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From: Clemens K. <lem...@sa...> - 2012-03-30 20:52:49
|
Hello all, a new public test build, to put the "spectator feature" (join/watch ongoing games) into first pilot use. Let's see how it turns out... BR, Clemens -- NEU: FreePhone 3-fach-Flat mit kostenlosem Smartphone! Jetzt informieren: http://mobile.1und1.de/?ac=OM.PW.PW003K20328T7073a |
|
From: Clemens K. <lem...@sa...> - 2012-03-25 15:33:26
|
> Just in case there is some confusion, yes there is / was :) > I am not referring to an internet > address, but rather where the FSF offices are located. ok, thanks! I'll check it. BR; Clemens -------- Original-Nachricht -------- > Datum: Sun, 25 Mar 2012 09:03:47 -0500 > Von: Bruno Wolff III <br...@wo...> > An: Clemens Katzer <lem...@sa...> > CC: col...@li... > Betreff: Re: [Colossus-developers] Colossus version 0.13.2 released! > On Sun, Mar 25, 2012 at 13:12:54 +0200, > Clemens Katzer <lem...@sa...> wrote: > > > >[katzer@dhcppc2 trunk2]$ grep GPL * > >pom.xml: <name>GNU General Public License (GPL) v2</name> > >pom.xml: <url>http://colossus.sourceforge.net/docs/COPYING.GPL</url> > >[katzer@dhcppc2 trunk2]$ grep GPL */* > >docs/index.html: <a > href="http://www.gnu.org/licenses/old-licenses/gpl-2.0.html">(GNU GPLv2)</a> > >docs/index.html: <a href="COPYING.GPL">(local copy)</a> > >docs/README.html: <a > href="http://www.fsf.org/licensing/licenses/info/GPLv2.html"> > >docs/README.html: <a href="COPYING.GPL">(local copy)</a> > >[katzer@dhcppc2 trunk2]$ > > > >Can you be more specific? Those two which I find ad hoc seem > >still to exist? > > The file that got flagged was from the "docs" directory and was named > COPYING.GPL. > > Just in case there is some confusion, I am not referring to an internet > address, but rather where the FSF offices are located. They moved at > some point and updated their license files to have their new address. > But a lot of copies with the old address are still around. This is what > gets flagged by rpmlint. -- NEU: FreePhone 3-fach-Flat mit kostenlosem Smartphone! Jetzt informieren: http://mobile.1und1.de/?ac=OM.PW.PW003K20328T7073a |
|
From: Bruno W. I. <br...@wo...> - 2012-03-25 14:05:29
|
On Sun, Mar 25, 2012 at 13:12:54 +0200, Clemens Katzer <lem...@sa...> wrote: > >[katzer@dhcppc2 trunk2]$ grep GPL * >pom.xml: <name>GNU General Public License (GPL) v2</name> >pom.xml: <url>http://colossus.sourceforge.net/docs/COPYING.GPL</url> >[katzer@dhcppc2 trunk2]$ grep GPL */* >docs/index.html: <a href="http://www.gnu.org/licenses/old-licenses/gpl-2.0.html">(GNU GPLv2)</a> >docs/index.html: <a href="COPYING.GPL">(local copy)</a> >docs/README.html: <a href="http://www.fsf.org/licensing/licenses/info/GPLv2.html"> >docs/README.html: <a href="COPYING.GPL">(local copy)</a> >[katzer@dhcppc2 trunk2]$ > >Can you be more specific? Those two which I find ad hoc seem >still to exist? The file that got flagged was from the "docs" directory and was named COPYING.GPL. Just in case there is some confusion, I am not referring to an internet address, but rather where the FSF offices are located. They moved at some point and updated their license files to have their new address. But a lot of copies with the old address are still around. This is what gets flagged by rpmlint. |
|
From: Clemens K. <lem...@sa...> - 2012-03-25 11:13:06
|
-------- Original-Nachricht -------- > Datum: Sat, 24 Mar 2012 23:09:49 -0500 > Von: Bruno Wolff III <br...@wo...> > An: Clemens Katzer <lem...@sa...> > CC: col...@li... > Betreff: Re: [Colossus-developers] Colossus version 0.13.2 released! > On Wed, Mar 14, 2012 at 22:59:19 +0100, > Clemens Katzer <lem...@sa...