On Mon, 23 Jun 2014 18:18:23 -0600
William Astle wrote:
> I noticed playing with git.088d638 that founding fathers seem to be a
> bit overeffective. In particular, Magellan adds movement points to all
> units and Drake adds the 50% combat bonus to all units.
These should be fixed folowing git.2
On Tue, 24 Jun 2014 18:22:57 +0930
"Michael T. Pope" wrote:
> > Also, it seems the colopedia no longer opens, giving instead an NPE:
>
> OK, will look at that soon. Crashes are bad.
Just more fail due to the unknown enemy nation. Should be fixed (twice!) in
git.b
On Mon, 23 Jun 2014 18:18:23 -0600
William Astle wrote:
> I noticed playing with git.088d638 that founding fathers seem to be a
> bit overeffective. In particular, Magellan adds movement points to all
> units and Drake adds the 50% combat bonus to all units. I assume this is
> fallout from the
On Sat, 7 Jun 2014 21:03:00 +0930
"Michael T. Pope" wrote:
> Perhaps next weekend.
Or perhaps not. There are several things not right about combat. At
least one of which is due to the almost-done state of the Role cutover.
So, since this is a .0 release, I think it best to get
On Sun, 08 Jun 2014 00:40:37 -0600
William Astle wrote:
>> Was that before or after the colonial army
>> muster was fixed? And did the intervention force turn up?
>
> After I think. I can't remember when I updated from git. Yes, the
> intervention force did turn up and that made quite a differe
On Sat, 07 Jun 2014 10:23:17 -0600
William Astle wrote:
> I had one case the other day where the REF seemed to be unable to
> actually land its troops. Its ships were standing beside the landing
> point and the game delayed like it was doing something, but nothing
> happened.
I saw something l
On Sat, 24 May 2014 21:12:01 +0930
"Michael T. Pope" wrote:
> Things are progressing, but I fear I have opened a can of worms in trying
> to make the actual production, displayed production, and reported Col1
> production match:-P.
Production has calmed down, but (predictabl
On Fri, 9 May 2014 23:00:53 +0930
"Michael T. Pope" wrote:
> Some of the recent changes have regressed the AI productivity, and I am
> seeing strange things in the work type suggestions, so a release is not
> happening this weekend.
Things are progressing, but I fear I have op
On Mon, 5 May 2014 19:05:38 +0930
"Michael T. Pope" wrote:
> ...that is the last of the release blocking bugs folks. Look hard for
> things that have been forgotten. If nothing serious surfaces...
Some of the recent changes have regressed the AI productivity, and I am
seeing s
On Mon, 05 May 2014 16:46:24 +0200
LoneVVolf wrote:
> i'd advise caution when using BR#2628, BR#2629 and BR#2630 .
> While the data in them is correct, it only deals with a few cases.
I understand that the data there is incomplete, but what was there was at
least sufficient to confirm the main po
On Mon, 05 May 2014 00:24:12 +0200
LoneVVolf wrote:
> I finished the table for Conifer Forest terrain, took about 6 hours of work.
> It's a tedious and boring task, and i am currently the only one working
> on them.
No doubt about that. Thanks for the effort.
> Comparing hills / mountains a
On Fri, 02 May 2014 15:19:43 +0200
LoneVVolf wrote:
> I'm 95% sure the number 16 is consistent with lumberjacks in Col1 dos v3 .
> The partial data i have gathered in the wiki sofar strongly suggests
> that expertx2 bonus
> is applied AFTER the road bonus is added.
> I'll make time this weekend t
I am now testing the REF improvements with some confidence that they are
ready. That leaves only the production anomalies (BR#2670) to sort out.
(I also mentioned BR#2570 before, but I can not reproduce anything there,
and that report is nearly a year old and the reporter never responded to a
requ
On Tue, 29 Apr 2014 14:43:05 +0200
LoneVVolf wrote:
> While checking Java packaging standards for archlinux, i noticed they
> recommend setting CLASSPATH explicitly before startin a java app to make
> sure all program-supplied jar plugins are detected.
> freecol has those plugins in the jars sub
On Tue, 29 Apr 2014 11:37:02 +0200
Michael Vehrs wrote:
> That sounds sensible. I assume the teleporting REF still works as before?
