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Topic: Bugs

GunChleoc
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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
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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
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Joined: 2018-07-30, 00:03
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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
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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
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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
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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
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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
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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
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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
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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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