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Uff, this is a big change :-D Needs a bit familiarization...
In general i think the new background is better, because it is less noisy.
After playing around with the main menus and in game menus i think two colors
need a bit tweaking:
The bluish buttons appears on one of my monitors more petrol
Seems like I greatly overestimated the difficulty of writing a program that
correctly scales these images ;) They are all done now. There are no more
twitching playercolor masks; and as a side effect, the new scaling program
brings out the structure of the brick walls and cobblestones better, an
Continuous integration builds have changed state:
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Don't worry about the time to fix this. You are normally fixing things faster
than I can test.
For the aqua farm you could simply give the player a hint to ensure there is a
working claypit near the aqua farm and the farm has all the ressources it needs.
For collector and beekeeper I would switch
I didn't add any documenation ;)
Double documentation is not good. What about having the richtext documentation
in the cpp file and parse it like we have for src/scripting/lua_bases.cpp? ->
https://bazaar.launchpad.net/~widelands-dev/widelands/trunk/view/head:/doc/sphinx/extract_rst.py#L18
The
Hm, we now have the allowed attributes documented in 2 places. The reason that
I documented them in the C++ code is to be close to the code, so that we won't
forget to update the documentation when they change. We can pretty much
guarantee that updating the documentation in richtext.lua will be
I added out-of-resource notifications with a 33% treshold for bee-keeper and
fruit collector. Removing the tooltip doesn´t always work though, but the same
problem sometimes happens with woodcutters. Looks like a bug to me.
I wasn´t sure what notification to write for the aqua farm, as it can fai
Just forgot one thing.
in some of the buildings working programs there are wrong comments for the
translators.
e.g. in the armour smithy the first comment states something about preparing a
ration. These comments need to be fixed to not confuse the translators
--
https://code.launchpad.net/~wid
Did another round of playtesting yesterday. Here are my observations:
the "frozen" tooltip texts "did not find any ressources were really annoying. I
had them for the beekeepers, the fruitcollectors and the aquafarms.
the tavern showed a similar blinking behaviour than did the shipyard before,
I am hopelessly lost in regard to pointers and references and I am afraid it
will never get better.
Also see comment in the code...
Diff comments:
>
> === modified file 'src/ai/defaultai.cc'
> --- src/ai/defaultai.cc 2018-02-12 11:43:28 +
> +++ src/ai/defaultai.cc 2018-02-13 07
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