Now I got it, thanks.
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I get a compiler error on 8780:
../src/logic/map_objects/tribes/ferry.cc: In member function ‘void
Widelands::Ferry::start_task_row(Widelands::Game&, Widelands::Waterway*)’:
../src/logic/map_objects/tribes/ferry.cc:106:17: error: invalid conversion from
‘const value_type*’ {aka ‘const Widelands:
Teppo Mäenpää has proposed merging
lp:~widelands-dev/widelands/bug-1753248-crystalmine-tuning into lp:widelands.
Requested reviews:
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Related bugs:
Bug #1753248 in widelands: "Rework Atlantean Crystal Mine"
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Oh, I forgot that you did a merge. We might be waiting for travis and appveyor.
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When may I conclude that bunnybot has, once again, decided not to merge. What
is the problem this time?
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The proposal to merge
lp:~widelands-dev/widelands/bug-1669230-lastbastion-finetune into lp:widelands
has been updated.
Commit Message changed to:
Minor fixes to Last Bastion map. See LP bug 1669230 for details.
For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/bug-1669
@GunChleoc: Thanks for spotting, is this okay now?
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Requested reviews:
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Related bugs:
Bug #1669230 in widelands: "Map Last Bastion: enemy fortifications on the
other side of water make
The proposal to merge
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has been updated.
Description changed to:
Last bastion map modified:
The red player now has a way to expand around a tower at 10/57. It is not very
convenient, but at least the blue can no lon
I tried to keep the changes small. However, if this is ever merged, and people
play network with pre-merge and post-merge versions, there are desyncs. That
could be avoided by renaming the map (like v2 -> v3). I do not think a rename
is needed. Using different bzr versions can act like this.
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The appveyor build failed after 31 seconds from start, supposing that that was
unrelated to this.
@bunnybot merge force
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Many hours of playtesting (self and network), and then trouble with travis and
all and finally SirVer had to do a manual merge (crisscross).
Guess how stupid it feels when after all this, all related testgames fail
immediately..
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Maybe, this time, we can trust that the if-statement in the preceding line is
free of any bugs and those two thus have a similar truth table.
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Low hanging fruit: It should not take long to conclude that this is an
improvement ;-)
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Teppo Mäenpää has proposed merging
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Requested reviews:
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Related bugs:
Bug #1746030 in widelands: "Recent scout improvement has assert failures"
https://bugs.lau
I will take note for future. Thanks.
I cannot resist asking: The Google C++ style guide disallows boost, with
exceptions; lexical_cast is not mentioned in the list of allowed uses. How
strictly should one follow the style guide?
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Forgot the commit message. I guess bunnybot is not offended by repeated
requests.
@bunnybot merge
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Commit Message changed to:
Bug 1574379: Forester prefers good soil, and is thus more efficient.
For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/bug-1574379-f
The proposal to merge lp:~widelands-dev/widelands/bug-1574379-forester-wit into
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Commit Message changed to:
Bug 1574379: Forester prefers good soil.
For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/bug-1574379-forester-wit/+merge/336068
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I understood the Jan14th comments so that it is okay to merge this.
@bunnybot merge
Curious to see what happens.
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intended to say "comment" in the above.
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Got the random error, again. I guess bunnybot will not merge now.
If we cannot alter the way the infra works, would it be possible to work around?
What do the scripts look like ? If the errors are truly random, one could try
command || (sleep 10 && command) || $(sleep 10 && command)
or, in this
The proposal to merge lp:~widelands-dev/widelands/bug-1574379-forester-wit into
lp:widelands has been updated.
Commit Message changed to:
For more details, see:
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The proposal to merge lp:~widelands-dev/widelands/bug-1574379-forester-wit into
lp:widelands has been updated.
Status: Approved => Needs review
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The proposal to merge lp:~widelands-dev/widelands/bug-1574379-forester-wit into
lp:widelands has been updated.
Status: Needs review => Approved
For more details, see:
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The proposal to merge lp:~widelands-dev/widelands/bug-1574379-forester-wit into
lp:widelands has been updated.
Commit Message changed to:
Forester prefers good soil for planting. Fixes bug #1574379.
For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/bug-1574379-forester-
The proposal to merge lp:~widelands-dev/widelands/bug-1574379-forester-wit into
lp:widelands has been updated.
Commit Message changed to:
Forester prefers good soil for planting. Fixes but #1574379.