> wrote: > > > >Testing/Feedback welcome, hopefully this one is now stable for a few > weeks :) > > I am doing the 0.13.2 builds for Fedora now. Ok, good to know! > > When I ran rpmlint, the GPL License file got flagged as having an > incorrect address for the FSF. You might want to update the file > at some point. hm , okay... [katzer@dhcppc2 trunk2]$ grep GPL * pom.xml: <name>GNU General Public License (GPL) v2</name> pom.xml: <url>http://colossus.sourceforge.net/docs/COPYING.GPL</url> [katzer@dhcppc2 trunk2]$ grep GPL */* docs/index.html: <a href="http://www.gnu.org/licenses/old-licenses/gpl-2.0.html">(GNU GPLv2)</a> docs/index.html: <a href="COPYING.GPL">(local copy)</a> docs/README.html: <a href="http://www.fsf.org/licensing/licenses/info/GPLv2.html"> docs/README.html: <a href="COPYING.GPL">(local copy)</a> [katzer@dhcppc2 trunk2]$ Can you be more specific? Those two which I find ad hoc seem still to exist? BR, Clemens -- NEU: FreePhone 3-fach-Flat mit kostenlosem Smartphone! Jetzt informieren: http://mobile.1und1.de/?ac=OM.PW.PW003K20328T7073a |
|
From: Bruno W. I. <br...@wo...> - 2012-03-25 04:11:23
|
On Wed, Mar 14, 2012 at 22:59:19 +0100, Clemens Katzer <lem...@sa...> wrote: > >Testing/Feedback welcome, hopefully this one is now stable for a few weeks :) I am doing the 0.13.2 builds for Fedora now. When I ran rpmlint, the GPL License file got flagged as having an incorrect address for the FSF. You might want to update the file at some point. |
|
From: Clemens K. <lem...@sa...> - 2012-03-14 21:59:27
|
Hello all, I've made the Release 0.13.2, because the Disconnect menu item was (likely to) cause more harm than good. Two smaller improvements came along the way. Details as usual in the docs page: http://colossus.sourceforge.net/docs/RecentChangesDetails.html Testing/Feedback welcome, hopefully this one is now stable for a few weeks :) BR, Clemens -- NEU: FreePhone 3-fach-Flat mit kostenlosem Smartphone! Jetzt informieren: http://mobile.1und1.de/?ac=OM.PW.PW003K20328T7073a |
|
From: Bruno W. I. <br...@wo...> - 2012-03-13 19:35:13
|
On Tue, Mar 13, 2012 at 20:04:13 +0100, Clemens Katzer <lem...@sa...> wrote: > So, Bruno, do not add 0.13.1. to Fedora, I'll make the 0.13.2 in > next days... Thanks for the heads up. I could actually use a couple of days as I have some other Fedora stuff I am working on. |
|
From: Clemens K. <lem...@sa...> - 2012-03-13 19:04:26
|
... hmpf! I just noticed, the "Disconnect" menu item in file menu is a bummer. It merely stops processing messages but does not really disconnect - it rather piles them in client side :-( I think I used it for some develepment purposes and kept it there because of the part that I still intended to do ... well, soon)-: The Reconnect works just fine (it disconnects [if necessary] and then reconnects AND syncs the data possibly lost (well, it does NOT sync the data already received by client but not processed...)) So, Bruno, do not add 0.13.1. to Fedora, I'll make the 0.13.2 in next days... BR, Clemens -------- Original-Nachricht -------- > Datum: Sun, 11 Mar 2012 18:56:26 +0100 > Von: "Clemens Katzer" <lem...@sa...> > An: col...@li... > Betreff: [Colossus-developers] Colossus version 0.13.1 released! > > Hi folks, > > I have done the 0.13.1. > > First I had in mind to further improve the reconnect somewhat more, > but looks this won't happen so soon so perhaps it's better to get the > existing improvements out into the field. > > Pretest 1 + 2 have been out quite a while and no big issues reported, > so I'd say it looks promising. > > > Best Regards, > Clemens > > -- > NEU: FreePhone 3-fach-Flat mit kostenlosem Smartphone! > > Jetzt informieren: http://mobile.1und1.de/?ac=OM.PW.PW003K20328T7073a > > ------------------------------------------------------------------------------ > Virtualization & Cloud Management Using Capacity Planning > Cloud computing makes use of virtualization - but cloud computing > also focuses on allowing computing to be delivered as a service. > http://www.accelacomm.com/jaw/sfnl/114/51521223/ > _______________________________________________ > Colossus-developers mailing list > Col...@li... > https://lists.sourceforge.net/lists/listinfo/colossus-developers -- NEU: FreePhone 3-fach-Flat mit kostenlosem Smartphone! Jetzt informieren: http://mobile.1und1.de/?ac=OM.PW.PW003K20328T7073a |
|
