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

2017-09-04 Thread Benedikt Straub
Benedikt Straub has proposed merging lp:~widelands-dev/widelands/ai_adjust_hints into lp:widelands. Requested reviews: Widelands Developers (widelands-dev) For more details, see: https://code.launchpad.net/~widelands-dev/widelands/ai_adjust_hints/+merge/330170 Adjusts AI hints and includes

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

2018-02-10 Thread Benedikt Straub
I thought there was an AI hint that allows the AI to realize a building needs a helper, but apparently I was wrong, couldn´t find one in the documentation … I removed the requires_helper. The empire warehouse is now a custom building of the scenario. I am confident I didn´t break saveloading fo

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

2018-02-13 Thread Benedikt Straub
I added out-of-resource notifications with a 33% treshold for bee-keeper and fruit collector. Removing the tooltip doesn´t always work though, but the same problem sometimes happens with woodcutters. Looks like a bug to me. I wasn´t sure what notification to write for the aqua farm, as it can fai

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

2018-02-13 Thread Benedikt Straub
Seems like I greatly overestimated the difficulty of writing a program that correctly scales these images ;) They are all done now. There are no more twitching playercolor masks; and as a side effect, the new scaling program brings out the structure of the brick walls and cobblestones better, an

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

2018-02-15 Thread Benedikt Straub
I could now reproduce the bug in the first scenario where shipyard and weaving mill didn´t appear until the flood destroyed the headquarters. Should be fixed now. The frozen tooltips for collector´s house etc seem to be the same issue as bug 1627326. -- https://code.launchpad.net/~widelands-de

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

2018-02-16 Thread Benedikt Straub
I changed the AI hints so they are similar to other tribes, and frisian AI seems to do better now. The clay pit is marked as supporting fish production… Suggestion for producer/supporter hints: Add a new hint supporter_required; buildings for which this is true may only be built close to an exist

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

2018-02-17 Thread Benedikt Straub
The claypit/aquafarm relation is exactly the other way around – the clay pit is basic, the aqua farm should be built only later in the game. The point here is that building an aqua farm makes no sense at all if there is no (working) clay pit nearby… @GunChleoc: Thanks for the proofreading, you

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

2018-02-19 Thread Benedikt Straub
Some changes to the first scenario: · After the time with no objective, the next one should be triggered quite soon now · Iron mine, blacksmithy and furnace become available earlier, so they can be built as soon as the first tavern objective is complete · If the portspace is blocked when the enem

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

2018-02-19 Thread Benedikt Straub
Sorry, I´ll remember this from now on I take it that the correct apostrophe is the one with the handy shortcut altgr-shift-n on my keyboard: ’ I removed the performance texts for farm and reed farm; the other buildings seem ok. I put the meat in the reindeer farm's helptext note. The water typ

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

2018-02-19 Thread Benedikt Straub
Fixed the pgettext > I also think that we should call the tribe "Frisians (under development)" or > "Frisians (experimental)" Also done now, added "experimental" to the tribename and "under development" to the tooltip. > When renaming units, we should also rename their internal names and bzr m

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

2018-02-22 Thread Benedikt Straub
Thanks for teaching the AI to play frisians :) Please do change the AI hints as you think best. @Tibor: Regarding the micromanagement of experienced workers – would it be possible for AI to check frequently if there is a building with a vacant worker slot for a worker that cannot be created dir

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

2018-03-02 Thread Benedikt Straub
Sorry for not responding earlier, it was a busy week. I changed the scenarios according to the comments, fixed the bug in collectors, and changed the buildcosts for the armor smithies so the upgrade is now a bit cheaper than a new small one. I renamed the brick burners house to brick kiln. There

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

2018-03-06 Thread Benedikt Straub
Thanks for the review, I implemented most of your NOCOMs. I didn´t change two of the texts in the first scenario because I can´t think of a way to rephrase them, and I don´t want an objective there – any suggestions? Also, I changed the "wait and gather building materials" objective in the first

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

2018-03-11 Thread Benedikt Straub
I changed the early attack warning as R M suggested, and the "out of bricks" hint now has a li_arrow for the constructionsite hint (also using this for the "out of reed" hint). I also changed the aqua farm helptext note to omit the brickmaker and emphasise the clay pit. > What is the reason fo

