I have put some questions in NOCOM comments that I need help with
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GunChleoc has proposed merging lp:~widelands-dev/widelands/bug-566729 into
lp:widelands.
Requested reviews:
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Related bugs:
Bug #566729 in widelands: Add gametime display to replays
https://bugs.launchpad.net/widelands/+bug/566729
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Now fully localized filenames for replays. Ready for merging now.
Please update the .pot catalogs after merging.
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I will try doing the redesign for the metadata. At the moment, if the filename
doesn't conform to the datetime format, the filename is shown as is.
At to blitting the gametime to the editor, it will count from 0, just like in
the game. No harm done, or does this need to go?
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I think a way to test this would be to play the 2nd Empire campaign until you
hit the objective obj_better_material_2. Then don't build any coal mines but
charcoal kilns only and see if you can complete the objectve by that. If you
can, everything's fine.
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I have now added data to game_preload_data_packet, but it is always empty and I
have no idea why.
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LGTM
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GunChleoc has proposed merging lp:~widelands-dev/widelands/string_fixes into
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1 stringfix
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Since this fix is both small + critical, I will merge myself so we can get this
in.
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P.S.you can of course expand the new notification struct with any parameters
that the AI needs for its decision making, like time sent etc - you could also
add counters into the AI itself as to how often a message has been triggered
for a particular production site, etc... if it's a mine, I
I'm not sure where to put Game_Preload_Data_Packet::get_localized_display_title
The only common included header that would marginally make sense is
logic/game_controller.h. Or a new h/cpp for this?
base/time_string.h doesn't make sense either, because we would have a reference
to
I don't think that you need to analyze how exactly mines get their resources -
once the message is triggered, it means that the mine isn't profitable anymore.
That's all the AI needs to know.
A human player would look into enhancing/dismantling the mine as soon as the
message is triggered,
No worries, the code isn't going anywhere ;)
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Review: Resubmit
Done :)
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GunChleoc has proposed merging lp:~widelands-dev/widelands/bug-988831 into
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Related bugs:
Bug #988831 in widelands: Remove message expiry feature.
https://bugs.launchpad.net/widelands/+bug/988831
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2 questions then:
what does the _t in TypeAndLevel_t mean? We also have some _s stuff in the
typedefs.
I also have trouble with a rule for everything - a simple check for underscore
won't do, because of the uint16_t in definitions like std::pairuint16_t,
uint16_t. Also, some typedefs are
Sounds good to me: I'll switch everything to using, which will make for an
easier code check rule afterwards
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Done. I also added an exception to the CamelCase codecheck rule to avoid the
false positives.
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All fixed.
Diff comments:
=== modified file 'src/game_io/game_loader.cc'
--- src/game_io/game_loader.cc2014-07-28 14:23:03 +
+++ src/game_io/game_loader.cc2014-09-11 17:46:54 +
@@ -32,7 +32,6 @@
#include game_io/game_player_info_data_packet.h
Review: Resubmit
Diff comments are addressed
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Nits are fixed.
Could you please merge the Launtpad translations update first, in case there
are new/updated translations for the console help?
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Good catch! Bug fixed.
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Fixed.
We need to leave the bug open though, because more instances of not enough
space have been reported.
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GunChleoc has proposed merging lp:~widelands-dev/widelands/bug-1174075 into
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Related bugs:
Bug #1174075 in widelands: Clarify meaning of icons in editor terrain
preview
https://bugs.launchpad.net/widelands/+bug/1174075
Will do
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Question for one of the nits - see diff comment.
Diff comments:
=== modified file
'src/editor/ui_menus/editor_tool_set_terrain_options_menu.cc'
--- src/editor/ui_menus/editor_tool_set_terrain_options_menu.cc
2014-09-10 14:08:25 +
+++
Are you using green to indicate buildings allowed?
I don't know what it's used for.
F.e. 'Water (Desert): Water Unpassable Trees'
what about this layout:
Water (Desert): water, unpassable, trees
I'm actually not sure if native speakers would prefer title case here or not.
