Activity log for bug #1821167

Date Who What changed Old value New value Message
2019-03-21 10:29:26 Vier Eck bug added bug
2019-03-21 10:30:34 Vier Eck attachment added Attachmend [¹]: The location of a construction site which does not get wares allocated. https://bugs.launchpad.net/widelands/+bug/1821167/+attachment/5248188/+files/construction_site_not_getting_wares_allocated.png
2019-03-21 10:31:40 Vier Eck attachment added Attachment [²]: The location of the log which keeps lying around at a flag. https://bugs.launchpad.net/widelands/+bug/1821167/+attachment/5248189/+files/log_lying_around.png
2019-03-21 10:33:25 Vier Eck attachment added Attachment [³]: The savegame after >~ 2 hours of gametime with persisting problems (1) and (2). https://bugs.launchpad.net/widelands/+bug/1821167/+attachment/5248190/+files/savegame.wgf
2019-03-21 10:35:05 Vier Eck attachment added Attachment [⁴]: The replay from after >~ 2 hours of gametime with persisting problems (1) and (2). https://bugs.launchpad.net/widelands/+bug/1821167/+attachment/5248191/+files/replay.wrpl
2019-03-21 10:35:55 Vier Eck attachment added Attachment [⁵]: The replay's savegame from after >~ 2 hours of gametime with persisting problems (1) and (2). https://bugs.launchpad.net/widelands/+bug/1821167/+attachment/5248192/+files/replay.wrpl.wgf
2019-03-21 10:39:07 Vier Eck attachment added Attachment [⁵]: The XZ-compressed terminal output of `widelands --verbose` (combined stdout and stderr) from after >~ 2 hours of gametime with persisting problems (1) and (2). https://bugs.launchpad.net/widelands/+bug/1821167/+attachment/5248193/+files/widelands-terminal-output.log.xz
2019-03-21 10:41:34 Vier Eck attachment added Attachment [⁶]: The savegame after additional +20 minutes test without harbours and with a single economy. https://bugs.launchpad.net/widelands/+bug/1821167/+attachment/5248194/+files/savegame_after_+20min_without_harbours.wgf
2019-03-21 10:44:09 Vier Eck attachment added Attachment [⁷], part 1: The replay from after additional +20 minutes test without harbours and with a single economy. https://bugs.launchpad.net/widelands/+bug/1821167/+attachment/5248195/+files/replay_after_+20min_without_harbours.wrpl
2019-03-21 10:45:41 Vier Eck attachment added Attachment [⁷], part 2: The replay's savegame from after additional +20 minutes test without harbours and with a single economy. https://bugs.launchpad.net/widelands/+bug/1821167/+attachment/5248196/+files/replay_after_+20min_without_harbours.wrpl.wgf
2019-03-21 10:48:07 Vier Eck attachment added Attachment [⁸]: The XZ-compressed terminal output of `widelands --verbose` (combined stdout and stderr) from after additional +20 minutes test without harbours and with a single economy. https://bugs.launchpad.net/widelands/+bug/1821167/+attachment/5248197/+files/widelands-terminal-output_after_+20min_without_harbours.log.xz
2019-03-21 10:53:00 Vier Eck description Applies to widelands version: At least bzr9019[trunk] (Release). In gameplay I encountered the situation that I have: (1) A couple of construction sites which wait for wares but do not get them allocated (if I click on the construction site, the icon for the ware is the light variant, meaning that not ware is allocated). The economy has more than enough of the needed wares. When I then click on the construction site and move the sliders for the number of wares to store at the construction site to the most left, and then back to the right, wares will get allocated and the construction will finish. [¹] I attach a screenshoot showing the location of one of those construction sites; more are to the west. (Filename: 'construction_site_not_getting_wares_allocated.png'.) (2) There is a place where at a flag a wood log is lying around. It will not be transported anywhere; not to a construction site, not to a building processing it, and also not to a warehouse (there is one nearby which accepts logs). When I open a construction site nearby which needs wood logs, then the log will be allocated for that construction site and transported there. Otherwise, it will stay lying around. [²] I attach a screenshoot showing the location of the log which is lying around. (Filename: 'log_lying_around.png'.) All this I observed for at least 2 hours of gameplay (the not finishing construction sites most probably much longer, but I explcitly tested only for two hours). [³] I attach a savegame which was done after the 2 hours of test (Filename: 