From: Clemens K. <lem...@sa...> - 2012-03-11 17:56:36
|
Hi folks, I have done the 0.13.1. First I had in mind to further improve the reconnect somewhat more, but looks this won't happen so soon so perhaps it's better to get the existing improvements out into the field. Pretest 1 + 2 have been out quite a while and no big issues reported, so I'd say it looks promising. Best Regards, Clemens -- NEU: FreePhone 3-fach-Flat mit kostenlosem Smartphone! Jetzt informieren: http://mobile.1und1.de/?ac=OM.PW.PW003K20328T7073a |
|
From: Barrie T. <bae...@gm...> - 2012-02-29 23:11:37
|
On Thu, Mar 1, 2012 at 3:02 AM, Clemens Katzer
<lem...@sa...> wrote:
>
> Hello all,
>
> FYI:
>
> I have now disabled the anonymous posting of Bugs, FRs and Support Requests
> - partly because there have been a few spam entries, and partly because I am tired
> of cases where one can't contact anybody for further questions, and it's unclear
> whether the submitter even still cares about it ("fire & forget").
+1
|
|
From: Clemens K. <lem...@sa...> - 2012-02-29 16:32:38
|
Hello all,
FYI:
I have now disabled the anonymous posting of Bugs, FRs and Support Requests
- partly because there have been a few spam entries, and partly because I am tired
of cases where one can't contact anybody for further questions, and it's unclear
whether the submitter even still cares about it ("fire & forget").
BR,
Clemens
--
NEU: FreePhone 3-fach-Flat mit kostenlosem Smartphone!
Jetzt informieren: http://mobile.1und1.de/?ac=OM.PW.PW003K20328T7073a
|
|
From: Clemens K. <lem...@sa...> - 2012-02-28 20:26:52
|
Hello folks, a new public test build, on the usual place: http://colossus.sourceforge.net/ (upper right corner) I have some minor improvements to reconnect stuff in mind before doing the release... BR; Clemens ---clip--- Further work on reconnect functionality and other improvements: When user clicked Start Game, give visual feedback and disable cancel+unenroll to everybody As soon as game is activated, disable Enroll button for other players In StartGame, ignore case if passed-with user name has case difference compared to "official" user's name. In remote client, if game is already over, do not ask the "do you really want to concede" when one attempts to close the battle window Prevent/Handle accidental duplicate battle moves better (or: the delay between click and actual server feedback, added visual feedback) Finetuning with the "delayed withdraw": if client did not reconnect within approx. 3 minutes withdraw him. Inform other clients (if they are new enough to handle such information) about situation If updatePlayerInfo would re-send identical info as last time, skip it (reduces network traffic) Prevent the registration of user names guest* and anonym* Implemented FR 3494746: Show board for AI-only games also (when GUI-started) ConnectionLogWindow now show & hide to work as expected and keep checkbox in sync Skip withdraw / "withdraw if didn't reconnect in time" processing if player already dead (or client not a player anyway, e.g. in future spectator clients) By default, now stop accepting clients again after game is completed. If configured in Colossus-server.cfg, keep accepting (and WebServer starting games sets this to true); (intermediately, to allow reconnect, server socket kept accepting always, which can cause trouble when playing locally several games after each other, and previous one keeps hogging the socket) ---clap--- -- NEU: FreePhone 3-fach-Flat mit kostenlosem Smartphone! Jetzt informieren: http://mobile.1und1.de/?ac=OM.PW.PW003K20328T7073a |
|
From: <tj...@in...> - 2012-02-23 03:31:02
|