Hopefully slightly better, at least with my current hacks. I am
convincing the REF not to park ships next to colonies which can fire on
them when there is a choice.
Beware that the REF is broken in trunk, and will be flakey for a bit while
I fix a few things and add a bit of behavioural variability.
The most recent flaw was somewhat encouraging--- the REF was having
trouble finding the colony to attack, which turned out to being due to a
critical goal decider
On Wed, 16 Apr 2014 07:23:03 +0200
Michael Vehrs wrote:
> Was that ever fixed? I can't recall that happening.
You are right, it still happens in current games. Its probably just more
obvious in the new tiles.
> That should probably wait until after the next release. I see a few
> problems to b
On Wed, 16 Apr 2014 07:04:02 +0200
Michael Vehrs wrote:
> >- some form of the popup-goes-behind-the-main-window fail, or other
> > lossage that is probably in the Java libraries
>
> At work, I recently switched from Windows XP to Windows 7, and I have
> noticed dialog windows opening be
On Tue, 15 Apr 2014 19:21:37 +0200
Petr Fišer wrote:
> Glad to help.
> And don't worry about the credit, I don't care about it. :)
No worries. I'd fix it but git is resistant to changing commit messages...
This is probably a good point to comment on the release status. I have
been working on t
On Mon, 14 Apr 2014 22:42:58 +0200
Petr Fišer wrote:
> Specification looks good to me but I dont understand this:
>
> made-from="model.goods.food">
>
>
>
> Why is there made-from="model.goods.food" when in the other spec. file is:
>
>
>
>
>
Good catch. That is clearly wrong, t
On Wed, 09 Apr 2014 17:18:33 +0200
Michael Vehrs wrote:
> You need images of individual trees, such as the ones Misiulo (I think)
> provided about a year ago. These images are then assembled into forest
> tiles. I'll send you the archive if you can't find it.
That would be good. I can't find it.
On Sun, 13 Apr 2014 20:38:01 +0200
Petr Fišer wrote:
> To mitigate the situation, I modified server controller the way
> that every time there is FIRST contact of European
> nation with natives, the natives gain two horses in their capital. Then the
> breeding starts doing its job like I previousl
On Sun, 06 Apr 2014 15:38:48 +0200
Michael Vehrs wrote:
> In order to try this for yourself, you need to generate tiles with the
> ForestMaker and RiverMaker tools, and change resources.properties to use
> the new tiles, since I have not yet committed the tiles themselves.
Just got to trying th
On Sat, 22 Mar 2014 22:09:53 +
"Fenyo " wrote:
> Allow multiple emigration in a single turn.
The referenced code does not do the right thing. It assumes that
immigrationRequired remains constant across successive immigration events,
which is incorrect (see Player.updateImmigrationRequired).
On Thu, 3 Apr 2014 16:42:07 +0300
Niklas Laxström wrote:
> http://www.freecol.org/ looks almost completely broken to me. I
> remember there being much more content. I hope it's not intentional.
Looks "normal" (as in: "the same as for the last few years except for some
minor edits") to me. Can yo
On Sat, 11 Jan 2014 17:43:44 +0100
Thue Janus Kristensen wrote:
> > I had some annoyances with my dual monitor setup. And made a patch to fix
> > them:
I finally get hold of a dual monitor setup, and while unable to
adequately test full screen mode I am convinced that this patch is an
improvement
On Wed, 05 Mar 2014 07:04:50 +0100
Michael Vehrs wrote:
> All right, then. Let the players use everything implemented and complain
> about what is still lacking. What, no Southern Cross? What, no _Southern
> Cross_ (confederate flag, fimbriated saltire with stars)?
:-). I will ask my US-southe
On Wed, 5 Mar 2014 20:17:33 +0100
Petr Fišer wrote:
> I was playing the game for a while and currently I'd like to contribute to
> the project.
Contributors are always welcome. Getting started as a FreeCol contributor
is summarized at http://www.freecol.org/how-to-contribute.html.
> Is it possi
On Sat, 01 Mar 2014 10:03:41 +0100
Michael Vehrs wrote:
> That should work. However, I suspect that we may be adding another
> production type instead of replacing the old one.