Is 'Desert' in
It is probably waiting on SirVer to find the time to review it ;)
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SirVer is too busy - generally not just now. I communicated with him and he
suggested that also other developers should review/approve merge requests. (I
had my AI branch in mind specifically)
So I can approve this one as this looks a simple one, and SirVer has looked
at it before, and I
GunChleoc has proposed merging lp:~widelands-dev/widelands/bug-1371905_2 into
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Requested reviews:
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Related bugs:
Bug #1371905 in widelands: Localized strings doesn'tfit in the available
place
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Are you using green to indicate buildings allowed?
I don't know what it's used for.
It seems to me that it belongs to house icon, anyway it is confusing for
user
Can somebody who actually knows that this is for give us a hint?
Yes, it's one of the original terrain types. These
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Small
It only is called when the production program starts with Skipped when. I
didn't figure out why. I'm also not sure that I could get these string o screen
at all, because it immediately switched to an alternative progrm without
sleeping first. If you wish me to investigate further, I can add
I overlooked that we already have the hotkeys 1-9 in use. I willcome up with
different hotkeys.
Or even better, but probably more work for you - remove that flag on the
bottom and add new column that would contain a particular flag for the
message.
This column would need a header and eat up
OK, I added some sleep commands to make sure I see these, but these methods
don't seem to be involved with printing anything into the tooltips. I guess
there is a generic action called someplace just to move to the next step with
the when keyword, and that this action also creates its negation
I think the word we're looking for here is arable. Will go change :)
I am not happy with the switched to vecrot proposed in the diff comments, could
I please have feedback on that before we merge this?
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Exactly. I grepped for when, and it only appears in these 2 Atlantean
buildings. The low occurrence is the reason I didn't catch this in the first
place, because I usually test with Barbarians (less mouse clicks to start the
game :P)
--
I found some letters that are included somewhere in the English strings for the
hotkeys. Since we don't have localizable hotkeys, we will have to live with
other languages not matching. But we have thet problem anyway with all hotkeys
that are letters.
- Why not simply write Hotkey: %s? That
This should work:
const std::vectorUI::Button* get_buttons() { return m_buttons; }
It does - The mistake I made is that I thought I had to match the member
variable type. Will commit and merge now :)
Use clang_format over all your changes :). Seriously, when we get clang_format
to being
I was just wondering if I had messed anything up. We were both working on trunk
at the same time.
I have a question though - just trying to understand this cmake stuff a bit:
Why is it WL_INSTALL_DATADIR in CMakeLists.txt , but INSTALL_DATADIR
without the WL_ in src/wlapplication.cc?
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So, what are the preferred hotkeys for you guys: 0-5, or the letters I'm using
right now?
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Thanks!
I did do a bzr pull, but you pushed something while I was busy solving
conflicts, compiling and testing - will use shelve in the future :)
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Will do the numbers then.
The discinct message types are needed elsewhere, see the diff comment for
details.
Diff comments:
=== modified file 'pics/message_archive.png'
Binary files pics/message_archive.png 2010-01-14 18:22:23 + and
pics/message_archive.png 2014-09-29 15:04:07 +
Review: Resubmit
All done. Hotkeys work as SirVer described.
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Review: Approve
One nit: _Sow and harvest grapes.
One cannot sow grapes - I suggest: _Plant grapevines and harvest grapes.
Otherwise LGTM :)
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This doesn't compile, you need to change a line (see diff comment).
Otherwise, I did a bit of testing. The paths already work for me without this
fix, bue it doesn't make things worse either.
Diff comments:
=== modified file 'src/wlapplication.cc'
--- src/wlapplication.cc 2014-09-20
I just did some testing and have an improvement suggestion for the next AI
branch.
Training sites are built before weapons production, and weapons production is
built before the mountains have been reached to build some mines.
Suggestion: For each production site, get descr()-inputs(). Then
The proposal to merge lp:~widelands-dev/widelands/fix_setup_searchpaths into
lp:widelands has been updated.
Status: Needs review = Approved
For more details, see:
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abundant road - is a road not intensivelly used and is not necessary, start
and ends of the road are connected via other roads. (hence that traversing
on roads, if adjacent flags A and B are connected via two routes, one of
them can be cancelled)
How about calling it dispensable road?
