the user is running at 4k and needs to use a high scaling setting, they are probably able to run the game smoothly enough to zoom out a little more and see more of the battlefield. If that is possible in the engine, it would be a cool setting. All of the new settings are awesome btw, the scaling especially, I can actually read the text now haha.
One issue is that everyone should be able to zoom out equally, for it to be fair (in multiplayer games).
[...]
I have reset the maximum map zoom distance to 5000 in commit 58854ae6b6d8f1a611b9df269093ae6bad4b3ee4 because some users thought that increasing it would significantly worsen performance for some players, but not others. Hopefully, this suffices. So far I have honestly failed to understand why there would be unfairness in the first place, especially since the performance impact of increasing the maximum map zoom distance to 10000 has not been measured.

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Berserk Cyborg
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Re: http://donations.wz2100.net is a little out of date

Post by Berserk Cyborg » 28 Jan 2019, 16:46

Alistair_Findlay wrote:
27 Jan 2019, 18:57
While I'm here, The git build seems pretty stable to me, is the next version far from release? We are just waiting on the campaign re-scripting?
That was more or less finished months ago. There may be a few things left to do in the scripts, but it's all trivial at most. 99% of problems are source-side now.

Alistair_Findlay wrote:
27 Jan 2019, 18:57
Oh I'm also getting a shadow problem on the buildings on git on amdgpu/arch, I will make a video to show what I mean and put that in the bugs forum.
It is (I think) a structure brightness issue. Everyone will experience this at the moment.

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alfred007
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Re: http://donations.wz2100.net is a little out of date

Post by alfred007 » 29 Jan 2019, 10:35

Cyp wrote:There was some talk of doing that, I think. Don't know if/when.
Alistar_Findlay wrote:If you used the github inbuilt issue tracker it might take a bit of load off the forums and save money?
Kreuvf suggested it in ticket #4845 and vexed answered that he wants to do it when he has the time for it.
vexed wrote: Yes,I highly agree to move this to Github. Basically, everyone just needs an account there, then the po file can be in your own repo, and invite the other people to participate, and do merges that way.

I really dislike having a couple changes at a time being committed, way too much noise for me.

For what it is worth, when I get enough time, Trac will be shut down, and we will be moving to Github's issue tracker instead.
Kreuvf wrote:I suggest for future work to move to GitHub, there we can have nested comments to single changes ;) The Trac way of doing this is simply outdated and not suited for this type of review work.

Alistair_Findlay
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Re: http://donations.wz2100.net is a little out of date

Post by Alistair_Findlay » 13 Feb 2019, 16:30

Thank you all very much for all the answers :D

Perhaps a compromise could be to use a seperate value for the singleplayer max zoom and the multiplayer max zoom and cap the multiplayer max zoom at 5000 (I understand that keeping older pcs competitive in multiplayer is important.), and there could be a performance impact warning for amounts greater than 5000 on the singleplayer zoom amount. It would be a lot of work for a minor thing, but if something like that could be done it would be really cool.

A move to github or gitlab would probably modernise things a little bit, it might improve productivity, although when looking at the 3.3.0 beta changelog it seems that you guys are already pretty productive. Nice work :D

I hope that you are all having good days :)

Forgon
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Re: http://donations.wz2100.net is a little out of date

Post by Forgon » 13 Feb 2019, 20:54

Alistair_Findlay wrote:
13 Feb 2019, 16:30
Thank you all very much for all the answers :D

Perhaps a compromise could be to use a seperate value for the singleplayer max zoom and the multiplayer max zoom and cap the multiplayer max zoom at 5000 (I understand that keeping older pcs competitive in multiplayer is important.), and there could be a performance impact warning for amounts greater than 5000 on the singleplayer zoom amount. It would be a lot of work for a minor thing, but if something like that could be done it would be really cool. [...]
Increased map zoom limits for single-player games would probably not be worth the effort to implement them,
because players can simply enable the cheat mode if they want them.

Without a hardcoded maximum zoom value of 5000, several parts of the user interface break once you zoom further out,
for example unit health bars or the skybox. Before my next effort to allow map zoom 10000, I will have to fix these things.

Alistair_Findlay
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Re: http://donations.wz2100.net is a little out of date

Post by Alistair_Findlay » 14 Feb 2019, 12:59

Forgon wrote:
13 Feb 2019, 20:54
Alistair_Findlay wrote:
13 Feb 2019, 16:30
Thank you all very much for all the answers :D

Perhaps a compromise could be to use a seperate value for the singleplayer max zoom and the multiplayer max zoom and cap the multiplayer max zoom at 5000 (I understand that keeping older pcs competitive in multiplayer is important.), and there could be a performance impact warning for amounts greater than 5000 on the singleplayer zoom amount. It would be a lot of work for a minor thing, but if something like that could be done it would be really cool. [...]
Increased map zoom limits for single-player games would probably not be worth the effort to implement them,
because players can simply enable the cheat mode if they want them.

Without a hardcoded maximum zoom value of 5000, several parts of the user interface break once you zoom further out,
for example unit health bars or the skybox. Before my next effort to allow map zoom 10000, I will have to fix these things.
Oh okay, I did not realise about the cheat mode, I haven't experimented with that yet. All of this makes sense, thank you for the fast information.

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