Tino, could you try if this is still working on windows? Please test starting a
single player, a scenario and a multiplayer game - ideally with a linux host.
If all of this works I would be delighted and this would have been a super easy
fix :).
Remember the discussion we had about boost files
SirVer has proposed merging
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Requested reviews:
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Widelands Developers (widelands-dev)
Related bugs:
Bug #1413326 in widelands: "Current trunk on Linux cannot join a game that is
hosted on Wi
SirVer has proposed merging
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Requested reviews:
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Related bugs:
Bug #1413331 in widelands: "Remove arbitrary limitation of players in games"
https://bugs.launchpad.net/wide
Review: Approve
The campvis version is used here:
http://bazaar.launchpad.net/~widelands-dev/widelands/trunk/view/7369/src/logic/campaign_visibility.cc#L34
and references campaigns/campaigns.conf.
I do not think it needs updating here, only when new campaigns are added maybe?
I have a tiny n
I'll prioritize looking over this tomorrow. There are some changes outside of
ai/ that I'd like to think through before they hit trunk.
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Review: Approve
Diff comments:
> === modified file 'src/editor/tools/editor_info_tool.cc'
> --- src/editor/tools/editor_info_tool.cc 2014-11-27 07:53:21 +
> +++ src/editor/tools/editor_info_tool.cc 2015-01-30 10:42:02 +
> @@ -26,6 +26,7 @@
> #include "base/i18n.h"
> #include
Review: Needs Fixing
I did a codereview now and I identified one bug in the AI: it will not work
properly after loading. See code review comments. I think this is not ideal,
but not critical. After the NOCOMs are removed this should be merged and a new
branch should deal with the design issue.
Review: Needs Information
> Treat game entities as proper names in tutorials, campaigns and scenarios.
Why? I just skimmed this so far, but Well and Bakery reads strange to me.
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Review: Needs Fixing
> I kept the file names in case a change would break savegames.
Should be save I think - win conditions are loaded on game start and then are
part of the Lua state and are therefore persisted with the savegame. If the
display logic in the menus is not trying to load the fil
I suggest to have some more discussion about this before we change a ton of
strings again.
Maybe we can fix this through links to the help - once we have it? Or give game
entities a small icon or different text color - nintendo does that in their
modern games [1]. But I could imagine adding a
This is a launchpad bug, the only solution I see is to stop using launchpad
translations. https://bugs.launchpad.net/launchpad/+bug/312476
Do you have a suggestion what can be done?
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> Shall we wait until you have figured out separating this?
Done. Merge request is here:
https://code.launchpad.net/~widelands-dev/widelands/split_lua_table
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lp:widelands.
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Explode scripting into smaller parts for
> But is seems that there is some mechanism that take care of NoteImmovable
> messages and is not in effect for NoteShipMessages.
I do not believe that is correct - if it where late_initialization would not be
needed. Loading would then just be a very fast way of gaining tons of map
objects. I
Gun: It is now the second time a community member as expressed frustrations
about lost translations in a very short time. I think we have to swallow the
frog and move the web translator somewhere else that can deal with fuzzy
strings. Could you open a bug to suggest options, you are most well ve
I opened bug 1417586 and moved the discussion there. This merge request is then
abandoned, right?
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> Would it be possible to save&load some data? Not objects, only f.e. unordered
> sets of integers? It would help much...
Of course you could save state, but it won't help: We support right now that
two humans start playing a game, later one of them loads it and fills the other
slot with an AI.
Review: Approve
ship it! (see what I did there :))
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> BUT - I compiled trunk, run the tests and they failed on the very test. So no
> regression here...
not what I see - the test passes for me on trunk and hangs forever in
seafaring-ai. It could be something in the new logic of re-adding the portdock
to a warehouse.
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Maybe try updating boost? Seems like a boost bug in what you see there.
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Review: Approve
lgtm.
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./regression_test.py -r test_rip_first_port_with_worker
-r searches for the given regular expression in the test name (combination of
map + lua file).
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When testing, make sure to use the empire since it is the only tribe that
already has more than one road graphic.
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Related bugs:
Bug #992598 in widelands: "Improve road visibility for the color-blind"
https://bugs.launchpad.net/widelands/+
> LGTM. We had discussed different road textures for different terrains though
> rather than using them at random. Maybe something for another branch?
thanks for the review! I know that this has been discussed too, but it is
distinct from the feature I added here. I hope that with this merge req
Have you tried (temporarily)reverting the change that recreates port docks? It
seems the most likely culprit for me.
> Am 09.02.2015 um 15:57 schrieb TiborB :
>
> I spent quite a lot of time on this today, both issues points to
> workers/carriers. This part of code I am not familiar at all...