I find word reference really useful to make sure I picked the right word - you
can get both English synonyms and English definitions there. I also like to
click back and forth in a bilingual dictionary to find the right term, which I
then double-check in word reference. This is how I came up
GunChleoc has proposed merging lp:~widelands-dev/widelands/bug-1371062 into
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Requested reviews:
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Related bugs:
Bug #1371062 in widelands: Add confirmation dialog to exit game
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Review: Needs Fixing
All fixed now.
BTW the compilation failed because the DISALLOW_COPY_AND_ASSIGN had the wrong
object - SirVer doesn't have time to wait for the compiler when doing code
reviews, so I always compile again when addressing his comments.
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OOps, I meant to resubmit
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The problem is with the test suite. I can't track it down, so it probably lies
with the binaries somewhere. I decided to allow lower packet versions in some
places to keep the tests working, and there was no change in the packet
content, just the packet number. I don't know how to fix the
I tried that as well, but I can't avoid having multiple windows being
generated, which is behaviour you pointed out that we don't want. So, not
making it unique implies the current behaviour. So, I need a +1 on that before
I change the code again.
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Resaving maps with --nozip doesn't work for the test suite maps, it kills them.
So, will have to create all of them from scratch. Maybe someone with a big
screen and practice with the editor could do that?
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Fixed space issues in game summary
Review: Resubmit
OK, done. I think.
The confirmation box now also kills the Game Options Menu. If that isn't wanted
behaviour, I can easily change that - it's just 1 line of code to remove.
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Related bugs:
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Multiplayer load game is done now.
Still can't reproduce Tibor's bug.
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Two small string
Let's merge https://code.launchpad.net/~widelands-dev/widelands/new-tutorials
first.
I'll then fix this up afterwards and send a resubmit.
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This looks like a basic directory for Widelands in general is not found, so it
can't be connected to my changes. I guess your instinct here is correct.
You could try not installing, just compiling and running.
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Your
Review: Needs Fixing
I have proofread and fixed some stuff and then playtested the tutorials. We
still have the following issues to resolve:
Economy: function _try_add_objective doesn't exist. What was it supposed to do?
Basic control:
1. We should bzr move campaigns/tutorial01.wmf to Basic
This fixed another crash.
Did you check that everything still works? This has never crashed so far.
Normally, the given panels should all exist.
Yes, I did check - at least I didn't notice any adverse effects.
And why did you only write about sentries in tut01? The player can build other
I still can't reproduce this bug, so I don't know how to fix it. I will be
without my dev machine for a week now anyway. Do you you have time to go bug
hunting?
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For the pointer is null case, would an assert that the object != nullptr do
the job?
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2. How about checking for just 1 of the quarries to complete? The user needs to
connect the roads for both of them, so we can assume that if he can manage one,
he will manage the other.
3. I had another look at the function. Since it only needs a random empty
field, hard coding the start
Fixed the road building mode + panel problem - you simply didn't sleep long
enough.
Good point about proofreading the descriptions, I had forgotten those.
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@Tibor: Since I can't reproduce this myself, could you please check if the
crash is still happening for you after my last commit?
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I really get no crash. And I tried both with an English language interface (no
checkbox) and with a translated language interface (with checkbox).
Working off your stack trace, I tried something else. How is it now?
If it still crashes, does it crash for Single Player - New Game and
Editor -
GunChleoc has proposed merging lp:~widelands-dev/widelands/bug-1385859 into
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To avoid occasional crashes, c_str
Yes, compile.sh builds locales in the local tree.
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Review: Approve
I think we are done here. Could somebody please check my part of the code and
do some additional playtesting?
I still need to create the gettext catalog files, but I'll do that during the
merge, so we won't use any translations. I will have to run msgmerge quite a
lot ;)
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Related bugs:
Bug #1380048 in widelands: Port to SDL2
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Thanks for the fix. I'll merge this tomorrow.
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1. We would need to extend the Lua interface for that. Let's keep it as
TODO(wl-zocker) for now. Open a new bug?
