Hi,

I'm replying to both mails at once.

> > > BR#2839 Chossing to land one colonist lands both
> > > ...
> > Did you retest after my latest reply? It is only happening when the dialog
> > show on the provided image is clicked.
> 
> Sorry, I am not sure what you mean by the above. Can you give me a
> detailed description of how you trigger the bug? I have not deliberately
> been testing this, but I do use the disembark dialog fairly often in
> normal testing and have seen nothing lately. However IIRC I have only
> ever seen this problem happen twice (and in both cases I was not sure that
> it had happened), so its likely a Java-instance-sensitive race.
I just:
- loaded savegame included in BR
- moved the ship to the position on picture
- used the keypad on keyboard to attempt moving the ship to the landtile you
see the colonists on in the picture
- saw how the dialog, which you can see in the picture on the reply on the BR
opened up
- clicked the button describing the soldier (or the pioneer)
- all kinds of dialogs pop up twice
- right-click the tile and see both had moved there from the ship

> > > BR#2836 TileInfoPanel glitched
> > Only remaining part, which could be fixed sooner, would be the missing goods
> > icons for mountains/oceans, where I did not find out why that was before
> > writing the issue.
> 
> OK, sounds like we have artwork blockages. I will see what else can be
> done, but BR#2836 is definitely not a release blocker.
> 
That part is from 2 useless empty lines between Defence and Movement, which
for some reason happens for mountain and ocean tiles, but not others.
This probably pushes the goods icons showing the tile production below the
cutoff point in the TileInfoPanel and so they can be seen only on other tiles.

> >[BR#2836 TileInfoPanel glitched]
> > > I recently saw there is only one of the fish resource
> > > infos shown in the message for one tile, have there been changes?  
> 
> I am still seeing double bonuses where a river meets the coast.  AFAICT
> this is correct.
> 
I thought the info about the fish bonus near beach was missing, but is shown 
now.
If 2 or more boni happen to be on a single tile its cut off now, cause of
the larger font.

> I have added a routine to split text and used it in the parts of InfoPanel.
> This has fixed the problems I was seeing in UnitInfoPanel, but testing is
> limited.
> 
I think we have something in Utility for a larger text area with automatic
linefeeds, but its probably not appropriate for using it in that tiny space.

> The tiny font in TileInfoPanel was just too small, so I have dropped it
> for now in attempt to make it work with a normal font.  There has
> been some unification of the texts, but opportunities are limited
> because we have to be quite terse there still, unlike in TilePanel.
> I may yet add the defence and movement information to TilePanel.  Part of
> the fix has been to shorten the defence and movement texts, which will not
> be showing up in translation yet, so expect them to be truncated in
> non-vanilla locales.  The placement of the icon seems flakey, hills tiles
> in particular are truncated at the bottom.  Do you know what is happening
> there?  What I would like is for the icon to be a bit smaller,
> is there a way to get that with createTileImageWithBeachBorderAndItems?
> 
The problem with the Hills, Mountains and Forests was also caused by the
larger font. It basically needs more space and pushes the image down, far
enough for parts of it getting cut off. The panel is somehow smaller than
the skin, which gets separately drawn. You may find a way to get the unused
area on the edge of screen at bottom and right side smaller.
Though I now added a resized image of the skin, which is slightly blurred,
but worth it, as this got a usable area of about 305x160 (or maybe 5 pixel
smaller), which is about 30 pixel more than it had been before.
Thats enough for the mountains, at least.
Mountains are 96 pixel high, forests 84 and normal tiles only 64; I added
the numbers near beginning of the ImageLibrary class.

I would not make the tile image smaller, as that would need a third
MapViewer, while I was hoping of someday eliminating the second providing
the 1:1 images for panels and moving necessary code to ImageLibrary or
a new class.
You could resize it after creating the image, but I tried to eliminate
code doing such from the codebase, as it goes contrary to the caching in
ResourceManager, reduces image quality and costs cpu time.

> The EndTurnPanel has also been kicked, so far without incident.
> 
Nice.


Greetings,

wintertime

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