Please ping me once you have something I can try. I will not read all comments
in this request in detail.
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Is this branch to find the problems I encounter? If so, will there be an
appveyor build of this branch that will be built with the needed parameters? (I
have no building environment on Windows.)
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Does this "default" has to be translatable at all? I had also translated it to
German (it's fixed).
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Could you also please remove the NOCOM line from artifacts.lua?
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Both things happened when I resaved the maps. I should have checked the diff
more carefully - sorry for that. And I have no time to work on this - so thank
you kaputtnik for taking care of this.
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You could have done that in the other branch, too.
And I think that is all you need to do, but I am not definitely sure.
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A short comment on your todo: If you have the sleep command after produce (and
thus after consume), this would cause the productivity of buildings with
missing wares to drop very fast. This is some unwanted behavior I fixed some
time ago
(https://code.launchpad.net/~wl-zocker/widelands
Thanks. Making a new paragraph after the listitem is a bit tricky :)
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wl-zocker has proposed merging lp:~widelands-dev/widelands/bug-1489974 into
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Requested reviews:
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Related bugs:
Bug #1489974 in widelands: "Military tutorial should mention Hero-Rookie
topic earlier"
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Review: Approve
I understand the difference between real and desired speed. I was just
wondering whether we need more code (to maintain etc.). I'll approve the
changes you made because the building statistics window is now always shown
correctly. If you think it is necessary to keep the new fun
I tested your change and when using desired_speed, it works fine with speeds up
to 50.
Regarding real_speed: I do not know if we want to introduce a new function that
serves little purpose. Changing the speed in multiplayer scenarios might have
strange effects (I guess desired_speed only works
In
http://bazaar.launchpad.net/~widelands-dev/widelands/trunk/view/head:/campaigns/tutorial01_basic_control.wmf/scripting/helper_functions_demonstration.lua,
desired_speed is both read from and written to.
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You also could have used wl.Game().desired_speed ... Or is there a difference?
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This seems to work fine at speed 1.0, but if I increase the game speed, the
window still has too little time to build up. Maybe using sleep(game_speed)
helps? Also, you can remove sleep(500) three lines above. I think that was
enough time to build up the old buildings statistics menu.
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It works. I tried saving and loading from different points, no problem.
Diff comments:
> === modified file
> 'campaigns/tutorial04_economy.wmf/scripting/mission_thread.lua'
> --- campaigns/tutorial04_economy.wmf/scripting/mission_thread.lua
> 2015-05-31 13:45:13 +
> +++ campaigns/tutori
Thanks. I have a little question: Wikipedia states that there is no space
around an em dash (http://en.wikipedia.org/wiki/Dash#Em_dash). How absolute is
this rule or is it up to the writer?
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How do I do that? I've never merged to trunk before.
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Thank you both for you input. I am waiting for your approval now.
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I changed it according to your suggestion. The bug that the game would not
continue, has been in there before these changes, and I have heard of no
complaint.
Please test it. Maybe GunChleoc should have a look on the strings before
merging. I requested her review.
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If the player destroys the quarry construction site, he is not allowed to
rebuild it. I see three possibilities:
- Allow the user to rebuild the quarry. This would mean to redefinitions of
immovable_is_legal() inside the while loop, which makes the code quite messy.
- Send a message to the user
t isn’t transporting wares anymore. Use its
> buttons to send your ship in any of the six main directions of the Widelands
> map. When it has reached a coastline, you can make it travel around the
> coast, where it will look for suitable places for landing.]] .. " " ..
>
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This branch makes use of
The 10 seconds is how long the stonemason is hacking on the rocks (I did not
measure that time). After having returned, he sleeps 25 seconds, that is what I
have measured (5s at 5x speed).
I know your goal was to reduce the CPU consumption. I have done no profiling to
see if that has reduced, b
I have tested it in game. The productivity does not drop as fast as before
(5%/5ms, IIRC), but still rather quickly (about 5%/1s). "This order" refers to
the fact that the sleep command comes after the worker=cut and is therefore not
executed when the first command failes. I changed the order fo
You could use an offline translation tool which also suggests similar strings
when you are translating. When there are many strings that only contain small
changes (typos, or capitalization as this branch requests), you can fix them
fairly quickly (if you do not care for capitalization in Finnis
I think counting the roads is not necessary. Furthermore, it could be
implemented in lua itsself quite easily:
local result = 0
for k,v in pairs(flag.roads) do
result = result + 1
end
return result
or something along these lines.
