Review: Needs Fixing
Doesn't work for me... add just
plr:hide_fields(wl.Game().map:get_field(41,43):region(40),true)
sleep(600)
to the mission_thread.lua and you see that every field is visible.
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Maybe a better branch for testing is the branch where i have added already some
reveal/hide animations to the first tutorials. This is also the branch where i
had encountered this bug.
https://code.launchpad.net/~widelands-dev/widelands/reveal_hide_animations
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Another approach is to send emails asynchronously (as an own thread). Most
people talk about using celery or other third party apps for this approach.
Since the current solution works, i didn't spend much time to investigate
asynchronous (threaded) emailing.
Example:
http://stackoverflow.com/q
Merged and deployed. I have created a cron job
/etc/cron.20minutesly/django_commands.
First i forgot to make the script executable, so the first emailing didn't
work. Lets see if it works after making the script executable.
The command used in /etc/cron.daily/django_regular_commands had a comme
Two diff comments:
- name attribute in texts.lua.
- superfluous comment in mission_thread
Diff comments:
>
> === added file 'data/campaigns/emp03.wmf/scripting/mission_thread.lua'
> --- data/campaigns/emp03.wmf/scripting/mission_thread.lua 1970-01-01
> 00:00:00 +
> +++ data/campaign
Got a compiler warning:
/home/kaputtnik/Quellcode/widelands-repo/fh1-multitexture/src/graphic/text/rendered_text.cc:129:14:
Warnung: unused variable »maximum_size« [-Wunused-variable]
const int maximum_size = kMinimumSizeForTextures;
^~~~
And some crashes, but i am not
In the message box strings in the title column are not cut if they exceed the
column width. Played the Warfare tutorial and the message 'Enemy defeated' is
only cut at the image from the Type-column, not where the Title-column ends.
No crash so far... every time running with gdb i get no crash :
Review: Approve
Great progress :-)
Two nits, otherwise LGTM.
Diff comments:
> === modified file 'ChangeLog'
> --- ChangeLog 2016-11-05 09:38:59 +
> +++ ChangeLog 2017-05-17 08:08:26 +
> @@ -1,5 +1,208 @@
> -## Build 19-rc1
> -
> +## Post Build 19 until bzr8352
> +
> +### Animations, Ico
::UseAlpha,
align=UI::Align::kLeft) at
/home/kaputtnik/Quellcode/widelands-repo/fh1-multitexture/src/graphic/rendertarget.cc:151
151 UI::correct_for_align(align, image->width(),
&destination_point);
Got another crash in RenderTarget::blit() related to kCensus and kStatistics
similar to https://bugs.launchpad.net/widelands/+bug/1690519/comments/6
Those bugs appear after playing a while. Could not say if i played an hour or
longer using mostly 3x speed or 5x speed in fullscreen mode (initial
Looks good now :-)
One small nit: Since hide_completely and reveal_completely are optional it
should be clarified which boolean (true/false) will take an effect at all.
I want to make some more tests, before approval of testing. In the meantime
someone else could look at the logic...
--
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078b0, dst=...,
image=0x7abea18, blend_mode=BlendMode::UseAlpha,
align=UI::Align::kLeft) at
/home/kaputtnik/Quellcode/widelands-repo/fh1-multitexture/src/graphic/rendertarget.cc:152
#2 0x00d4b86f in UI::RenderedText::draw (this=0x7a3e950, dst=...,
> How is the documentation for you now?
Perfect :-) Thanks
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Review: Approve testing
This looks really good now :-)
Played an hour or so but no crash anymore. The output of 'new size' is a bit
annoying, i guess it switches between Kilobytes and Bytes (?):
TransientCache: Dropping 11 bytes, new size 4082. [...]
Sorry, wrong branch :-S
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Review: Approve testing
This looks really good now :-)
Played an hour or so but no crash anymore. The output of 'new size' is a bit
annoying, i guess it switches between Kilobytes and Bytes (?):
TransientCache: Dropping 11 bytes, new size 4082. [...]
TransientCache: Dropping 4032 bytes, new siz
Ah, forgotton:
There is still the compiler warning about the unused variable 'maximum_size' as
decribed in my first post here.