2. No. Comment removed
3. I had a look at the code and added if possible to the text. It is how the
option works, but the columns might be produced in a different economy (not the
The rotozoom header is still used in a coulple of files. I have created a new
bug for this: https://bugs.launchpad.net/widelands/+bug/1387317
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Unless Sirver finds some nits to pick in this branch, I'd be fine with separate
merges. This would keep the code reviews to smaller chunks.
The only thing that stands out for me here it that renaming built_mat_ to
build_material_ will make the code more readable.
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I have finished integrating wl-zocker's changes, so this is ready for review
again.
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Related bugs:
Bug #1388166 in widelands: Cannot open savegame of build 18 with bzr 7237
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Related bugs:
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https
really, so if you think it's not necessary, we can revert to
using genstats[j - 1] rather than player_attackable.at(j - 1). I just
thought it can't hurt to leave it in.
01/11/2014 20:09, sgrìobh TiborB:
GunChleoc - this is not about zero division but about out-of-range - I think.
Do you think
Do we really need the
if (genstats.size()j) {
As I said, the try/catch was just something I added while searching, and the
real fix for this particular crash was the check for
genstats.at(j - 1).miltary_strength.empty())
I don't mind either way though. I expect that these cases will mostly
I fixed the compiler error. The warning about switch (order_index) { should
still be fixed.
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Tested on Ubuntu 14.04 and is working. So, LGTM except for the missing default
case in the switch statement.
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I don't know. Let's stay on the safe side and use the exception in combination
with your log output and defaults.
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Done
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Ready for review now
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At the moment, FullscreenMenuOptions::add_languages_to_list both in runk ad in
the fonts branch are using the localedir entry fro the config file. This way,
when a new language gets added that doen't have an entry in the languages
config, it might be available to the user - I have not tested
This actually makes me wonder, is there any reason why the languages file (or
multiple files in the suggested fonts branch) is placed in txts instead of
locale? All the translations are stored there, so that's the first place I
would look for a list of languages to add my language code to.
GunChleoc has proposed merging lp:~widelands-dev/widelands/stringfixes into
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Various string fixes, mainly for the new tutorials
Following from this discussion:
https://code.launchpad.net/~widelands-dev/widelands/reducing-paths/+merge/239645
Where do we want the language config files? They don't really belong in txts.
locale is out IMO, because it's a generated resource. po isn't included in
binary packages, so it's not
Review: Approve
I have given this a quick test on Ubuntu and it seems to work fine :)
--
https://code.launchpad.net/~widelands-dev/widelands/glsl1/+merge/241179
Your team Widelands Developers is subscribed to branch
lp:~widelands-dev/widelands/glsl1.
I think the repetition is OK, because it's a type of error message when the
user had closed a window that he shouldn't have. I like to be consistent with
those (just like with button names etc) - I think it makes it easier for the
user.
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Review: Approve
LGTM
The main po dire is a generated directory too though. I am fine with having
the file there, but I am unsure if our tools can cope with a file living
there. Also, the file should be a Lua file ideally since we are moving in this
direction right now - but that is a
GunChleoc has proposed merging lp:~widelands-dev/widelands-media/message_icons
into lp:widelands-media.
Requested reviews:
Widelands Media Developers (widelands-media-dev)
For more details, see:
https://code.launchpad.net/~widelands-dev/widelands-media/message_icons/+merge/241671
Added
GunChleoc has proposed merging lp:~widelands-dev/widelands/bug-1392406 into
lp:widelands.
Requested reviews:
Widelands Developers (widelands-dev)
Related bugs:
Bug #1392406 in widelands: Confirmation dialog when leaving the editor
although Ctrl has been pressed
https://bugs.launchpad.net
The proposal to merge lp:~widelands-dev/widelands-website/css-table into
lp:widelands-website has been updated.
Description changed to:
Improved table layout - patch by kaputtnik.
https://wl.widelands.org/forum/topic/1581/
For more details, see:
GunChleoc has proposed merging lp:~widelands-dev/widelands-website/css-table
into lp:widelands-website.
Requested reviews:
Widelands Developers (widelands-dev)
For more details, see:
https://code.launchpad.net/~widelands-dev/widelands-website/css-table/+merge/242062
Improved table layout
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