On Mon, 2 Jan 2023 23:32:44 +
Stian Grenborgen wrote:
> FreeCol 1.0.0 has now been released.
Congratulations and thanks to all involved.
(Hope to be back to the bug list soon:-)
Cheers,
Mike Pope
pgpD6cOiKeaLk.pgp
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On Sun, 25 Sep 2022 17:46:42 +
Stian Grenborgen wrote:
> I have noticed that some of the game/client options could have been
> implemented using a mod ... and some of the mods (like convertUpgrade) seem
> more suitable for an option.
>
> Perhaps we should make a SpecificationChangeOption wi
On Sat, 24 Sep 2022 13:10:58 -0700
David Lewis wrote:
>[Casas]
We discussed Casas years ago, and agreed the Col1 behaviour was broken.
You might want to look at the convertUpgrade mod which emerged from that
discussion.
Cheers,
Mike Pope
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Description: OpenPGP digital signature
On Sat, 3 Sep 2022 08:37:48 +
Stian Grenborgen wrote:
> I'm currently working on a new AI system for managing the colonies.
Its indeed time someone had another crack at colony management. All I can
say in defence of its current state is that every rewrite so far has been
an improvement:-).
On Sat, 3 Sep 2022 08:51:07 +
Stian Grenborgen wrote:
> The main problem with the rewrite is lack of tests for the correct tile
> production values ...
I thought we had *some* tests... TileTest exists.
Cheers,
Mike Pope
pgpO1uAYBsNlm.pgp
Description: OpenPGP digital signature
On Sat, 3 Sep 2022 08:51:07 +
Stian Grenborgen wrote:
> The main problem with the rewrite is lack of tests for the correct tile
> production values ...
There is/was effort to determine the Col1 values, but as you note, it is a
lot of work. See:
https://sourceforge.net/p/freecol/wiki/WWC1D%
On Sun, 19 Jun 2022 07:33:32 +
Stian Grenborgen wrote:
> I think we should release 0.13.0 rather soon. Are there any release blockers
> left?
Go for it. Enough bugs have been fixed. I have some more fixes underway
starting with the older stuff, but available time is unpredictable.
> BTW,
On Thu, 5 May 2022 17:45:19 +
Stian Grenborgen wrote:
> I have just added a new Windows installer for 0.12.0 that includes a JVM:
> https://sourceforge.net/projects/freecol/files/freecol/freecol-0.12.0/
>
> If this works properly, I can look into building a new release package for
> macOs th
On Sun, 1 May 2022 09:33:19 +
Stian Grenborgen wrote:
> I'm wondering why we are using Connection.request instead of just
> Connection.sendMessage.
Almost certainly its historic. When the DOM-removal was happening we went
to really conservative messaging (e.g. overuse of askMessage), which
On Sun, 1 May 2022 13:34:17 +0930
"Michael T. Pope" wrote:
> I have uploaded 0.12.0, but mucked up the files that needed changing on
> the website...
Sort of fixed. I found a post about the jekyll config in our mailing list
archives. I may have missed a file or two, as the uplo
I have uploaded 0.12.0, but mucked up the files that needed changing on
the website. Can someone remind me of what needs to be kicked before
uploading from our www.freecol.org directory? You can see the failure on
pages like: https://www.freecol.org/download.html
Cheers,
Mike Pope
pgpZNHqHfi_A
FreeCol 0.12.0 has been released. The release notes are at:
https://sourceforge.net/p/freecol/wiki/0.12.0%20Release%20Notes/
Yeah, it took a while.
Cheers,
Mike Pope
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Freecol-developers mail
On Wed, 27 Apr 2022 21:11:20 +
Stian Grenborgen wrote:
> * We are now using https for freecol.org
> * The master branch on SF.net is automatically mirrored to GitHub on every
> push (using a server hook).
> * GitHub Actions is used for building on every push, and making the packages
> availa
On Sun, 24 Apr 2022 09:52:03 +
Stian Grenborgen wrote:
> We equip non-scouting specialists with horses, muskets and tools to better
> utilize the capacity of the ship. These units should never be sent on a
> ScoutingMission (likewise for soldiers and pioneers).
