public mod does not have to be activated, moving compatibilityColor to
mod
Differential revision: D4237
Refs: #6294
Comments by: @bb
This was SVN commit r25881.
Differential revision: D4209
Since some revision wraitii will probbaly know, I am not going to look
for it, guiobjects require exact data type so casting does not work when
it is not done beforehand.
Error reported by Stan.
Now installing pyromod should not trigger errors.
This was SVN commit r25849.
Add flaring on the map and resize the minimap buttons.
Target marker and button by Stan.
Reviewed/Commented by wraitii, elexis, vladislavbelov
Refs: #3491
Refs: #57
Differential Revision: https://code.wildfiregames.com/D1751
This was SVN commit r25691.
It looks bad on the summary graph, and might need further adjustments in
general.
Discussed with: @Langbart, @Imarok, @wraitii
cc @wowgetoffyourcellphone
This was SVN commit r25658.
In case mod is missing some required field, for example label or version
for some reason, mod page would stop functioning.
Adding default to empty string in list and filter.
Differential revision: D4028
This was SVN commit r25639.
Since it is very non-trivial to determine which mods change checksums
and which don't, this relies on modder goodwill (and on verification on
our end for signed mods).
The declaration is an optional "ignoreInCompatibilityChecks" boolean in
mod.json
Also rework slightly the MP lobby mod display to always show the host
mods in a clear manner.
Differential Revision: https://code.wildfiregames.com/D3968
This was SVN commit r25634.
Fix some language elements, add some details, and update to SVN specs.
Make the window wider to have the first phrase take a single line in
English/most languages hopefully.
Differential Revision: https://code.wildfiregames.com/D4049
This was SVN commit r25633.
As noted by Angen in a26535d023, refs 3bcf360107
When starting with incompatible mods, the non-incompatible mods were no
longer shown. This fixes that.
I think the code looks cleaner from this new control flow that
explicitly only mounts "mod".
Tested by: Angen
Differential Revision: https://code.wildfiregames.com/D3996
This was SVN commit r25510.
I didn't quite understand what was supposed to happen here. This makes
things work as before.
While at it, fix a conversion bug & do some more tweaks.
Differential Revision: https://code.wildfiregames.com/D3990
This was SVN commit r25475.
- Non-visual replays now automatically try to load the replay mods. This
removes the annoyance that -mod=public usually had to be passed.
- MountMods is no longer called in InitVfs but later, making it possible
to load the game in one pass & simplifying things considerably.
- Explicitly ignore duplicates when loading mods
- Interface cleanup: failed mods and incompatible mods were redundant,
only incompatible mods is kept.
- Interface cleanup: `AreModsCompatible`becomes
`CheckForIncompatibleMods`, which becomes a private pure function,
simplifying the control flow somewhat.
- Interface cleanup: `CheckAndEnableMods` is just `EnableMods`, which
explicitly updates loaded & incompatible mods.
- `CacheEnabledModVersions` becomes private and is called on behalf of
the user, removing the need to be careful about updating that (fixes my
concern at 44ec2e324e)
Overall, the logic around mounting & enabled mods should be easier to
understand.
Differential Revision: https://code.wildfiregames.com/D3982
This was SVN commit r25474.
Fixing following problems:
Issue number one:
Enable mod with a23 compatibility in a23b.
Save configuration.
Start a24.
Better result:
Mod will be enabled and invisible in mod selection screen producing
various errors.
Worse result:
Game will crash and refuse to start.
Issue number two:
Mods can silently set loaded mods without restarting the engine, so mods
can unlist themselves from compatibility detection.
Solution:
Enable necessary mods instead if running with gui and open mod page.
Open information window on top of mod page to infom why mod page is
showing up.
On mod page show mods which failed in compatibility check and color the
resposnible ones.
Disable start button without enabled mods.
Show non existed mods if they failed in compatibility check.
Else just log to mainlog and close.
Another fixes:
Display in enabled mods really enabled mods as current logic confuses
players about which mods they have enabled and is not helpful (ref
#4881)
Note:
this will not solve issue with mods claiming being compatible with
engine version while in fact being incompatible.
