On 7/31/07, Joe Wells <[EMAIL PROTECTED]> wrote:
>
> Okay, I've briefly tried the latest glob2 a bit more.  In just a short
> bit of testing here is what I have found:
>
> • Bug:Any attempt to draw any areas (forbidden, clearing, guard)
>   with any brush other than the smallest gets one of these 3 crashes
>   (the line number depends on the type of area):
>
>     glob2: src/Game.cpp:496: void
> Game::executeOrder(boost::shared_ptr<Order>, int): Assertion `false' failed.
>     glob2: src/Game.cpp:591: void
> Game::executeOrder(boost::shared_ptr<Order>, int): Assertion `false' failed.
>     glob2: src/Game.cpp:544: void
> Game::executeOrder(boost::shared_ptr<Order>, int): Assertion `false' failed.


This works for me. I fixed a related bug regarding areas that caused a
variety of crashes and bugs, this may be what your experiencing.



• Bug:I got this crash when pressing the key to reduce the number of
>   requested workers for a wall when the number had already been
>   reduced to zero:
>
>     glob2: src/Game.cpp:267: void
> Game::executeOrder(boost::shared_ptr<Order>, int): Assertion
> `omb->numberRequested <= 20' failed.
>
> • Not a bug:The new key binding facility is great!  Thanks!
>
> • Documentation/help Bug:There is no explanation of the notation
>   used on the key binding setting screen.  How is the user supposed to
>   know what "<->" means?  And how does that differ from "<[-]>"?  It
>   would be better if there were some comments on the screen (or
>   tooltips) that explained things.
>
> • User confusion bug:Why when you choose "Add Shortcut" does it add
>   a duplicate of the key binding of "escape" to "Show Main Menu"?  It
>   seems the default key for any new key binding is "escape".  It would
>   be better if the default were "no key chosen yet".  Similarly, it
>   would be better if the default action were "no action chosen yet"
>   instead of "show main menu".


Its not really a duplicate, its just the default key binding. I'll change
this now. I need to get in contact with Attila who updated the Português do
Brasil translation to do two more translations for this.


• Old Bug:The fog of war is very dim.  It would be better if it were
>   not so dim.  (I supplied a patch earlier that would fix this, but it
>   was not applied correctly and appears to have been reverted.)
>
> • Bug:It is very difficult to see areas on the fog of war because of
>   its dimness.  It would be better if areas were not affected by the
>   dimness.  (The point of the fog of war is to dim things that you
>   don't know, but you _know_ exactly where you have placed areas, so
>   it doesn't make sense to dim the area markings.)  This could be done
>   by drawing the areas _after_ drawing the dimness for fog of war, so
>   the area markings would be at full brightness.
>
> I hope these comments are helpful.
>
> --
> Joe
>
>
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>



-- 
Extra cheese comes at a cost. Bradley Arsenault.
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