> At the time I added networking to Colossus (over a decade ago now), I OMG. I hate it when people look at ancient code and ask "so why didn't you just use Hibernate???". If I were going from scratch, in Java, I'd be inclined to have a shot at using http://code.google.com/p/kryonet/ [1] T ----- Original Message ----- From: "David Ripton" To:"Clemens Katzer" , Cc: Sent:Wed, 22 Feb 2012 21:13:24 -0500 Subject:Re: [Colossus-developers] Pro & Contra RMI etc. On 02/22/12 14:09, Clemens Katzer wrote: > Hello David, > > can you elaborate on the reasons why you replaced long ago RMI > with the manual stringification approach? (Which is quite laborous > to maintain and extend, so it feels at least to me...) > > > All the time I thought, when Colossus started the used Java version > didn't have RMI yet, and was considering to try using "a more modern" > approach, e.g. RMI "one day". But now I stumbled upon a commit comment > "Replaced RMI with Socket + String approach" (or something like that). > (I was looking for "who created ClientHandler.java?" - it has your name, > but I thought it started to exist when I changed Colossus to use NIO. > Well perhaps it was just called differently earlier...) > > So, thoughts on going for RMI? > > (well perhaps more for the "WebServer" than the plain game... ?) > > RMI, or e.g. EJB, with Jetty, Tomcat, or Glassfish etc.... > > Problem with all of them would probably be that individual games still > need to run in own JVM, due to the use of many global static data > structures, particularly variant data). Two requirements for game networking: 1. It has to be firewall- and NAT-friendly. Meaning that messages from the server to the client have to use the same socket connection as messages from the client to the server, rather than trying to make a separate connection back. (Nobody wants to be poking holes in his firewall and redirecting ports on his router just to play a game. And many players won't even know how.) 2. Both sides must be able to initiate and receive messages at any time. The strict request/response model of HTTP 1.0 isn't good enough. Java RMI and CORBA failed the first requirement. SOAP and XML-RPC failed the second requirement. At the time I added networking to Colossus (over a decade ago now), I looked really hard, and couldn't find *any* RPC libraries for Java that met these two requirements. Primitive strings over sockets were not my first choice, but they were the only thing available NIO wasn't available yet, so I ended up using a thread per connection. Slugathon uses Twisted Perspective Broker. Which is fantastic, but Python-only. If I had to redo Colossus networking today I'd go with JSON-RPC over ZeroMQ, though there may be other good options. -- David Ripton dr...@ri... ------------------------------------------------------------------------------ Virtualization & Cloud Management Using Capacity Planning Cloud computing makes use of virtualization - but cloud computing also focuses on allowing computing to be delivered as a service. http://www.accelacomm.com/jaw/sfnl/114/51521223/ _______________________________________________ Colossus-developers mailing list Col...@li... https://lists.sourceforge.net/lists/listinfo/colossus-developers Links: ------ [1] http://code.google.com/p/kryonet/ |
|
From: David R. <dr...@ri...> - 2012-02-23 02:37:17
|
On 02/22/12 14:09, Clemens Katzer wrote: > Hello David, > > can you elaborate on the reasons why you replaced long ago RMI > with the manual stringification approach? (Which is quite laborous > to maintain and extend, so it feels at least to me...) > > > All the time I thought, when Colossus started the used Java version > didn't have RMI yet, and was considering to try using "a more modern" > approach, e.g. RMI "one day". But now I stumbled upon a commit comment > "Replaced RMI with Socket + String approach" (or something like that). > (I was looking for "who created ClientHandler.java?" - it has your name, > but I thought it started to exist when I changed Colossus to use NIO. > Well perhaps it was just called differently earlier...) > > So, thoughts on going for RMI? > > (well perhaps more for the "WebServer" than the plain game... ?) > > RMI, or e.g. EJB, with Jetty, Tomcat, or Glassfish etc.... > > Problem with all of them would probably be that individual games still > need to run in own JVM, due to the use of many