Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/new-shipping into lp:widelands

2019-08-18 Thread Klaus Halfmann
Mhh, it took about 15-30 minutes to trigger the asserts.
I will be "on call duty" this week, so I have even less time.

I tried one of the new features of trunk : order Soldiers to be sent 
to the port immediateley once it was build. 

As of some Towers "across the Sea", I was able to plan buldings next to 
the Port while it was build. And I connected some Ports being build
to some exiting economy.

I will try some AI-only setups 
(Well he AI fails to grasp the evil tricks needed for this Map..)
I will give this some 4 hours (on 10x Speed or such).

Next I will setup a debugger and give you details from "inside the code".

What OS/CPU/Debugger do you use?

Maybe we should recruit some tester from the tournmanent?

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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands-website/pybb_attachments into lp:widelands-website

2019-08-18 Thread kaputtnik
> I also wonder whether we should disallow map files - it might come in handy 
> if somebody wants some feedback before publishing to the maps section.

I just don't want to have map files in the forum. I 'fear' most (new) users 
will upload a map in the forum instead in the 'right' place. A Feedback can 
also be done in the map comments, or by linking a map in the forum and ask 
there for a feedback. Once there is a fix for bug 357914 'Allow submitters of 
maps to upload new versions' get implement, it should be fine to not allow maps 
in forum.

But of course we can remove that part of code and if we get in trouble we can 
add it again.
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Re: [Widelands-dev] [Merge] lp:~widelands-dev/widelands/new-shipping into lp:widelands

2019-08-18 Thread Benedikt Straub
I tried out all four UnrealAssert savegames now and *none* of them triggered an 
assert fail. Do you have replays that end with assert-crashes?
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