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

2018-03-18 Thread Benedikt Straub
Sorry for the late reply, another busy week gone by… @hessenfarmer: You mean trigger the ration objective as soon as the player runs out, but not triggering a certain other objective until the materials objective is complete? Should the missionthread wait for the materials before triggering the

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

2018-04-03 Thread Benedikt Straub
Benedikt Straub has proposed merging lp:~widelands-dev/widelands/frisians-tweak into lp:widelands. Requested reviews: Widelands Developers (widelands-dev) Related bugs: Bug #1758554 in widelands: "About for Devlopers dos not contain the frisians" https://bugs.launchpad.net/wide

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

2018-04-05 Thread Benedikt Straub
I implemented your diff comments. data/i18n/locales.lua, data/txts/developers.lua and data/txts/translators_data.lua are now identical to trunk, I don´t understand why they are still shown in the diff? -- https://code.launchpad.net/~widelands-dev/widelands/frisians-tweak/+merge/342599 Your team

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

2018-04-05 Thread Benedikt Straub
Looks good to me, one diff comment Diff comments: > === modified file 'data/campaigns/fri01.wmf/scripting/texts.lua' > --- data/campaigns/fri01.wmf/scripting/texts.lua 2018-03-11 15:55:43 > + > +++ data/campaigns/fri01.wmf/scripting/texts.lua 2018-04-05 06:03:52 > + > @@ -312,

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

2018-04-14 Thread Benedikt Straub
Review: Approve Proofread the changes, everything looks good to me. Tested the in-game help and played a quick artifacts game; it all works as it should. -- https://code.launchpad.net/~widelands-dev/widelands/string-fixes/+merge/342037 Your team Widelands Developers is subscribed to branch lp:~

[Widelands-dev] [Merge] lp:~widelands-dev/widelands/fri-02-fix into lp:widelands

2018-04-15 Thread Benedikt Straub
Benedikt Straub has proposed merging lp:~widelands-dev/widelands/fri-02-fix into lp:widelands. Requested reviews: Widelands Developers (widelands-dev) Related bugs: Bug #1764154 in widelands: "Frisian scenario 2 fails on peace option" https://bugs.launchpad.net/widelands/+bug/17

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

2018-04-21 Thread Benedikt Straub
Benedikt Straub has proposed merging lp:~widelands-dev/widelands/frisians-fix into lp:widelands. Requested reviews: Widelands Developers (widelands-dev) Related bugs: Bug #1765403 in widelands: "ERROR: Unused key "requires_helper" in LuaTable. Please report as

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

2018-04-22 Thread Benedikt Straub
OK, I added the honey to the bread -- https://code.launchpad.net/~widelands-dev/widelands/frisians-fix/+merge/343755 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/frisians-fix. ___ Mailing list: https://launchpad.ne

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

2018-04-23 Thread Benedikt Straub
Benedikt Straub has proposed merging lp:~widelands-dev/widelands/campaign_data into lp:widelands. Requested reviews: Widelands Developers (widelands-dev) For more details, see: https://code.launchpad.net/~widelands-dev/widelands/campaign_data/+merge/343783 Adds two Lua functions

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

2018-04-23 Thread Benedikt Straub
I could try to implement the table solution without fixed formats. So you pass a table to the save function, but it is up to you what keys to specify, and the .wcd file will contain only the keys you chose to use, with the values you assigned to them. For example, you could call local decision

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

2018-05-06 Thread Benedikt Straub
Review: Approve Approved, changes sound good to me. -- https://code.launchpad.net/~widelands-dev/widelands/string-fixes/+merge/345135 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/string-fixes. ___ Mailing list: ht

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/frisian-campaign-string-fixes into lp:widelands

2018-05-06 Thread Benedikt Straub
Review: Approve Changes look good to me. Two further diff comments, not sure about the first one though. Diff comments: > === modified file 'data/campaigns/fri01.wmf/scripting/texts.lua' > --- data/campaigns/fri01.wmf/scripting/texts.lua 2018-04-06 06:33:08 > + > +++ data/campaigns/fr

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

2018-05-06 Thread Benedikt Straub
Review: Approve review As far as I can judge, this should work fine. Didn´t test it though. I mainly checked the logic behind the code and found nothing that can go wrong; if it compiles and works, I guess there are no problems c++-wise either. I reviewed style_manager.*, panel_styles.h, the dra

