Topic: Bugs
hessenfarmer |
Posted at: 2019-04-17, 23:54
I don't understand fully what is the problem. What I could confirm is that the menu.png for most frisian workers isn't very nice, as the ware symbol (e.g. iron ore for normal miners and gold ore for master miners) is drawn over the worker symbol in such a size that it most times is completely hiding the worker. Top Quote |
Nordfriese |
Posted at: 2019-04-19, 19:58
I assume you mean that the icon for a normal miner contains ironore and for a master miner goldore? I didn´t spend much time on the worker icons, I just copied the image of an associated ware over the worker and then forgot about it. I´ll try to make better icons for b21… Top Quote |
ModellbahnerTT |
Posted at: 2019-04-19, 22:23
Yes that is what I mean. Top Quote |
WorldSavior Topic Opener |
Posted at: 2019-04-21, 15:45
I think that Frisian worker symbols are the best by far, because you can easier recognize what they stand for. But if you want to build a Frisian building it's harder than with other tribes, because they look more similar. Wanted to save the world, then I got widetracked Top Quote |
WorldSavior Topic Opener |
Posted at: 2019-04-23, 00:58
If you go into the lobby and if there is a match X already running, the metaserver says "match X is now available", which is absolutely incorrect because nobody can join. This could confuse new players... Wanted to save the world, then I got widetracked Top Quote |
GunChleoc |
Posted at: 2019-04-23, 07:25
I have created a bug report https://bugs.launchpad.net/widelands/+bug/1825932 Busy indexing nil values Top Quote |
WorldSavior Topic Opener |
Posted at: 2019-05-05, 22:51
Frisian Woodcutters don't go to trees in unknown terrain (while other woodcutters do, at least Atlantean ones). Is this a bug? More bugs: The new smithy sound effects (of Tada) have been replaced again by the older sound effects. Foresters go at the same time at the same spot - regression bug? Happens because of code change of foresters? "census" and "statistics" get hidden behind objects (like trees and other buildings). Soldier stats also get hidden, both of this is very annoying. Wanted to save the world, then I got widetracked Top Quote |
hessenfarmer |
Posted at: 2019-05-06, 08:52
At least there should be no difference between the tribes as the code for both woodcutters is identical in the relevant parts. Only thing that might differ is visibility might differ. Need to check that.
I believe this was fixed but the fix was removed due to being unstable and producing other issues (blinking buildings) which were even more annoying. Our z-layering system seems to be a bit tricky. Top Quote |
GunChleoc |
Posted at: 2019-05-06, 10:03
I don't see anything in https://bazaar.launchpad.net/~widelands-dev/widelands/trunk/revision/9068 that would change those sounds. Do you know which buildings are affected, so that we can look at the revision logs of their files? Busy indexing nil values Top Quote |
hessenfarmer |
Posted at: 2019-05-06, 11:17
The soundfiles itself don't have changed, although with the TADA branch only the smith_00 and toolsmith_00 sound has been changed. However there are smith_01 and smith_02 as well as toolsmith_01 sounds that might be played instead (perhaps due to variety reasons?) Edited: 2019-05-06, 11:17
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