Uhm... i looked into this and i think there is much wrong (Checkboxes not
reverted, Spinboxes doesn't shown correct, general positioning, numbers do not
fit in their position). But i am not a native RTL user so may some one who
knows the right positioning should test this.
Anyway: Could you ple
kaputtnik has proposed merging
lp:~widelands-dev/widelands/forested_mountain_terrain into lp:widelands.
Requested reviews:
Widelands Developers (widelands-dev)
Related bugs:
Bug #1515006 in widelands: "Create a new forested mountain terrain"
https://bugs.launchpad.net/wide
Thanks :-)
I've just overlooked to adjust the comment.
"Forested Mountain" is better.
I will change this and resubmit.
Diff comments:
>
> === modified file 'world/terrains/init.lua'
> --- world/terrains/init.lua 2015-12-05 10:59:02 +
> +++ world/terrains/init.lua 2015-12-10 21:13:03 +0
Review: Resubmit
Changed "Mountain" into "Forested Mountain" for appropriate terrains and
adjusted the comment.
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Review: Approve
As i can see all works as expected. Not tested are some time related things
(like autosave)
Maybe we should reorder some things, but this could be done later.
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The proposal to merge lp:~widelands-dev/widelands/options_window into
lp:widelands has been updated.
Status: Needs review => Approved
For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/options_window/+merge/280355
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kaputtnik has proposed merging lp:~widelands-dev/widelands/build_animation into
lp:widelands.
Requested reviews:
Widelands Developers (widelands-dev)
Related bugs:
Bug #1527368 in widelands: "Some buildings have lost build animations; Add
check for lua tables"
https://bugs.lau
kaputtnik has proposed merging
lp:~widelands-dev/widelands/missing_worker_animations into lp:widelands.
Requested reviews:
Widelands Developers (widelands-dev)
Related bugs:
Bug #1529363 in widelands: "empire fisher: fishing animation does not work"
https://bugs.launchpad.net
Review: Approve
Works fine :-)
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Review: Approve
Looks fine :-)
New random map:
The elements are logically better placed than in older versions. One cosmetic
thing: I think it looks nicer if the buttons for climate and resources have the
same width as the spinboxes.
Apart from that i will give approve for visual functionalit
Review: Approve
Looks good :-)
I will approve functionality.
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Yes, only tested sorry for confusing. "Looks good" means visually on the
screen :-S
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I think i didn't have the rights to merge with trunk...
I look into the conflicts. Thanks :-)
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Resolved conflicts and pushed to trunk.
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Mai
We should check the player directory... but i am unsure if it is needed for
scritping. Maybe wl_zocker could tell us.
I will test this branch...
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Review: Approve
I couldn't trigger any of the errors described in the related bug reports
anymore :-)
The file "allowed_building_types" is never been created. So for this it seems
to be fixed and i give approve for testing.
But there is another issue with the number of players: Open editor, op
kaputtnik has proposed merging
lp:~widelands-dev/widelands-website/copyrightyear_and_links into
lp:widelands-website.
Requested reviews:
Widelands Developers (widelands-dev)
For more details, see:
https://code.launchpad.net/~widelands-dev/widelands-website/copyrightyear_and_links/+merge
Forgotten: See screenshot
https://bugs.launchpad.net/widelands-website/+bug/1530304/+attachment/4542481/+files/Screenshot_20151231_110305.png
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Review: Needs Fixing
Thanks for pointing me on this. I will merge duplicate code lines into one
template :-)
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Review: Resubmit
I shifted duplicate code into the new template "templates/pybb/post_form.html",
did some cleanups,
added some comments.
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Some graphics have very little white artifacts in comparison with trunk. Best
to see on the screenshot where left is the render queue branch and right
current trunk. Compare the mountain terrains in first column and third row.
Some terrains appear clearer (the first two in first row).
https://l
Yes, the build help is broken. When toggeling the build help it shows only the
little red house for small buildings for all places and it appears also on
mountains and water.