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Review: Needs Fixing
Hmmm... this do not work. From my understanding the function is_seeing()
restricts the seen fields to MapObjectType::WAREHOUSE;
So all nodes (fields) which are not in the area a Warehouse sees, behaves as
before: E.g. the census and statistics disappear for a short time.
Y
Oh i didn't understood the code... is_seen() is only used to hide fields. But
partly not working is revealing fields.
I am not familiar with the code, but i am asking myself why the function
hide_fields() is now much complicated than the one in trunk (
http://bazaar.launchpad.net/~widelands-dev
I have just seen that the mentioned behavior (disappearing census and
statistics) do also happen in current trunk when playing the seafaring tutorial.
I check this in build 19... (must first compile from scratch)
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Sorry, wrong alert :S
I accidentally edited the seafaring tutorial in trunk ... So trunk does NOT
show this behavior.
Seems i must limit the things i am working on... Sorry for the noise.
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Your team Wi
> do you want that switched off?
Lets say: If it doesn't make much work it would be fine to have the possibility
to switch that off :-) Otherwise i could live with the current state.
The bug with the disappearing census and statistics is gone now.
Thank you very much for working on this.
You c
Sorry Gun,
with your last changes the prior problem appear again: The census and
statistics overlay for some buildings suddenly disappear in the seafaring
tutorial.
I have reverted to revision 8358 and then it works: The census and statistics
overlays keep alive.
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Review: Approve testing
I have a fresh branch and compiled from scratch.
Works again :-)
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Review: Needs Fixing
Sorry, isn't working. Now it is the economy tutorial which does not work.
Please run the branch with the --datadir option pointing to my branch and open
first the seafaring tutorial, and afterwards the economy tutorial. Within the
seafaring tutorial you see the 'reveal_rand
Hm.. that's strange, because this works also for the first tutorial, where a
headquarter is used. The first campaign "A Place to Call Home" works also
nicely with a headquarter.
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Wow, thanks a lot :-)
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Had a quick look and it LGTM :-)
Don't know if this related to your changes:
- Fullscreen toggling does not work for the save game menu, as well for Editor
Load/Save map menu. But for me this is ok.
- I have some incompatible maps showing an Error message. Hovering with the
mouse over the error
Review: Approve testing
Could compile a release build with gcc 7.1
As far as i can see i get no warnings any more.
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Review: Approve testing
I think this is working now :-)
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What is the status of this?
In my mind there is no need to change the current behavior from trunk. My
arguments are stated here:
https://bugs.launchpad.net/widelands/+bug/1658533/comments/6
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Review: Approve testing
Opened all menus and all looks good to me :-)
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Review: Needs Fixing
I got a crash when trying to open the buildings statistics menu:
widelands:
/home/kaputtnik/widelands-repo/bug-1697242-fileview/src/ui_basic/tabpanel.cc:313:
virtual void UI::TabPanel::draw(RenderTarget&): Assertion `x <= get_w()'
failed.
Played in ful
kaputtnik has proposed merging
lp:~widelands-dev/widelands-website/update_third_party_2017 into
lp:widelands-website.
Requested reviews:
Widelands Developers (widelands-dev)
For more details, see:
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Review: Needs Fixing
The About page works not correct. When clicking one of the tabs, nothing is
shown anymore and the tab bar is cut. Happens also if you click on "Readme".
Options window:
- The 'background panel(?) (the one where ui elements are placed on), is
restricted to the height to fit
Thanks for testing :-)
Docutils and MarkupSafe get automatically installed when
Sphinx get installed. See the additional Comments "# Dependencies..."
I just wanted to clear it up what is really needed and what are dependencies
from third party apps.
But i will additionally grep through the co
Ah, a debug build shows assertions:
Clicking on tab in About:
widelands: ../src/ui_basic/tabpanel.cc:313: virtual void
UI::TabPanel::draw(RenderTarget&): Assertion `x <= get_w()' failed.
Opening Options:
widelands: ../src/ui_basic/panel.cc:242: void UI::Panel::set_size(int, int):
Assertion `nh
I have removed django_appconf. This was inserted when upgrading to django 1.8,
but i don't know anymore why it get inserted.