This "should not happen":-),
On Sun, 24 Apr 2022 10:46:23 +
Stian Grenborgen wrote:
> > [ https://sourceforge.net/p/freecol/wiki/0.12.0%20Release%20Notes/ ]
> > In game music from Alexander Zhelanov
>
> I think we should postpone adding the music until FreeCol 0.13.0, and make
> that release one/two month(s) from now. T
On Sun, 24 Apr 2022 08:00:12 +
Stian Grenborgen wrote:
> There is a bug in Cortado that prevents playing the intro movie on systems
> where "java.vendor" does not contain a space:
> https://gitlab.xiph.org/xiph/cortado/-/blob/master/src/com/fluendo/player/CortadoPipeline.java#L601
>
> I have
On Fri, 22 Apr 2022 20:29:39 +0930
"Michael T. Pope" wrote:
> .. only one that I consider release blocking,
> which is Marcin's REF immediate surrender problem in #3246. So that is
> now my high priority weekend job.
I think we are good for release following git.c9eed
On Sat, 23 Apr 2022 18:54:47 +
Stian Grenborgen wrote:
> We are still running our website www.freecol.org using http. It's possible
> switching over to https, while keeping our own domain name, by requesting it
> from SourceForge. They would need to manually add our domain to the list of
>
On Sat, 23 Apr 2022 17:06:49 +
Stian Grenborgen wrote:
> > One issue with the process is it isn't consistently timed as I have to
> > physically perform each part
> > of the process. I also cannot generate the MacOS installer.
>
> The Mac bundle can be created using GitHub Actions. We can al
On Fri, 22 Apr 2022 13:54:05 +0930
"Michael T. Pope" wrote:
> I will try to do the review this evening.
How about that, we are in pretty good shape. I have looked through the
bugs back to 0.11.6, and found only one that I consider release blocking,
which is Marcin's REF i
On Thu, 21 Apr 2022 18:09:51 +
Stian Grenborgen wrote:
> We have made great progress on FreeCol since our last release, and should
> make an official release rather soon.
>
> I think releasing the game as 1.0 will show the level of maturity our game
> has reached ... and also signify the aw
On Sun, 3 Apr 2022 11:22:41 +
Stian Grenborgen wrote:
> I just noticed that units are removed immediately from display when no longer
> within canSeeTiles. In the 0.10 releases they were removed at the end of turn
> which I think makes more sense.
>
> Anyone who can remember if this was int
Apparently FreeCol has qualified for some sourceforge awards. Here is the
text of the message I received. Odd that there is a duplicate...
Cheers,
Mike Pope
Begin forwarded message:
*
FreeCol Wins an Award from SourceForge
***
The recent bump to Java 9 is probably not ideal, as it is not a Long Term
Supported release. Indeed it is nominally already unsupported... not that
suport from Oracle is all that impressive. Nevertheless with my Security
Person Hat on, I would be more comfortable with a bump to a LTS release,
whi
BR#3238 was pretty hairy. The main bug with colonies of apparent zero
size was lurking in the way tile ownership is updated, which I had never
seen because it was triggered when founding a colony next to an existing
one, which I never do:-). However, there was also a display bug, the map
did not
On Thu, 27 Jan 2022 18:16:03 +
Stian Grenborgen wrote:
> One thing I find strange, however, is why the client options are stored with
> the save game. The separation between game options and client options was
> originally in order to separate global options from those that should
> influen
On Sun, 16 Jan 2022 17:50:24 +
Stian Grenborgen wrote:
> I have introduced a few new option groups in order to better organize the
> client options:
I have a patch to gracefully update old games to the new format.
However, point of clarification, client-options.xml has the warehouse,
message
On Sun, 16 Jan 2022 17:50:24 +
Stian Grenborgen wrote:
> I have introduced a few new option groups in order to better organize the
> client options:
No issue with the reorganization. However I suspect the backward
compatibility code needs some updates as a result. I will be back to
coding
On Wed, 22 Dec 2021 12:31:03 + (UTC)
D Blakeley wrote:
> Hey guys,
> As some of you know I'm not programmer so anything I say about this should be
> taken with a grain of salt lol. However today I noticed some panic in the fan
> game community regarding fan games made with Java due to a 'Jav
On Wed, 22 Dec 2021 17:53:59 +0100 (CET)
Stefan Fellner wrote:
> > I think that might be overkill. I might be misunderstanding here. What
> > is currently wrong?
