> Michael Vehrs wrote :
> 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.
I am working on adding back the bonuses manually, but this is a tedious
task and prone to errors.
Maybe the routines in the map editor used for open map / save map could be
tweaked to make importing / exporting of the map layers possible ?
Don't have to be gui options, command line options would work fine.

>>
>>      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.
>
I think horses not eating fish was introduced first in the 0.10.0 alpha
releases ?
Anyway people are now used to it, if we change it back to horses eating
anything it should be done in a major release, like 0.11 / 1.0

>>
>>      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.
>
Savegame currently holds 3 slots for europe recruiting queue, so i doubt
that setting more then 3 slots will work.
Also this would likely require a bump in savegame format.
I'd suggest to limit to 3 slots for now, maybe open an Improvement request
for a europe recruiting queue.

>>
>> 4. I think these are fixed.  Any sightings?
>>
>>      BR#3585915 NPE displayGotoPath hangs game
>>        Patched (svn.10276)
>>
no sightings for me, but thedisplaygotopath code was changed  a lot in rev
10245.
There could be lots more edgecases like this, maybe release an alpha
version to get play testers ?


>>      BR#3576173 NPE - AI Player failed while working
>>
not seen it anymore, and the savegame that had it no longer shows those
errors when running with latest versions.

>>      BR#3571591 shift + drag unloading not working
>>
works fine now, but the bug was merely a symptom of an underlying problem
in the code.
Fixing the underlying problem should not be forgotten, but this is not  a
release blocker imo .



>>      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.
>
I'm thinking there may be a 3rd solution :
have the arsenal need 24 tools as input and output 24 muskets.
This gives it the same output boost as other factory buildings, while
keeping the same inpout : output ratio as the magazine.
Since muskets are the only tertiary product in the game, they are  a
special case.
Basically, all we know for certain about arsenal is that Col1 had them,
and players felt it was worth upgrading magazines to arsenals.

>>      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'.
>>
the changes for that in trunk add valuable info, and for those who want
more there's the manual solution :
use colony advisor (classic) , look how many liberty bells the colony has
produced.
number of rebels is total liberty bells produced by colony divided by 200
and floored.
Note : not sure how bolivar influences this, but other FF don't impact
this calc.


>>      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.
>>
agree
>>      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.
>>
mcpope said :
We could change the default path finding algorithm for scouts to use
the same one as non-military units use.

Sounds like a good solution for this.

>>      BR#3518349 "GOTO" is too sensitive to dragging
>>
never encountered this problem, sounds like it's more of a wrong mouse /
touchpad setting then a freecol bug.

>>      BR#3518160 GUI look strange after SAVE
>>
never seen that happen.
Without savefile and log , impossible to troubleshoot.

>>      BR#3518119 GOTO vs. Lost city rumors
>>        getResponse() lossage?
>>
nope, dakon's response makes perfect sense to me.
I've encountered the same problem (i almost never do rumours before i got
FF DeSoto).
The dialog does close, but then the path is recalculated and you get the
question again if the new path also goes through the square with the
rumour.
Best way to handle this might be a dialog like this ;
"your chosen path will take you into a lost city rumour.
This sometimes has negative consequences.
Choose 1 of the following options :
- Visit Lost city rumour and continue on path
- find a path around the city rumour
- disable goto order and swtich back to manual control


>>      BR#3495741 0.10.5 Foggy Mountains
>>        Graphics issue
>>
1 of the pics referred in that BR has been remvoed by imageshack, the
other is of bad quality.
Looking at things like the coin (lost city rumour ?) , and the red
thingies (ore veins ?) this user was playing  with  a graphical mod.
The pic appears to be from a windows 7 system, and was either taken with a
bad camera or the system has a very low quality graphics card / driver.

As for shaders : those are very dependent on video driver quality.
No idea how directly freecol/java interface with the graphics subsystem.

>>
>> 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
>
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