Hm, i don't remember seeing this the first time i test this branch.
https://bugs.launchpad.net/widelands/+bug/1425870/+a
In r7687 the build help is ok. It seems that the latest merge is also the
culprit for some compiler warnings about unused variables.
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Review: Needs Fixing
Solved buildhelp during game play, but in editor there is something wrong:
1. When trying to place resources on mountains, the red small house is
displayed on the mountains
2. When trying to place fish resource in editor the small red house is
displayed on water
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Review: Approve
The roads looks fine :-)
Sorry that i didn't told this explicitly. I was also confused, because i saw
this branch already merged...
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Yes, you are right :-)
I didn't understand the post from GunChleoc. My question was just if there are
images for water resource missing which indicates less amount of water on the
map.
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Is the atlas used in this branch?
Run time on my computer (AMD x2 5200+):
time ./build/src/graphic/wl_make_texture_atlas 8192
Graphics: Try to set Videomode 1x1
Graphics: OpenGL: Version "3.0 Mesa 11.1.0"
Graphics: OpenGL: Double buffering enabled
Graphics: OpenGL: Max texture size: 16384
G
The second is for graphic devs very hard. If one changes graphics, he has to
put the atlas into a branch and upload for testing? This may cause heavy upload
traffic. What is meant with "various resolutions"? Will this restrict the
resolution options? F.e. no 800x600 resolution anymore?
The more
> > May there could be some kind of slideshow and/or descriptions of the game to
> bridge the time for the user while in the background the atlas is made?
>
> That is hard - since all graphics need to go into the atlas. We could probably
> show a still image or some text, maybe also a progress bar
size: 8192
[...]
real1m16.709s
user1m2.800s
sys 0m10.137s
ls -l outpu*
-rw-r--r-- 1 kaputtnik kaputtnik 4961263 8. Jan 15:36 output.lua
-rw-r--r-- 1 kaputtnik kaputtnik 33675230 8. Jan 15:36 output_00.png
-rw-r--r-- 1 kaputtnik kaputtnik 35077200 8. Jan 15:36 output_01.png
This laptop
> There have been many comments on this branch now. Can I merge it? The next
> branch will move the functionality of the binary into Widelands itself, so the
> code will live no, but the binary will go away soon.
Nothing against your proposal, but we have seen that with every merge the last
few w
Another question:
I use an extra datadir folder which contains some special images and that i
use for testing purposes. What happens to the --datadir option when this get
merged? Could i further use it for testing images?
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SirVer, i didn't know that you put so much time into this. And zooming would be
a very nice thing to have, even if it comes in build 20 :-)
As i understand, merging just this branch is only the preparation for
implementing the whole stuff and wouldn't change anything for now. So i am fine
with
Thanks for adding the file :-) I just compile and want to test.
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Review: Approve
Yes, great enhancement. No flickering anymore (which came up with the new font
renderer):
- Fixes bug 1509791
- may this could help also fixing the bug related to some wrong colored
shadows? See bug 1519361
A suggestion, if possible. After the image atlas is created a black "Loa
Ohhh, thanks for trusting me. This would bring much responsibility to me, and i
am currently unsure if i could carry this responsibility. Sometimes i make
silly failures... and i don't want to break the website (sorry for the
EMAIL-BACKEND bug).
May we could clarify some things before i say yes
kaputtnik has proposed merging lp:~widelands-dev/widelands/resource_water into
lp:widelands.
Requested reviews:
Widelands Developers (widelands-dev)
Related bugs:
Bug #1532417 in widelands: "complete indicators for resource water"
https://bugs.launchpad.net/widelands/+bug/1532417
The proposal to merge lp:~widelands-dev/widelands/resource_water into
lp:widelands has been updated.
Commit Message changed to:
Completed water resource indicators.
For more details, see:
https://code.launchpad.net/~widelands-dev/widelands/resource_water/+merge/282361
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There is another pic named water.png which is not really used. I let it in
because it is used for messages and removing will break savegame compatibility
with a savegame from previous versions.