> >
> Col1 (v3) would grant you the 11x11 sight radius for all colonies, also newly
> founded, also your own colonies. Also with the
On Tue, 21 Dec 2021 19:26:35 +0100 (CET)
Stefan Fellner wrote:
> I added to your ServerPlayer#csEndTurn (you added for laSalle), also the
> coronado-reveal territory call, for in col1 that also applies for all newly
> founded colonies.
I think that might be overkill. I might be misunderstandin
On Thu, 16 Dec 2021 20:36:38 +1030
"Michael T. Pope" wrote:
> > On the place to put it, I think it's fine to do it at turn-end, if that's
> > too much traffic.
>
> Lets put it there for now and see how it behaves. I think it makes the
> most sense with
On Thu, 16 Dec 2021 17:49:01 +0100 (CET)
Stefan Fellner wrote:
>[Lots of testing]
Argh, that is indeed complex and weird. I really do not like mere
exploration making implicit land claims. If we implemented that directly
the native anger levels would go through the roof.
> Now what do we want
On Thu, 16 Dec 2021 10:42:49 +0100 (CET)
Stefan Fellner wrote:
> If you have more col1 questions / uncertainity - I am happy to share
> screenshots, or try it on the spot.
There are a bunch of open questions on the wiki I mentioned earlier. That
would be a great mission for you to take on: Kill
On Thu, 16 Dec 2021 10:14:36 +0100 (CET)
Stefan Fellner wrote:
> here's the screenshots from col1 regarding claim land.
> -> before it's iroquois land, already after I moved the pioneer to the tile,
> the land got claimed (even before i started to improve the tile). (I have
> Peter Minuit - if I
On Wed, 15 Dec 2021 14:48:53 +
Stian Grenborgen wrote:
> The bug is in SwingGUI.animate where the tile bound is used instead of the
> proper unit bounds when updating the map. This bug has been in the code for
> more than a year, but was hidden by the bug triggering a loop of repaints of
>
On Wed, 15 Dec 2021 16:58:05 +0100 (CET)
Stefan Fellner via Freecol-developers
wrote:
> For founding father La Salle you would usually get the stockade for all
> colonies reaching population of 3.
> Currently it seems that it only applies to the colonies you are currently
> owning when la salle
> On Sat, 11 Dec 2021 17:44:13 -
> "Stian Grenborgen" wrote:
> > BTW, the supporting code that made the game run smoothly on a 200MHz CPU
> > have disappeared. Like fullscreen mode, buffer strategies (page flipping
> > etc), aggressive clipping and incremental painting.
Ah, I see aggressive
On Wed, 15 Dec 2021 00:36:35 +0100 (CET)
Stefan Fellner wrote:
> I did a bit debugging on goto orders.
> I attached a save game, hope this works :)
I have the save, and appreciate the test case. However the patch does not
apply to current trunk.
459 Malbec] patch -p1 < ~/improve-goto-orders.pat
On Tue, 14 Dec 2021 15:56:40 +0100 (CET)
Stefan Fellner wrote:
> For the "lost" lumber when clearing the forrest:
> Wouldn't it then be the solution to claim the land as soon as the pioneer
> clears the forrest?
That makes sense, but the right way to resolve such questions is to ask:
What woul
On Tue, 14 Dec 2021 14:56:29 +0100 (CET)
Stefan Fellner wrote:
> you're right - I should only do one thing at a time.
>
> I figured it is problematic - so it needs more thorough testing.
>
> I will try to nail it down one-for-one and describe the (possible)
> improvement i see.
Thanks. This a
On Tue, 14 Dec 2021 20:24:35 +0100 (CET)
Stefan Fellner wrote:
> I am not sure what you mean with the graphics files - if you are referring to
> the icons (cigars_import.png, ...), I have added them on purpose - they are
> the original icons plus an arrow green/red for the direction.