Comments by: @vladislavbelov, @Stan, @Imarok
Tested by: @wraitii
Differential revision: D3592
Fixes: #6044#4881
This was SVN commit r25410.
This allows GUI elements to use a texture as their "mouse event mask",
making it possible to have arbitrarily-shaped GUI elements with regards
to mouse interactions.
Used for the minimap idle worker button as a proof-of-concept.
Differential Revision: https://code.wildfiregames.com/D3814
This was SVN commit r25408.
(Follows 76acc4e146 where I deleted actor.rnc)
This deletes the .rnc validation files, upgrading the .rng files to
being the source of truth.
- The engine uses, via LibXML2, .rng files to validate XML schemas, to
the .rnc files are redundant.
- The RelaxNG "Compact" format is a DSL for the RelaxNG XML format. Its
syntax is unique, unlike .rng files which are XML.
- Some errors are likely - I'm not sure anyone has converted the compact
files in years.
- The tool to generate .rng from .rnc files is trang
(https://github.com/relaxng/jing-trang), which runs on the JVM and is
quite annoying to install compared to "your usual text editor".
- The JS components use the full .rng format in XML, so editing this
format is already familiar to most people that mod the game.
The .rnc files were added in 2c9939ac74 along the .rng files.
Refs #413, #245
Differential Revision: https://code.wildfiregames.com/D3824
This was SVN commit r25258.
This helps to see compatible mods in the list, which can get a bit long.
For incompatible mods in disabled section use gray colour.
For incompatible mods in enabled section use red colour (what can happen
when using arguments to start the game or they can be in config file).
Add option to filter compatible mods, this does not affect enabled
section, because if there is incompatible mod, it is error and it needs
to be always visible.
Add function recomputeCompatibility and g_ModsCompatibility to avoid
recomputing aredependenciesmet when coloring mods, because every column
is colored separately.
Disable enable mod button if mod is incompatible.
Remove all dependencies met messages as they are now replaced by this
mechanism.
fix getSelectedModUrl in process
Differential revision: D3687
Fixes: #6053
Tested by: @Freagarach
Comments by: @vladislavbelov
This was SVN commit r25095.
All functionality in applyFilters is handled by displayModLists and
modSelected functions.
This is also fixing issue of triggering selected event on the same list
multiple times and not updating mod description and buttons when
applying filters.
Differential revision: D3722
This was SVN commit r25094.
This implements necessary tooling to create a simple SP campaign.
The architecture is intended to be easily extensible in the future.
'Campaign Run' contains the metadata of a campaign, e.g. maps
played/won. It's saved in the user folder under
saves/campaigns/*.0adcampaign
Campaign templates are JSON files in campaigns/
Campaigns can specify which Menu interface they will use. This is
intended to allow more complex layouts/presentation.
For now, a simple list interface is provided. This allows making
campaigns without any fancy art required (and effectively mimics AoE1's
campaign interface).
The behaviour on game end is also intended to be extensible, supporting
things such as carrying over units between scenarios - for now, it
simply records won games.
GameSetup is not available for now - scenarios are triggered with the
settings defined in the map/default settings. Improving on this requires
refactoring the gamesetup further.
The load/save game page has been extended slightly to support
showing/hiding campaign games (campaign gamed are saved under saves/
directly, there is no strong motivation to do otherwise at this point)
Closes#4387
Differential Revision: https://code.wildfiregames.com/D11
This was SVN commit r24979.
When closing the mod downloader, the list of enabled mod is reset, which
can lead to an out-of-index assertion failing in the engine if an
enabled mod was selected before.
Reported by: Vas
Fixes#6001
Differential Revision: https://code.wildfiregames.com/D3537
This was SVN commit r24854.
Redo original diff D245 by ffffffff after commit of cpp changes for
input placeholders.
Differential revision: D3245
Reviewed by: bb
Comments by: Stan, wraitii
This was SVN commit r24439.
different font colour
no need to delete the text, when one wants to write there something
text displayed is not a value so field is technically empty
will disappear when user writes some character
will appear when user deletes all characters
we can get rid of text value "Filter" in mod selection screen and ugly
hack around it
Differential Revision: D2460
Comments by: vladislavbelov, elexis
This was SVN commit r24433.