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

2018-05-07 Thread Benedikt Straub
Review: Needs Fixing I compiled the branch and I can reproduce the crash. Assert fail and backtrace (if you didn´t debug it already :) ): widelands: ../src/graphic/graphic.cc:111: void Graphic::initialize(const Graphic::TraceGl&, int, int, bool): Assertion `SDL_BYTESPERPIXEL(disp_mode.format) =

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

2018-05-24 Thread Benedikt Straub
> Also a question for Nordfriese: Does the first scenario need a special > starting condition? Otherwise, you could just include the headquarters > starting condition from the tribes and get rid of the extra code. Starting wares and workers are different from the default for both players. If I in

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

2018-05-24 Thread Benedikt Straub
Diff comment: I don´t think a recursion depth limit is needed, as the documentation explicitly forbids cyclic dependencies. It would be easy to implement though – what would be a sensible limit here? > If I play a scenario twice with different outcome, > the data will still be inside the differe

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

2018-05-27 Thread Benedikt Straub
I added some comments and logs. Normally, the campaign data file should be in "~/.widelands/campaigns/campaign_name/scenario_name.wcd". I believe the error may be caused by Section::has_val(). The Profile class is used in many places but the has_val() function was unused until now. I´m unable to

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

2018-07-07 Thread Benedikt Straub
Review: Approve review, test Compiled and tested, works as it should. Code changes look good to me. -- https://code.launchpad.net/~widelands-dev/widelands/remove_nocom_logs_campaign_data/+merge/349088 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/remove_nocom

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

2018-07-21 Thread Benedikt Straub
Benedikt Straub has proposed merging lp:~widelands-dev/widelands/inputwarequeue_display into lp:widelands. Commit message: Missing wares (and workers) are indicated differently in InputQueueDisplays if the ware is on the way to the building than if it's really missing Requested re

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

2018-07-21 Thread Benedikt Straub
The bug was that request_->get_open_count() also seems to count wares that could be brought to the building at once if suddenly needed. Fixed this now by defining in the GUI that all wares beyond the player-defined limit are shown as missing unless they´re present. >From left to right in the qu

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

2018-07-22 Thread Benedikt Straub
I´ll look into that bug… it can´t be the fault of get_num_transfers() because although I provide that function, I don´t use it for the calculations, so the problem is probably that request_->get_open_count() doesn´t do what it should… -- https://code.launchpad.net/~widelands-dev/widelands/inputw

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

2018-07-22 Thread Benedikt Straub
I think I found it. request_->get_num_transfers() is actually the right function here, but merely passing through it´s return value isn´t enough. I made InputQueue::get_missing() more intelligent to account for capacity and existing inputs itself. I can´t reproduce the bug anymore now. I also ad

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

2018-07-22 Thread Benedikt Straub
Benedikt Straub has proposed merging lp:~widelands-dev/widelands/frisian_music into lp:widelands. Commit message: Includes Klaus Halfmann's Frisian-style music Requested reviews: Widelands Developers (widelands-dev) Related bugs: Bug #1780804 in widelands: "A song for the Frisisan

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

2018-07-22 Thread Benedikt Straub
Implemented your suggestion. WaresQueue returns only a variable, but WorkersQueue calls std::vector::size(), so this is more efficient. -- https://code.launchpad.net/~widelands-dev/widelands/inputwarequeue_display/+merge/350385 Your team Widelands Developers is requested to review the proposed me

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

2018-07-23 Thread Benedikt Straub
OK, I´ll change the tower and port as soon as I have time for modelling again. That´s not until late in August though. In case I forget, please ping me if I haven´t proposed a branch by September. -- https://code.launchpad.net/~widelands-dev/widelands/frisian-buildings/+merge/349856 Your team Wi

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

2018-07-24 Thread Benedikt Straub
Review: Needs Fixing review Reviewed the code, added a lot of small comments for code style. Feel free to ignore. Also found a typo in the frisian deep gold mine and a possible bug in the design of all mines, please fix. Is it really intended that the frisian deep gold and iron mines produce go

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

2018-07-24 Thread Benedikt Straub
Found another issue: For the buildings where the penalty for missing wares has been removed, the program order is now: "return=skipped unless economy needs ", "consume=", "animate=working ", "sleep=", "produce=" The last two lines should be switched here for all those buildings. It´ll lo

[Widelands-dev] [Merge] lp:~widelands-dev/widelands/fri-01-portspace into lp:widelands