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Runs fine, the time to create the atlas and loading images is very short on my
old AMD CPU. Tested editor and a save game. File sizes:
ls -lh
insgesamt 2,4M
-rw-r--r-- 1 kaputtnik users 79K 14. Jan 16:36 texture_atlas.lua
-rw-r--r-- 1 kaputtnik users 2,3M 14. Jan 16:36 texture_atlas_00.png
CPU
kaputtnik has proposed merging
lp:~widelands-dev/widelands-website/iso_date_image_options into
lp:widelands-website.
Requested reviews:
Widelands Developers (widelands-dev)
Related bugs:
Bug #338332 in Widelands Website: "Wiki Image display could need more options&quo
Review: Approve
Works again :-)
Approve for functionality. One has to look at the code though.
The other linked Bug "Set Origin" isn't solved with this branch, so i remove
the link.
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Review: Needs Fixing
Found one thing: The layer isn't destroyed when loading a map or creating a new
map. The previous placed resources are still shown. This is very confusing if
one creates a random maps, which may not look good and create another random
map. So the second map shows also the r
Review: Needs Fixing
Sorry, one crash after another...
Start editor, create a new map -> crash.
Start editor, create a random map, -> crash. On time got a hint in console:
WARNING: Could not find a suitable place for player 1
Speicherzugriffsfehler (Speicherabzug geschrieben)
--
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Works now... until one thing related to bug 1521736 :
Loading another map or create a new map does not reset tool size and former
chosen resources or terrain are still used. If you have enabled the info tool
and load/create another map the pointer is still the info tool.
I would expect that loa
Review: Approve correct functionality
Looks very good now :-)
There are some compiler statements/warnings. Because i am not sure to which
code they belong, or if they are importand, i write them down here:
1. /src/editor/editorinteractive.cc:134: No space after opening brace allowed!
2. /src/ed
Shall i add the corrections to the current merge proposal?
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3 is better than 2 :-)
May we should make an appointment so that SirVer not have to tell things twice.
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Is there a great difference between fullscreen and window mode? I used windowed
mode to have the task manager open to see the CPU usage.
I just tested a little game on my laptop and this branch as current trunk uses
about 12% CPU... So no difference?
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Review: Resubmit
Thanks GunChleoc, i have adjusted the .
Browsers do mostly correct such misplaced things automatically, so it's not
easy to verify this during testing...
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Seems to be all ok. At least i haven't found any strange colored images in game
or editor yet. May i haven't checked all images. Some are also difficult to
compare with old status, because some images aren't shown correct also in
former revisions. So this isn't a result of this change.
I want t
Some of the workarea pics have lost transparency. F.e. pics/workarea123.png
which is used in the buildings menu.
The indicator for small buildings in buildhelp is darker -> pics/small.png
funnily enough pics/easy.png, which shows the same symbol, doesn't got darker.
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Sorry the indicator for small buildings got not darker.
Tino, i couldn't see such messages anymore, even after exit. Have you run the
game with the "--datadir" option?
I have fixed the workarea oics and pushed the changes into this branch.
For now i couldn't find more wrong images. I want to ma
Review: Approve
Seems now all is good :-)
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They are not "broken" .. they have only a color profile which is unusual.
Almost images saving with adobe photoshop have such a profile.
In favor of reverting the branch, i would just correct them by hand with gimp
:-)
We should consider to remove images which are double. They needn't much spac
First test looks good. This afternoon i am on my other computer and test there
again.
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That is strange... i get also no warnings when using trunk or other older
branches anymore. Maybe libpng has changed to suppress this warning?
My current version of libpng is: 1.6.20-1
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I can't believe it... the messages appears again. May i have to set up my
branch tree from scratch... Sorry for confusing.
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> The problem is that we do not have a bullet proof way of figuring out which
> ones are broken.
Maybe pngfix (part of libpng) would do the trick. pngfix does not change
anything by default, so
pngfix -q -w [file]
prints warnings (-w) while suppressing normal output (-q). I ran pngfix like
fi
Dammn syntax... :-D
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I get a crash just when scrolling in a loaded save game. No output. I tested
the save game also with current trunk and there is no crash.