global static data > structures, particularly variant data). Two requirements for game networking: 1. It has to be firewall- and NAT-friendly. Meaning that messages from the server to the client have to use the same socket connection as messages from the client to the server, rather than trying to make a separate connection back. (Nobody wants to be poking holes in his firewall and redirecting ports on his router just to play a game. And many players won't even know how.) 2. Both sides must be able to initiate and receive messages at any time. The strict request/response model of HTTP 1.0 isn't good enough. Java RMI and CORBA failed the first requirement. SOAP and XML-RPC failed the second requirement. At the time I added networking to Colossus (over a decade ago now), I looked really hard, and couldn't find *any* RPC libraries for Java that met these two requirements. Primitive strings over sockets were not my first choice, but they were the only thing available. NIO wasn't available yet, so I ended up using a thread per connection. Slugathon uses Twisted Perspective Broker. Which is fantastic, but Python-only. If I had to redo Colossus networking today I'd go with JSON-RPC over ZeroMQ, though there may be other good options. -- David Ripton dr...@ri... |
|
From: Clemens K. <lem...@sa...> - 2012-02-22 19:09:20
|
Hello David, can you elaborate on the reasons why you replaced long ago RMI with the manual stringification approach? (Which is quite laborous to maintain and extend, so it feels at least to me...) All the time I thought, when Colossus started the used Java version didn't have RMI yet, and was considering to try using "a more modern" approach, e.g. RMI "one day". But now I stumbled upon a commit comment "Replaced RMI with Socket + String approach" (or something like that). (I was looking for "who created ClientHandler.java?" - it has your name, but I thought it started to exist when I changed Colossus to use NIO. Well perhaps it was just called differently earlier...) So, thoughts on going for RMI? (well perhaps more for the "WebServer" than the plain game... ?) RMI, or e.g. EJB, with Jetty, Tomcat, or Glassfish etc.... Problem with all of them would probably be that individual games still need to run in own JVM, due to the use of many global static data structures, particularly variant data). BR; Clemens -- NEU: FreePhone 3-fach-Flat mit kostenlosem Smartphone! Jetzt informieren: http://www.gmx.net/de/go/freephone/ |
|
From: Clemens K. <lem...@sa...> - 2012-02-12 16:51:07
|
Pleased to hear that! Enjoy! -Clemens -------- Original-Nachricht -------- > Datum: Sat, 11 Feb 2012 21:11:36 -0500 > Von: Josh Smift <ir...@in...> > An: col...@li... > Betreff: Re: [Colossus-developers] Is there a way to set up a game board? > CK> There is some editing mode, so that you can add/remove creatures and > CK> relocate legions. > > This is just what I wanted! Thanks much. > > (As it turns out, what I was actually doing in this case was trying to set > up a Colossus board, not on a server, with a battle that I was thinking > about fighting in a PBEM game, and wanted to simulate a few times. This > was perfect for that.) > > -Josh (ir...@in...) > > ------------------------------------------------------------------------------ > Virtualization & Cloud Management Using Capacity Planning > Cloud computing makes use of virtualization - but cloud computing > also focuses on allowing computing to be delivered as a service. > http://www.accelacomm.com/jaw/sfnl/114/51521223/ > _______________________________________________ > Colossus-developers mailing list > Col...@li... > https://lists.sourceforge.net/lists/listinfo/colossus-developers -- NEU: FreePhone 3-fach-Flat mit kostenlosem Smartphone! Jetzt informieren: http://www.gmx.net/de/go/freephone/ |
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From: Josh S. <ir...@in...> - 2012-02-12 02:11:43
|
CK> There is some editing mode, so that you can add/remove creatures and
CK> relocate legions.
