Hi again,

> The turn fix is git.eb314e5.  I still have some doubts about this, but it
> survived the regression tests.  Feel free to go ahead with your mods.

Ok, i have made my adjustments.


First of all i have fixed a bug in Turn.getSeason() :
https://sourceforge.net/u/fenyo1/freecol/ci/getSeasonBugFix/
https://github.com/fenyo1/FreeCol/tree/getSeasonBugFix


I have made my seasons mods for the current version:
Four Seasons
Month Seasons
Week Seasons
Day Seasons
https://sourceforge.net/u/fenyo1/freecol/ci/seasonMods/
https://github.com/fenyo1/FreeCol/tree/seasonMods


I think it is better to generalize the twoTurnsPerYear message,
because if we use a season mod, the number of seasons will not be 2.
Result:
https://sourceforge.net/u/fenyo1/freecol/ci/twoTurnsPerYearGeneralized/
https://github.com/fenyo1/FreeCol/tree/twoTurnsPerYearGeneralized


And i think it is better to introduce leading zeroes to the season number
in the savegame suffix, which depends on how many seasons currently we have.
Why?
Because in Windows, if there is a file with name _1_
and a file with a name _10_
it will sort them as _10_, and then _1_.
Of course this is a problem only if the player uses at least 10 seasons.
It is sure that _01_ and _10_ will be sorted as _01_, and then _10_, in every 
OSes.
Oh, and i think the first default season (if there are no seasons specified)
is "Season 1", not "Season 0", so i think that index should be increased in 
NameCache.java.
Results:
https://sourceforge.net/u/fenyo1/freecol/ci/seasonSaveGameSuffixFixes/
https://github.com/fenyo1/FreeCol/tree/seasonSaveGameSuffixFixes


And i have discovered a MAJOR problem what we should resolve somehow.
When we have all four season mods (4seasons,months,weeks,days) in the mods
directory, the game reads in ALL of them (FreeColMessages.properties file),
regardless that we have enabled the certain mod or not.
And when it does, it overwrites the nameCache.season.0 names!!!
So if i select the DaySeasons mod in the "User Mods" options,
it enables that, but in the game i see
"Week 1", ... "Week 52", and then "February 22" as seasons.
Because the names of nameCache.season.0 ... nameCache.season.51
had been overwritten with the last read mod, which is the weekmod.

And this problem is not just season-related!
The plantForest mod also defines custom names,
and they are in the game, regardless that the player enabled them or not.
"markovoss" mod also defines custom names, same problem.
And any mod which is just want to overwrite names, had this problem!

How can we solve this problem?
Ideas?
Hmm, maybe if the game would read only the messages (from the 
FreeColMessages.properties file)
with the mod id specified in mod.xml, and read the complete file only if the 
mod is actually enabled.
Or maybe the game should just read-in the messages started with "mod." and the 
rest when enabled.
Opinions?


Regards,
Fenyo
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