Topic: bzr7402 bugs and thoughts
einstein13 Topic Opener |
Posted at: 2015-02-14, 23:42
Today I've downloaded from Tino's page (thanks to him!) latest windows build. Installed on my Windows7, 64-bit. I've noticed some features and bugs. Maybe I will start from the "happy" part:
But after some happy things I've noticed some bugs:
1 Expeditions: Probably https://wl.widelands.org/forum/topic/1655/ is the right topic for that. I can see that ships are going through the water (I've sent them across the sea), and they had all buttons (go right/ left/ up-right/ up-left/ down-right/ down-left), but clicking didn't work at all! 2 Barracks: Before some bzr73xx and with build-18 barracks for empire have one unit smaller radius than the sentry. Now the radius for barracks and for sentry is the same. I remember last game for tournament I've participated with (Whynstein vs Tulips, replay: http://www.widelands.org/~hanna/wl/tournament2015/Replays/), where me and my teammate had some small problems because of that. I wanted to keep my territory by building the smalles building I have, but I coudn't have less. There were no other space that matches (to have the goal), because the map is quite small and have lots of slopes -> no space for building. For me it was horrible that I coudn't build "weaker" building than sentry. 3 Replays Today I've played for some time (with AI, single player, Colonies map). It took several hours to expand a bit (my lazy strategy) and I wanted to see the enemy's empires. It failed: after about 15 minutes or something like that the replay suddenly ended. In my oppinion it is connected to different savefiles, but it is only a hypothesis 4 Broken roads Only small roads (whitout a donkey) and only for Empire have broken pictures. I really don't know why. It is possible that my graphics device is a bit broken, but it should be tested by someone else. 5 Editor: <parent directory> When you have a folder in .widelands/maps/ directory and go into the folder, you can't go out. <parent directory> button doesn't work any more. 6 Small bugs when fighting I've also noticed that there are some bugs when soldiers are attacking. It is very hard to reproduce, because not always they happen. I've noticed that:
For sure second issue is on the replay of Whynstein vs Tulips tournament game. Please tell me about all the issues if they are really bugs or features. Also you may ask about my graphics device. I am playing Widelands on my Virtual Machine. Major machine is Windows 7, 64 bit (clean system), then VMware player 7.0, then Windows 7, 64 bit. All devices are installed and up to date. I've tested experience-index (http://windows.microsoft.com/en-us/windows7/products/features/windows-experience-index) to see if Windows can see any problem there. And graphics has 5.4 (on major system it is 6.6), so probably it is not a problem here. If you ask why I keep Widelands on virtual machine? I have all the games there. One single file for lots of old/ not demanding games. Or... I also have some demanding (with 3D rendering!) games and they work well. EDIT: Editor <parent directory> added Edited: 2015-02-15, 03:40
einstein13 |
SirVer |
Posted at: 2015-02-15, 09:47
1) This is a regression that tibor fixed in his latest AI branch. 2) The barracks and sentry conquer radius have not changed since 2010 - I just checked the bzr blame output. 3) Not sure I understand this, but if you believe it is a bug, please report with a repro case. 4) This is ugly concept graphics I added into the game - it is ugly so that people will go ahead and fix it. next time i'll write "replace me" in the graphic, it has been reported at least 3 times as bug already :). Top Quote |
kaputtnik |
Posted at: 2015-02-15, 11:02
Next week i provide more roads to each tribe Fight simulator for Widelands: |
GunChleoc |
Posted at: 2015-02-15, 11:15
5) Does this happen when loading or saving a map, or both? Busy indexing nil values Top Quote |
teppo |
Posted at: 2015-02-15, 13:18
6) I am not sure if this is a bug or feature, but I agree that the defending soldiers should not flee from the building they are defending, or at least it should not be possible to conquer that building before they all have lost. Being outside has the handicap that the soldiers might have trouble getting back in when injured, as the door is crowded. If soldiers from nearby buildings come to help with the defense, then I think that it is OK if they fight simultaneously (6b) Top Quote |
einstein13 Topic Opener |
Posted at: 2015-02-15, 13:53
Both (just tested).
