You can subscribe to this list here.
| 2001 |
Jan
|
Feb
|
Mar
|
Apr
|
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
(9) |
Nov
(11) |
Dec
(18) |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 2002 |
Jan
(68) |
Feb
(194) |
Mar
(75) |
Apr
(44) |
May
(48) |
Jun
(29) |
Jul
(60) |
Aug
(74) |
Sep
(12) |
Oct
(13) |
Nov
(30) |
Dec
(62) |
| 2003 |
Jan
(63) |
Feb
(28) |
Mar
(63) |
Apr
(27) |
May
(53) |
Jun
(8) |
Jul
(17) |
Aug
(2) |
Sep
(95) |
Oct
(28) |
Nov
(36) |
Dec
(24) |
| 2004 |
Jan
(92) |
Feb
(47) |
Mar
(43) |
Apr
(86) |
May
(64) |
Jun
(10) |
Jul
(4) |
Aug
(4) |
Sep
|
Oct
|
Nov
|
Dec
|
| 2005 |
Jan
(1) |
Feb
(4) |
Mar
(3) |
Apr
(5) |
May
|
Jun
|
Jul
(14) |
Aug
(3) |
Sep
|
Oct
|
Nov
|
Dec
(7) |
| 2006 |
Jan
(1) |
Feb
(4) |
Mar
(14) |
Apr
(22) |
May
(51) |
Jun
|
Jul
|
Aug
(6) |
Sep
|
Oct
|
Nov
(25) |
Dec
(1) |
| 2007 |
Jan
|
Feb
(7) |
Mar
(80) |
Apr
(27) |
May
(15) |
Jun
(6) |
Jul
(25) |
Aug
(1) |
Sep
(3) |
Oct
(17) |
Nov
(174) |
Dec
(176) |
| 2008 |
Jan
(355) |
Feb
(194) |
Mar
(5) |
Apr
(28) |
May
(49) |
Jun
|
Jul
(28) |
Aug
(61) |
Sep
(61) |
Oct
(49) |
Nov
(71) |
Dec
(2) |
| 2009 |
Jan
(12) |
Feb
(216) |
Mar
(299) |
Apr
(257) |
May
(324) |
Jun
(222) |
Jul
(103) |
Aug
(127) |
Sep
(72) |
Oct
(76) |
Nov
(2) |
Dec
(23) |
| 2010 |
Jan
(23) |
Feb
(11) |
Mar
(11) |
Apr
(112) |
May
(19) |
Jun
(37) |
Jul
(44) |
Aug
(25) |
Sep
(10) |
Oct
(4) |
Nov
(5) |
Dec
(25) |
| 2011 |
Jan
(44) |
Feb
(19) |
Mar
(18) |
Apr
(3) |
May
(14) |
Jun
(1) |
Jul
(22) |
Aug
(7) |
Sep
|
Oct
|
Nov
|
Dec
|
| 2012 |
Jan
(51) |
Feb
(42) |
Mar
(9) |
Apr
(9) |
May
(2) |
Jun
(29) |
Jul
(47) |
Aug
(5) |
Sep
|
Oct
(38) |
Nov
(33) |
Dec
(13) |
| 2013 |
Jan
|
Feb
(7) |
Mar
(9) |
Apr
|
May
|
Jun
|
Jul
(3) |
Aug
(2) |
Sep
(9) |
Oct
(22) |
Nov
(18) |
Dec
(7) |
| 2014 |
Jan
(2) |
Feb
|
Mar
(2) |
Apr
|
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
|
Dec
|
| 2015 |
Jan
|
Feb
(5) |
Mar
|
Apr
(24) |
May
|
Jun
(18) |
Jul
(10) |
Aug
(21) |
Sep
|
Oct
|
Nov
(3) |
Dec
(1) |
| 2016 |
Jan
(1) |
Feb
|
Mar
|
Apr
(2) |
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
|
Dec
|
| 2018 |
Jan
(2) |
Feb
|
Mar
|
Apr
|
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
|
Dec
|
| 2019 |
Jan
|
Feb
|
Mar
|
Apr
|
May
|
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
|
Dec
(1) |
| 2020 |
Jan
|
Feb
|
Mar
|
Apr
|
May
(1) |
Jun
|
Jul
|
Aug
|
Sep
|
Oct
|
Nov
|
Dec
|
| 2022 |
Jan
|
Feb
|
Mar
|
Apr
|
May
|
Jun
(1) |
Jul
|
Aug
|
Sep
|
Oct
|
Nov
|
Dec
|
|
From: David R. <dr...@wi...> - 2001-12-05 00:43:00
|
I did a bunch more cleanup for the client/server split over the past few days. Several more of the dialog classes now just pass strings in and out rather than using real game state objects. Next I need to fix negotiation. I expect to be ready to repackage the game into net.sf.colossus.client, .server, and probably .util (for generic classes like Utils, Probs, Perms, Minimax) very soon. I want to leave the base net.sf.colossus package empty (except maybe for startup methods), so I'll need to move Tom's stuff that's in that package down a level. There's not much there and only the caretaker view is currently used, so that shouldn't be a big deal. JDK 1.4 can't call from a named package back into the default package. This may cause some compilation problems under 1.4 while things are halfway moved. Once the default package is empty, the game should resume working fine under 1.4. Use 1.3.1 until then. I'm leaning toward doing cvs adds and removes to move files to new directories, rather than making a local copy of the repository and moving the ,v files around then asking the SF admins to copy my local copy over their copy. That will cause a discontinuity in CVS history. (The old files will be in the Attic so history will not truly be lost, just painful to see.) But it will mean that we won't lose SF CVS access for a few days, won't have to worry about changes during that time possibly being destroyed, etc. If anyone objects to this strategy let me know. -- David Ripton dr...@wi... |
|
From: <dol...@cl...> - 2001-11-29 18:40:44
|