Of course you are right, it just adds another production type.
> I'm afraid the semantics of spec loading were never c
On Tue, 04 Mar 2014 08:18:06 +0100
Michael Vehrs wrote:
> The flag generator seems to be in a usable state now. Javadoc needs to
> be added, and it might be a good idea to prevent some of the more ugly
> combinations of backgrounds and decorations. On the other hand, if the
> player wants to ma
On Wed, 29 Jan 2014 13:28:36 +0100
LoneVVolf wrote:
> could you clarify the difference between modal dialogs , non-modal
> dialogs and panels ?
Modal dialogs block waiting for input, non-modal dialogs do not. Both are
implemented with JDialog at the lowest level. Panels do not return an
input
In BR#2650 there is a bunch of fail around the blinking behaviour of
the current unit. I have cleaned up the immediate problems in
git.209e293, but what is the Right Thing here? My fixes cause the
blinking to stop if in move-units-mode and a modal dialog is raised,
and to restart when there are n
On Mon, 27 Jan 2014 16:28:09 +0100
LoneVVolf wrote:
>[Analysis omitted]
Good catch.
> I've attached a patch file created with diff -aur to change the code in
> src/net/sf/freecol/common/io/FreeColDirectories.java
Applied in git.05e5f6a.
Cheers,
Mike Pope
signature.asc
Description: PGP signa
On Fri, 24 Jan 2014 20:08:09 +0100
"Stian Grenborgen" wrote:
> Another problem with using JDialog is that they don't mix well with
> JInternalFrame. Layering, focus etc is handled by the windowing system for
> the former, while JDesktopPane handles it for the latter. That's why the
> ChooseFoundin
On Sat, 25 Jan 2014 16:18:42 +0100
LoneVVolf wrote:
> Looked at the code again, and it seems my code changes are unnecessary
> so you can ignore those.
Glad that resolved itself while I was on the road. Note that the intent
with this migration is to be very conservative. In my experience users
On Sat, 18 Jan 2014 09:21:10 +1030
"Michael T. Pope" wrote:
> On Fri, 17 Jan 2014 20:57:25 +0100
> "Stian Grenborgen" wrote:
> > You can only have one (real) full screen window on a system. That's why
> > FreeCol earlier used JInternalFrame for popup-d
On Fri, 17 Jan 2014 20:57:25 +0100
"Stian Grenborgen" wrote:
> You can only have one (real) full screen window on a system. That's why
> FreeCol earlier used JInternalFrame for popup-dialogs, but I have noticed
> this has now been changed to JDialog.
>
> Change it back and it will work again :-)
On Thu, 16 Jan 2014 18:51:44 +0100
Michael Vehrs wrote:
> I'll do that then, modulo some improvements. I think the default colours
> for player nations should be defined as resources, and the players will
> surely insist on changing them.
They can change them, remember the colour selector works
On Thu, 16 Jan 2014 19:38:17 +1030
"Michael T. Pope" wrote:
> All I can think
> of is there is some attempt to place popups in a layer that should be
> always in front of the map layer, but this happens at the point they are
> created and is never changed.
This has b
On Wed, 15 Jan 2014 21:45:06 -0700
William Astle wrote:
> In full screen mode, a number of the popup windows (file chooser,
> confirm quit, etc.) pop up *behind* the full screen window.
Probably BR#1738, possibly BR#2047, and BR#2328. Most were reported on
windows so I doubt linux and/or mate a
On Sat, 11 Jan 2014 17:43:44 +0100
Thue Janus Kristensen wrote:
> There are also two other unrelated commits in that repository you might
> want:
The quit one is "obviously correct" and has been committed (git.7b26e24).
The refocus one looks ok in limited testing. It picked up a bunch of
reforma
Quick warning to trunk users that fixing the first part of this bug
(capture of Kings Regulars) exposed a bunch of tricky constraints and
I ended up rewriting most of the server side code that handles
changing ownership of colonies and units. This went in in
git.7afb420. Tests are passing but exp
On Sun, 12 Jan 2014 13:21:24 +0100
Michael Vehrs wrote:
> java -cp FreeCol.jar
> net.sf.freecol.tools.FlagTest
Cool. I would say go ahead and integrate it into the declaration dialog
if you have time. A release is not imminent. ATM the plan is to finish
a couple more diplomacy enhancements an
On Sun, 12 Jan 2014 19:16:03 +0100
LoneVVolf wrote:
> In a game (git.abefb2d) , very hard, dutch monarch made peace with
> french in 1578.
