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Cleaned the TS TechTree #2 #6610

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Cleaned the TS TechTree #2 #6610

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LipkeGu
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@LipkeGu LipkeGu commented Sep 29, 2014

  • Cleaned some Buildings by Creating Factory Templates
  • created Civilian.yaml files which contains tge gaspot and lightpost
  • By default in TS "not buildable units" are flagged with "owner: none"
    because some units are only available for campaign missions, they will
    be uncommented when we have Icons for them :)
  • The "WeedGuy" has now a sensefull name"
  • The AI got some Defence Buildings... playtests are otherwise very
    lonely :(
  • This PR should also fix the last point of Capturing enemy buildings should allow some builds #2187 (Mailaender noticed me about this issue)

- Cleaned some Buildings by Creating Factory Templates
- created Civilian.yaml files which contains tge gaspot and lightpost
- By default in TS "not buildable units" are flagged with "owner: none"
because some units are only available  for campaign missions, they will
be uncommented when we have Icons for them :)
- The "WeedGuy" has now a sensefull name"
- The AI got some Defence Buildings... playtests are otherwise very
lonely :(
@Mailaender
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By default in TS "not buildable units" are flagged with "owner: none" because some units are only available for campaign missions, they will be uncommented when we have Icons for them :)

The Owner: none is deprecated if we want capturable tech which you promise here. You can either use Prerequisites: ~disabled or remove the whole Buildable: trait which is preferred in this case.

@LipkeGu
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LipkeGu commented Sep 29, 2014

i left it for (later) testing so that we not have to copy that hole Trait stuff in each unit...
After Testing we can completly remove this...

as i said it is deactivated but can be assigned to a side for (later) testing

@Mailaender
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Exception of type `System.InvalidOperationException`: TypeDictionary does not contain instance of type `OpenRA.Mods.RA.TooltipInfo`
  at OpenRA.Primitives.TypeDictionary.Get[TooltipInfo] () [0x00089] in /home/matthias/Projekte/OpenRA/OpenRA.Game/Primitives/TypeDictionary.cs:63 
  at OpenRA.Mods.D2k.Widgets.BuildPaletteWidget.DrawPalette (OpenRA.Mods.RA.ProductionQueue queue) [0x0026e] in /home/matthias/Projekte/OpenRA/OpenRA.Mods.D2k/Widgets/BuildPaletteWidget.cs:243 
  at OpenRA.Mods.D2k.Widgets.BuildPaletteWidget.Draw () [0x0001d] in /home/matthias/Projekte/OpenRA/OpenRA.Mods.D2k/Widgets/BuildPaletteWidget.cs:200 
  at OpenRA.Widgets.Widget.DrawOuter () [0x00013] in /home/matthias/Projekte/OpenRA/OpenRA.Game/Widgets/Widget.cs:394 
  at OpenRA.Widgets.Widget.DrawOuter () [0x00033] in /home/matthias/Projekte/OpenRA/OpenRA.Game/Widgets/Widget.cs:396 
  at OpenRA.Widgets.Widget.DrawOuter () [0x00033] in /home/matthias/Projekte/OpenRA/OpenRA.Game/Widgets/Widget.cs:396 
  at OpenRA.Widgets.Widget.DrawOuter () [0x00033] in /home/matthias/Projekte/OpenRA/OpenRA.Game/Widgets/Widget.cs:396 
  at OpenRA.Widgets.Widget.DrawOuter () [0x00033] in /home/matthias/Projekte/OpenRA/OpenRA.Game/Widgets/Widget.cs:396 
  at OpenRA.Widgets.Ui.Draw () [0x00006] in /home/matthias/Projekte/OpenRA/OpenRA.Game/Widgets/Widget.cs:75 
  at OpenRA.Game.RenderTick () [0x0009b] in /home/matthias/Projekte/OpenRA/OpenRA.Game/Game.cs:498 
  at OpenRA.Game.Loop () [0x00118] in /home/matthias/Projekte/OpenRA/OpenRA.Game/Game.cs:608 
  at OpenRA.Game.Run () [0x00042] in /home/matthias/Projekte/OpenRA/OpenRA.Game/Game.cs:628 
  at OpenRA.Program.Run (System.String[] args) [0x00011] in /home/matthias/Projekte/OpenRA/OpenRA.Game/Support/Program.cs:116 
  at OpenRA.Program.Main (System.String[] args) [0x00050] in /home/matthias/Projekte/OpenRA/OpenRA.Game/Support/Program.cs:39

when clicking the Defense build palette tab.

@phrohdoh
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What that crash means is that an actor (present in the defense queue) does not have the Tooltip: trait defined.

# This is the Generic Template for the other 7 light posts!)
^LightPost:
Inherits: ^Building
Tooltip:
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Problem is here...

@LipkeGu
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LipkeGu commented Oct 3, 2014

in Defaults: Lightpost in Defaults.yaml is an unexpected Tab

@Mailaender
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Can you http://gitready.com/advanced/2009/02/10/squashing-commits-with-rebase.html? It is usually a bad idea to merge broken commits which will get into the way when automatically searching for regressions.

@Mailaender
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Try:

git remote add openra https://github.com/OpenRA/OpenRA.git
git fetch openra
git rebase -i openra/bleed

then in the text editor change it to the following:

pick 488fb3d Cleaned the TS TechTree
squash f4b094c Fixed a chrash when clicking on the Defence Tab in Debug
squash 8a52429 Cleaning up TechTree and added Generic Descriptions
squash 604d88f Fixed Travis Build error on testing ValuedInfo

Finally do a git push -force.

@LipkeGu
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LipkeGu commented Oct 3, 2014

but it is outdated :( because of #6644

@Mailaender
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I guess because of #6556, but that is no problem. Just rebase as I told you.

@LipkeGu LipkeGu closed this Oct 4, 2014
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3 participants