2018-07-24 Thread Benedikt Straub
Benedikt Straub has proposed merging lp:~widelands-dev/widelands/fri-01-portspace into lp:widelands. Commit message: Adds another port space to scenario fri01 to fix difficulties with finding and reaching the port space Requested reviews: MP (pagel-d) Related bugs: Bug #1783115 in

[Widelands-dev] [Merge] lp:~widelands-dev/widelands/no-hardcoded-resources into lp:widelands

2018-07-24 Thread Benedikt Straub
Benedikt Straub has proposed merging lp:~widelands-dev/widelands/no-hardcoded-resources into lp:widelands. Commit message: Removed hardcoding for resources Requested reviews: Widelands Developers (widelands-dev) Related bugs: Bug #1713706 in widelands: "Remove hard-coding for resource

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/no-hardcoded-resources into lp:widelands

2018-07-25 Thread Benedikt Straub
I implemented your renaming suggestions. The resource Fish doesn´t need a timeout because it´s used only for geologist messages, not by buildings that mine this resource. timeout is therefore ignored for resources with detectable=false. 1) This is defined in Worker::geologist_update(). The geol

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

2018-07-26 Thread Benedikt Straub
Review: Approve review Found no more errors, changes look sensible. Didn´t test. -- https://code.launchpad.net/~widelands-dev/widelands/mines-worldsavior/+merge/350716 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/mines-worldsavior. _

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

2018-08-03 Thread Benedikt Straub
Thanks for reporting, hopefully fixed now. I can´t compile at the moment, so I don´t notice such errors until someone complains ;) I very much hope I didn´t break the successes from 8777 with this… -- https://code.launchpad.net/~widelands-dev/widelands/ferry/+merge/351880 Your team Widelands Deve

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

2018-08-29 Thread Benedikt Straub
Benedikt Straub has proposed merging lp:~widelands-dev/widelands/rework-resource-indicators into lp:widelands. Commit message: Removed name and amount restrictions for resource indicators. Created a different set of resi graphics for each tribe. Requested reviews: Widelands Developers

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

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

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

2018-09-02 Thread Benedikt Straub
OK, refactored the building help so it now queries the highest resi for the given resource from the given TribeDescr and uses its representative_image. The barbarian scenario also uses representative_image for each resi now instead of fixed image paths. There was no need to define an icon, as re

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

2018-09-02 Thread Benedikt Straub
Another try. If this one isn´t good enough, then I´ll redesign the hq completely, similar to the photo. -- https://code.launchpad.net/~widelands-dev/widelands/frisian-buildings/+merge/354156 Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/f

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

2018-09-07 Thread Benedikt Straub
Uploaded new graphics for empire and atlantean resis. How about these? -- 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. __

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1772168-unused-key-in-luatable into lp:widelands

2018-09-09 Thread Benedikt Straub
Review: Approve code Code LGTM. Nice catch :) The problem was that the WorkerDescr fetched the table, then took only value [1], then discarded the table, so [2] was unused. Then it fetched the table anew, used only key [2], and discarded the table, so value [1] was unused. A table always prints

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

2018-09-09 Thread Benedikt Straub
I can´t reproduce these saturation improvements in Blender well enough, so I used GIMP to edit my renders now. Also gave the atlanteans a new none resi that is better visible because it´s animated. -- https://code.launchpad.net/~widelands-dev/widelands/rework-resource-indicators/+merge/353996 Yo

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

2018-09-10 Thread Benedikt Straub
Benedikt Straub has proposed merging lp:~widelands-dev/widelands/stock-amounts into lp:widelands. Commit message: Very large amounts in WaresDisplays are shortened as "10k", "10M", "10G" to prevent text from flowing over on the left. Requested reviews: Widel

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

2018-09-11 Thread Benedikt Straub
OK, implemented your comment -- https://code.launchpad.net/~widelands-dev/widelands/stock-amounts/+merge/354558 Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/stock-amounts into lp:widelands. ___

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

2018-09-11 Thread Benedikt Straub
And another attempt ;) -- 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. ___ Mailing list: http

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1791891-key-modifier-inputqueue into lp:widelands

2018-09-12 Thread Benedikt Straub
Review: Approve code Code LGTM, not tested. Thanks! -- https://code.launchpad.net/~widelands-dev/widelands/bug-1791891-key-modifier-inputqueue/+merge/354732 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/bug-1791891-key-modifier-inputqueue. __