I have also updated the encyclopedia on the alpha site and all works fine.
The only issue i found: When searching for e.g. 'barbarians' there are no
entries in the result
Review: Approve testing
Works :-) Opened all windows and found no problems.
Should Ken Cunnningham be asked if the initial bug is still fixed for him?
Looks like this is complicated stuff... maybe add some comments to the code?
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Yes i talked about moving to github with SirVer and he mentioned the biggest
problem is to move also the bugs list. Then i talked with janus and proposed
him the idea to move the website stuff, just like you mentioned. But there
where no progress on this idea.
Nice possibility shown in your lin
Review: Needs Fixing
Does sometimes work, sometimes not (used the LAN/Direct IP setup):
Mostly the drop down box appear for a very short time after the mouse button is
released.
Sometimes the drop down box appears when releasing the mouse button.
When the drop down box appears for one button, mo
I found what causing this:
Please try to click on the top area of a drop down button, so the tooltip is
very near (or overlaps) the button. Then the drop down box disappear after
mouse release.
If i click in the bottom area, all works fine.
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Review: Approve testing
Yes, it's working now :-)
I am not familiar with the mutliplayer things, so i guess it's ok that the
mutliplayer scenarios shows "Suggested teams" but one could not setup a team
(e.g. Smugglers). Nevertheless disturbing.
This applies also to the map "Trident of fire" whi
Thanks for implementing this. I think this is a great enhancement to the UI :-)
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> - Use mathjax for latex in docs instead of imgmath.
We may need to adjust the website code to get pretty output for formulas then.
See the image with current (above) and after the switch to mathjax (bottom) for
a comparison: http://image.ibb.co/dd5cPa/switch_to_mathjax.jpg
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I've made a website-branch to fix displaying of formulas when switching to
mathjax:
https://code.launchpad.net/~widelands-dev/widelands-website/mathjax_for_documentation
This works fine except for the coloring of formulas. As far i remember i added
the coloring for better contrast, but my test
kaputtnik has proposed merging
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Requested reviews:
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For more details, see:
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Yes, you're right :-)
merged and deployed
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merged and deployed
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kaputtnik has proposed merging
lp:~widelands-dev/widelands/reveal_hide_animations into lp:widelands with
lp:~widelands-dev/widelands/bug-1687100-reveal_fields as a prerequisite.
Commit message:
Adding lua-animations for reveal/hide fields; Adjusted Tutorials and Campaigns
to use it.
Requested
Many thanks for the review :-)
Regarding the use of 'local' i added local to the other variables too and
tested this.
Of course i have tested all the changes, but having an additional test is
better.
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Yo
> 1. I wanted intentionally to reveal more land around the ruin of the
> fortress as already seen by the player,
When playtesting i found that revealing randomly has not really an effect
because most of the fields are already seen by the player. Additionally calling
reveal_randomly() do now hid
I have played the empire3 campaign until the end and i think all looks good now
:-)
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Yes, add a new bug/whishlist for an empire4, or whatever, campaign.
I would love to see the campaigns growing :-)
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kaputtnik has proposed merging
lp:~widelands-dev/widelands-website/fix_wares_for_encyclopedia into
lp:widelands-website.
Commit message:
Fix wares oredring in encyclopedia by ordering of wares.
Requested reviews:
Widelands Developers (widelands-dev)
Related bugs:
Bug #1704955 in Widelands
Review: Resubmit
I forgot: This is tested locally for 'build_cost' and 'produces'. But only for
the mentioned buildings which have known faulty entries.
Commenting is a good idea... Added some comments, please review if the comments
fit, are understandable and worded correctly :-)
Thanks for t
This is pushed onto the server now, but not committed yet.
The encyclopedia is manually updated so the new code is executed and the wares
should appear properly (hopefully).
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After worldsavior confirmed that all is working, the changes are comittet.
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Since your on it, the documentation in
https://wl.widelands.org/docs/wl/autogen_wl_map/#immovabledescription
looks messed up.
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For me the whole section raises more questions then answers...
