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Topic: Bugs

WorldSavior
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Posted at: 2019-05-06, 12:10

GunChleoc wrote:

WorldSavior wrote:

The new smithy sound effects (of Tada) have been replaced again by the older sound effects.

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?

I think all weapon smithies, ax factory and warmill, maybe even some armor smities, and tool smithies.

hessenfarmer wrote:

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?)

The Tada sound effects don't appear anymore, and the old sound effects are not desired because they are unpleasent, so they had been removed once - which was good.


Wanted to save the world, then I got widetracked

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WorldSavior
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Posted at: 2019-05-12, 23:48

It can happen that defending soldiers don't leave one of them in the building, which can be conquered without a fight by an opponent then. This happened today when I played - with a castle. Two soldiers had been inside (and charged attackers both), and other soldiers have been on their way. Maybe the fact that soldiers had been on their way triggered the bug. (build 19, build20)


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hessenfarmer
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Posted at: 2019-05-13, 14:32

WorldSavior wrote:

It can happen that defending soldiers don't leave one of them in the building, which can be conquered without a fight by an opponent then. This happened today when I played - with a castle. Two soldiers had been inside (and charged attackers both), and other soldiers have been on their way. Maybe the fact that soldiers had been on their way triggered the bug. (build 19, build20)

I believe I have seen this as well in the past but wasn't sure about it. So I think we need to analyse this. Thanks for reporting.


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kaputtnik
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Posted at: 2019-05-13, 17:42

Is this the same bug? https://bugs.launchpad.net/widelands/+bug/1136253 ETA: Now https://github.com/widelands/widelands/issues/843

Edited: 2019-12-22, 17:44

Fight simulator for Widelands:
https://wide-fighter.netlify.app/

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WorldSavior
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Posted at: 2019-05-13, 19:38

hessenfarmer wrote:

WorldSavior wrote:

It can happen that defending soldiers don't leave one of them in the building, which can be conquered without a fight by an opponent then. This happened today when I played - with a castle. Two soldiers had been inside (and charged attackers both), and other soldiers have been on their way. Maybe the fact that soldiers had been on their way triggered the bug. (build 19, build20)

I believe I have seen this as well in the past but wasn't sure about it. So I think we need to analyse this. Thanks for reporting.

You're welcome.

Further information: After being constructed, the castle requested more soldiers than in stock. The soldiers needed some time to reach it. Close to the castle was another building which I told to send two soldiers away. They went directly into the castle and my opponent attacked. So the other soldiers had still been on the way while the two defenders both left the building.

But I'm not sure if the bug only appears if the building requests more soldiers than are available. Maybe I've also seen it once in relation with an automatic soldier exchange.

kaputtnik wrote:

Is this the same bug? https://bugs.launchpad.net/widelands/+bug/1136253 ETA: Now https://github.com/widelands/widelands/issues/843

No

Edited: 2019-12-22, 17:44

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GunChleoc
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Posted at: 2019-05-13, 20:05

I have created a new bug for the soldiers thing: https://bugs.launchpad.net/widelands/+bug/1828873


Busy indexing nil values

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hessenfarmer
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Posted at: 2019-05-20, 17:07

WorldSavior wrote:

The Tada sound effects don't appear anymore, and the old sound effects are not desired because they are unpleasent, so they had been removed once - which was good.

could you please give some feed back whether the smith_00.ogg and toolsmith_00.ogg sounds in b20 (or current trunk) are the desired soundfiles made by Tada or not. I couldn't find any change to these files after the Tada branch went in. If (hopefully) so we just need to ensure they are played and the others are not. If not we need to recover the Tada files from wherever they are available (I don't know yet).


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hessenfarmer
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Posted at: 2019-05-20, 17:15

While searching through the code I have discovered that we changed some buildings to fail early if not supplied properly and others do not: especially where the purpose of a building is the same in different tribes eg. toolproduction this should be unified I think.
Currently only Frisian and atlantean toolsmithes fails early empire and barbarians do sleep before fail.
Bug report is here https://bugs.launchpad.net/widelands/+bug/1829761


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WorldSavior
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Posted at: 2019-05-20, 18:12

hessenfarmer wrote:

WorldSavior wrote:

The Tada sound effects don't appear anymore, and the old sound effects are not desired because they are unpleasent, so they had been removed once - which was good.

could you please give some feed back whether the smith_00.ogg and toolsmith_00.ogg sounds in b20 (or current trunk) are the desired soundfiles made by Tada or not. I couldn't find any change to these files after the Tada branch went in. If (hopefully) so we just need to ensure they are played and the others are not. If not we need to recover the Tada files from wherever they are available (I don't know yet).

How to check out the sound files without installing trunk or downloading the whole tarball?

hessenfarmer wrote:

While searching through the code I have discovered that we changed some buildings to fail early if not supplied properly and others do not: especially where the purpose of a building is the same in different tribes eg. toolproduction this should be unified I think. Currently only Frisian and atlantean toolsmithes fails early empire and barbarians do sleep before fail.
Bug report is here https://bugs.launchpad.net/widelands/+bug/1829761

I don't see how this could be a bug?


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hessenfarmer
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Posted at: 2019-05-20, 19:38

WorldSavior wrote:

hessenfarmer wrote:

WorldSavior wrote:

The Tada sound effects don't appear anymore, and the old sound effects are not desired because they are unpleasent, so they had been removed once - which was good.

could you please give some feed back whether the smith_00.ogg and toolsmith_00.ogg sounds in b20 (or current trunk) are the desired soundfiles made by Tada or not. I couldn't find any change to these files after the Tada branch went in. If (hopefully) so we just need to ensure they are played and the others are not. If not we need to recover the Tada files from wherever they are available (I don't know yet).

How to check out the sound files without installing trunk or downloading the whole tarball?

In launchpad you can download the files one by one. should be manageable as I think they are only 5 to 6 files. But I assumed you would have an actual build ready. Anyhow thanks for supporting.

hessenfarmer wrote:

While searching through the code I have discovered that we changed some buildings to fail early if not supplied properly and others do not: especially where the purpose of a building is the same in different tribes eg. toolproduction this should be unified I think. Currently only Frisian and atlantean toolsmithes fails early empire and barbarians do sleep before fail.
Bug report is here https://bugs.launchpad.net/widelands/+bug/1829761

I don't see how this could be a bug?

And I can't see why there should be such differences between the tribes, especially as we changed atlanteans and not the other 2 legacy tribes. Did check this only for the toolsmithies maybe there are other buildings affected too.


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