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

2018-09-12 Thread Benedikt Straub
I´ve lost count the how-many-th version this is ;) I find only one strip of cloth hard to see, unless it´s very broad. How about these new crossed silk strips? -- https://code.launchpad.net/~widelands-dev/widelands/rework-resource-indicators/+merge/353996 Your team Widelands Developers is subscri

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

2018-09-12 Thread Benedikt Straub
The proposal to merge lp:~widelands-dev/widelands/ferry into lp:widelands has been updated. Status: Needs review => Work in progress For more details, see: https://code.launchpad.net/~widelands-dev/widelands/ferry/+merge/351880 -- Your team Widelands Developers is requested to review the pr

[Widelands-dev] [Merge] lp:~widelands-dev/widelands/soldier-capacity-ctrl into lp:widelands

2018-09-16 Thread Benedikt Straub
Benedikt Straub has proposed merging lp:~widelands-dev/widelands/soldier-capacity-ctrl into lp:widelands. Commit message: Hold down Ctrl when using the capacity arrow buttons in military- and trainingsites to set the capacity to min/max Requested reviews: Widelands Developers (widelands-dev

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/soldier-capacity-ctrl into lp:widelands

2018-09-17 Thread Benedikt Straub
OK implemented it like this. -- https://code.launchpad.net/~widelands-dev/widelands/soldier-capacity-ctrl/+merge/355002 Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/soldier-capacity-ctrl into lp:widelands. ___

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1791891-key-modifier-inputqueue into lp:widelands

2018-09-17 Thread Benedikt Straub
Alt-Click often doesn´t work on my linux, as it´s a system key combination. Shift-Click for minimizing would be good imho. Super-Click would be better, but that wouldn´t work on Windows. -- https://code.launchpad.net/~widelands-dev/widelands/bug-1791891-key-modifier-inputqueue/+merge/354732 Your

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug-1791891-key-modifier-inputqueue into lp:widelands

2018-09-17 Thread Benedikt Straub
Well the capacity buttons are larger and somewhat harder to miss than the priority buttons… But Alt-click should be fine since it´s just an alternative to a middleclick (without modifiers) anyway. -- https://code.launchpad.net/~widelands-dev/widelands/bug-1791891-key-modifier-inputqueue/+merge/3

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

2018-09-18 Thread Benedikt Straub
Benedikt Straub has proposed merging lp:~widelands-dev/widelands/geologist-messages into lp:widelands. Commit message: Geologist messages use the resource´s image as icon instead of the resource indicator´s Requested reviews: Widelands Developers (widelands-dev) Related bugs: Bug #1793021

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

2018-09-19 Thread Benedikt Straub
@hessenfarmer: I think the bug is caused by that that the old resis were squarish while some of the new ones are much taller than wide, so the title is not indented as far as for other messages @GunChleoc: I now put the resi image in the message body, so the two images are now swapped compared

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

2018-09-19 Thread Benedikt Straub
@hessenfarmer: Uploaded improved graphics for the frisian resis to this branch, how about these? -- https://code.launchpad.net/~widelands-dev/widelands/geologist-messages/+merge/355267 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/geologist-messages. ___

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

2018-09-19 Thread Benedikt Straub
The editor icons were already being used in the message body… -- https://code.launchpad.net/~widelands-dev/widelands/geologist-messages/+merge/355267 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/geologist-messages. ___

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

2018-09-21 Thread Benedikt Straub
A bigger knob wouldn´t look good imho. At least it doesn´t in Blender, and it´s hard to guess whether something looks good in-game if it looks bad while designing it. I have instead crossed the flagpole now, how about this? -- https://code.launchpad.net/~widelands-dev/widelands/geologist-message

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

2018-09-21 Thread Benedikt Straub
Okay, next try with a very small flag (animated) with a cross. The flag is barely visible, just enough not to vanish behind the buildhelp, so it can´t be confused with anything; the flagpole is as before. -- https://code.launchpad.net/~widelands-dev/widelands/geologist-messages/+merge/355267 You

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

2018-09-21 Thread Benedikt Straub
OK, brightened the flag a bit, made the cross slightly darker, and shifted the hotspot for all fri resis as you suggested. -- https://code.launchpad.net/~widelands-dev/widelands/geologist-messages/+merge/355267 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/ge

[Widelands-dev] [Merge] lp:~widelands-dev/widelands/immovable-grow-owner into lp:widelands