OK, I misu
On Sun, 12 Dec 2021 21:35:42 +0100 (CET)
Stefan Fellner wrote:
> I have been working on TradeRouteInputPanel the last week and I got it
> running now.
Er, the attached patch contains a lot of stuff unrelated to the TRIP.
I am pretty sure the changes to the graphics files are not what you wanted!
On Mon, 13 Dec 2021 18:05:09 +0100 (CET)
Stefan Fellner via Freecol-developers
wrote:
> another small quickwin, on unit activation / endofturn handling.
>
> this two small changes improve the activated units handling considerably - at
> least for me while playing.
Can you describe test cases wh
On Mon, 13 Dec 2021 15:15:03 +0100 (CET)
Stefan Fellner via Freecol-developers
wrote:
> another quickfix:
> The production labels should only show the "stockValue" aka stockLevel for
> the ReportClassicColonyPanel.
> Otherwise on the colony screen you get all this production labes like "0 +
> 12
On Mon, 13 Dec 2021 13:11:46 +0100 (CET)
Stefan Fellner via Freecol-developers
wrote:
> just a question as I noticed this during playing:
> Is this on purpose that when building a colony that the surrounding tiles are
> not claimed automatically?
Yes. Some players complained that they did not w
On Sun, 12 Dec 2021 21:35:42 +0100 (CET)
Stefan Fellner wrote:
> I have been working on TradeRouteInputPanel the last week and I got it
> running now.
Will have a look soon. Out of time today.
> I changed the layout so that you can now define which goods you want to load
> and or unload at a
On Sun, 12 Dec 2021 09:01:05 +
Stian Grenborgen wrote:
> The point is that we might need to write more automated tests. Writing GUI
> tests is quite difficult right now since we lack the supporting code.
Quite so. The test suite has prevented many game logic regressions, and I
have long wis
log-is-bad-but-at-least-it-does-not-hang-the-game
From: "Michael T. Pope"
To: freecol-developers@lists.sourceforge.net
Cc: stian...@student.matnat.uio.no
Subject: Re: [Freecol-developers] Weird full screen problems
Date: Mon, 27 Jan 2014 22:31:39 +1030
Organization: FESOSA
On Fri, 24 J
On Sun, 5 Dec 2021 04:01:04 +
Jonathan Aquilina wrote:
> I noticed you mention the ram issues below. Can I make a suggestion and do
> maybe like mine craft does. If you have mod's for example you can through the
> curse launcher remove the system allocated amount of ram and manually
> alloc
On Sat, 4 Dec 2021 11:25:52 +
Stian Grenborgen wrote:
> > Activity has been weak this year... here is to a better 2022.
>
> I will definitely try to help make that dream come true ;-)
>
> Hoping you also have more time to spend in 2022, Mike!
Well, its a low bar to jump:-)
> > I doubt any
On Thu, 2 Dec 2021 14:46:44 +0100 (CET)
Stefan Fellner via Freecol-developers
wrote:
> I have been watching the project quite some time and I want to participate in
> the development process, if you guys are still activly developing.
Activity has been weak this year... here is to a better 2022.
On Sat, 20 Nov 2021 12:37:48 +
Stian Grenborgen wrote:
> I have been in the background for quite some time while doing non-programming
> stuff -- like keeping the domain name and moderating the mailing lists. Now
> is the time to start coding again ;-)
That will be great. We have problems.
On Sun, 30 May 2021 08:46:33 +0200
win...@genial.ms wrote:
> I just found out while trying to trigger a new nightly release
> that there are major changes between Github and travis-ci.org
> and when clicking the build button on https://github.com/FreeCol/freecol
> there is a warning they shut down
Caleb, why are you committing to github only? The main branch is still on
sourceforge, github is only supposed to mirror it. The repos are now
diverged and include duplicate work (the copyright years) which may be
annoying to untangle.
Cheers,
Mike Pope
pgps5uO9wZBQv.pgp
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On Wed, 5 Aug 2020 17:17:01 -0400
"Mr. Pavel Koterniak" wrote:
> (In regards to Indians and Indian Report)
> 1) Add the amount (number) of muskets and horse herds each tribe has.