It is unclear which string could be used for a query, especially because
'Buildings' and 'Other' are more indented. I guess they are indented because
they are Immovables? So a query for 'building' should first ask for 'immovable'
an
Review: Approve
Approved
I think this should be merged as soon as possible, because otherwise i can't
play test anymore ;-)
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Maybe bunnybot is down?
I looked at the server but couldn't find any bunnybot related things... just
merge it the old way?
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Thanks :-)
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Post to
> We could link them to the LuaDescription objects,
> which already have documentation about he building types etc.
Don't know what you mean here :-S E.g. this page:
https://wl.widelands.org/docs/wl/autogen_toc_lua_tribes_buildings/ ?
Creating a documentation which is useful for beginners is no
This looks much better now :-)
One nit: There are now several statements like:
"You can access further properties via its descr."
The word 'its' let me assume that 'descr' is a property of the linked objects,
but there is no such property. Maybe clarify the statement to something like:
"You ca
I get it to work, see http://ibb.co/ecziaQ
If you are fine with my wording i will change the other occurrences according
to this example.
To get this working i just used another "role" called :any:. This searches for
all parts wich has a clickable header in the documents. One could use parts of
Nice :-)
I did some additional syntax fixes for wl.map.Warehouse.
There is one issue left from my side:
I the Fields section one could read: "You cannot instantiate this class
directly, instead use wl.map.Map.get_field()." See:
https://wl.widelands.org/docs/wl/autogen_wl_map/#field
The link p
Done.
I think this is ready to go now?
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>From my understanding the file utils/win32/innosetup/Widelands.iss has to be
>adjusted for windows. See:
http://bazaar.launchpad.net/~widelands-dev/widelands/trunk/view/head:/utils/win32/innosetup/Widelands.iss
Afaik innosetup is the installer program for windows. It's a bit ambiguous that
the
Thanks Tino :-)
Maybe there should be added a comment to the CMakeLists.txt to not forget
adjusting the Widelands.iss file if some folders get added/removed?
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I want to mention my suggestion from the forum:
> Maybe adding a text file in there (in the folder ai), describing
> what this folder is used for. Something like:
> "This folder is used when using the command line switch
> 'aitrainingmode'. If you are interested in training the ai,
> see the w
Done: https://wl.widelands.org/wiki/Ai%20Training/
> This is very uncommon to have such explanatory files in home folder.
I just hate empty folders in my home directory... ;)
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Didn't test it yet, but i think the order should be the same as we have icons
in the tools menu?
That is from left to right:
- ..
- Immovables (here: 3), suggestion: 2
- Animals (here: 4), suggestion: 3
- Resources (here: 2), suggestion: 4
- ..
So there a little dependency with the visual repres
Ah, forgotton:
If the hotkey for buildhelp is changed in editor, will it still be 'space' for
playing games?
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Thanks for clarification :-)
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Some observations:
Start of widelands: There are two lines in terminal saying:
> [] Section [global], key 'ai_training' not used (did you spell the name
> correctly?)
> [] Section [global], key 'auto_speed' not used (did you spell the name
> correctly?)
Command line options:
--auto_speed: Ple
--ai_trainig: Enables creating of files used by the ai genetic algorythm to get
a stronger ai. If you want to train the ai see
https://wl.widelands.org/wiki/Ai%20Training/ for a full description. Applies
only in mutliplayer games.
--auto_speed: Keeps adjusting the game speed automatically, depe
> "applies only in multiplayer games" is not correct, since the speed and
> training mode can also be used in singleplayer games.
Oh, yes, ai_trainig works in single player mode (the files get generated), but
auto_speed does not work in single player games.
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I am unsure. I think game speed can easily be adjusted by pressing PageUp/Down.
So there is no need to having auto_speed in single player mode. The possibility
to manually adjust the game speed applies also to the other examples you wrote
(watching two ai fighting). Game speed can also be adjust
Looks good :-)
Maybe we should test auto_speed in a multiplayer game?
I get a visitor this evening and won't be available the next days.
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kaputtnik has proposed merging lp:~widelands-dev/widelands-website/pagination
into lp:widelands-website.
