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...
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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 :(
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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 ;)
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Your team Widelands Developers is requested to revie
It is MYSTERY. It works OK before your changes but wrong afterwards. I am
looking at the diff but nothing suspicious there...
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Your team Widelands Developers is requested to review the proposed merge of
lp:~
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
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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
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...
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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
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
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
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
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lp
Thanks for the review :)
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