I noticed that The Nile was a lot slower than Wide World, although The Nile is
smaller. So, I have tweaked the algorithm further for performance.
The Nile before: 6552ms
The Nile after: 2716ms
General statistics is a good point. If we want to change those, we will have to
do this field calcula
Just one question. In the general statistics for land differ from the actual
valuable owned land, because it counts unwalkable (and ¿water?). Should we
leave it like it is or use the method we use for territorials?
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Just one question. In the general statistics for land differ from the actual
valuable owned land, because it counts unwalkable and water. Should we leave it
like it is or use the method we use for territorial?
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https://code.launchpad.net/~widelands-dev/widelands/bug-1810062-territorial-calcula
We need to merge trunk first. There seems to be a conflict.
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Review: Approve
@GunChleoc: You are my hero. This is working better than expected cause we
don't have a black screen. We just have a little string in the lower left
corner reading "initializing game".
So from my side I think we have got a very fine result now.
Thanks to everybody.
I think we
@GunChleoc a big thumbs up for your changes. I reverted the changes from r9000.
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-1 for hard-coding this to the maps' names. We cannot hard-code future maps
uploaded to the website, and the list can get quite long.
I have found a way to shift the calculation past the initial saveloading cycle.
We still get a black screen, but it has a message on it, so the player will
know
Can you test r9000?
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M
Is it possible to get the maps name in lua?
like wl.Game().mape.name
Otherwise, since we know that this affects only some
larger maps why not do this for the time being:
init = function()
-- Get all valuable fields of the map
if wl.Game().map.width <= 256 or (wl.Game().map.height
I would vote for reverting to rev 8993 and deleting the superfluous write cycle.
Probably we should keep the woodgnome in c++ part as well.
So we would have a short black screen on very large maps but probably not
longer than 4 secs.
That would be the best we can get for now, while fixing the w
That saving takes longer has nothing to do with the OS, I get it on Linux too.
I don't see how we can easily improve speed on writing the scripting packet,
since that's mostly done by the eris backend. We do have substring calls in
there though that might be made faster by using char pointers in
The reported line is:
./src/wui/buildingwindow.cc:359
which is
Widelands::Building* building_in_lambda = building_.get(parent_->egbase());
and my guess is that parent_ has become nullptr for some reason.
No idea how to test his - I did not manage to trigger the bug, but maybe
somebody else wi
The proposal to merge
lp:~widelands-dev/widelands/bug-1815664-crash-conquer-tower into lp:widelands
has been updated.
Status: Needs review => Merged
For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/bug-1815664-crash-conquer-tower/+merge/363296
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travis failure after last merge is transient.
@bunnybot merge force
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> Another question I am interested in is whether
> this is a windows only behaviour and if so why?
It happens on macOS as well. Don't know about Linux though.
> this could be circumvented by increasing the autosave interval.
But that does not solve the underlying issue.
> So what are your thoug
Mhh, in case (building_in_lambda == nullptr) you return;
In case (parent_ != nullptr) you fall through.
This is in create_capsbuttons() but I dont see this in the stacktrace?
Any idea how to test this?
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I tested the new version now. It is better of course as we have one writing
cycyle less.
However it lasts still about 3:40 minutes from clicking start until the game
finally starts for maps with a lot of fields.
As this was introduced to avoid a 4 (maybe 6) second black screen on big maps
afte
Continuous integration builds have changed state:
Travis build 4517. State: passed. Details:
https://travis-ci.org/widelands/widelands/builds/497694161.
Appveyor build 4304. State: success. Details:
https://ci.appveyor.com/project/widelands-dev/widelands/build/_widelands_dev_widelands_bug_180715
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