'savegame.wgf'), and [⁴] I attach a replay from after the two hours of test (the replay was autosaved when exiting the game) (Filenames: 'replay.wrpl' and 'replay.wrpl.wgf'), and [⁵] I attach the output of running widelands with `widelands --verbose 2>&1` (combined stdout and stderr). (Filename: 'widelands-terminal-output.log.xz' -- XZ compressed.) (3) After creation of the savegame [³], I did run another test, based on loading the savegame [³] (so continuing on): I did burn down all harbours, and I connected everything into one economy by land. I did burn down the one warehouse in the game which I ordered to move out all wares (and was in the middle of this process). I did let it run for another 20 minutes of gameplay. The things I observed in (1) and (2) did not change within the time of this test. [⁶] I attach a savegame after those additional 20 minutes of test (Filename: savegame_after_+20min_without_harbours.wgf), and [⁷] I attach a replay from after those additional 20 minutes of test (the replay was autosaved when exiting the game) (Filenames: 'replay_after_+20min_without_harbours.wrpl' and (replay_after_+20min_without_harbours.wrpl.wgf'), and [⁸] I attach the output of running widelands with `widelands --verbose 2>&1` (combined stdout and stderr). (Filename: 'widelands-terminal-output_after_+20min_without_harbours.log.xz' -- XZ compressed.) Applies to widelands version: At least bzr9019[trunk] (Release). In gameplay I encountered the situation that I have: (1) A couple of construction sites which wait for wares but do not get them allocated (if I click on the construction site, the icon for the ware is the light variant, meaning that not ware is allocated). The economy has more than enough of the needed wares. When I then click on the construction site and move the sliders for the number of wares to store at the construction site to the most left, and then back to the right, wares will get allocated and the construction will finish. [¹] I attach a screenshoot showing the location of one of those construction sites; more are to the west. (Filename: 'construction_site_not_getting_wares_allocated.png'.) (2) There is a place where at a flag a wood log is lying around. It will not be transported anywhere; not to a construction site, not to a building processing it, and also not to a warehouse (there is one nearby which accepts logs). When I open a construction site nearby which needs wood logs, then the log will be allocated for that construction site and transported there. Otherwise, it will stay lying around. [²] I attach a screenshoot showing the location of the log which is lying around. (Filename: 'log_lying_around.png'.) All this I observed for at least 2 hours of gameplay (the not finishing construction sites most probably much longer, but I explcitly tested only for two hours). [³] I attach a savegame which was done after the 2 hours of test (Filename: 'savegame.wgf'), and [⁴] I attach a replay from after the two hours of test (the replay was autosaved when exiting the game) (Filenames: 'replay.wrpl' and 'replay.wrpl.wgf'), and [⁵] I attach the output of running widelands with `widelands --verbose 2>&1` (combined stdout and stderr). (Filename: 'widelands-terminal-output.log.xz' -- XZ compressed.) (3) After creation of the savegame [³], I did run another test, based on loading the savegame [³] (so continuing on): I did burn down all harbours, and I connected everything into one economy by land. I did burn down the one warehouse in the game which I ordered to move out all wares (and was in the middle of this process). I did let it run for another 20 minutes of gameplay. The things I observed in (1) and (2) did not change within the time of this test. [⁶] I attach a savegame after those additional 20 minutes of test (Filename: savegame_after_+20min_without_harbours.wgf), and [⁷] I attach a replay from after those additional 20 minutes of test (the replay was autosaved when exiting the game) (Filenames: 'replay_after_+20min_without_harbours.wrpl' and (replay_after_+20min_without_harbours.wrpl.wgf'), and [⁸] I attach the output of running widelands with `widelands --verbose 2>&1` (combined stdout and stderr). (Filename: 'widelands-terminal-output_after_+20min_without_harbours.log.xz' -- XZ compressed.) [⁹] I attach (for couriosity purposes, maybe) a screenshoot showing the warehouse which I did burn down in this additional test. (Filename: 'warehouse_orderd_emptying.png'.)