The only thing that remains is to use this function in the first
I had changed the new_objectives function to work as (probably) intended. Now
you have changed it back. As far as I can see, s is overwritten everytime and
only the last objective is returned as formatted string.
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Your tea
This should be fixed in the current trunk (r7272), I guess.
From: Tibor Bamhor
Sent: Monday, November 24, 2014 8:49 AM
To: widelands-dev@lists.launchpad.net
Subject: [Widelands-dev] F6 console + shortcuts being invoked
Hi,
I am trying to use F6 console, but a lot of things are taking place wh
The option should be activated when Alt is pressed.
While the increase/decrease option adds/subtracts the indicated value to the
current amount, the set option simply overwrites it. That is very useful
when you want to create a mountain that does not contain the maximum
resources. Change the se
Review: Approve
Some of the things I have noticed, too. Thanks for fixing them.
In the economy tutorial, I did not want to repeat myself all the time. If you
think that is no problem (or it is incorrect otherwise), leave it.
You speak English better than I do, therefore I trust your "sprachgefü
Localedir in the config file: I wrote bug 1295321 about it because it caused
some trouble. I still do not know when this entry appears. When you remove it,
could you please check whether the bug has been resolved somehow?
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There are still three "TODO(codereview)":
campaigns/tutorial04_economy.wmf/scripting/helper_functions.lua
-- TODO(codereview): this creates "1 soldier (+4)", but I want a capacity of 1
(i.e. "1 soldier")
b:set_soldiers({0,0,0,0}, 1)
Probably not possible.
campaigns/tutorial04_economy.wmf/scripti
Thank you for working on this. Unfortunally, I do not have much time, so I
cannot test it now.
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As far as I can see, everything found until now has been fixed.
I still have no clue about that panel thing. I have added a TODO(codereview)
and hope someone else has an idea. I have not been able to reproduce it within
20 tries, so maybe a lot of luck is involved there.
@GunChl
We can also use the bln - I think it should be empty in every case. I am not
sure if the old way is 100% errorproof: What if all fields in the region are
cluttered with roads? The while loop could run forever. I thought it would be
illustrative to show the correct tab, too. The old way could als
I changed some strings, please review them.
I hope I fixed all issues that we discovered so far.
The issue with the missing panel happened again (despite my sleep(100)). I have
no idea why.
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The missing panel: The following happened once while testing:
I built the first quarry. At this very moment, the check "if
wl.ui.MapView().is_building_road" happened, which was false at that time. Then,
the game got control and entered the road building mode (as I had set in the
options). My scr
> This fixed another crash.
Did you check that everything still works? This has never crashed so far.
Normally, the given panels should all exist.
And why did you only write about sentries in tut01? The player can build other
buildings, too (at least if he waits long enough for the lumberjack t
Couldn't you simply add an assert to avoid any complaint at all? (Just an idea
from a code illiterate :) )
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Thanks for all that proofreading and the other fixes. I will have a closer look
at them later.
Economy, _try_add_objective: That was the name used in the former tutorial. It
should now be replaced by add_campaign_objective. I did find&replace, but did
not replay the whole tutorial afterwards.
Currently, I am still improving the tutorials. When there is an end in sight, I
will take care of this branch.
Is this branch ready? The sooner it is merged, the more time I have to solve
conflicts.
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Now I am. Parts of this I had planned anyway: An extra message_box function,
the splitting into several files and string re-formatting.
I have never had to solve conflicts. How hard is that?
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The paragraphdivider and the listdivider you wrote in some branch both close
a non-existing paragraph (i.e. they have without preceding ). This
is no good style I think. At the moment, there is no problem, but I fear it
could break quite easily. Furthermore, they live a rather large gap (I have
Thank you for your answers.
1) I will change it correspondently.
2) Good explanation. Maybe it helps with
https://bugs.launchpad.net/widelands/+bug/1366580
3) And I will change it where I work. We’ll fix the conflicts when one of the
branches has been merged.