I also notice that this branch is slower than trunk, scrolling isn't as smooth.
I attach the save game to the bugreport.
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kaputtnik has proposed merging
lp:~widelands-dev/widelands/png_fix_only_relevant into lp:widelands.
Requested reviews:
Widelands Developers (widelands-dev)
Related bugs:
Bug #1195724 in widelands: "Warnings with newer libpng versions (iCCP: known
incorrect sRGB profile)&quo
The proposal to merge lp:~widelands-dev/widelands/png_fix_only_relevant into
lp:widelands has been updated.
Commit Message changed to:
Fixing warning "known incorrect sRGB profile" only to the files which are
causing this warning.
For more details, see:
https://code.launchpad.net/~widelands-de
The proposal to merge lp:~widelands-dev/widelands/png_fix_only_relevant into
lp:widelands has been updated.
Commit Message changed to:
Fixing warning "known incorrect sRGB profile" only to the files which are
causing this warning.
Finding images with wrong profile:
find -name '*.png' -exec pn
I used a little bash script which uses a txt file containing the path and name
of the wrong images:
#!/bin/bash
while read line; do
echo "Working on: " $line
convert $line $line
done < "$1"
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Your t
> kaputtnik, just in case you did not know, you can also merge. Everybody can!
Yes i know, but i am too slow :-( Maybe too old :-D
Thanks :-)
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Review: Approve functionality
Works now :-)
Regarding to game speed, i couldn't quantify this. Short after a game starts
scrolling is generally not smooth for a short time. And because the crash
happen after a short time of scrolling, i may thought it is generally slow.
Without the crash i thi
Is there something special to look at?
Runs fine.
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Review: Approve
Wonderful :-)
Such a small change... I would suggest to have a comment in there describing
why x isn't negative but y is.
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kaputtnik has proposed merging lp:~widelands-dev/widelands/cricket_frog_sounds
into lp:widelands.
Commit message:
Added sounds "crickets chirping" for palm trees and "frog croaking" for grass.
Requested reviews:
Widelands Developers (widelands-dev)
For more
Sorry,forgotton to add them :-S
fixed
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And yes, the files are made by my self. I used some videos i've made in
holiday, toscana.
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> Have you tested that this doesn't regress
> https://bugs.launchpad.net/widelands/+bug/1522564?
This branch regresses that bug. It looks likes the images are in an additional
row. I attached a screenshot to the bug, look :
https://bugs.launchpad.net/widelands/+bug/1522564/+attachment/4555267/
I get increasing memory for about 30-100k per second. Opening the message
window does not increase the memory usage anymore.
All looks good, except the overlapping images in the message menu.
Do not approve, because bug 1522564 is linked here.
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Review: Approve functionality
No crash anymore when winning a game :-)
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It increases boundless. I believe this caused by the wares which are
produced... but i am not sure.
Today i have no time anymore for testing.
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To fiddle out why the memory increases will take some time. So we could merge
this and i open a new bug if i found the something.
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> So the increases you see are probably just due to map objects being created.
Yes that is probably be the reason.
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kaputtnik has proposed merging
lp:~widelands-dev/widelands/fix_hotspot_barbarian_brewer into lp:widelands.
Commit message:
Fixed hotspot for babarian brewer walk animation.
Requested reviews:
Widelands Developers (widelands-dev)
For more details, see:
https://code.launchpad.net/~widelands
Don't know if this is related to richtext, but some fonts are displayed bigger
than other fonts. In result the scrollbar button is shown when the font size is
bigger. This applies to most RTL languages.
There are several failures in console like:
No corresponding locale found - trying to set it
This is what i get with this branch:
Set home directory: /home/kaputtnik/.widelands
Widelands executable directory: /home/kaputtnik/widelands-repo/opengl_debug/
Adding directory: /home/kaputtnik/widelands-repo/opengl_debug/.
selected language: (system language)
using locale de_DE.UTF-8
Graphics
kaputtnik has proposed merging
lp:~widelands-dev/widelands/changelog_license_date into lp:widelands.