2018-09-22 Thread Benedikt Straub
Benedikt Straub has proposed merging lp:~widelands-dev/widelands/immovable-grow-owner into lp:widelands. Commit message: Keep an immovable's owner when growing, so tribe immovables don't lose their owner Requested reviews: Widelands Developers (widelands-dev) Related bugs: Bug #

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/immovable-grow-owner into lp:widelands

2018-09-23 Thread Benedikt Straub
Travis fails because of codecheck errors that are already in trunk -- https://code.launchpad.net/~widelands-dev/widelands/immovable-grow-owner/+merge/355518 Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/immovable-grow-owner into lp:widelan

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/resis-have-no-owner into lp:widelands

2018-09-25 Thread Benedikt Straub
But I already fixed this in one go with the geologist-message branch, so this isn´t needed? -- https://code.launchpad.net/~widelands-dev/widelands/resis-have-no-owner/+merge/355591 Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/resis-have-

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

2018-09-26 Thread Benedikt Straub
Um, the compile script no longer works for me on linux in trunk-8854? […] -- Not using AddressSanitizer. -- Version of Widelands Build is (Release) CMake Warning (dev) at /usr/share/cmake-3.10/Modules/CTest.cmake:234 (if): Policy CMP0054 is not set: Only interpret if() arguments as variables or

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/frisian_balancing_2 into lp:widelands

2018-09-27 Thread Benedikt Straub
Please also remove the master seamstress from the frisian village start. Other than that, changes look good to me :) -- https://code.launchpad.net/~widelands-dev/widelands/frisian_balancing_2/+merge/355358 Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-

[Widelands-dev] [Merge] lp:~widelands-dev/widelands/fri-01-02-improvements into lp:widelands

2018-09-28 Thread Benedikt Straub
Benedikt Straub has proposed merging lp:~widelands-dev/widelands/fri-01-02-improvements into lp:widelands. Commit message: Various improvements to both frisian scenarios Requested reviews: Widelands Developers (widelands-dev) Related bugs: Bug #1792478 in widelands: "Frisians 2: No vi

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/per-level-soldier-anims into lp:widelands

2018-09-29 Thread Benedikt Straub
Since I touched some core code for MapObjects in general, this needs careful testing to make sure I didn´t break anything (although it´s unlikely). Postponing this until b20 is out would probably be sensible. -- https://code.launchpad.net/~widelands-dev/widelands/per-level-soldier-anims/+merge/3

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/fri-01-02-improvements into lp:widelands

2018-09-29 Thread Benedikt Straub
OK, implemented your diff comments and uploaded the string changes to your localization branch -- https://code.launchpad.net/~widelands-dev/widelands/fri-01-02-improvements/+merge/355843 Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/fri-0

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/frisian_balancing_worldsavior_201809 into lp:widelands

2018-10-01 Thread Benedikt Straub
Review: Needs Fixing I´m fine with the changes to training camp and tavern. Having the aqua farm consume just 1 water is illogical, because the water is needed to fill a pond. It should be at least 2 water per cycle. I am *very* unhappy about the experience changes, since large experience deman

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/frisian_balancing_worldsavior_201809 into lp:widelands

2018-10-04 Thread Benedikt Straub
Review: Approve diff All right, I can agree with that -- https://code.launchpad.net/~widelands-dev/widelands/frisian_balancing_worldsavior_201809/+merge/355907 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/frisian_balancing_worldsavior_201809. __

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

2018-10-06 Thread Benedikt Straub
Benedikt Straub has proposed merging lp:~widelands-dev/widelands/fri-portraits into lp:widelands. Commit message: New portraits for the characters in the frisian campaign Requested reviews: Widelands Developers (widelands-dev) For more details, see: https://code.launchpad.net/~widelands-dev

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

2018-10-10 Thread Benedikt Straub
I have given the portraits (including Murilius) some editing in GIMP now to give them a painting-like look and a playercolored frame. How about these? -- https://code.launchpad.net/~widelands-dev/widelands/fri-portraits/+merge/356221 Your team Widelands Developers is subscribed to branch lp:~wid

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

2018-10-10 Thread Benedikt Straub
Yes, the empire workers are also in the repo. It´ll still look somewhat different though due to different modelling style. I´ll make the image this evening :) -- https://code.launchpad.net/~widelands-dev/widelands/fri-portraits/+merge/356221 Your team Widelands Developers is subscribed to branch