This will break parts of the homepage. Http://wl.widelands.org/developers
I am not against the change, but it requires changes to the homepage too - I
envision a simple tool that runs the lua file and outputs html.
> Am 10.02.2015 um 10:22 schrieb GunChleoc :
>
> The proposal to merge lp:~wid
Review: Approve
that seems okay to merge.
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Review: Approve
Time to merge then.
The one issue that concerns me still in this branch is that there is no new
test for a warehouse that needs to recreate it's port dock. I feel this corner
case can easily regress without a test. But since this branch has been sitting
for so long, I think it
> If i add more than one normal road to each tribe, could i use this branch
> again for upload? Or must i create a new branch from trunk?
Making a new branch is usually the cleaner way of action. If that is
inconvenient you can also reuse this one.
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> SirVer - I added such test:
> test_rip_portdock_with_worker_and_ware_in_transit.lua
My apologize. I did not remember/see it in the branch. I think this is great
then.
The other test case you describe is indeed harder to do. You would need to
construct a map with military buildi
Review: Approve
I looked at this again right now and went ahead and merged.
I thought it was a good idea to split the tests into two separates, but it had
some code duplication that I decided in the end it is better to keep the test
together. I just made the tests a bit tighter by directly com
Review: Approve
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Po
Review: Needs Fixing
Diff comments:
> === modified file 'utils/merge_and_push_translations.sh'
> --- utils/merge_and_push_translations.sh 2014-12-08 18:54:19 +
> +++ utils/merge_and_push_translations.sh 2015-02-13 19:49:57 +
> @@ -1,9 +1,9 @@
> #!/bin/bash
>
> -## This scri
> On 14.02.2015, at 16:27, kaputtnik wrote:
>
> @SirVer: Could you please explain, if the "is"-value has influence about
> growing of trees?
>
> As an example: "dry" means currently "no buildings possible, but roads".
> "dry" asso
Review: Approve
lgtm.
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Review: Disapprove
I disagree. If you remove them, nobody will get annoyed, nobody will make more
roads. Just keep repeating that they are concept graphics.
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> Am I correct in assuming that "acid" and "dead" do the exact same thing? If
> so, will it break compatibility with existing maps if I change all the "acid"
> ones to "dead"?
afaik, "dead" is only used in the strings in the editor. It is not mentioned in
the types:
http://bazaar.launchpad.net
Review: Approve
I added one more commit since I wasn't sure about the bash syntax and needed to
test. Now lgtm.
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Sorry, my comment was not clear.
> Will it break maps if I change them all to "dead"?
No, they are the same (see second link). But ACID is used in other places,
while DEAD isn't. So you should either change ACID to DEAD everywhere or keep
"acid" and remove "dead".
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Review: Approve
Thanks! Deployed now. Sorry for taking so long.
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Review: Approve
lgtm. First test of transifex for us I guess :).
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ping. hjd, what is the state of this branch?
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This is now deployed and running on http://alpha.widelands.org/. Could
everybody test if everything is still working? If so, I'll merge in a week or
two.
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Review: Needs Fixing
I looked at this now. I think sort_soldiers should just be a std::sort with a
custom comparator - the current version is fragile. That will make this patch
very small.
Is somebody interested in picking up this branch? I think fk does not want to
work on it anymore.
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Mars, could you just push and reuse this branch please?
On my phone, will have a closer look from home or tomorrow.
> Am 16.02.2015 um 15:33 schrieb Martin Schmidt :
>
> Your patch was really useful, I just changed the sorting to stl and that's
> it. I also tried a short game and it really ma
This is the traceback from one of the 16 emails I got today about this topic.
It does not look related to this change, but I do not know of the top of my
head what the problem here is.
@kaputtnik: as you are the most active dev on the website right now, would you
be okay with me adding you to t
Diff comments:
> === modified file 'src/ai/ai_help_structs.h'
> --- src/ai/ai_help_structs.h 2015-02-05 12:11:20 +
> +++ src/ai/ai_help_structs.h 2015-02-16 13:12:39 +
> @@ -147,8 +147,8 @@
>
> bool accept(const Map& /* map */, const FCoords& coord) const {
> retu
>> @kaputtnik: as you are the most active dev on the website right now, would
>> you be okay with me adding you to the group that receives email
>> notifications with backtraces about errors?
> Yes.
Done.
>> Should I use the email you signed up with on wl.widelands.org?
> Yes.
Done.
> Could i g
You can try to reproduce it on alpha.widelands.org (you need to sign up
separately, it is a separate database. Use a different password). You will see
all the tracebacks there. Otherwise I can send you the emails tomorrow, I am
done for today.