> OK, I'll do that. I'll tag HEAD before merging, just in case... done ; tag on trunk are before_merging_creature_loader and after_merging_creature_loader. One problematic thing : battlelands are reloaded each time they are displayed, maybe that should be changed (it's a drop-in replacement to the old set-hex-data-by-hand in HexMap.java). -- DOLBEAU Romain | The Gods made Heavy Metal ENS Cachan / Ker Lann | and it's never gonna die Thesard IRISA / CAPS | -- Manowar, dol...@cl... | 'The Gods made Heavy Metal' |
|
From: <dol...@cl...> - 2001-11-29 18:21:17
|
> So if you think your code pretty much works and you'd like other people to > look at it sooner, you might want to go ahead and merge it into the head > branch. OK, I'll do that. I'll tag HEAD before merging, just in case... > Control-click is the standard way on the Mac? Oops, I thought > command-click was. I'll fix MasterBoard.isPopupButton() to also check > for control. (You'd think that Java would handle this kind of thing > more transparently, but whoever designed MouseEvent wasn't thinking very > hard.) left button are usually set to do control-click on MacOS9, same on OSX 5I just tried :-) -- DOLBEAU Romain | We'll know for the first time ENS Cachan / Ker Lann | If we're evil or divine Thesard IRISA / CAPS | -- Dio, dol...@cl... | 'The Last In Line' |
|
From: David R. <dr...@wi...> - 2001-11-29 17:57:48
|
Romain Dolbeau wrote: > "cvs update -r creature_loader" from inside a checked-out > tree _should_ work... if it doesn't there's a permission > problem somewhere. Looks like a well-known CVS bug. People who can't write to the val-tags file in the repository can't check out code outside the default branch. I found a small patch to CVS that's supposed to fix the bug, but it didn't work. I suspect that the val-tags file is owned by you (because you're the first programmer on this project to use tags or branches) and has 644 permission, so only you can check out non-default branches until the SourceForge admins chmod it. I'll submit a support request asking them to do that, but it sometimes takes them a few days. So if you think your code pretty much works and you'd like other people to look at it sooner, you might want to go ahead and merge it into the head branch. >>Great. Did you have to fix anything in particular to make it Mac-compatible? >>Does right-button functionality work with option-click on a one-button mouse? >> > > It's on MacOSX, not MacOS9, so it's mostly Unix underneath. > I only tried with the external 3-buttons mouse of my laptop, > and left-click works fine (no particular driver). I guess > control-click should work too, as it is the standard way of > right-clicking. Control-click is the standard way on the Mac? Oops, I thought command-click was. I'll fix MasterBoard.isPopupButton() to also check for control. (You'd think that Java would handle this kind of thing more transparently, but whoever designed MouseEvent wasn't thinking very hard.) -- David Ripton dr...@wi... |
|
From: Romain D. <do...@ir...> - 2001-11-29 15:37:43
|
David Ripton wrote: > I can't check out your branch to test it. > > Not sure if we have a permissions problem in the repository at SF, or if > I'm doing something wrong. (The equivalent cvs commands without the -r > work fine.) "cvs update -r creature_loader" from inside a checked-out tree _should_ work... if it doesn't there's a permission problem somewhere. > Great. Did you have to fix anything in particular to make it Mac-compatible? > Does right-button functionality work with option-click on a one-button mouse? It's on MacOSX, not MacOS9, so it's mostly Unix underneath. I only tried with the external 3-buttons mouse of my laptop, and left-click works fine (no particular driver). I guess control-click should work too, as it is the standard way of right-clicking. -- DOLBEAU Romain | I witness a time and a place that never dies, ENS Cachan / Ker Lann | still frozen in time, this darkness the only Thesard IRISA / CAPS | place that I can hide. I witness, a dream. dol...@cl...| -- Black Sabbath, 'I Witness' |
|
From: David R. <dr...@wi...> - 2001-11-29 15:11:20
|