-Ursprüngliche Nachricht-
Hello,
when working on the campaigns, I noticed that the texts are formatted
differently than those in the tutorial. I’d like to know whether there is an
interest in having the style unified and which way is preferred.
1) “text” vs. [[text]]. The first one is mainly used for short texts
(headl
wl-zocker has proposed merging lp:~widelands-dev/widelands/bug-669699 into
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Requested reviews:
Widelands Developers (widelands-dev)
Related bugs:
Bug #669699 in widelands: "trainer is only a carrier"
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For more de
The Atlantean mill has "return=skipped when site has corn and economy needs
cornflour and not economy needs blackrootflour" (in produce_blackrootflour) and
sleep afterwards, without any other commands. I think that here, the string in
question will be displayed.
I am not sure, but this program c
I have not tested it in the game, but some ideas based on these comments:
- I imagined that when the news window is open, 1-5 would act on it (6-0 should
do nothing). When it is not open, they work as location marker. Ctrl+number is
also already used. I do not know if Widelands currently supports
attacker->get_min_attack()));
m_damage = attack - (attack * defender->get_defense()) / 100;
}
15/09/2014 18:43, sgrìobh wl-zocker:
Hello together,
I am a bit confused what the defense value of the soldier means exactly:
- The tutorial states that the damage is reduced by a certain value
(e
Hello together,
I am a bit confused what the defense value of the soldier means exactly:
- The tutorial states that the damage is reduced by a certain value (e.g. 5)
for every attack that hits the soldier. But that would mean that an untrained
soldier would never be able to kill an Atlantean sol
The proposal to merge lp:~widelands-dev/widelands/bug-1344179 into lp:widelands
has been updated.
Description changed to:
I changed the return=skipped conditions for almost all buildings. The buildings
now only produce when their output is really needed (until now, they also
produced when ther
wl-zocker has proposed merging lp:~widelands-dev/widelands/bug-1344179 into
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Related bugs:
Bug #1344179 in widelands: "Granite mines should check if their output is
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"Charcoal burner" is fine for me. "Charcoal kiln" is more likely to be
confusing, but we will get used to it.
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None of the proposed options really convinces me. I do not like "kiln" because
we already have a "lime kiln". As it stands, I prefer renaming all three to
"Charcoal Burner's House".
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Are you sure that "furnace" is the right term? From what I see, it seems to
describe what we call smelting works (that is at least what a quick look in
http://en.wikipedia.org/wiki/Charcoal reveals).
Furthermore, "charcoal furnace" (with quotation mark) has only 36,100 hit on
Google, while "char
With bzr blame , you can see for every line who changed it last. I do not
know how much work that is, but it would help to avoid so many "unknown"s.
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I deleted the lines and also took the freedom do delete an include. The game
still runs and oxen and donkeys can be produced, so I hope it is all right.
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/logic/tribe.cc: Is it just deleting a few lines?
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I currently do not have much time to play, but here is my appraisal:
Mines, fishers, quarries: Leave them as they currently are.
Hunters: After thinking about is, you can add them to the list. Animal
recovering is quite slow, so it is not really worth having many hunters.
Wells: Never send a messa
I assumed that since trees and animals can recover and the chance of getting
water is 65%, there is no message for lumberjacks, hunters, and wells. Will
this behavior change? This would be annoying for lumberjacks (which I have to
keep a certain area free from trees) and wells (which I let run e
I see no reason why the wildboar should not be in map_generation.lua. I did not
know of this file and now I know it, I do not understand it.
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Description changed to:
I moved the wildboar into world and deleted the barbarians/deer (gamekeeper now
uses world/critter/stag).
I also renamed the badger's idle files to have consecutive nu
wl-zocker has proposed merging lp:~wl-zocker/widelands/bug-1341662 into
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Requested reviews:
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Related bugs:
Bug #1341662 in widelands: "Remove the animals out of the Barbarian directory"
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wl-zocker has proposed merging lp:~wl-zocker/widelands/conf_files_changes into
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Requested reviews:
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Related bugs:
Bug #1332455 in widelands: "Productivity of the Atlantean farm does not drop
to 0 when it does not work&quo
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Removes some images from the tribes folder
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Related bugs:
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