>
> It looks like the code for declaring peace works.
Good to finally have a confirmed sighting.
Cheers,
Mike Pope
signature.asc
Description: PGP signatu
On Sun, 12 Jan 2014 13:10:29 +0100
Michael Vehrs wrote:
> I'm not sure, but I don't think the REF arms colonists in the original
> game. A case of WWCID, I think.
It would not surprise me either way. However I think it
reasonable that it should, at least for FreeCol-rules.
On Sun, 12 Jan 2014
BR#2643 is a new interesting fail following the role changes. The
game contains a REF unit that is an armed FreeColonist. The REF has
captured a large city, and it looks like the AI is now smart enough to
arm loose units and use them against the pesky rebels, which I think
is fair enough. The tr
On Sat, 11 Jan 2014 17:43:44 +0100
Thue Janus Kristensen wrote:
> Feedback?
It in the queue. This week has been a rare occasion when I have had free
time to work on new features. Next week I am back at work. Bah.
However that means I am more likely to look at individual patches.
> There are a
I hit "send" on the previous post, returned to the window with the code
open, and saw the bug. After calling reconnect(), the variable "game" is
still referring to the old version of the game, not the updated one with
the new unit added. Just reloading the game from freeColClient fixes the
bug (g
On Tue, 7 Jan 2014 04:06:49 +0100
Thue Janus Kristensen wrote:
> I did try to find it. It seems like there are several versions
> of FreeColGameObjects, possible in their own threads?
>
> Is there an introduction to the overall FreeCol design?
Only the code. Several people have said it would be
On Tue, 7 Jan 2014 03:12:52 +0100
Thue Janus Kristensen wrote:
> I am trying to figure out why a newly added unit via the debug interface
> (right click on tile, add unit) is not getting getting focus.
>
> game.getFreeColGameObject(sUnit.getId(), Unit.class); on DebugUtils.java
> line ~378 return
On Tue, 07 Jan 2014 01:16:31 +0100
LoneVVolf wrote:
> ...do you want me to open a feature request ?
Only if you can show that Col1 generated maps included hills with rivers.
If not, I am inclined to just regard it as a quirk of their map editor.
Cheers,
Mike Pope
signature.asc
Description: PGP
On Sun, 5 Jan 2014 14:14:29 -0800 (PST)
Evgeny Rak wrote:
> Hi, Mike! Could you give me rights to edit freecol-wiki.
Done.
> Arawaks can teach master fur trader
Cool. What now puzzles me is why any nation can teach fur trader if they
can not teach fur trapper.
Cheers,
Mike Pope
signature.
On Thu, 19 Dec 2013 07:06:05 +0100
Michael Vehrs wrote:
> > Unix users of course are all on 7 already:-).
>
> Or could be using 7 with the flick of a switch, at least.
Quite so. Or Java 8 for that matter, which I just noticed an update for.
Cheers,
Mike Pope
signature.asc
Description: PGP sig
On Sat, 4 Jan 2014 17:33:20 +0100
"Lone_Wolf" wrote:
> To compare Col1 and freecol resource output i need to know what the
> difficulty setting other > tile production does.
"Other" contains the default values shown when you choose the "Custom"
editable difficulty level. Usually they correspond
On Fri, 03 Jan 2014 12:51:44 +
"Lone_Wolf" wrote:
> i feel freecol devs should decide which col1 version is to be used as base.
Fair enough, however I am going to refer this to freecol-devel. We need
comment from anyone previously working on these numbers.
> The col dos v3 patch can still b
On Thu, 02 Jan 2014 22:34:48 +
"Lone_Wolf" wrote:
> Scouts in Col1 do get a LOS of 3 with DeSoto.
Good. FreeCol is in compliance. One other point though, does the
LOS increase for naval units?
> I can also verify that always positive runmour effect happens.