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

2018-10-10 Thread Benedikt Straub
Portrait for Murilius is uploaded. He looks a bit different to the Frisian people though ;) -- https://code.launchpad.net/~widelands-dev/widelands/fri-portraits/+merge/356221 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/fri-portraits. __

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

2018-10-11 Thread Benedikt Straub
@Klaus: I don´t think using real portraits would work. There are very few portraits of Frisians. Aldgisl is about as close as we can get, and he was a Western Frisian duke (so he´d fit to Reebaud, who seems more Western than Northern frisian anyway), but there are few others. In the middle ages,

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

2018-10-12 Thread Benedikt Straub
@Gun What´s the status here? Will this get into b20? -- https://code.launchpad.net/~widelands-dev/widelands/frisian_music/+merge/350429 Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/frisian_music into lp:widelands. ___

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

2018-10-12 Thread Benedikt Straub
If I may be so bold – I have added the missing dev-credit entry for myself here, and as there are two approves: @bunnybot merge -- https://code.launchpad.net/~widelands-dev/widelands/fri-portraits/+merge/356221 Your team Widelands Developers is subscribed to branch lp:~widelands-dev/widelands/

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

2018-10-18 Thread Benedikt Straub
Benedikt Straub has proposed merging lp:~widelands-dev/widelands/frisian-buildings into lp:widelands. Commit message: Improved graphics for the frisian sentinel Requested reviews: Widelands Developers (widelands-dev) Related bugs: Bug #1764606 in widelands: "Frisian building models ar

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug_1801340_loading_screen into lp:widelands

2018-11-06 Thread Benedikt Straub
Scenarios can have a custom background image. Those are screen-filling and should be centered (that´s the reason for the different alignment in the if-else I think). Did you test what they look like now (e.g. campaign maps in bar and emp campaigns, photographs in fri campaign)? -- https://code.

Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/bug_1801340_loading_screen into lp:widelands

2018-11-06 Thread Benedikt Straub
You can either edit your ~/.widelands/save/campvis file or start WL with the commandline option --scenario=campaigns/fri01.wmf You can also test higher resolutions using --xres=4000 --yres=3000 --fullscreen=false and then move the window around the screen to see it all. (The result when the reso

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

2018-11-23 Thread Benedikt Straub
The proposal to merge lp:~widelands-dev/widelands/ferry into lp:widelands has been updated. Description changed to: This is a feature for post-build20 of course, but it´s ready for (review and) testing now. It´ll need very extensive testing anyway due to the great economy engine changes. Ferr

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

2018-11-24 Thread Benedikt Straub
The proposal to merge lp:~widelands-dev/widelands/ferry into lp:widelands has been updated. Description changed to: This is a feature for post-build20 of course, but it´s ready for (review and) testing now. It´ll need very extensive testing anyway due to the great economy engine changes. Ferr

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

2018-11-24 Thread Benedikt Straub
Hm... I´m found one remaining crash in this branch during loading a saved game. Sometimes it works, rarely it crashes directly after loading, and most time it crashes with a segfault while loading the waterwaydata packet. The strange thing is that the segfault always occurs in a different functi

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

2018-11-25 Thread Benedikt Straub
Every building/flag/… belongs to two independent economies now. A PlayerImmovable now has the properties Economy* ware_economy_; Economy* worker_economy_; instead of Economy* economy_; Each Economy knows whether it is supposed to handle workers or wares (this is set when the economy is

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

2018-11-25 Thread Benedikt Straub
Just discovered a couple of failing asserts. Perhaps debugging these will give me a hint to the nature of the crash... -- https://code.launchpad.net/~widelands-dev/widelands/ferry/+merge/351880 Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/wideland

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

2018-11-26 Thread Benedikt Straub
You can only build ferry yards on maps with waterways enabled. You need to edit the map´s "port_spaces" packet and add the key "waterway_max_length" (with a value >= 2) to the global section. (Saving a map in the editor from this branch adds the key, but it defaults to 0; there is no GUI to chan

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

2018-11-29 Thread Benedikt Straub
The crash is fixed now! It took me several days to discover the reason. The change is one line... -- https://code.launchpad.net/~widelands-dev/widelands/ferry/+merge/351880 Your team Widelands Developers is requested to review the proposed merge of lp:~widelands-dev/widelands/ferry into lp:widela

  1   2   3   >