Where did this information appear in Col1? I have always been dubious
about for example revealing that information on
I am trying to understand and document the map drawing logic in MapViewer.
There are quite a few magic variables, which I think fit into three
categories:
1. Dependent on map scale: e.g. tileHeight et al
I think I understand these, and have collected their maintenance
into updateScaledVaria
On Sun, 19 Jul 2020 13:20:06 + (UTC)
D Blakeley via Freecol-developers
wrote:
> In regards to the SF forum activity could Mike, Winter or anyone else who has
> good technical knowledge of the game do a quick pass on the recent threads?
I have read everything. I always do. But I prioritize
The InfoPanel (bottom right corner:-) has been a longstanding wart. I
had time today to hack at it, and just committed a simplification that
fixes some mistakes I have added over the years. I am now hopeful the
empty InfoPanel bugs have been tracked down. However... I did mess with
the placement
On Tue, 16 Jun 2020 08:50:48 +0200
Jonathan Aquilina wrote:
> I was under the impression and it was an incorrect one that freecol was
> built on the oracle version of java. If its based on openjdk no concern
> here.
The FreeCol project does not require a specific Java implementation. If
someone
Quick heads up. According to wikipedia at least, Java 8 is scheduled to
be updated for the last time in December this year, so we should probably
move to Java 11 (the next one that has long term support) around then.
The good news is that today while trying to find an out of memory bug
when testi
On Sun, 31 May 2020 16:10:47 + (UTC)
D Blakeley wrote:
> [lots of stuff about maps]
The maps are in (git.5b617fe). Many thanks to Blake for a lot of
wrangling.
Cheers,
Mike Pope
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Freeco
On Sun, 31 May 2020 16:10:47 + (UTC)
D Blakeley wrote:
> Guide 1: Updating the Features
> section:https://sourceforge.net/p/freecol/discussion/719661/thread/42b0844f/?page=1&limit=25#4619
>
> Guide 2: Updating the screenshots section: (I've selected 6 nice shots and
> attached them to the p
OK, bit more time to go through the mail.
> 2. As for Rafael's changes and storing Author and description in the map
> file...
The issue here is that we can not store the description in the map
iteself because it needs to be translated. The author is fine.
Currently we effectively do neither.
Quick reply. I have dealt with #1 and commented on #3, but it is time to
go to work.
Cheers,
Mike Pope
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Description: OpenPGP digital signature
___
Freecol-developers mailing list
Freecol-developers@lists.sourceforge.net
https://lists.
Productive (for freecol) day for the first time this month. I have fixed
merged or at least reviewed all the new bugs since I last had a chance to
look, all the github issues, and all the github merge requests. As usual
there are cases where we need more information, but hopefully the bad ones
li
On Sun, 15 Mar 2020 11:47:42 + (UTC)
D Blakeley wrote:
> I've gotta say with all due respect it seems strange that the whole map usage
> system requires manual entry into some translation list instead of storing
> the required extra info in the map files themselves and simply having a map
>
> Just letting you know the good news that a number of different people are
> making contributions to FreeCol on github...
Quite so. Pity they are a bit down the list. I was away last week, and
am now stuck at github issue#32 which is proving to be a PITA, and there is
a new sourceforge bug to
Does anyone have a saved game just prior to the Spanish Succession event?
I am trying to reproduce an associated bug, but my test game is so old
(started in 0.10.0!) that I have to run a patched version of trunk to get
it to even load. Something more recent would be more useful.
Cheers,
Mike Pope
I have gone through the sourceforge bug list. There are several bugs
that need some work, although nothing too scary. Most of the open
bugs are now open-needs-info because I can not reproduce the problem.
The other category of interest is "not sure if they are fixed". So if
anyone has some time,
On Tue, 14 Jan 2020 09:15:42 +0100
win...@genial.ms wrote:
> As far as the discussion was gone, which we had about doing
> 0.12.0 soon, is there any annoying+blocking bugs left?
I am working through the github issues. I want to at least look at them
before we have an semi-official-tentative-alpha
I am having no luck reproducing this. Anyone else seeing spying failure?
I just added a log message to indicate that the server has seen the
request, so that should help bisect the problem.
