Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/militarysites_tweaks into lp:widelands

2015-05-07 Thread TiborB
I am still juggling with the code, I will look at the diff again afterwards... It seems that same inicialization of int32_t and assigning a negative value at the same time led to nonsense number. Probably right side of equation was treated as unsigned integer or something like this... -- https:

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/militarysites_tweaks into lp:widelands

2015-05-07 Thread TiborB
Allright, the test runs fine it seems and no "merge" residuals in the diff ... Can you look at it once more? I must say that mathematics behind the AI is that complicated that a mathematical error can be easily overlooked :( -- https://code.launchpad.net/~widelands-dev/widelands/militarysites

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/militarysites_tweaks into lp:widelands

2015-05-07 Thread GunChleoc
Kick out my changes then, maybe I made a mistake that's not obvious. BTW I just noticed some <<< TREE ... >>> MERGE-SOURCE in the current diff ;) -- https://code.launchpad.net/~widelands-dev/widelands/militarysites_tweaks/+merge/255132 Your team Widelands Developers is requested to revie

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/militarysites_tweaks into lp:widelands

2015-05-07 Thread TiborB
It is MYSTERY. It works OK before your changes but wrong afterwards. I am looking at the diff but nothing suspicious there... -- https://code.launchpad.net/~widelands-dev/widelands/militarysites_tweaks/+merge/255132 Your team Widelands Developers is requested to review the proposed merge of lp:~

[Widelands-dev] [Merge] lp:~widelands-dev/widelands/ai-coverity-fix into lp:widelands

2015-05-07 Thread noreply
The proposal to merge lp:~widelands-dev/widelands/ai-coverity-fix into lp:widelands has been updated. Status: Needs review => Merged For more details, see: https://code.launchpad.net/~widelands-dev/widelands/ai-coverity-fix/+merge/258339 -- Your team Widelands Developers is subscribed to br

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/militarysites_tweaks into lp:widelands

2015-05-07 Thread TiborB
Changes looks good unless I missed something realy bad :) Part of changes was modification of proportion of in construction vs finished militarysites. Now the rules are bit relaxed. So if there was enemy nearby and total number of military constructions sites were not that high it might be OK, I w

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/ai-coverity-fix into lp:widelands

2015-05-07 Thread TiborB
It is dilemma - on the begining of game building material can be better used for normal productionsites... Maybe some kind of compromise would be starting the construction site of port and decrease priority of input building material I will remember this... -- https://code.launchpad.net/~w

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/split_overlay_manager into lp:~widelands-dev/widelands/render_queue

2015-05-07 Thread GunChleoc
I added a small nit in the diff comments. I also get a lot of compiler warnings about variable names in the graphic libs, e.g. src/graphic/gl/fields_to_draw.h:56:16: warning: declaration of ‘size’ shadows a member of 'this' [-Wshadow] const size_t size = w_ * h_; The problem with the fuzzy

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/militarysites_tweaks into lp:widelands

2015-05-07 Thread GunChleoc
I added some small code style tweaks - please have a look to see if you like the changes. While testing with Twin Lagoons, the blue player built 3 Donjons and a Fortress right next to each other to the south of the mountain. This didn't happen before - can you have another look at your code to

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/ai-coverity-fix into lp:widelands

2015-05-07 Thread GunChleoc
Review: Approve LGTM, please merge :) A note for the future: while testing with the Nile map, an already found port space was overgrown by trees before it was time for the AI to start building ports. It might be a good idea if the AI has no ports yet, to check for port spaces every time the AI

[Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1451977 into lp:widelands

2015-05-07 Thread noreply
The proposal to merge lp:~widelands-dev/widelands/bug-1451977 into lp:widelands has been updated. Status: Needs review => Merged For more details, see: https://code.launchpad.net/~widelands-dev/widelands/bug-1451977/+merge/258335 -- Your team Widelands Developers is subscribed to branch lp

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1451977 into lp:widelands

2015-05-07 Thread GunChleoc
Thanks for the review :) -- https://code.launchpad.net/~widelands-dev/widelands/bug-1451977/+merge/258335 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/bug-1451977. ___ Mailing list: https://launchpad.net/~widelands