Commit message:
Updated of ChangeLog until r7734
Updated date of license "2002 - 2016"
Requested reviews:
Widelands Developers (widelands-dev)
For more details,
> The reason for this is to speed up rendering - you should notice that map
> descriptions now load faster again.
Yes indeed... works well :-)
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Works well :-) If possible move the resource image(s) for "Default: ..." to the
left. If it is on the right and all other images are left aligned, it looks a
bit lost on the right side.
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Review: Approve functionality
Works well :-)
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Thanks for pointing me on formatting.
About the prosa text, i don't know. I just had time and wanted to do some
thing. I couldn't write such prosa so it has to do someone else.
But i think a changelog should contain all changes of a project and prosa text
couldn't be as exactly than a list of s
Review: Approve
No vertical stripes anymore. I tested also some other windows, no failure.
@bunnybot merge
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I am just compiling... If this fixes the problem i want to change the road pics
to have them all a width of 10 pixel. Could i change them in this branch or
should i make another branch for this?
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Your team Widel
Review: Approve
Works well :-)
This is a really good change. Thanks a lot for this.
@bunnybot merge
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The wrong building of the path appears also on linux. See diff comment.
With this change all works fine, imho. Haven't tested all use cases yet.
Diff comments:
>
> === modified file 'CMakeLists.txt'
> --- CMakeLists.txt2016-01-23 12:42:00 +
> +++ CMakeLists.txt2016-01-28 17:26:34 +0
No, an absolute path begins with a slash (/) (afaik) and "data/" does not.
But i am not really sure though... But you could investigate the path for your
self. Here on arch-linux the datadir path with the current setting is:
"/some/directory/widelands/./data/"
And that is wrong, instead it is r
Review: Approve functionality
The current state isn't the best choice, but it will help a lot when designing
a map regarding trees.
So for build 19 i think it's good :-)
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https://code.launchpad.net/~widelands-dev/widelands/editor_help/+merge/283900
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Sorry, the first statement was too short :-S
What should we do with the folder data/unused/ and his content? I would suggest
to move this into widelands-media repo. Thanks for collecting these unused pics
:-)
The structure (naming) of the folders is a bit uncommon. F.e.
"data/images/ui_fsmenu
> Yes, the naming is based on the source code, fs = fullscreen in this case. If
> we rename anything here, it should be done both in the source code and the
> images - naming should be identical.
I could only say for the folder images and for graphical development. And i
believe it isn't possib
Review: Approve functionality
Yes, finetuning of folders could be done in a separate branch. This could also
be targeted to build 20 i think.
I have tested now also different datadirs and all works fine. Also did a test
merge to trunk ... all fine. No compiler errors here.
So the only thing to
I also couldn't confirm the problem GunChleoc described. Here it works fine,
but the lines in the wares statistic does not fit in the diagram.
See
https://bugs.launchpad.net/widelands/+bug/1531114/+attachment/4560624/+files/lines.png
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https://code.launchpad.net/~widelands-dev/widelands/beauti
So a user make a random map, saves it and when trying to start a game with this
map an error message is shown because no player position is set. Then he has to
start the editor again, load the map again and probably figure out how to set
player positions... And he may think he has to do this alw
The lines look not as smooth as before, but they fit now into the diagram :-)
For the soldiers health bar: The top line isn't continuous, ends where the top
field begins. If you enlarge the image the left border of the health bar is 1
pixel too wide on the left. The top line is one pixel too wid
An enlarged image should show what is wrong. The left image shows a red area
where the lines normally should be (borders left and top). The right image
shows how it should look like, imho.
https://bugs.launchpad.net/widelands/+bug/1296889/+attachment/4562221/+files/1_pixel.png
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https://code.l
kaputtnik has proposed merging
lp:~widelands-dev/widelands-website/fix_path_for_devevelopers into
lp:widelands-website.
Commit message:
Fix paths for developers and translators
Requested reviews:
Widelands Developers (widelands-dev)
For more details, see:
https://code.launchpad.net
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