> Without DeSoto an unskilled sc
On Sun, 29 Dec 2013 09:47:08 +1030
"Michael T. Pope" wrote:
> On Sat, 28 Dec 2013 09:39:09 -0800 (PST)
> Evgeny Rak wrote:
>
> > Have a suspiction about couple harsh bugs. Do not post them on bug tracker
> > now because they need additional testing.
> >
&g
On Sat, 28 Dec 2013 09:39:09 -0800 (PST)
Evgeny Rak wrote:
> Have a suspiction about couple harsh bugs. Do not post them on bug tracker
> now because they need additional testing.
>
> One of them - my game crashes, when I am trying to switch from one my city to
> another in the city dialog. Th
On Wed, 25 Dec 2013 14:39:34 +0100
Michael Vehrs wrote:
> Well, it might be best to let the REF keep the colour, and to force the
> player to choose another (and a new flag).
WBN, but a minor issue needing code.
> Of course, that will not please everybody, either.
I fear the inability to pleas
On Mon, 23 Dec 2013 13:15:10 +0100
Michael Vehrs wrote:
> It seems that the forest maker tool was not broken after all. I have
> committed sample forest tiles with river cut-outs. Not much of an
> improvement in general,
Its well worth having IMHO. The forest tiles look cleaner, and the
edges
In git.1a5417c the old version of FreeColDialog has finally gone away,
and with it the getResponse family of bugs. Or at least I can not
reproduce it any more. As previously admitted, there are
look-and-feel issues outstanding, and doubtless new bugs. Definitely
time for some play testing. Good
I am grinding through the dialog cutovers. The end of the first pass is
in sight, and the pace has picked up ever since I stopped trying to do
non-modal dialogs when there was an easy cancel-and-retry option. However,
I can see that there will have to be some revision of the look-and-feel.
Some l
On Sun, 01 Dec 2013 09:15:08 +0100
Michael Vehrs wrote:
> I don't think there is much we can do. Furthermore, it's the user's own
> fault if she messes up her keyboard shortcuts. As long as we do not
> break anything by default, I think we should be fine.
Good. I do not like trying to mind rea
What is the Right Thing to do about:
BR#2594 Keyboard Accelerator configuration can break stock keyboard shortcuts
AFAICT the report is correct, but there is a limit to how much we can
do to prevent users messing up their configuration. Any thoughts?
Cheers,
Mike Pope
signature.asc
Descriptio
On Sun, 06 Oct 2013 12:50:59 +0200
Michael Vehrs wrote:
> What's the rationale for using JOptionPane rather than extending JDialog
> directly?
Seemed-like-a-good-idea-at-the-time. It looked like the "standard" way of
doing things, there were good examples of how to use it, it handles a
certain
On Sat, 05 Oct 2013 08:19:20 +0200
Michael Vehrs wrote:
> Unfortunately, swing does not follow the platform's UI conventions with
> regard to button placement, which means that the new dialogs place their
> buttons incorrectly. MigLayout does the right thing, but only if the
> buttons are tagge
On Fri, 04 Oct 2013 15:56:28 +0200
Michael Vehrs wrote:
> I understand now. Try the attached patch for size.
Ta. That broke the blockage I was experiencing. I kicked it a bit more,
and now with git.561ef0c we have tool tips for complex string option
values (native land builds, starting position
On Fri, 04 Oct 2013 11:50:53 +0200
Michael Vehrs wrote:
> At the moment, I am experiencing the following option-related glitch: If
> I view the immigration section of the difficulty settings, the unit type
> of the immigrant is displayed only once. On every repaint, it is blank.
> If I change t
I am struggling to get all the options displaying correctly and/or
consistently. AFAICT as of the last patch they are working (across
preferences, difficulty, map options and game options), but without
descriptions of the String/SelectOption[1] values. Currently the values
are looked up with Mess
On Sat, 21 Sep 2013 11:59:08 +0200
Michael Vehrs wrote:
> I have widened the EndTurnDialog. It turned out to be easy and
> straightforward. However, it took me quite a while to figure out that my
> code was, in fact, working as designed, since the game constantly
> resized the dialog according
On Thu, 19 Sep 2013 18:04:24 +0200
Michael Vehrs wrote:
> Have you tried removing the decorations via plaf?
