Topic: Button "next" in Building window

Tibor

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Posted at: 2015-05-12, 20:31 UTC+2.0

@kaputnik

I am just curious - how did you manage to compile it? On linux? It would be great if you could participate on testing more - on merge requests.


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kaputtnik
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Posted at: 2015-05-12, 21:13 UTC+2.0

Tibor wrote:

@kaputnik

I am just curious - how did you manage to compile it? On linux? It would be great if you could participate on testing more - on merge requests.

Yes on linux. I just download the branch like:

bzr branch lp:~widelands-dev/widelands/bug-1399621 buildstat

buildstat is afterwards a new folder. Compile the code and if you start the binary from console use the option --datadir=path/to/data.

I used qtcreator as IDE for compiling and running. If you want to know the settings in qtcreator, just ask. Otherwise: Describe your problem face-smile.png


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GunChleoc
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Posted at: 2015-05-12, 22:06 UTC+2.0

After compiling, you can also

cd buildstat
./widelands

unless you put the data somewhere exotic.

I'm glad you like it so far, it wouldn't be as good if you hadn't done the original mockup face-smile.png

Another thing I would have liked is to give the window dynamic height, but I couldn't get it to behave face-sad.png


Busy indexing nil values

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Tibor

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Posted at: 2015-05-13, 06:59 UTC+2.0

@kaputtnik

I am just happy that somebody is able to compile it (except for me, gunchleoc and perhaps the einstein)

I am also preparing some short guide to help linux newbie with compilation, I will post it here soon


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kaputtnik
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Posted at: 2015-05-13, 22:01 UTC+2.0

What is a bit confusing is: The stepping through buildings with low productivity. In current game i have 4 wells with different productivity. Clicking on the productivity "button" in the buildings-stat window will only switch to the one with the lowest productivity. The others aren't available with this "button".

Maybe a sorting would be nice: Clicking on the productivity button would switch over all buildings of this type, but in order from lowest to highest productivity. Is this be possible?


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kaputtnik
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Posted at: 2015-05-13, 23:05 UTC+2.0

Crash.... but i don' know of this branch causes this crash

widelands: /home/kaputtnik/Quellcode/widelands-repo/buildstat/src/ui_basic/table.h:203: void* UI::Table<void*>::operator[](uint32_t) const: Zusicherung �i < m_entry_records.size()� nicht erf�llt.
The program has unexpectedly finished.

I played this branch and attack a building. After i conquered the building the game exits. Here's the savegame just attacking the building: savegame The played map is Vulcan Wait a minute and the crash happens.


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Tibor

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Posted at: 2015-05-13, 23:19 UTC+2.0

Hey, this should be fixed in trunk 7461, can you find out if the revision you are using contains code from mentioned revision in trunk?

UPDATE: It seems the fix is not included yet in this branch... (current rev is 7474)

Edited: 2015-05-13, 23:23 UTC+2.0

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kaputtnik
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Posted at: 2015-05-14, 10:28 UTC+2.0

Hey, thanks for the hint. I merged the branch with latest trunk and no crash anymore face-smile.png


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GunChleoc
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Posted at: 2015-05-14, 10:39 UTC+2.0

kaputtnik wrote:

What is a bit confusing is: The stepping through buildings with low productivity. In current game i have 4 wells with different productivity. Clicking on the productivity "button" in the buildings-stat window will only switch to the one with the lowest productivity. The others aren't available with this "button".

Maybe a sorting would be nice: Clicking on the productivity button would switch over all buildings of this type, but in order from lowest to highest productivity. Is this be possible?

This is a good idea. At the moment, the sort order for when you click on the building icon is the order in which they have been built. Is this sort order useful for anything? If not, we could simply order them there and turn the productivity button into a label.

Also, how do you think we should handle stopped sites? At the moment, I would tend to treat them as if they had 0% productivity in the sort order.


Busy indexing nil values

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kaputtnik
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Posted at: 2015-05-14, 11:41 UTC+2.0

GunChleoc wrote:

This is a good idea. At the moment, the sort order for when you click on the building icon is the order in which they have been built. Is this sort order useful for anything? If not, we could simply order them there and turn the productivity button into a label.

I think, if we want a productivity dependent order the productivity button is the right one to handle this. It's more logical than clicking on the building icon... Clicking on the building icon would just step through all buildings of this type anyway.

Another nice to have: If the productivity isn't shown (by pressing "s"), clicking on the productivity button in the building statistic window would automatically turn on the showing of poductivity.

Also, how do you think we should handle stopped sites? At the moment, I would tend to treat them as if they had 0% productivity in the sort order.

I stop a building very rarely, so i am maybe not the person who could say something to this. Determining which buildings have 0% productivity is much importand than determining the stopped production sites i think. Maybe another player could talk more about this issue.


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