Cheers,
Mike Pope
pgpY0K9T7Bno7.pgp
Description: OpenPGP digital signature
__
On Thu, 2 Jan 2020 23:19:14 +0100
win...@genial.ms wrote:
> I was anticipating of moving the website over to GitHub someday, but it's
> kinda surprising you'd like to move over the domain so fast when the other
> stuff is still on SF?
Quite so. I wish people who want to move stuff around would
>>[Jonathan]
>> thing is the community will need someone versed in website coding and
>>styling if that person leaves there is a bit of an issue there.
This has always been the case.
>[D Blakeley]
> That's exactly what worries me. This Jekyll thing sounds like its not going
> to be something th
On Sun, 29 Dec 2019 06:15:09 +0100
Jonathan Aquilina wrote:
> This is really up to those in charge to take the decision but the hosting
> offer still stands. SF can be a huge pain in the rump though.
I too appreciate the offer, but I am reluctant to split the project over
yet more sites. SF has
On Tue, 31 Dec 2019 02:06:21 -0800
David Lewis wrote:
> I think we might be okay to start releasing RC versions of 0.12 right away,
> since "0.x" implies beta, we don't need to necessarily support the 0.11
> line, and thus don't need to worry about backporting fixes, so long as we
> release an upd
On Tue, 31 Dec 2019 11:12:04 +0100
win...@genial.ms wrote:
> The usual Ruby way is to do:
> $ gem update jekyll
> I think, your Linux distribution may want you to get it from their
> package manager / repository
Quite so. AFAICT jekyll 4 has been packaged for the next Fedora release
so I can prob
Here is some text (markdown) for the website wranglers to consider adding
as a news item. I made a lame effort to build a proof-of-concept exploit,
but lost interest fairly quickly. I remain unconvinced we need to backport
to 0.11.6 and release 0.11.7 given the low level of threat posed, but am
i
On Mon, 30 Dec 2019 09:55:59 +0100
"Sebastian Zhorel" wrote:
> 40°C is like hottest summer temperature in Germany. I'd feel like dieing,
> because nowhere except some office buildings anyone got air condition.
> I guess, it gets even worse down under. ;)
Yeah, the 45C day a couple of weeks back w
On Sat, 28 Dec 2019 01:02:33 +0100
"Sebastian Zhorel" wrote:
> Maybe it'd be faster to just backport the patch to stable branch and
> throw out 0.11.7, to skip doing long investigations?
That is an option, albeit a heavyweight one. I have forwarded this to
the development list to solicit more op
On Mon, 23 Dec 2019 14:38:17 +0100
win...@genial.ms wrote:
> I pretty much do not even know what is available to us on the server.
> I only remember from reading previous discussions on mailing list, it is not
> wanted to upload
> any CMS or maybe even any server side programs at all, anymore, for
On Mon, 2 Dec 2019 14:14:36 +0100
win...@genial.ms wrote:
> I'm not sure if there is a script updating the website from git or if Mike
> has to
> upload it manually? This would be good to know beforehand.
ATM there is a dodgy script (bin/website.sh) but I am not sure what
the permission required
On Mon, 2 Dec 2019 14:14:36 +0100
win...@genial.ms wrote:
> sorry I could not participate much last years, cause I had to concentrate on
> other things.
> I still tried to keep up with reading all new messages.
> I'm also kind of sad that no new release got out meanwhile, as last news I
> read on
On Tue, 8 Jan 2019 21:10:18 +0100
Sébastien Fauvel wrote:
> I try to understand application to give some help if I can.
> I found a strange behviour in MapTest (method testGetSurroundingTiles).
Look at Direction.java for clarification, although ISTR there are
better commented places which I can n
Just to keep everyone in the loop, I have been fairly distracted lately,
but have a bunch of experimental performance improvements undergoing
benchmarking. We have a serious problem with large games where I am
seeing major slowdowns, but puzzlingly its not so much with the gameplay,
but with the b
On Thu, 7 Dec 2017 17:03:24 +
Avice Robitaille wrote:
> I was doing some research and when I visited your excellent page
> http://www.freecol.org/about.html, I noticed it was not translated into
> French.