This is just what I wanted! Thanks much.
(As it turns out, what I was actually doing in this case was trying to set
up a Colossus board, not on a server, with a battle that I was thinking
about fighting in a PBEM game, and wanted to simulate a few times. This
was perfect for that.)
-Josh (ir...@in...)
|
|
From: Clemens K. <lem...@sa...> - 2012-02-10 20:46:53
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> Is there a way to set up a board by hand, and play from there? Kind of: There is some editing mode, so that you can add/remove creatures and relocate legions. In fact, that was implemented quite a while ago but was not available as a public release until recently. From RecentChangesDetails document: ---clip--- Added some simple "Editing" functionality (by default not visible: https://sourceforge.net/apps/trac/colossus/wiki/CheatMode). ---clap--- The biggest trouble I see with that is, what to do with the others players legions? Say, they tell you "I did split 2 creatures off from legion XYnn"; initially you can only guess and need to correct that guess then later when some recruit etc. proves your guess wrong. Tricky to keep distinct what is certain information and what not. But feel free to experiment with it and improve suggestions how Colossus application could support that mode better! (for a "once shift existing game to Colossus" it might work ok: you create your legions, mail him the game file, he edits his, and then you play; of course one should not "peek" into others legions in the file.) ((Or: you both send me both your legions and I create the file for you and place it on the server; would just have to implement the "load game" functionality. For a one time job I could start it manually and advice you how to connect...)) - but that would be a "one-time" event. So far its strictly online - game continues as long as both players are online... Well more to that when you are interested, perhaps next week. Bedtime here! (I've been dreaming of an "offline" mode on the Public Server occasionally. Log in there, do your moves, and when done the next player gets a mail that it is his turn. Sigh. Would just mean a lot of work ;-) (But you do use the public server, generally, don't you?) Does this information help you? All The Best! -Clemens -------- Original-Nachricht -------- > Datum: Fri, 10 Feb 2012 14:17:40 -0500 > Von: Josh Smift <ir...@in...> > An: col...@li... > Betreff: [Colossus-developers] Is there a way to set up a game board? > Hiya! Colossus is awesome, thanks tons for creating and supporting and > improving it. > > I had a possibly dumb question, but I didn't see it in the FAQ: Is there a > way to set up a board by hand, and play from there? I tried editing the > positions in a game XML file, but it complained that the history was > inconsistent with the current state, and I didn't want to have to invent a > whole history for the game, although I suppose I could if that's the only > way. Is there a way to say "ignore the lack of history", or some such? > > (For example, if some friends who were playing by e-mail wanted to shift > the existing game to Colossus.) > > -Josh (ir...@in...) > > ------------------------------------------------------------------------------ > Virtualization & Cloud Management Using Capacity Planning > Cloud computing makes use of virtualization - but cloud computing > also focuses on allowing computing to be delivered as a service. > http://www.accelacomm.com/jaw/sfnl/114/51521223/ > _______________________________________________ > Colossus-developers mailing list > Col...@li... > https://lists.sourceforge.net/lists/listinfo/colossus-developers -- NEU: FreePhone 3-fach-Flat mit kostenlosem Smartphone! Jetzt informieren: http://www.gmx.net/de/go/freephone/ |
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From: Josh S. <ir...@in...> - 2012-02-10 19:45:11
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Hiya! Colossus is awesome, thanks tons for creating and supporting and
improving it.
I had a possibly dumb question, but I didn't see it in the FAQ: Is there a
way to set up a board by hand, and play from there? I tried editing the
positions in a game XML file, but it complained that the history was
inconsistent with the current state, and I didn't want to have to invent a
whole history for the game, although I suppose I could if that's the only
way. Is there a way to say "ignore the lack of history", or some such?
(For example, if some friends who were playing by e-mail wanted to shift
the existing game to Colossus.)
-Josh (ir...@in...)