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No, kaputtnik approved. one lgtm should be enough for any change :)
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It seems to be this change then. No more errors all day today.
I think you are looking for this method:
https://docs.python.org/2/library/os.path.html#os.path.normpath
I am not sure where you need to call it though.
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> This is because the folder "/media/wlimages/" is missing. On my maschine i
> created this folder and everything is fine.
I did this now on alpha too and also fixed the serving paths for static media,
so that image uploading actually works. I tried one picture real quick, but
could not trigger
The one liner is fine.
An enum class is internally always represented as an (unsigned) int, but since
enum class are guaranteed to be typesafe you must explicitly tell the compiler
to interpret the integer as another type, ergo the static_cast is needed.
Good catch! Since when was this broken?
Review: Approve
looks good. Merged and deployed on the website. For this I removed the earlier
merge of handle_big_images branch.
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I think 3. only happened on alpha/ - it got scrapped a few times and resetup
for testing. It is easily possible that it references broken data.
admin site: I thought I gave you access? I gave you full access now on alpha
too.
> The last weeks in the forum where many pictures shown which breaks
Review: Approve
> There was suggestion by SirVer to add a regression test for it, but I see
> that LUA api for control a ship movement is needed, so this would be separate
> job - making LUA interface to navigate the ship and prepare a test for this
> functionality.
there are othe
> For alpha it works, for widelands.org not. I just see nothing, except that i
> do not have the rights to change anything.
Seems like I forgot to give you any extra rights besides logging in. I
corrected for that now, you have a lot of rights now - please use them wisely :)
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Review: Approve
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> Could you please check the values in there for alpha and verify the resulting
> paths when you trigger the error on alpha? Because i couldn't trigger the
> error my paths are allways valid.
I am unsure what you want me to do? First, how do I trigger the error on alpha
- I have never seen it t
> Translator credits are read from the translator_credits gettext catalog.
why is data read from a catalog? Is that not misusing the POT file format for
something it is not intended to, i.e. containing primary data? Could you
describe your design?
Also, please document localized_name and native
This is the debug output I got on
http://alpha.widelands.org/wiki/edit/BarbariansPage/:
('#sirver name: ',
u'/var/www/django_projects/wlwebsite/code/widelands/media//wlimages/WL_barbarian_tribe_1024x768middle2')
('#sirver location: ',
'/var/www/django_proj
> Write a Python script that will turn the information in the po files into a
> file with a Lua table.
that is way better than needing to parse the PO files in the game.
Even better would be to query the users for each translation from transifex
using their API [1]. I saw some mentions of 'com
> The problem with the Transifex API is that it will have no way of adding the
> SoureForge and LaunchPad translators. So, we would be stuck with 2 different
> lists that we would need to merge.
Ah, that is true. And the old fashioned manual way of just adding every
translator manually is not f
Thanks for the explanations, very interesting and valuable experiments. Thanks
for investing the time.
I am not sure how interesting it is to run our tests on a debian system on
deploy. Do you think we should check that in? That is very late in the cycle of
our product to catch bugs.
Otherwise
Merged and deployed this now onto the website.
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martin, please ping this merge request when you feel it is ready. Launchpad is
not sending notifications for new commits.
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How about making data/ the search path for luas include, i.e. not add "." as a
filesystem, but add "data/" as the filesystem? same goes for the image loader.
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> For GUI images, we would then still need to prefix "data" to the image files,
> which sort of means that we are redefining the same information all the time
> all over the code base.
Why? They load their graphics through load_image, which uses g_fs too. If we
only register data/ into g_fs, it
I forgot to push. Thanks for the poke!
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Sorry that you invested your weekend and did not find anything out. It is much
appreciated that you took the time though.
> Restriction to 100 Characters:
I am not sure if this can be changed easily. It will require a schema change in
the database if i understand correctly. I do not know if dja
> - update military site window when the user changes the soldier preference
(at the moment you have to close and open the window again to see the soldiers
in the right ordering)
use a Boost::signal for that - i.e. the militarysite has one, and the ui can
connect to it to update it whenever some
Review: Approve
Thanks for doing these small cleanups, they really improve code quality step by
step!
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And deployed :). Thanks!
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Post to :
> So, I would like the calls to look like load("buttons/button01.png") rather
> than load("images/buttons/button01.png")
If you desire this to be more concise, I think a better approach is to create a
sub-filesystem that tracks the images directory. So instead of pulling out the
constants into
Review: Approve
Lgtm. I do not worry about the database queries that much - the site has low
traffic.
Merged and deployed.
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Review: Resubmit
All mentioned bugs fixed
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That answers all my questions I had.
> I do see that GitHub's ecosystem offers some nice possibilities.
What are you referring to here?