Romain Dolbeau wrote: > I just merged your last change in creature_loader, it should > be able to replace HEAD whenever you want. It only needs > some testing & reviews. I can't check out your branch to test it. ~/src/Colossus]$ cvs up -r creature_loader_update_05_done cvs [server aborted]: cannot write /cvsroot/colossus/CVSROOT/val-tags: Permission denied ~/src/Colossus]$ cvs -z3 -d:ext:dr...@cv...:/cvsroot/colossus co -r creature_loader_update_05_done Colossus cvs [server aborted]: cannot write /cvsroot/colossus/CVSROOT/val-tags: Permission denied Not sure if we have a permissions problem in the repository at SF, or if I'm doing something wrong. (The equivalent cvs commands without the -r work fine.) > BTW, both branches are compiling and workinf fine on the > latest MacOS X (only a few spurious refresh once in a while, > guess it's a problem with the OSX JVM). Great. Did you have to fix anything in particular to make it Mac-compatible? Does right-button functionality work with option-click on a one-button mouse? -- David Ripton dr...@wi... |
|
From: Romain D. <do...@ir...> - 2001-11-29 13:01:29
|
David Ripton wrote: > So I'll wait until Romain's branch is merged in before doing it. I just merged your last change in creature_loader, it should be able to replace HEAD whenever you want. It only needs some testing & reviews. BTW, both branches are compiling and workinf fine on the latest MacOS X (only a few spurious refresh once in a while, guess it's a problem with the OSX JVM). -- DOLBEAU Romain | We'll know for the first time ENS Cachan / Ker Lann | If we're evil or divine Thesard IRISA / CAPS | -- Dio, dol...@cl... | 'The Last In Line' |
|
From: David R. <dr...@wi...> - 2001-11-28 22:44:44
|
I took all Battle, Legion, and Critter references out of BattleMap and BattleChit, and then got the game working again. The only new bug I know about is that the clicked-on battle chit no longer moves to the top of the z-order, which is not a really big deal. (In any case, z-order should be maintained purely on the client side, rather than rearranging the order of critters in the server-side legions, so it needs to be reimplemented, for both battle chits and legion markers.) It's possible that I missed something. If anyone sees any new NullPointerExceptions, please forward me the stack trace. I plan to take the Game and Legion references out of MasterBoard next. Once that is done, it might be time to start taking code out of the default package and putting it into net.sf.colossus.client and .server so that we can use package private to enforce the future network boundary. CVS doesn't track files being moved to new directories very well, so this will create a bit of a mess. So I'll wait until Romain's branch is merged in before doing it. -- David Ripton dr...@wi... |
|
From: <dol...@cl...> - 2001-11-27 18:03:03
|
> I used a white border for masterboard hexes, and a red border for > battlemap hexes. On a related note, I think a good thing would be to add a visual clue of the "nativeness" of an Hex on battlemap hexes, i.e. use a different border color for non-native that would suffer penalty for staying in the hex (non-drift native in drift, non-bramble native in bramble, ...). Of course assuming it's doable :-) -- DOLBEAU Romain | ENS Cachan / Ker Lann | l'histoire est entierement vraie, puisque Thesard IRISA / CAPS | je l'ai imaginee d'un bout a l'autre dol...@cl... | -- Boris Vian |
|
From: David R. <dr...@wi...> - 2001-11-27 17:54:19
|
I changed hex selection to affect only the outer part of the hex, rather than the whole hex, so the underlying terrain color is still visible. I used a white border for masterboard hexes, and a red border for battlemap hexes. I don't think white is the best color, but all of the better ones I could think of blend in with one of the terrain colors, and I thought that using different selection colors for different terrain types would be distracting. I played with the idea of using a wider stroke for the hex border, but the strokes went outside the selected hex, which left garbage behind when the hex was unselected and repainted, and also had issues with adjacent non-selected hexes painting over part of the selection line. I could have probably fixed these by clipping, but instead I created an inscribed hex with an AffineTransform, and filled the outer hex with the selection color and the inner hex with the terrain color, with a black line between to help with contrast. I think this is pretty good, but not perfect. If anyone has a better idea for hex selection, please let me know. -- David Ripton dr...@wi... |
|
