Review: Needs Fixing
I have done some in-game testing now - the code is almost ready, but still
needs some tweaking. I'll add my comments for the graphics to the bug.
Code review of the C++ bits to follow.
Barbarian scenario 1 is fixed correctly, but the indicators are huge. They are
also huge
Code review on the diff done - see comments.
Diff comments:
> === modified file 'data/tribes/atlanteans.lua'
> --- data/tribes/atlanteans.lua2017-11-23 09:13:06 +
> +++ data/tribes/atlanteans.lua2018-09-01 08:09:17 +
> @@ -73,6 +75,31 @@
>},
> },
>
> + reso
Implemented most of your comments, and changed the graphics. Didn´t touch the
atlantean images yet, will do so now.
I disagree about hardcoding the none-resi as "none". Hardcoded name
restrictions are always a bad thing; it should be possible for a future modder
to create a new resource named "
Review: Resubmit
Remaining graphics changed. Please test again.
--
https://code.launchpad.net/~widelands-dev/widelands/rework-resource-indicators/+merge/353996
Your team Widelands Developers is subscribed to branch
lp:~widelands-dev/widelands/rework-resource-indicators.
Benedikt Straub has proposed merging
lp:~widelands-dev/widelands/frisian-buildings into lp:widelands.
Commit message:
New graphics for the frisian tower, fortress, port, headquarters, and reindeer
farm
Requested reviews:
Widelands Developers (widelands-dev)
Related bugs:
Bug #1764606 in wid
I am happy with the sounds, let's have them.
@bunnybot merge
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https://code.launchpad.net/~widelands-dev/widelands/bug-1787105_tada_edited_sounds/+merge/353216
Your team Widelands Developers is requested to review the proposed merge of
lp:~widelands-dev/widelands/bug-1787105_tada_edited_sounds
I have played the peaceful path, and I have also let the Barbarian sack me
after first contact with the temple. all went well, so this can go in :)
I noticed one more thing: when a player doesn't listen to instructions and
doesn't click on an unproductive farm when told to do so, there's no remi
Looking good :)
Comparison screenshot:
https://launchpadlibrarian.net/386353592/frisians_comparison.png
The only thing that's a bit weird there is that the text for the woodcutter is
on top of the steeple for the headquarters (I used
https://code.launchpad.net/~widelands-dev/widelands/bug-1480
The proposal to merge
lp:~widelands-dev/widelands/bug-1787105_tada_edited_sounds into lp:widelands
has been updated.
Status: Needs review => Merged
For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/bug-1787105_tada_edited_sounds/+merge/353216
--
Your team Widelands
Putting it in front wouldn´t look good unless I redesigned the rest of the
building as well. I shifted the steeple as far east as aesthetically possible,
does this fix the issue?
--
https://code.launchpad.net/~widelands-dev/widelands/frisian-buildings/+merge/354156
Your team Widelands Developers
Continuous integration builds have changed state:
Travis build 3873. State: passed. Details:
https://travis-ci.org/widelands/widelands/builds/423431595.
Appveyor build 3671. State: failed. Details:
https://ci.appveyor.com/project/widelands-dev/widelands/build/_widelands_dev_widelands_frisian_bui
That solves the problem, but it's less aesthetically pleasing.
How about a small steeple growing out of the center of the roof?
Or a design like this:
https://ozoutback.com.au/the_Netherlands/cfryslan/slides/2005070105.jpg
--
https://code.launchpad.net/~widelands-dev/widelands/frisian-buildings
For fixing the help, add definitions for the icon to the init.lua, like this:
icon = dirname .. "coal.png",
You can then reference it via
immovable_description.icon_name
Maybe we should use the same trick in the Barbarian scenario too, that will
make it more resistant against changes i
Continuous integration builds have changed state:
Travis build 3874. State: passed. Details:
https://travis-ci.org/widelands/widelands/builds/423456112.
Appveyor build 3672. State: failed. Details:
https://ci.appveyor.com/project/widelands-dev/widelands/build/_widelands_dev_widelands_ferry-3672.
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