Topic: Button "next" in Building window
kaputtnik![]() Topic Opener |
Posted at:
2015-05-31, 12:25 UTC+2.0
Hmmm. that's bad. Using the plural form is semantic (and logically) the best option i think. Most plural forms are formed by just concatenating a "s". Exceptions are those with "y" as last letters. They become a "ies":
What is Plural of smelting works? If there are only two rules for forming plural we could just form the plural in the code for the buildings menu. Because its currently the only place where plural is needed, it should be ok... but nevertheless only a workaround. Don't know if this is possible for all names of buildings, and i fear that this results in messy code ![]() ![]() |
GunChleoc![]() |
Posted at:
2015-05-31, 13:08 UTC+2.0
You are forgetting localization here. I don't think you would want to see "Turms" in the German translation instead of "Türme" It will be prossible to do something like this after the one_tribe change. I just don't want to waste my time programming it all for the current conf files and then programming it again for the lua files. I think it makes more sense to wait and then open a bug to fix this later. Busy indexing nil values ![]() ![]() |
kaputtnik![]() Topic Opener |
Posted at:
2015-05-31, 14:03 UTC+2.0
Yes, you're right. Sometimes i'm headless
I think "Lacking soldiers" is better ![]() ![]() |
GunChleoc![]() |
Posted at:
2015-05-31, 23:47 UTC+2.0
"Lacking Soldiers" it is then Busy indexing nil values ![]() ![]() |
kaputtnik![]() Topic Opener |
Posted at:
2015-06-02, 21:37 UTC+2.0
After playing a test game: A W E S O M E Really great. It is much useful than the old buildings menu. Of course there is allways something to get better There is a bug with showing the Headquarters: I played a game where one of the opposits has the same tribe as i was (empire). After start of the game the new buildings menu shows for the headquarter at the bottom a single "1" in the last row without a label or buttons. After conquering the opposit headqurter the "1" disappears. (sorry, no screenshot) At last: The tooltip for the buttons says "Show next" or "Show previous". I suggest to change this strings into "Show next building" and "Show previous building". This would clarify the function. Apart from that it is really a great menu which we have created here. Many thanks to GunChleoc and all the others Because i am normally not the one who claim something without trying myself to make it work, i am very happy that you, GunChleoc, spend so much time on this. Thank you very, very much ![]() ![]() |
einstein13![]() |
Posted at:
2015-06-03, 01:48 UTC+2.0
Is this available on dev version or only on branch builds? einstein13 ![]() ![]() |
kaputtnik![]() Topic Opener |
Posted at:
2015-06-03, 07:53 UTC+2.0
Currently only with branch https://code.launchpad.net/~widelands-dev/widelands/bug-1399621 You could just download it ( If this branch is merged it got into current trunk ( i think you mean "current trunk" with the term "dev version" ?) ![]() ![]() |
GunChleoc![]() |
Posted at:
2015-06-03, 08:35 UTC+2.0
Yes, dev version is the same as current trunk. I'm glad you like it. Software development is a team effort and I am really enjoying the interaction that we are all having on the forum. Busy indexing nil values ![]() ![]() |
GunChleoc![]() |
Posted at:
2015-06-03, 08:53 UTC+2.0
So, after conquering the other headquarters, you own 0 headquarters in the building statistics? I'm not sure what is happening here; maybe you briefly own the other headquarters before it gets destroyed, and the resulting statistics is wrong. This never came up with the old building statistics, because the headquarters wasn't displayed there. Do you have a savegame from just before conquering the other headquarters? This would make the bug hunting easier for me, because I suck at playing.
Will do I am also getting some weird behaviour with the window sometimes like wrong window size or a crash - I have a pointer problem somewhere. ETA: Fixed the weird behaviour, added dynamic window height and hid the ports tab in non-seafaring maps. I think we're good to go, so I have made a merge request.
Edited:
2015-06-03, 13:11 UTC+2.0
Busy indexing nil values ![]() ![]() |
kaputtnik![]() Topic Opener |
Posted at:
2015-06-03, 18:39 UTC+2.0
I've made wrong conclusions, sorry. It not depends on the tirbe of the the opposit. Look: The "1" in last row happens if you choose a building where in the last row at this position is a number. f.e. Sentrys with lacking soldier or buildings with low productivity. Swithing then to the headquarter the number is still there. Maybe the graphic gets not updated in this position to delete the "1"? ![]() ![]() |