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From: Clemens K. <lem...@sa...> - 2012-02-05 19:12:56
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I admit, the page layout is somewhat sub-optimal.... :) BR, Clemens -------- Original-Nachricht -------- > Datum: Sun, 5 Feb 2012 13:00:50 -0600 > Von: Bruno Wolff III <br...@wo...> > An: Clemens Katzer <lem...@sa...> > CC: col...@li... > Betreff: Re: [Colossus-developers] Colossus version 0.13.0 released! > On Sun, Feb 05, 2012 at 19:41:45 +0100, > Clemens Katzer <lem...@sa...> wrote: > > > > The upper one on right side is of course the RC1, but the one at end of > > News section > > I didn't look down that far. Still with the rc1 version being obselete, > it seems kind of strange to link to it at the top. -- NEU: FreePhone 3-fach-Flat mit kostenlosem Smartphone! Jetzt informieren: http://www.gmx.net/de/go/freephone/ |
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From: Bruno W. I. <br...@wo...> - 2012-02-05 19:03:08
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On Sun, Feb 05, 2012 at 19:41:45 +0100, Clemens Katzer <lem...@sa...> wrote: > > The upper one on right side is of course the RC1, but the one at end of > News section I didn't look down that far. Still with the rc1 version being obselete, it seems kind of strange to link to it at the top. |
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From: Clemens K. <lem...@sa...> - 2012-02-05 18:41:52
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Hello Bruno, > The Fedora builds are done. It will be in rawhide tomorrow, > and F15 and F16 testing later today or tomorrow. ok, sounds good! > > > > > Please give it a try and report unusual things! > > The front web page currently doesn't have a link to the recent changes > for 0.13.0, but rather that for rc1. (But I know where they are from > previous releases and that page did look good.) hmm? The upper one on right side is of course the RC1, but the one at end of News section ---clip--- Note For more detail, see Recent Changes Details ---clap--- when I click that I end up on the Feb 05 page... BR, Clemens -- NEU: FreePhone 3-fach-Flat mit kostenlosem Smartphone! Jetzt informieren: http://www.gmx.net/de/go/freephone/ |
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From: Bruno W. I. <br...@wo...> - 2012-02-05 18:29:05
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On Sun, Feb 05, 2012 at 18:04:30 +0100, Clemens Katzer <lem...@sa...> wrote: > > I've done the official build for Release 0.13.0. The Fedora builds are done. It will be in rawhide tomorrow, and F15 and F16 testing later today or tomorrow. > > Please give it a try and report unusual things! The front web page currently doesn't have a link to the recent changes for 0.13.0, but rather that for rc1. (But I know where they are from previous releases and that page did look good.) |
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From: Clemens K. <lem...@sa...> - 2012-02-05 17:04:40
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Hello all, I've done the official build for Release 0.13.0. As usual available from the SF web site and from the download area. Please give it a try and report unusual things! All the best & BR, Clemens -- NEU: FreePhone 3-fach-Flat mit kostenlosem Smartphone! Jetzt informieren: http://www.gmx.net/de/go/freephone/ |
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From: Clemens K. <lem...@sa...> - 2012-02-05 16:02:37
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-------- Original-Nachricht -------- > Datum: Sun, 5 Feb 2012 09:22:41 -0600 > Von: Bruno Wolff III <br...@wo...> > An: Clemens Katzer <lem...@sa...> > CC: col...@li..., ro...@do... > Betreff: Re: [Colossus-developers] Probability Based Batte Rolls - was: Testing new AI ... > On Sun, Feb 05, 2012 at 16:17:19 +0100, > Clemens Katzer <lem...@sa...> wrote: > > > > But 94 vs. 70 is "normally" (even with standard dice; if the attacker > > does not happen to be Clemens) a rather safe bet, right? > > Not when 24 of the 94 is from a titan. If you don't use the titan your > recruiters are likely to get badly mauled in the battle. If you do > use the titan, when you win you'll usually come out better, but you'll > lose > more than you would if you held the titan back. Thanks! BR, Clemens PS: new release is on it's way. If there's issues, 0.13.1 can follow soon :) -- NEU: FreePhone 3-fach-Flat mit kostenlosem Smartphone! Jetzt informieren: http://www.gmx.net/de/go/freephone/ |