For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/bug-1574379-forester-
Side note: Yes, it is gone.
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I have been pretty unlucky with Travis and appveyor. A new commit just to merge
trunk sounds scary already.
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Played more. No problems. IMO, merge-quality again.
Side note: WuiPlotArea::register_plot_data leaks memory according to valgrind,
is this known?
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Tried to get the assert for ~2 hours, without success.
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__
I currently mostly write code using language, where single equal sign is a
comparison instead of assignment. A side-effect is that "return a = b" looks
very boolean to my eyes..
About the cache_entry > kInvalidForesterEntry: You are right, this is more
robust, even if it looks weird. I'll add a
Hello, Klaus,
Since you asked: Does the line like "return forester_cache[mi] = correct_val;"
bring any performance benefits? I know it is valid and all, but the old way
(separate assignment and returning) is more intuitive. Not everybody reading
the source are professionals, especially C/C++ pr
Klaus: I did not quite get the first sentence either: If you build on fertile
land, there will be less fertile land for the forest. This has not changed. The
fertile land is now used more effectively than previously, but that was the
whole point of this ticket, I guess?
No messages were request
Hello,
Thanks for the comments.
The key name "saplingsearches" is silly, and should be replaced by ... hmm,
what? Any English-speaking people here?
The larger the saplingsearches-number is, the smaller the odds that the
forester plants the tree to marginal land. This becomes important when th
This is quite simple implementation, and seems to work OK in most cases.
There are some things which I am not perfectly happy with:
- There are quite many nested loops. I worked around by a cache, but that
spawns other issues:
-- If the map is changes during a game, via LUA scripting, the foreste
Teppo Mäenpää has proposed merging
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Requested reviews:
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Related bugs:
Bug #1574379 in widelands: "Forester plants trees where probability to grow
is nearly zero&quo
Actually, revealing the unknown territory might not take that much longer:
- Vision range was increment by one, which speeds up the sweeping efficiency
quite much;
- Walking near the military sites reveals tiny bits of landscape, too.
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Thanks for the quick reply. Currently (=BZR8529) the scout does random walk
about something between ~34 and 100% of the time: 100% if no enemy military
sites are near, and ~34% when there are many enemy military sites nearby.
When the scout is wandering randomly, it prefers unseen places if any
Teppo Mäenpää has proposed merging
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Requested reviews:
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Related bugs:
Bug #1656664 in widelands: "Scouts are a sore point of this game."
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The proposal to merge lp:~widelands-dev/widelands/bug-1442869 into lp:widelands
has been updated.
Status: Needs review => Approved
For more details, see:
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I did not trace long enough to ensure that "state.ip" remains zero when
program_act calls program_end, but my feeling is that the code would work that
way.
If if does, then this looks just right to me.
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I am really sorry, but do not see the benefit of adding more booleans. In my
opinion the bug is now fixed, unless you or somebody else explain the remaining
problems in so simple words that even I understand. Hopefully all the extra
typing won't give you joint pains.
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I am not sure if I was speaking clearly.
here, both break (old way) and continue (new way) skip the rest of the test. As
a result of this, the soldier is not declared trainable in either case.
However, the old way caused the code to skip subsequent arts, which was bad if
those trainings were no
I did not remove the check.
Previously, if the soldier was at a too high level, it was assumed that he/she
should be let go. In the linked bug, the problem was that soldier was full
trained in defense and health but not evade.
After this change, the code merely proceeds to next check, which was
Teppo Mäenpää has proposed merging lp:~widelands-dev/widelands/bug-1451078-fix
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Requested reviews:
Widelands Developers (widelands-dev)
Related bugs:
Bug #1451078 in widelands: "labyrinth malfunctions full report"
https://bugs.launchpad.net/widelands/+bug/14
About one year ago, when the refactoring of strings was supposed to be ready,
the Finnish translation of Empire was complete. Now about 30% of the strings
are "untranslated", despite that hardly anything has changed in the tribe.
Other text packages have deteoriated at similar pace. This is not
Teppo Mäenpää has proposed merging
lp:~kxq/widelands/bug-1348800-forester_adds_weight into lp:widelands.
Requested reviews:
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Related bugs:
Bug #1348800 in widelands: "Parameters for terrain affinity need tweaking"
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> another layer of compatibility code, which I'd rather avoid.
Could this be in one of those cases where polishing the English should be done
at Widelands-to British/American/whatever translations instead of the Widelands
code itself?