From: Romain D. <do...@ir...> - 2001-11-27 15:27:39
|
Hello, Well, it seems it works ; CVS branch creature_loader can now load a VARiant file that describre the variant (i.e. which 3 files to use) ; another important changes is that the 3 starting creatures are now the 3 tower creatures from the 'recruit' files. SimpleAI has been changed to reflect this, but only to the extent of allowing initial split, so it's a little dumb if big changes are made to the original game. Any comments welcome. -- DOLBEAU Romain | For a hill, men would kill, ENS Cachan / Ker Lann | Why ? They do not know. Thesard IRISA / CAPS | -- Metallica, dol...@cl... | 'For Whom The Bell Tolls' |
|
From: Romain D. <do...@ir...> - 2001-11-26 17:00:26
|
Hello, I just finished commiting a BattlelandLoader on the branch 'creature_loader'. it dynamically loads the battlelands from files under the Battlelands directory. So it should now be possible to change everything except the BattleHex (only the basis stuff is available to create new Battlelands). Any comments welcome. -- DOLBEAU Romain | We'll know for the first time ENS Cachan / Ker Lann | If we're evil or divine Thesard IRISA / CAPS | -- Dio, dol...@cl... | 'The Last In Line' |
|
From: Romain D. <do...@ir...> - 2001-10-29 10:40:01
|
I've commited a small change to HEAD, that add the possiblity of randomly choosing the AI for AI players. Of course the actual AI used is displayed in the log, so don't look :-) As soon as the MinimaxAI works properly (according to a friend that tried it, there's still problems, I didn't check), I propose 'A Random AI' to be the default choice of AI in place of 'SimpleAI'. -- DOLBEAU Romain | Well if you don't like rock 'n' roll ENS Cachan / Ker Lann | Then you're too late now Thesard IRISA / CAPS | -- Rainbow, dol...@cl... | 'If You Don't Like Rock 'N' Roll' |
|
From: Romain D. <do...@ir...> - 2001-10-29 09:39:23
|
Romain Dolbeau wrote: > > I've added a branch 'creature_loader' (branched > from tag 'creature_loader_root') I've update the branch to track HEAD, it's synced to tag creature_loader_update_01 (the branch after sync is tagged creature_loader_update_01_done) > any comments/advices/criticisms welcome -- DOLBEAU Romain | Brothers of Metal will always be there ENS Cachan / Ker Lann | Standing together with hands in the air Thesard IRISA / CAPS | -- Manowar, dol...@cl... | 'Brothers of Metal' |
|
From: David R. <dr...@wi...> - 2001-10-27 21:11:22
|
Romain Dolbeau wrote: > Dunno what, but very recent CVS doesn't have proper > damage carry. It only proposes the already killed > opponents. Swapped variable names. A problem with overly-long methods like Critter.strike(). Checking in the fix now. |
|
From: Romain D. <dol...@cl...> - 2001-10-27 17:15:53
|
Dunno what, but very recent CVS doesn't have proper damage carry. It only proposes the already killed opponents. Might be related to: ##### RCS file: /cvsroot/colossus/Colossus/BattleMap.java,v [SNIP] revision 1.152 date: 2001/10/27 02:57:39; author: dripton; state: Exp; lines: +2 -2 branches: 1.152.2; Move Critter.carryFlag to Battle.carryTargets. ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Fix countBrambleHexes to use correct toLeft() logic, and bail out if terrain is not brush or jungle. Color-code numbers in CreatureCollectionView. Add Colossus.jnlp file for Java Web Start. ##### -- DOLBEAU Romain | The Gods made Heavy Metal ENS Cachan / Ker Lann | and it's never gonna die. Thesard IRISA / CAPS | -- Manowar in 'The Gods made Heavy Metal' dol...@cl... | |
|
From: Romain D. <dol...@cl...> - 2001-10-27 15:08:56
|
I've added a branch 'creature_loader' (branched from tag 'creature_loader_root'), that add creature loader support. This one required a lot of changes, as it removes all static Creature (one must use getCreatureByName() for explicit access). I haven't updated the various main() that were used for testing, only commented them out for proper compilation. i've splitted initServerAndClients for savegame, one must load Creatures before parsing the savefile. Recruit.ter onw include the color to use for the terrain. syntax of MAP file changed removed access to CharacterArchetype.getMaxCount to use file-defined MaxCount. apparently it works (including using additional terrain and creatures), but it needs testing before going to HEAD. any comments/advices/criticisms welcome -- DOLBEAU Romain | For a hill, men would kill, Why ? ENS Cachan / Ker Lann | They do not know. Thesard IRISA / CAPS | -- Metallica in 'For Whom The Bell Tolls' dol...@cl... | |