The barracks should have radius = 5 units and the image of "dots" should be like outpust "dots": blue dots with red circles around. -> That was in build 18. Edited: 2015-02-15, 15:06
einstein13 |
wl-zocker |
Posted at: 2015-02-15, 14:45
2) Both the barracks and the sentry have always had a radius of 6 (I checked build 17 and build 18). You must misremember. 3) I cannot reproduce. 4) SirVer, did you notice that the roads change the appearance sometimes (when the main view is moved over the origin maybe)? Seems like a bug. 5) Also a problem when starting a new game and you go into Multiplayers. "Only few people know how much one has to know in order to know how little one knows." - Werner Heisenberg Top Quote |
einstein13 Topic Opener |
Posted at: 2015-02-15, 15:08
Ok, I'm very sorry! You're right. The correct radius is the same. I really don't know why I thought that there should be a smaller radius like with outpust -> barrier. Next time I will check everything one more time
I will try to catch the moment in screenshot. Give me some time 6) (soldiers, attack, defense): Here: Red attack green (and yes, it is after green attacked red with succes). My teammate was attacked. First wave of soldiers almost killed his troops. Next wave of attack was going when all the soldiers were inside the fortress, but still some of enemy's soldiers knocking to the door When next wave came (the moment is on the screenshot), all the soldiers (except 1) went out from the fortress. Most of them were very damaged. Soldier with number 1 on the screenshot has ~1 HP and went out from the fortress to defend it. Second one (2) has ~3 HP and that is the beggining of the battle. My question is: what is the rule for going out/ staying inside the military building when defending? I could see that fully HP soldiers stayed inside the military building when enemy is attacking. In most of cases when the enemy is attacking by waves and there is already a battle on the front of the building, all the soldiers stay inside. Here is different behaviour. EDIT: Ok, I've realized that the moment here (when soldiers are going out) can be connected to the attacking the enemy as a defense. I'm not sure now. But the question about what is the rule for going out/ staying inside while defending exists. Posted at 2015-15-02 16:51 CET 6) a. To "produce" the bug 6) a. I've watched the replay from my last tournament game. Now it is showed on the screenshot. Next soldier will go inside without any fight. Awful (there are some troops comming) 6) c. The vision range is "green + yellow vision range" (team). This soldier is far away from that range. He is trying to kill blue one. This furious can kill him For me it is a bug, but it may be a feature Posted at 2015-15-02 17:31 CET Some other soldiers problems (let's say it is "6) d."): Green soldiers are attacking blue. There is a queue to the barrier, but noone can go inside because of battle on the door (normal behaviour). Blue just came back from the attack, also some of them were fighting on the defense. But what is going on the queue?
So my question is: what is the proper behaviour on the queue to the military building? EDIT: When the fight ended (from the screenshot), the green soldier magically dissapeared from spot number 1. The blue soldier was going inside the barrier (first soldier going inside from the queue). Then I realized that there is standing a soldier with the same stats as the dissapeared green soldier! So probably there was some kind of teleport. EDIT 2: All the fights are defensive. Yellow is defending with no attacking now (for sure). On the spot 1 there is yellow soldier waiting in the queue. The blue one came and now hi is attacking the yellow queued one. On the spot 2. there is a fight between blue and yellow. Next second yellow will win and will try to get medic. But the red one (from the left) will attack him with succes. Why? EDIT 3: To show the teleport stuff I even coloured stats of the soldier. Blue is still going (they started from the same place!) Posted at 2015-15-02 17:48 CET 6) b. Two green soldiers were going outside to fight against 2 blues. They had fight on the same spot! Posted at 2015-15-02 18:04 CET
In the picture you can see the message of replay: "End of replay. The game is paused...". On the right side is what should be the end of replay: I lost one castle, cut all the trees and dismantle everyghing except sawmill. Also there is another problem: calculating productivity. I have only one production building: sawmil, 100%. And the average productivity is 50% (on the top right: 67% * 3/4 = 50%). Why? I've calculated everyghing few times before: the productivity factor is calculated including military buildings where productivity equals 0%. So I have 2 buildings: sawmill 100%, fortress 0%. Average: 50%. For me this calculation is stupid (in Settlers II military buildings didn't count). End addnotation: I want to explain everything and show on screenshots. All of them were taken from 2nd part of Widelands Tournament game (Whynstein vs Tulips). You can watch it if you want And very sorry for a huge post, but I had to Edited: 2015-02-15, 17:14
einstein13 |
GunChleoc |
Posted at: 2015-02-15, 18:08
Bur report for 5) https://bugs.launchpad.net/widelands/+bug/1422147 Busy indexing nil values Top Quote |
wl-zocker |
Posted at: 2015-02-15, 18:59
3) Can you provide the replay in question? (Or am I just overlooking it?) The wrong productivity has been reported in bug 1422149. "Only few people know how much one has to know in order to know how little one knows." - Werner Heisenberg Top Quote |