Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/rework-resource-indicators into lp:widelands

2018-09-01 Thread GunChleoc
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

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/rework-resource-indicators into lp:widelands

2018-09-01 Thread GunChleoc
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

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/rework-resource-indicators into lp:widelands

2018-09-01 Thread Benedikt Straub
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 "

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/rework-resource-indicators into lp:widelands

2018-09-01 Thread Benedikt Straub
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.

[Widelands-dev] [Merge] lp:~widelands-dev/widelands/frisian-buildings into lp:widelands

2018-09-01 Thread Benedikt Straub
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

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1787105_tada_edited_sounds into lp:widelands

2018-09-01 Thread GunChleoc
I am happy with the sounds, let's have them. @bunnybot merge -- 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

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/empire04_bug_fix_enhance into lp:widelands

2018-09-01 Thread GunChleoc
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

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/frisian-buildings into lp:widelands

2018-09-01 Thread GunChleoc
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

[Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1787105_tada_edited_sounds into lp:widelands

2018-09-01 Thread noreply
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

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/frisian-buildings into lp:widelands

2018-09-01 Thread Benedikt Straub
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

[Widelands-dev] [Merge] lp:~widelands-dev/widelands/frisian-buildings into lp:widelands

2018-09-01 Thread bunnybot
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

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/frisian-buildings into lp:widelands

2018-09-01 Thread GunChleoc
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

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/rework-resource-indicators into lp:widelands

2018-09-01 Thread GunChleoc
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

[Widelands-dev] [Merge] lp:~widelands-dev/widelands/ferry into lp:widelands

2018-09-01 Thread bunnybot
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.