If one mod is not signed or broken in any other way, mod.io downloader
fails and does not display any mod.
The problem with unsigned mod is that its metadata are empty.
That means one cannot break mod io downloader with mods having invalid
data.
mark mod as invalid and display in list as disabled and display reason
instead description to not spam ugly error messages on screen as this is
not error by the game but of the moder
report failed signatures back to list of mods
fail if property is not set using strict mode when getting from js
check in js for undefined values
Allow to filter only valid mods.
Differential Revision: https://code.wildfiregames.com/D2114
Reviewed by: @Itms
Fixes: #5459
This was SVN commit r23821.
The HWDetect changes were not working properly.
Reported by: Nescio
Tested by: Nescio
Differential Revision: https://code.wildfiregames.com/D2799
This was SVN commit r23748.
Remove duplication when setting graphic options by reading the configDB
directly.
Properly protect the ModIO config keys.
Approved By: linkmauve
Refs #5538
Differential Revision: https://code.wildfiregames.com/D1931
This was SVN commit r23747.
Use the events to fix jittering of the gamesetup slider in
multiplayermode, refs 352d4ea78f/D2571.
Differential Revision: https://code.wildfiregames.com/D2592
Reviewed By: nani
Comments By: Vladislav
This was SVN commit r23435.
* Decouples settings logically which in turn allows fixing many problems
arising from previous coupling.
* Fixes the persist-match-settings feature, refs #2963, refs #3049.
* Improves performance of the matchsetup by rebuilding GUI objects only
when necessary.
Provides groundwork for:
* UI to control per-player handicap, such as StartingResources,
PopulationCap, StartingTechnologies, DisabledTechnologies,
DisabledTemplates, ..., refs #812.
* Map specific settings (onMapChange event), refs #4838.
* Chat notifications announcing which settings changed, refs D1195,
* Multiple controllers setting up the game (since setting types can
check for permissions in onUpdateGameAttributes without the need for a
new data model or a second gamesetup data network message type), refs
#3806, subsequently dedicated server, refs #3556.
* MapBrowser (MapCache, MapTypes, onUpdateGameAttributes interface),
refs D1703 and D1777,
* Multiplayer saved games (decoupling and setting dependent unique
logic), refs #1088.
Refs
https://wildfiregames.com/forum/index.php?/topic/20787-paid-development-2016/https://wildfiregames.com/forum/index.php?/topic/20789-paid-development-2016/
Enable maps to restrict setting values:
* If a map specifies an AI or Civs for a playerslot, the controller
can't assign a player/other AI or Civ to that slot, refs #3049, #3013.
Fix per player StartingResources, PopulationCap, StartingTechnologies,
DisabledTechnologies, DisabledTemplates following 9177683653, refs #812,
fixes#4504. Use this for DisabledTechnologies on Polar Sea.
Persist user settings for Skirmish maps:
* All user chosen settings are persisted when changing the selected map
or maptype,
except where the selected map overwrites the setting value and
except for Scenario maps which still use the default value where the
map doesn't specify the setting value.
* Tickets relating to that Skirmish mapchange user setting persistance:
- Selecting a map doesn't change the selected civilizations, fixes
#3120 (together with 7cf83f19fd removing map specified Civs).
- Selecting a map type doesn't reset the selected settings, fixes
#5372.
- Selecting a map doesn't change the selected victory conditions,
unless the map specifies those, refs #4661, #3209. (Atlas still writes
VictoryConditions to every map.)
- Consume the player color palette from Skirmish maps, refs 4996d28110
/ #1580. Preserve the selected playercolors when switching the
Skirmish/Random map by chosing the most similar colors if the map comes
with a different palette.
Rated games:
* Hide and disable Rated game setting unless there are exactly two
players, fixes#3950, supersedes D2117.
* Display conspicuous warning if the game is rated, so players are
perfectly aware.