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=== Long answer (shorter below) ===
command target_include_directories ( found in src/CMakeLists.txt:62 ) is not
supported by cmake 2.8.9, which is what debian wheezy (=current stable) uses.
The next Debian release, which ships a new-enough cmake, is planned in early
2015.
So-called "backports
>or do I need just merge trunk to my branch?
That is one good way to ensure that if you mess up, trunk remains clean.
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Requested reviews:
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Related bugs:
Bug #1292828 in widelands:
"src/map_io/widelands_map_buildingdata_data_packet.cc has a variable rel17comp
which c
Teppo Mäenpää has proposed merging
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Requested reviews:
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Related bugs:
Bug #1304638 in widelands: "Wrong sound played"
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For mo
Current program:
1) Eat&Drink
2) Draw mountain resources
3) Produce output wares
4) Draw mountain resources
5) Produce output wares
6) (implicit: gain experience)
Streamlining-like solution 1:
If I would remove step four, the training issue would be gone. However, Empire
mines would last twice as
> Is that not enough?
No, it is not enough, at least not in my opinion. Please let me clarify:
>So there is always the chance that something is produced and that will level
>the worker.
The probability to get stuff out of an empty mine is 5%.
In case of Empire's marble mine (and some other min
Teppo Mäenpää has proposed merging
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Review: Needs Fixing
The training problem is present in other shallow empire mines. too.
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> Should there not be a checkbox
Is the IRC bridge now frozen or is it still evolving?
If I was the project dictator, I would either disable IRC-lobby by default:
Only messages addressed to IRC bridge would be shown. If I want to be alerted
when there are interesting IRC discussions, then consu
Teppo Mäenpää has proposed merging
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Requested reviews:
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Related bugs:
Bug #1278026 in widelands: "Waiting for participants in the metaserver lobby
is not fun."
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Bug #1278026 in widelands: "Waiting for participants in the metaserver lobby
is not fun."
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Bug #1235562 in widelands: "Green player cannot expand in "Rendez-Vous" map"
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Related bugs:
Bug #1236538 in widelands: "Too many soldiers are created"
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I had only this version file and the worries of SirVer, expressed in the bug
discusssion, in mind while making the _compatibility flag.
I agree that a global forward compatibility handling would be useful, even for
savegames, but that would require one additional processing layer to saving and
Review: Resubmit
I tested yesterday's changes. No obvious errors popped up..
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_
The _compatibility is needed for forward compatibility. If one would, for
example, add a compelete history to map revision (suggestion of yours), in a
way where the latest is store as before, then the older versions of the program
could still read the map.
The alternative would lead to maps tha
Teppo Mäenpää has proposed merging
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Related bugs:
Bug #1210892 in widelands: "Map files should have a version number"
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Widelands is the most heavy-weight application I have ever used (off-work, that
is), by a wide margin. My computer is just slow, CPU-wise. It only hurts when
working with widelands, in all other cases I prefer my
no-moving-parts-except-in-the-keyboard approach. It is faster than
raspberrypi.. N
About the last bullet in the list of changes above: Yes, the preference stays
in synch now -- I forgot to fix that line in my comment. It takes me about one
hour to compile widelands, so I wrote the above text while waiting for miracles
to happen.. SirVer, please re-review this branch, and merge
Review: Resubmit
Hi, I have now merged trunk/6711 to this branch for a re-review.
About the merge conflict:
There was a line saying" if ( !workarea_info.size() ) return ;
show_workarea();"
code checker complained about it.
I had changed that to " if ( workarea_info.empty() ) return ;
Clarifying myself further: I would change soldierselect_radiobutton/6667 like
below. This is a bit ugly, but I somehow just lost the attach-file button..:
=== modified file 'src/wui/buildingwindow.cc'
--- old/src/wui/buildingwindow.cc 2013-07-24 20:52:13 +
+++ new/src/wui/buildingwindow
typo: "Without this check" -> "Without this patch"
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I agree that the new buttons look really good, and that their placement is good
as well.
However, start and stop buttons have now appeared to the lower left corner.
Those should not be present in militarysites. Without this check, "Stop" and
"Continue" buttons are not presented. The patch shoul
About trainingsites: How should these options differ?
Currently, there is an option regarding whether the trainingsite attempts to
train least-trained guy or most-trained guy, if there are more than one tha
could be trained in a step. There is no UI for that.
Also, it would be relatively easy t
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