Requested reviews:
Widelands Developers (widelands-dev)
Related bugs:
Bug #1710577 in Widelands Website: "Page navigator doesn't fit for long pages"
https://bugs.launchpa
Thanks for taking the time for installing the website :-)
The warnings are harmless, but i fixed the one regarding
linaro-django-pagination. django-sphinx is used for searching and i am working
on branch wich replaces django-sphinx, so i leave this.
I have applied the changes to the alpha site
Thanks :-) merged and deployed
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Po
Looks good too me. One comment.
Diff comments:
> === modified file 'doc/sphinx/source/animations.rst'
> --- doc/sphinx/source/animations.rst 2017-02-20 13:53:01 +
> +++ doc/sphinx/source/animations.rst 2017-08-27 08:26:14 +
> @@ -21,21 +21,205 @@
>
> Let's have a detailed look at the
Understandable :-)
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For code examples there should be either a highlight directive used or the
code-block directive. So comments are shown properly and some keywords in the
comments (e.g.: and, or) are shown correctly.
See:
http://build-me-the-docs-please.readthedocs.io/en/latest/Using_Sphinx/ShowingCodeExamplesIn
Forgot to save the inline comment...
Diff comments:
>
> === modified file 'src/logic/map_objects/tribes/worker_program.cc'
> --- src/logic/map_objects/tribes/worker_program.cc2017-01-25 18:55:59
> +
> +++ src/logic/map_objects/tribes/worker_program.cc2017-08-27 19:05:15
> +
> @
Did not read completely, just stumbled over 'Common Worker Properties':
I think this part is explained vice versa as other parts...
"Workers are defined with Lua functions called new_worker_type{table}. The
contents of table depend on the type of worker that you are defining. The
common propert
Regarding the types of workers
https://wl.widelands.org/docs/wl/autogen_toc_lua_tribes_workers/#types-of-workers
it should be added that the common worker properties do also apply to these
special workers. Something like:
"In addition to the basic worker type, see below, Widelands knows about
Sidenote: Just found http://localhost:8000/docs/wl/productionsite_program/
Is there a reason why this is not inside the lua scripting?
http://localhost:8000/docs/wl/lua_index/
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Looks good :-)
> > it should be added that the common worker properties do also apply to these
> special workers.
>
> That's already documented in the subclasses themselves, like this:
>
> "This table contains all the data that the game engine will add to this
> carrier. It contains the Common W
That's perfect :-)
Maybe the sentence shown with each worker type regarding the helptext could
then be omitted in each worker-type-page and placed in the 'Workers' section.
"Each type of worker will also need its help texts, which are defined in
data/tribes/wares//soldier/helptexts.lua"
And li
Some proofreading. The part in new_editor__category{table} is
quite complicated for me.
Did not read all.
Diff comments:
> === modified file 'data/world/critters/badger/init.lua'
> --- data/world/critters/badger/init.lua 2017-02-12 09:10:57 +
> +++ data/world/critters/badger/init.lua
Proof reading done and added some more diff comments.
Especially in terrains the 'is' value and the 'valid_resource' value depend on
each other. Don't know how to explain that though.
https://bugs.launchpad.net/widelands/+bug/1505345/comments/1
Diff comments:
>
> === modified file 'data/world
Review: Approve testing
compiled and tested.
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Thanks :-)
For the Animals it should be clarified, that 'fish' is a resource, and does not
belong to the critters, imho.
Regarding the editor category documentation:
>From my understanding there are only three types available (at the moment) and
>adding a new element_type is not possible. So wh
Could not resist to make a suggestion. Feel free to revert it.
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I am unhappy with this change.
There are two different map movement features:
1. Move the map without zooming (just move the map)
2. Move the map with zooming (zoom out, move, zoom in)
I thought this change will only affect the 2. feature. I totally agree that
this feature is an option, but disa
I have window snapping turned on :)
We should make a poll for the options: "Which options do you use?" If there are
less than 10% (or so) for an option it could be removed.
What is 'quickbuild'?
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Review: Approve testing
I have tested this branch. Don't know where to have a special look at though.
Editor test: Placing terrains/critters/immovables/
Play test: Workarea LGTM.
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