GunChleoc
Joined: 2013-10-07, 15:56
Posts: 3317
One Elder of Players
Location: RenderedRect
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Posted at: 2018-09-24, 12:34
Fix should be merged soon.
WorldSavior wrote:
New regressions bugs in trunk:
Replays don't work properly anymore - at least sometimes
If one opens the chat window and if there is already a message, the sound of chat-messages is triggered
Filed: https://bugs.launchpad.net/widelands/+bug/1794063
Busy indexing nil values
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WorldSavior
Topic Opener
Joined: 2016-10-15, 04:10
Posts: 2144
OS: Linux
Version: Recent tournament version
One Elder of Players
Location: Germany
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Posted at: 2018-09-24, 13:34
GunChleoc wrote:
Fix should be merged soon.
WorldSavior wrote:
New regressions bugs in trunk:
Replays don't work properly anymore - at least sometimes
If one opens the chat window and if there is already a message, the sound of chat-messages is triggered
Filed: https://bugs.launchpad.net/widelands/+bug/1794063
Actually chat has nothing to do with replays. I mentioned two different bugs. Replays often just stop and cannot continued to be watched. :-(
(Especially replays of collectors mode and maybe other win conditions as well? (I mainly play collectors if I don't play autocrat, so I'm not sure))
Wanted to save the world, then I got widetracked
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stonerl
Joined: 2018-07-30, 00:03
Posts: 327
Tribe Member
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Posted at: 2018-09-26, 00:55
Found a bug in 8850. I moved all wares out of a tavern. The worker started moving the wares and somehow got stuck while entering the building, so no further wares were moved . Happened with 2 taverns but I was not able to reproduce this. Has someone else noticed such behavior?
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Ex-Member
Joined: 2014-09-12, 10:53
Posts: 184
Widelands-Forum-Junkie
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Posted at: 2018-09-26, 10:16
Possibly this is just a temporary busy flag. Emptying a building of wares can flood the flag with more than 10 wares very quickly, especially if the flag is on a road near it's capacity. Did you notice any carriers on the connecting roads who were also queued? If this was the case it usually resolves itself after a few minutes. If it was caused by a bug then a save game might help someone resolve the problem.
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GunChleoc
Joined: 2013-10-07, 15:56
Posts: 3317
One Elder of Players
Location: RenderedRect
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Posted at: 2018-09-26, 18:33
WorldSavior wrote:
GunChleoc wrote:
Fix should be merged soon.
WorldSavior wrote:
New regressions bugs in trunk:
Replays don't work properly anymore - at least sometimes
If one opens the chat window and if there is already a message, the sound of chat-messages is triggered
Filed: https://bugs.launchpad.net/widelands/+bug/1794063
Actually chat has nothing to do with replays. I mentioned two different bugs. Replays often just stop and cannot continued to be watched. :-(
(Especially replays of collectors mode and maybe other win conditions as well? (I mainly play collectors if I don't play autocrat, so I'm not sure))
Oops, I have changed the bug description.
Replays with Lua scripting can get fragile - it's the reason that there are no scenario replays. So, it's probably something in the collectors win condition that's causing the problem.
Busy indexing nil values
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stonerl
Joined: 2018-07-30, 00:03
Posts: 327
Tribe Member
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Posted at: 2018-09-26, 21:02
Tinker wrote:
Possibly this is just a temporary busy flag. Emptying a building of wares can flood the flag with more than 10 wares very quickly, especially if the flag is on a road near it's capacity. Did you notice any carriers on the connecting roads who were also queued? If this was the case it usually resolves itself after a few minutes.If it was caused by a bug then a save game might help someone resolve the problem.
Probably just this.
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ypopezios
Joined: 2018-04-20, 00:22
Posts: 220
Widelands-Forum-Junkie
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Posted at: 2018-09-26, 21:43
Tinker wrote:
Possibly this is just a temporary busy flag. Emptying a building of wares can flood the flag with more than 10 wares very quickly, especially if the flag is on a road near it's capacity. Did you notice any carriers on the connecting roads who were also queued? If this was the case it usually resolves itself after a few minutes. If it was caused by a bug then a save game might help someone resolve the problem.
That makes sense. Just to note that the limit of wares stored on a flag is maximum 8 (while the type of the ware can push that down to 6), but for a worker emptying his building it goes down to 4.
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WorldSavior
Topic Opener
Joined: 2016-10-15, 04:10
Posts: 2144
OS: Linux
Version: Recent tournament version
One Elder of Players
Location: Germany
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Posted at: 2018-09-26, 23:22
GunChleoc wrote:
WorldSavior wrote:
GunChleoc wrote:
Fix should be merged soon.
WorldSavior wrote:
New regressions bugs in trunk:
Replays don't work properly anymore - at least sometimes
If one opens the chat window and if there is already a message, the sound of chat-messages is triggered
Filed: https://bugs.launchpad.net/widelands/+bug/1794063
Actually chat has nothing to do with replays. I mentioned two different bugs. Replays often just stop and cannot continued to be watched. :-(
(Especially replays of collectors mode and maybe other win conditions as well? (I mainly play collectors if I don't play autocrat, so I'm not sure))
Oops, I have changed the bug description.
Ok
Replays with Lua scripting can get fragile - it's the reason that there are no scenario replays. So, it's probably something in the collectors win condition that's causing the problem.
Autocrat is also broken
ypopezios wrote:
Just to note that the limit of wares stored on a flag is maximum 8 (while the type of the ware can push that down to 6),
Really? Could you please give detailed informations about which wares are the "big" ones?
but for a worker emptying his building it goes down to 4.
That's surprising, i didn't know that...
Wanted to save the world, then I got widetracked
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GunChleoc
Joined: 2013-10-07, 15:56
Posts: 3317
One Elder of Players
Location: RenderedRect
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Posted at: 2018-09-27, 09:24
WorldSavior wrote:
ypopezios wrote:
Just to note that the limit of wares stored on a flag is maximum 8 (while the type of the ware can push that down to 6),
Really? Could you please give detailed informations about which wares are the "big" ones?
but for a worker emptying his building it goes down to 4.
That's surprising, i didn't know that...
That's because of the new anti-congestion algorithm. The "big" ones are the ones that are currently frequently transported at that particular flag; the ware type is not hard-coded.
Busy indexing nil values
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ypopezios
Joined: 2018-04-20, 00:22
Posts: 220
Widelands-Forum-Junkie
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Posted at: 2018-09-27, 09:48
GunChleoc wrote:
WorldSavior wrote:
ypopezios wrote:
Just to note that the limit of wares stored on a flag is maximum 8 (while the type of the ware can push that down to 6),
Really? Could you please give detailed informations about which wares are the "big" ones?
but for a worker emptying his building it goes down to 4.
That's surprising, i didn't know that...
That's because of the new anti-congestion algorithm. The "big" ones are the ones that are currently frequently transported at that particular flag; the ware type is not hard-coded.
The "size" (or rather congestion-risk) of a ware's type is indeed decided on-the-spot by the anti-congestion algorithm, which is responsible only for the limit of 6. On the other hand, the limit of 4 for emptying a building has always been in the code and I left it untouched.
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