2019-03-21 10:54:01 Vier Eck attachment added Attachment [⁹]: The location of the warehouse which is ordered to put out all wares and which I burnt down for the test (3). https://bugs.launchpad.net/widelands/+bug/1821167/+attachment/5248198/+files/warehouse_orderd_emptying.png
2019-03-21 10:55:22 Vier Eck description Applies to widelands version: At least bzr9019[trunk] (Release). In gameplay I encountered the situation that I have: (1) A couple of construction sites which wait for wares but do not get them allocated (if I click on the construction site, the icon for the ware is the light variant, meaning that not ware is allocated). The economy has more than enough of the needed wares. When I then click on the construction site and move the sliders for the number of wares to store at the construction site to the most left, and then back to the right, wares will get allocated and the construction will finish. [¹] I attach a screenshoot showing the location of one of those construction sites; more are to the west. (Filename: 'construction_site_not_getting_wares_allocated.png'.) (2) There is a place where at a flag a wood log is lying around. It will not be transported anywhere; not to a construction site, not to a building processing it, and also not to a warehouse (there is one nearby which accepts logs). When I open a construction site nearby which needs wood logs, then the log will be allocated for that construction site and transported there. Otherwise, it will stay lying around. [²] I attach a screenshoot showing the location of the log which is lying around. (Filename: 'log_lying_around.png'.) All this I observed for at least 2 hours of gameplay (the not finishing construction sites most probably much longer, but I explcitly tested only for two hours). [³] I attach a savegame which was done after the 2 hours of test (Filename: 'savegame.wgf'), and [⁴] I attach a replay from after the two hours of test (the replay was autosaved when exiting the game) (Filenames: 'replay.wrpl' and 'replay.wrpl.wgf'), and [⁵] I attach the output of running widelands with `widelands --verbose 2>&1` (combined stdout and stderr). (Filename: 'widelands-terminal-output.log.xz' -- XZ compressed.) (3) After creation of the savegame [³], I did run another test, based on loading the savegame [³] (so continuing on): I did burn down all harbours, and I connected everything into one economy by land. I did burn down the one warehouse in the game which I ordered to move out all wares (and was in the middle of this process). I did let it run for another 20 minutes of gameplay. The things I observed in (1) and (2) did not change within the time of this test. [⁶] I attach a savegame after those additional 20 minutes of test (Filename: savegame_after_+20min_without_harbours.wgf), and [⁷] I attach a replay from after those additional 20 minutes of test (the replay was autosaved when exiting the game) (Filenames: 'replay_after_+20min_without_harbours.wrpl' and (replay_after_+20min_without_harbours.wrpl.wgf'), and [⁸] I attach the output of running widelands with `widelands --verbose 2>&1` (combined stdout and stderr). (Filename: 'widelands-terminal-output_after_+20min_without_harbours.log.xz' -- XZ compressed.) [⁹] I attach (for couriosity purposes, maybe) a screenshoot showing the warehouse which I did burn down in this additional test. (Filename: 'warehouse_orderd_emptying.png'.) Applies to widelands version: At least bzr9019[trunk] (Release). Related forum post: https://wl.widelands.org/forum/post/27354/. In gameplay I encountered the situation that I have: (1) A couple of construction sites which wait for wares but do not get them allocated (if I click on the construction site, the icon for the ware is the light variant, meaning that not ware is allocated). The economy has more than enough of the needed wares. When I then click on the construction site and move the sliders for the number of wares to store at the construction site to the most left, and then back to the right, wares will get allocated and the construction will finish. [¹] I attach a screenshoot showing the location of one of those construction sites; more are to the west. (Filename: 'construction_site_not_getting_wares_allocated.png'.) (2) There is a place where at a flag a wood log is lying around. It will not be transported anywhere; not to a construction site, not to a building processing it, and also not to a warehouse (there is one nearby which accepts logs). When I open a construction site nearby which needs wood logs, then the log will be allocated for that construction site and transported there. Otherwise, it will stay lying around. [²] I attach a screenshoot showing the location of the log which is lying around. (Filename: 'log_lying_around.png'.) All this I observed for at least 2 hours of gameplay (the not finishing construction sites most probably much longer, but I explcitly tested only for two hours). [³] I attach a savegame which was done after the 2 hours of test (Filename: 'savegame.wgf'), and [⁴] I attach a replay from after the two hours of test (the replay was autosaved when exiting the game) (Filenames: 'replay.wrpl' and 'replay.wrpl.wgf'), and [⁵] I attach the output of running widelands with `widelands --verbose 2>&1` (combined stdout and stderr). (Filename: 'widelands-terminal-output.log.xz' -- XZ compressed.) (3) After creation of the savegame [³], I did run another test, based on loading the savegame [³] (so continuing on): I did burn down all harbours, and I connected everything into one economy by land. I did burn down the one warehouse in the game which I ordered to move out all wares (and was in the middle of this process). I did let it run for another 20 minutes of gameplay. The things I observed in (1) and (2) did not change within the time of this test. [⁶] I attach a savegame after those additional 20 minutes of test (Filename: savegame_after_+20min_without_harbours.wgf), and [⁷] I attach a replay from after those additional 20 minutes of test (the replay was autosaved when exiting the game) (Filenames: 'replay_after_+20min_without_harbours.wrpl' and (replay_after_+20min_without_harbours.wrpl.wgf'), and [⁸] I attach the output of running widelands with `widelands --verbose 2>&1` (combined stdout and stderr). (Filename: 'widelands-terminal-output_after_+20min_without_harbours.log.xz' -- XZ compressed.) [⁹] I attach (for couriosity purposes, maybe) a screenshoot showing the warehouse which I did burn down in this additional test. (Filename: 'warehouse_orderd_emptying.png'.)
2019-03-22 18:26:08 GunChleoc widelands: milestone build21-rc1
2019-03-25 15:09:01 hessenfarmer widelands: status New Confirmed
2019-03-25 18:28:30 GunChleoc widelands: importance Undecided High
2019-04-02 20:47:50 kaputtnik marked as duplicate 1821965