> PS. Yes, I'll add a note to the document. Maybe not today, but hey, I finally
> wrote a reply here. Is there a tentative deadline for adding thoughts and
>
I am confused at the question, maybe I am not fully understanding the problem
you have.
> I added code to change each external image link in a clickable image link, if
> it is not yet a clickable link.
I think that is a good solution. If it is annoying in practice will be seen
over time.
>Fr
Sounds more like a priority queue is needed
Also, widelands already has a command queue. How about just making a new
command for each action you want to perform and use this to be called back? You
would not need to reinvent the scheduling logic.
The class is Game::commandqueue or something alo
Review: Approve
You, Sir, are awesome! Thanks.
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Merged now. Thanks for the changes.
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Could you repush to another branch and suggest that for merging? The diff below
seems screwed up, I think Launchpad cannot keep up.
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I hijacked the code review and asked. Maybe we get some information.
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Review: Needs Fixing
Please change the AI hint from ts_type=2 to something that is more
understandable outside of the AI context, maybe
trainingssite_type="no_bread_just_meat" or something along these lines. Numbers
are fully opaque to everybody that looks at the conf files.
Diff comments:
>
Review: Approve
Lgtm.
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> Some minor nits with my proofreader glasses on.
They do not show up in Launchpad. Did you submit your changes/add the comments
into the diff?
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Review: Approve
> :) let make an agreement: If there will be another requests to change
> something I will change also this, can be?
Pf. I changed ts_type to trainingsite_type - I took the time, it took me 36
seconds. Should not have taken you much longer than typing this comment.
I think
I might have forgotten to restart the website. Could you try again now?
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Review: Approve
One nit, otherwise lgtm.
Diff comments:
> === modified file 'src/wui/attack_box.cc'
> --- src/wui/attack_box.cc 2014-11-27 16:43:37 +
> +++ src/wui/attack_box.cc 2015-03-26 18:57:39 +
> @@ -103,7 +103,7 @@
>
> UI::Button & AttackBox::add_button
> (UI::Box
I cannot reproduce the problem with the roads, they look fine on my computer.
Could you try out to change the value of MARGIN here:
http://bazaar.launchpad.net/~widelands-dev/widelands/render_queue/view/7400/src/graphic/gl/road_program.cc#L129
It must be as small as possible but it might have ar
SirVer has proposed merging lp:~widelands-dev/widelands/split_overlay_manager
into lp:~widelands-dev/widelands/render_queue.
Requested reviews:
Widelands Developers (widelands-dev)
Related bugs:
Bug #536606 in widelands: "Split overlay manager"
https://bugs.launchpad.net/wide
could you split this long lines by using line continuation? \
It might make the code a little more readable.
--
https://code.launchpad.net/~hjd/widelands/cppcheck-silence-configurations/+merge/254494
Your team Widelands Developers is requested to review the proposed merge of
lp:~hjd/widelands/c
Review: Approve
lgtm, but I do not think that the productivity still drops fast now, does it? I
do not think that is necessary a really bad problem, I think consistency is
more important.
Diff comments:
> === modified file 'tribes/atlanteans/quarry/conf'
> --- tribes/atlanteans/quarry/conf
Review: Needs Fixing
I found a couple more nits. Otherwise LGTM, please merge after fixing them.
Diff comments:
> === modified file 'src/ai/ai_help_structs.h'
> --- src/ai/ai_help_structs.h 2015-03-26 06:59:37 +
> +++ src/ai/ai_help_structs.h 2015-04-07 13:33:49 +
> @@ -438,7 +438,7 @@
SirVer has proposed merging lp:~widelands-dev/widelands/clang_36 into
lp:widelands.
Requested reviews:
GunChleoc (gunchleoc)
Related bugs:
Bug #1440396 in widelands: "FTBFS with clang 3.6"
https://bugs.launchpad.net/widelands/+bug/1440396
For more details, see:
https://code.lau
[regarding south]
I started using this very early in the development of the Page - it was just
such a PITA not having a migration schema.
Your battleplan sounds convincing - and a lot of work. However it sets us up
for easier updates moving forward in the future. Are you working on step 1?
--
This broke the regression suite - it now sees an 'out of trees' message when it
expects a 'expedition ready' message.
--
https://code.launchpad.net/~widelands-dev/widelands/bug-1454371/+merge/261375
Your team Widelands Developers is requested to review the proposed merge of
lp:~widelands-dev/wid
No need to revert I'd say. It should be a simple fix. There is just an
unexpected message now send before the expedition ready message.
> Am 25.06.2015 um 10:30 schrieb GunChleoc :
>
> The error sounds familiar - I seem to remember fixing it someplace before,
> but not where. Since I don't h
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