On 12.11.2012 09:15, Michael T. Pope wrote:
> I now have only one remaining known problem with TransportMission
> still to hunt down, so on the weekend I finally got to look at the
> problem with the REF just hanging around.  Not sure what was happening
> earlier, but the current problem was yet more fallout from the path
> finding changes.  Fixes are under test.  So I think we can at last
> start to look at another release, and therefore here is my customary
> view of the open bug list since the last release:
>
> 1. Definite release blockers:
>
>      BR#3577193 un-initialized objects with 0.10.5 america_large map
>        lone_wolfsf has been working on this and has contributed a fixed
>        America_large map, however it lacks Resources.  We could release by
>        changing the map layer to RIVERS and letting the Resources
>        auto-generate, but having the old Resources added back is a better
>        fix.
>
>      BR#3518302 REF stands around doing nothing
>        mpope has fixes under test
>
>      <unreported>  TransportMission NPE with cargo lacking destination
>        mpope is hunting this
>    

I agree.

>
> 2. This is true, but should be deferred to a major version change.
>
>      BR#3526832 use XDG dirs instead of HOME
>    

Again, I agree.

>
> 3. These are real (or were), and Would Be Nice to fix, but probably
> not worth blocking a release for.
>
>      BR#3579159      mapeditor remove settlement no clear owner
>      BR#3560676      game hangs when returning from map editor
>      BR#3523330      Native setelments don'work
>      BR#3507137c     Editor
>      BR#3222013      Map move in editor fail
>      BR#3204041      Can not start from edited map
>      BR#2928728      Can not choose native profession
>      BR#2921948      Editor import bug
>        Assorted map editor fail
>    

I want to look at the map editor as soon as I have finished with the 
forest and river problem. In fact, I already fixed or mitigated one or 
two map editor related hangs. Given a month or so, I think I could fix 
most or all of these bugs.

>
>      BR#3556103 Some issues with trade route to europe
>        Some issues fixed, but I bet Europe is borked as a trade route hop.
>
>      BR#3528471 horse production error
>        Apparently horses eat fish after all
>    

Grumble. We put a lot of work into getting them not to eat fish. I would 
like to see some really conclusive evidence before changing that again.

>
>      BR#3521002 Duplicated TR info dialogs
>        True, trade route messages are a bit simple.
>
>      BR#3520455 Map scroll in Colony screen
>        This is the weird situation when the map keep scrolling to the top.
>        It is still happening rarely, but I have no idea what triggers it.
>
>      BR#3519026 "T" status not displayed during "O" command
>
>      BR#3518047 Wrong overleaping of the trading dialogs
>
>      BR#3486695 Custom Difficulty not working if choosing more than 3 expert
>        Should we make the number of recruitable slots a game option?
>    

I think recruitable slots should go away. We need something like a build 
queue for Europe. The mod editor should be able to specify the first 
hundred units to appear in Europe if she wants to.

>
> 4. I think these are fixed.  Any sightings?
>
>      BR#3585915 NPE displayGotoPath hangs game
>        Patched (svn.10276)
>
>      BR#3576173 NPE - AI Player failed while working
>
>      BR#3571591 shift + drag unloading not working
>
>      BR#3564717 Main menu gets doubled
>        ISTR Paolo fixed this?
>
>      BR#3564091 Unable to load game
>        Known patched AI corruption
>
>      BR#3559996 arsenal gives wrong number of muskets
>        Thanks to Michael for getting to this.  Are you happy with the
>        fallout from BR#3430371 and the test (testToolsMusketProduction)
>        that is now failing?  We also have BR#2871069, or is this now moot?
>    

I really don't know about this. However, I think the two sensible 
solutions are to make the arsenal a typical factory-level building, or 
to remove the arsenal altogether. I prefer the first option.

>      BR#3541420 Unavailable units
>      BR#3541563 Treasure Train Popup
>      BR#3537283 Odd bug on colony conquest
>        These were due to captured units appearing in the active units list.
>
>      BR#3521118 "Treasure transport" dlg appears twice
>        Patched
>
>      BR#3520017 Prod. bonus vs. level 2 buildings
>        Looks like Michael has fixed this (colopedia was updated, and we
>        have government options).  Did you have anything further you
>        wanted to do?
>    

Well yes. I think my comment "The production bonus should be upgraded to 
a proper modifier. And the rebel percentage limits should also be made 
configurable." still applies. Basically, we should have something like

<modifier id="production.bonus" type="additive" value="1">
<scope "rebel% >= 50">
</modifier>

>      BR#3519634 Multiplayer chat massages
>
>      BR#3509307 Game not loaded
>        Bad AI corruption, due to dead European colonies.  Have not seen that
>        either for some time.
>
>      BR#3506594a I destroyed who?
>        The message issue is fixed.  This is the bug where Europeans try to
>        destroy a native settlement that is already dead.  I have not seen it
>        for a while.
>
>      BR#3496885c can't window the game, plus
>        What is left is inability to save the difficulty level.
>
>
> 5. I can not reproduce these:
>
>      BR#3582641 colonist pop-up menu on 1024*600
>      BR#3489742 can't use map settings
>        I suspect these are duplicates of the Windows Java menu popup problems.
>    

I guess so. Do we need scrollable menus for Windows and very small screens?

>
>      BR#3565363 weird situation (bug?)
>
>      BR#3542867 Stuck AI Turn
>
>      BR#3542583 savefiles corrupted
>
>      BR#3537373 0.10.5 NPE while starting (Debian 64 Java6)
>
>      BR#3528583 Unit pop ups don't disappear
>
>      BR#3523683 School/College/University
>
>      BR#3520384 Mac version doesn't run
>
>      BR#3506042 Instant Man-of-War
>
>      BR#3496928 Cannot access unit menu
>
>      BR#3495136 Game locks up
>
>
> 6. I am unsure what to do about these.
>
>      BR#3522192 Cannot find out sentiment if it is>100%
>        Some parts are fixed.  Poster wants the turns till>0, but I suspect
>        this is the same as `turns to next rebel'.
>
>      BR#3521674 "Total production" in Trade advisor report
>        Objecting to big drop in food productions when a new colonist is born.
>        Not a bug IMHO.
>
>      BR#3518446 Cease-fire is not seen in Indian advisor
>        Need to know if you can demand tribute when at war.
>
>      BR#3518363 GOTO vs. unexpected obstacle
>        Not a bug IMHO.
>
>      BR#3518349 "GOTO" is too sensitive to dragging
>
>      BR#3518160 GUI look strange after SAVE
>
>      BR#3518119 GOTO vs. Lost city rumors
>        getResponse() lossage?
>
>      BR#3495741 0.10.5 Foggy Mountains
>        Graphics issue
>
>
> Comments please, especially with respect to questions, older bugs that
> should be release blockers, and on category #6.  I plan to drop
> categories #2, #4, #5 in follow ups.
>
> Cheers,
> Mike Pope
>    

So, our ambitious plan to release FreeCol 1.0 before the end of the 
world on 21 December seems to have come to nothing. How about releasing 
0.10.6 on that day instead?


Regards

Michael

------------------------------------------------------------------------------
Monitor your physical, virtual and cloud infrastructure from a single
web console. Get in-depth insight into apps, servers, databases, vmware,
SAP, cloud infrastructure, etc. Download 30-day Free Trial.
Pricing starts from $795 for 25 servers or applications!
http://p.sf.net/sfu/zoho_dev2dev_nov
_______________________________________________
Freecol-developers mailing list
[email protected]
https://lists.sourceforge.net/lists/listinfo/freecol-developers

Reply via email to