Autostarted games:
* Allow using the gamesetup page to autostart matches with arbitrary
maps, not only this one tutorial, as reported in D194 and 15e2b42525,
refs D11.
Networking:
* Keep gamesetup page open after disconnect, allowing players to read
chat messages indicating why the host stopped the server, fixes#4114.
* The message subscription system allows new and mod settings to run
custom logic on arbitrary setting changes (most importantly on map
change).
This removes hardcoded logic restrictions from the gamesetup option
unification rewrite in b4e5858f6d/D322, refs #3994,
such as the hardcoding of setting references in selectMap to biomes
from f2550705d3/D852 and the difficulty from 9daa7520ef/D1189,
RelicDuration, WonderDuration, LastManStanding, RegicideGarrison,
TriggerScripts, CircularMap, Garrison, DisabledTemplates.
Checkboxes:
* Display values of disabled checkboxes with Yes/No labels, fixes D2349,
reviewed by nani.
Clean g_GameAttributes of invalid values and gamesetup GUI temporaries,
refs #3049, #3883:
* Delete useless values:
- VictoryScripts, because they are redundant with TriggerScripts,
introduced in 8915037631.
- mapType which was written twice to g_GameAttributes following
9177683653
- Description, Keywords, Preview since that doesn't impact simulation
and can be loaded from the MapCache
- mapFilter, mapPath, SupportedBiomes, SupportedTriggerDifficulties
since they are only used in the gamesetup
* Delete conditional values if the condition is not met:
- AIDiff, AIBehavior if there is no AI in that slot
- Nomad and Size if the maptype is not Random
- Biome, TriggerDifficulty if the map doesn't support that
- WonderDuration, RegicideGarrison, RelicCount, RelicDuration if the
according VictoryConditions are not enabled
- LastManStanding if TeamsLocked
- Rating if there are more than 2 players
MapCache:
* Refactor to MapCache class, store maps of all types and use it in the
replaymenu, lobby and session as well.
SettingTabsPanel:
* Remove hardcodings and coupling of the SettingTabsPanel with
biomes/difficulties/chat UI from D1027/ac7b5ce861.
GamesetupPage.xml:
* Restructure the page to use hierarchical object organization
(topPanel, centerPanel, centerLeftPanel, bottomPanel, centerCenterPanel,
centerRightPanel, bottomLeftPanel, bottomRightPanel), allowing to
deduplicate object position margins and size math and ease navigation.
New defaults:
* Check LockedTeams default in multiplayer (not only rated games).
* Persist the rated game setting instead of defaulting to true when
restarting a match, which often lead to unintentional rated games when
rehosting.
* 60 FPS in menus since they are animated
Autocomplete sorting fixed (playernames should be completed first).
Refactoring encompasses the one proposed in Polakrity and bb D1651.
Differential Revision: https://code.wildfiregames.com/D2483
Tested by: nani
Discussed with:
* nani for blackbox testing, code architecture, performance and
MapBrowser in PMs on 2019-12-19, 2019-12-31, 2020-01-06
* Angen for the simulation diff on
http://irclogs.wildfiregames.com/2020-01/2020-01-03-QuakeNet-%230ad-dev.log
* bb on SettingsTabPanel on
http://irclogs.wildfiregames.com/2020-01/2020-01-05-QuakeNet-%230ad-dev.log
* Imarok on data model and revised multi-controller plans for #3806 on
http://irclogs.wildfiregames.com/2020-01/2020-01-07-QuakeNet-%230ad-dev.log
Emojis by: asterix, Imarok, fpre, nani, Krinkle, Stan, Angen, Freagarach
This was SVN commit r23374.
Fixing problem with filters reported in 64bfa089af.
Use filtered version of mods for manipulation in javascript instead non
filtered one.
Fixing following problems when filter is applied:
not enabling selected mod
displaying wrong tooltip
getting out of bounds error when using keyboard arrows to select
next/previous mod
This is also disabling possibility to sort enabled mods manually when
filters are applied. See comment in moveCurrItem for more details.
Differential Revision: https://code.wildfiregames.com/D1944
This was SVN commit r23269.