Another thing I know nothing about. Thanks for the suggestion. Having a
go now...
Cheers,
Mike Pope
signature.asc
Description: PGP signature
---
On Mon, 09 Sep 2013 12:14:32 +0200
Michael Vehrs wrote:
> This isn't pretty, but it does work:
>
> public boolean showConfirmDialog(String text, String okText, String
> cancelText) {
> String[] options = new String[] {
> Messages.message(okText),
> Message
In git.eb4564c have got rid of another FreeColDialog, the one that
displays a group of ModelMessages. The replacement uses the
(surprisingly rarely used) InformationPanel, to which I have added
optional buttons to display the source of the message (recovering
functionality lost when dropping the d
On Fri, 13 Sep 2013 21:57:53 +0930
"Michael T. Pope" wrote:
> The next obvious category are dialogs that do not really need to be modal.
> Many of the uses of showConfirmDialog are asking pretty critical
> questions (e.g. reconnect, quit, etc). These could be vanilla
> J
On Mon, 09 Sep 2013 17:11:38 +0200
Michael Vehrs wrote:
> We can either
> abandon the desktop pane, or re-implement (most of) JDialog on the basis
> of JInternalFrame, which is basically what we have done with
> FreeColDialog. The problem here being that we haven't done it right.
>
> See
> ht
On Fri, 13 Sep 2013 11:22:43 +0200
Michael Vehrs wrote:
> I have eliminated the test failure by accounting for the corner corner
> case of hardy pioneers with tools. Unit.getLabel() does not include the
> tool count, whereas Messages.getLabel() does.
Looks much improved, but my units are all st
On Mon, 09 Sep 2013 17:11:38 +0200
Michael Vehrs wrote:
> True, of course. What you want is JDialog, which can be modal, but
> doesn't have to be, but you can't (or at least shouldn't) use JDialog if
> you are using JDesktopPane. This situation, which seems like a strange
> oversight of the Jav
Ouch, hope those test errors get fixed. Speaking of which, what is
the state of the roles cutover? The test failure is due to "Hardy
Pioneer" not matching "Hardy Pioneer pioneer" as currently returned by
Messages.message(unit.getLabel()). Is the latter intentional?
Cheers,
Mike Pope
signature
On Tue, 10 Sep 2013 17:30:51 -0400
Matthew Sarett wrote:
> If #169 turns out to be very simple, we will certainly look into additional
> bugs/features.
One thing I neglected to mention is that it is probably a good idea to
leave a comment on any bug/feature you are working on to let other people
On Mon, 9 Sep 2013 17:29:26 -0400
Matthew Sarett wrote:
> Specifically, we are hoping to take on Improvement Request #169. We still
> have a lot of work to do studying the current codebase, and we are hoping
> that we may be able to conclude the project in November by submitting a
> patch to this
On Sat, 31 Aug 2013 20:51:50 +0930
"Michael T. Pope" wrote:
> This suggests that the least disruptive path is to make FreeColPanel
> extend JDialog, with controllable modality defaulting to non-modal.
I had a bit of a try at this over the weekend, with very little success.
A J
The tile view stuff is standing up fairly well, and the first cut of
the XDG et al directory reform has gone in, so on to the big remaining
annoyance: what to do about FreeColDialog.getResponse.
Said routine is a hack to make FreeColDialogs non-modal. It seems the
right way to do this these days
On Tue, 27 Aug 2013 13:45:04 +0200
Michael Vehrs wrote:
> As it turns out, it was a bit trickier than I thought. Still, I have
> committed a first implementation of the new unit label. It causes
> another label-related test to fail, since I had to eliminate some
> special case string templates
I have been held up multiple times, but as foreshadowed a while back a
big change in the way players see the map has just occurred. The main
visibility data structure remains the "canSeeTiles", but the old
PlayerExploredTiles are gone (well, going).
PETs used to live in a Map within Tile. This h
On Sun, 25 Aug 2013 10:24:16 +0200
Michael Vehrs wrote:
> I have gathered a list of unit labels, as used by FreeCol and the
> original game, as far as I can determine. The entry for Free Colonist is
> representative for all unit types that represent people with no expert
> role, the entry for C
On Sun, 18 Aug 2013 09:20:04 +0200
Michael Vehrs wrote:
> I'll have a look at that. And I think that all getName/getLabel code
> should be moved to Messages if possible.