>
> I am a native French speaker with a Bachelor in Foreign Languages and I am
> also
On Thu, 14 Dec 2017 18:58:47 +1030
"Michael T. Pope" wrote:
> Very serious, alpha-release blocking:
> BR#3121 Cant attack shipt
> Desynchronization. Must fix, working on catching it now.
Marcin came through with a test case, and I am hopeful this is now fixed.
Hoo
I am having no luck finding the desynchronization problem. It is not
showing up in my overnight tests, but that just means it is triggered
by something that the AI does not do, which is a large search space.
I have not seen it in normal game play (although I have seen a bunch
of other bugs:-P). S
Here is the current bug update, with some progress. I am hammering the
top bug hard ATM. Reproducible test cases for the next three would be most
welcome. Next most useful would be fix-confirmations.
Very serious, alpha-release blocking:
BR#3121 Cant attack shipt
Desynchronization.
We need to stop pretending that maps (the predefined ones, or those
created by the map editor) are games. They are not, and this leads to
confusion such as in BR#3106. Accordingly, I have added a user maps
directory under the user data directory (like the user saves and mods)
which is now the def
On Sat, 18 Nov 2017 20:14:39 +
David Lewis wrote:
> Do we have any remaining blockers?
Yes. The UI slowness (BR#3102) is bad. A hack that *might* fix it went in
only yesterday. Feedback on that one is important.
A better question might be: `have you fixed all the bugs that came in
while y
On Tue, 07 Nov 2017 16:55:05 +
David Lewis wrote:
> Please review Pull Request #7:
> https://github.com/FreeCol/freecol/pull/7
The title suggests this a fix for the entryLocation stuffup, which is
now fixed (properly, it was only happening because I broke the
serialization of Player). Howeve
On Thu, 28 Sep 2017 19:46:00 +0930
"Michael T. Pope" wrote:
> OTOH bad news on stability/release-worthiness. I am having trouble
> starting new games. There is more weirdness with UpdateMessage still.
The breakage turned out to be pretty severe, and has resulted in a bunch
of
On Wed, 27 Sep 2017 19:05:16 +0930
"Michael T. Pope" wrote:
> On Tue, 26 Sep 2017 22:20:55 +
> David Lewis wrote:
> > I finally managed to reproduce the server connection issue.
Added a better fallback for host resolution in git.b578952. Please test.
OTOH bad new
On Tue, 26 Sep 2017 22:20:55 +
David Lewis wrote:
> I finally managed to reproduce the server connection issue. I was going to
> update the ticket, but SourceForge is down currently.
> This weekend while I was out of town, I booted up my computer with no Wifi
> connection and encountered the i
On Fri, 22 Sep 2017 07:54:42 +0930
"Michael T. Pope" wrote:
> Ordinary single unit animation should be more reliable now, but the full
> complexity of the problem is not completely fixed yet (try a complex game
> and hit the "execute orders" command to see the c
> The other problem is that move animation is racing.
A big piece of leftover work from the DOM-removal is needed to fix this.
Pity, I was hoping to be able to leave it out. I just committed the main
parts (git.7a6f8f7, git.549b504). My overnight tests are looking good
with these changes, but th
On Sun, 17 Sep 2017 04:50:37 +
David Lewis wrote:
> 3062 I've not seen since I reported it. Although I'm less worried about
> that bug because it doesn't block the game.
Point taken, but it is indicative of game corruption, which is serious.
Cheers,
Mike Pope
pgphJBaBJ58QJ.pgp
Description:
On Sat, 12 Aug 2017 10:20:47 +0930
"Michael T. Pope" wrote:
> Updating the blocker status since last round:
Updating again. IMHO there are two hard blockers ATM/
> BR#3083 Y Rapid Go-To Wont Wait
This is still broken in a test game I have. Working on it.
The other prob
On Fri, 08 Sep 2017 17:44:48 +
David Lewis wrote:
> Yes, I agree, so what I did was change it to a 100th...
>
> + final int alarmBonus = -Math.round(price * 0.001f * getGame().
> getSpecification()
> + .getInteger(GameOptions.ALARM_BONUS_SELL));
> Meaning that if the price of goods is 1064 *
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