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
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
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
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
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.
--
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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
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
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
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
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
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
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
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
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
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
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
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
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,
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.
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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
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
OK, I added the honey to the bread
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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
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
Review: Approve
Approved, changes sound good to me.
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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
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
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) =
> 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
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
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
Review: Approve review, test
Compiled and tested, works as it should.
Code changes look good to me.
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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
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
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…
--
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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
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
Implemented your suggestion. WaresQueue returns only a variable, but
WorkersQueue calls std::vector::size(), so this is more efficient.
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Your team Widelands Developers is requested to review the proposed me
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.
--
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Your team Wi
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
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
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
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
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
Review: Approve review
Found no more errors, changes look sensible. Didn´t test.
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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…
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Your team Widelands Deve
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
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.
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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
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?
--
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Your team Widelands Developers
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
Another try. If this one isn´t good enough, then I´ll redesign the hq
completely, similar to the photo.
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Uploaded new graphics for empire and atlantean resis. How about these?
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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
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.
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Yo
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
OK, implemented your comment
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And another attempt ;)
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Review: Approve code
Code LGTM, not tested.
Thanks!
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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?
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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
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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
OK implemented it like this.
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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.
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Your
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.
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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
@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
@hessenfarmer: Uploaded improved graphics for the frisian resis to this branch,
how about these?
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The editor icons were already being used in the message body…
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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?
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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.
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You
OK, brightened the flag a bit, made the cross slightly darker, and shifted the
hotspot for all fri resis as you suggested.
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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 #
Travis fails because of codecheck errors that are already in trunk
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But I already fixed this in one go with the geologist-message branch, so this
isn´t needed?
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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
Please also remove the master seamstress from the frisian village start. Other
than that, changes look good to me :)
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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
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.
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OK, implemented your diff comments and uploaded the string changes to your
localization branch
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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
Review: Approve diff
All right, I can agree with that
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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
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?
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lp:~wid
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 :)
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Portrait for Murilius is uploaded. He looks a bit different to the Frisian
people though ;)
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@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,
@Gun What´s the status here? Will this get into b20?
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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
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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
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)?
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https://code.
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
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
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
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
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
Just discovered a couple of failing asserts. Perhaps debugging these will give
me a hint to the nature of the crash...
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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
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
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
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