|
From: David R. <dr...@wi...> - 2001-10-26 17:44:53
|
Jerome Reiger wrote: > For the webpage and curiosity ....what changes were made from the OCT 19 > to OCT 24 ...in noticed it seems to play much faster I limited the number of battle move order permutations to try to 100. Doesn't seem to hurt the AI much, and it speeds it up a lot. Romain added the code to support multiple AIs at once and also allow variable maps and recruiting trees. To test his multiple AI support I split Bruce's Minimax masterboard AI code out into a separate class and got it sort of working (though it's slow and only moves one legion per turn.) I suspect that even if we get MimimaxAI working well, it'll still be slow. I also fixed a few bugs, added the helper recruit chits, and moved the movement die and battle dice inside the board and map windows. After the last zip file drop, I fixed a few more bugs, color-coded the caretaker display, and moved the carry flag from Critter to Battle. I will check all this in soon. I'm probably going to finish Java Web Start support tonight. I have the .jnlp file correct, but I need to change the Makefile to autosign the jar file. Next I want to fix the teleport bug and clean up the battle dice display. -- David Ripton dr...@wi... |
|
From: Romain D. <do...@ir...> - 2001-10-26 11:38:16
|
I've commited changes to Game.java to allow the Recruit.ter file to change Tower Creatures ; first 3 are recruited with anything, fourth recruited with 3 of same type (but not immortal) or itself, fifth recruited with titan or itself. I've also added a file in docs/ to explain the file format or .map and .ter The changes shouldn't have broke anything... -- DOLBEAU Romain | Nothing is real but the way that I feel ENS Cachan / Ker Lann | And I feel like going down, down, down Thesard IRISA / CAPS | -- Rainbow, dol...@cl... | 'Self Portrait' |
|
From: Romain D. <do...@ir...> - 2001-10-18 08:15:37
|
David Ripton wrote: > I think the mapLoader patch is a good idea. I need to learn JavaCC. I'm > not quite sure of the right way to check in this code. I think that the > JavaCC-generated .java files should be checked in, not just the .jj and > .map files, so that people without JavaCC can still build the game. It > probably makes sense to move the mapLoader stuff into a separate package so > it doesn't add too much clutter and distract people trying to absorb the > main code. I'll take a shot at doing that before checking it in, since CVS > doesn't handle moving files around after they're checked in very > gracefully. Adding all the .java to the CVS is possible ; they only differ with differing version of JavaCC. The StrategicMapLoader.jj works with 1.1 and 2.1, but I suggest 2.1 which is the latest release. The main necessary change is IMHO that the code shouldn't always ask for the map, it should be a new button in the first dialog or something like that. BTW I haven't found a way to compute the LabelSide from the Hex position, the big list of SetLabelSide is ugly. Could simply be added to the file, but I'd rather compute them on-the-fly... -- DOLBEAU Romain | Long live rock and roll ENS Cachan / Ker Lann | Long live rock 'n' roll Thesard IRISA / CAPS | Long live rock and roll dol...@cl... | -- Rainbow, 'Long Live Rock 'N' Roll' |
|
From: <ch...@ho...> - 2001-10-08 01:06:40
|
I have partially integrated my look and feel of the masterboard into the game. A version is downloadable from http://chris.howeville.com/Colossus.jar . Mainly I have replaced the paint() method of GUIMasterHex with a version that paints pre-rendered images. There are a few other changes to support the details of this, but there is not a separate swing component for every hex. There are still some issues with threading as the hex images get loaded, as the way it works now is not terribly sophisticated. I seem to have made a rounding error somewhere, as there are soume double horizontal lines between some of the hexes. And of course I still have not put the hex labels on yet. --Chirs |