Messages is a good place. The only real alternative I see is to try to
have a common "public StringTemplate getLabel()" metho
On Sat, 17 Aug 2013 14:42:28 +0200
Michael Vehrs wrote:
> It probably doesn't matter, as long as we ensure that setRole() or its
> successor is called during initialisation.
AFAICT role is either read directly or fixed with setRole() in all the Unit
initialization paths, so I think you are right
On Thu, 15 Aug 2013 17:39:37 +0200
Michael Vehrs wrote:
> Alright. Let's get rid of them. I suggest we split the work along
> packages. A quick grep shows that there are about 150 call sites, about
> half of them in the model package. Shall I tackle the model?
Go for it. I only had a brief loo
On Sun, 11 Aug 2013 15:54:29 +0200
Michael Vehrs wrote:
> Update: I have fixed all test failures except for six that occur only
> when running all tests, but not when running the test suite
> individually. I conclude that some tests must be messing around with the
> specification, causing the sta
How should we handle backward compatibility for the roles?
Specifications in saved games from <= 0.10.5 will not have a
section. >= 0.10.6 have a roles section with two bugs: omitted
model.role.default and model.role.scout does not include the
captureUnits ability. I can not think of anything be
On Sun, 11 Aug 2013 15:54:29 +0200
Michael Vehrs wrote:
> Done. I hope my lack of git-fu hasn't caused any regressions.
I had time today for a quick look at the first test fail (the second probably
has the same cause) and traced it as far as Unit.getLandMoveType() which does
a lot of "if (getRole
On Sun, 11 Aug 2013 12:30:20 +0200
Michael Vehrs wrote:
> Update: I have fixed all test failures except for six that occur only
> when running all tests, but not when running the test suite
> individually. I conclude that some tests must be messing around with the
> specification, causing the
On Sat, 10 Aug 2013 11:39:40 +0200
Michael Vehrs wrote:
> Excellent. The change role message is, of course, an essential part of
> switching to a role model.
No worries. What is your preferred sequence here? I am busy chipping
away at the PlayerExploredTile problems again ATM, but I can probab
On Sat, 10 Aug 2013 09:35:32 +0200
Michael Vehrs wrote:
> Recently, I attempted replacing the current equipment-based model with a
> role-based model. The required changes are pervasive and are certain to
> introduce any number of bugs. Therefore, I propose a gradual migration.
> As a first ste
On Sat, 20 Jul 2013 12:42:00 PM Michael Vehrs wrote:
> I have created the ForestMaker tool to generate forest tiles, including
> forest tiles with river cut-outs, from a list of suitable tree images. I
> think the results are quite acceptable
Looks good to me. The only concern would be whether th
Yet another heads up wrt trunk. I am working on the disappearing
settlements bug (the one where a settlement disappears or changes
while you can not see it, currently this correctly does not update
during the game, but will incorrectly if you save/load, plus similar
issues with missionaries and ot
Recently on a forum misiulo asked if all the open `What would Col1 do?' issues
were collected anywhere. They are not, and I think they probably should be,
so we now have the following wiki page:
https://sourceforge.net/p/freecol/wiki/What%20Would%20Col1%20Do%3F/
It contains all the PF relat
On Wed, 12 Jun 2013 06:44:03 PM Michael T. Pope wrote:
> The epic series of serialization tiding patches is finally winding down.
> There is now just some clean up and the patch that removes the 0.9.x
> support. I can hold off on this for a bit if needed...
In the absence of object
The epic series of serialization tiding patches is finally winding down. There
is now just some clean up and the patch that removes the 0.9.x support. I can
hold off on this for a bit if needed, but it gates the disappearing settlements
bug fixes, so speak up now if you want a delay.
Somethin
On Fri, 31 May 2013 11:06:26 PM you wrote:
> I apoligize if this is not the correct way to submit a fix.
The best method is to attach a diff to either the bug tracker or to a message
to the developer's mailing list. Mailing to me directly is less helpful as I
usually try not to handle GUI probl
401 - 500 of 725 matches
Mail list logo