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From: Craig L. <c_...@ya...> - 2012-10-27 04:48:04
|
Yeah, lol, I don't even have access to the tracker link ;o) I'll go through the review first. I've seen a couple little differences in the way RecruitingSubTree and RecruitGraph answer similar questions. Happily, the only way to find them is to play, but that makes me want to go back into my AI code and educate him :oP
Anyway, here are the broad strokes:
A Colossus session has one variant and multiple games (server + clients). The resources and custom recruitment are now instanced and available from Variant so are shared across all game instances in the session. The caretaker is per-game. Custom recruitment is per-variant. I think caretaker should be per-variant but didn't want to go there right now. I think it's simple and makes sense. Could just put it in the variant instead of the game. Everyone can get the variant. But I digress... :o)
TerrainRecruitLoader extends TerrainRecruitInfo which is available from Variant. I moved some data from VariantSupport into Variant and some into TerrainRecruitLoader and made TerrainRecruitLoader instance instead of static. TerrainRecruitInfo is now commonly passed to the GUI components for their resource needs.
public abstract class TerrainRecruitInfo
{
public abstract CreatureType getCreatureByName(String creature);
public abstract CustomRecruitment getCustomRecruitment(String name);
public abstract MasterBoardTerrain getTerrainById(String id);
public abstract List<AcquirableData> getAcquirablesList();
public abstract int getTitanImprovementValue();
public abstract int getTitanTeleportValue();
public abstract Collection<MasterBoardTerrain> getTerrains();
public abstract RecruitGraph getRecruitGraph();
public abstract CreatureType[] getStartingCreatures(MasterHex hex);
public abstract List<String> getDirectoriesList();
// Wrappers for getDirectoriesList()
public List<String> getDirectoriesList(String suffixPath)
public List<String> getImagesDirectoriesList()
public List<String> getBattlelandsDirectoriesList()
}Variant is available from Game and contains this data:
private final String name;
private final TerrainRecruitInfo terrainRecruitInfo;
private final AllCreatureType creatureTypes;
private final List<CreatureType> summonableCreatureTypes;
private final Properties markerNames;
private final MasterBoard masterBoard;
private final Document readme;
private final int maxPlayers;
private final String fileName;
private final String directory;
private CustomRecruitManager crm;
// created after variant
private IVariantHint hints;
CustomRecruitment was a challenge. Game now has GameEventListeners and broadcasts GameEvents. Only PhaseChange and PlayerChange right now, but I want to add ScoreChange for BalrogRecruitment to work correctly. I could probably have used the history events, but those don't always fire and I didn't want to disturb that code. The functionality can be merged easy enough, I just wanted to get the custom recruitment working ;o)
CustomRecruitManager (crm) has a reference to the variant and is referenced by RecruitGraph. You can get it as game.getVariant().getCustomRecruitManager(), but it goes through TerrainRecruitInfo to the RecruitGraph to get it. The CreatureLoader is passed a crm and calls through it to load a custom recruit. When the crm loads a custom recruit it loads the corresponding custom recruitment and adds the recruit to it. If the custom recruitment implements GameEventListener then it's added to the crm's list of listeners. The crm is a GameEventListener handling all of the Game instances in the session (listener is hooked up in Game constructor).
When a GameEvent arrives, the CustomRecruitment listener will act on the game included in the event (his caretaker). CRM will get 1 event per-game instance instead of trying to manage multiple games/caretakers with 1 handler. Let the server worry about keeping the games synchronized. If there was only 1 caretaker then crm would only listen to the GameServerSide for events.
The game seems to play the same. There are no static methods for resources anymore so I'm sure that all of the resource loading works with the new instanced data. I should profile the memory as it loads and unloads a variant and test it some more, but I'm pretty confident because of the kinds of errors I would be seeing and when I would be seeing them. Still, so many touches... Sorry about that :oP I'll have a diff soon.
thanx
cl
________________________________
From: Peter Becker <pe...@pe...>
To: col...@li...
Sent: Thursday, October 25, 2012 5:15 PM
Subject: Re: [Colossus-developers] non-static resources
Hi Craig,
to commit to the repository one of the project admins will have to
grant you access. In most OSS projects you start of submitting
patches first (or pull requests in the case of GitHub and the
like). I forgot how Colossus handled this, usually it should go
either on this list or in a spot like this: https://sourceforge.net/tracker/?group_id=1939&atid=301939
Clemens is probably the best person to tell you what is preferred.
If you send me the patch via PM I'm happy to have a look at the
diff and give it a spin. I got some time to spare at the moment.
Peter
On 26/10/2012 9:19 AM, Craig Lish wrote:
Do I have branch/commit access? I wouldn't think you would want just anyone to go stomping around in the code, but I've never dealt with opensource before... What's the process here? Should I just be creating a patch? I've touched quite a few files in moving the resources from static to instance (~125 -- it's not that bad, most is just getting access to the TerrainRecruitInfo which is just an interface to the TerrainRecruitLoader instance data). The resouces themselves are still cached by the static loader, but as long as there is no name conflict then that should coninue to work as it always has. The game runs fine and my unittest concurrency issues are gone, but I expect there may be another tweak or two forthcoming as I/you/we look it over.
>
>cl
>
>
>------------------------------------------------------------------------------
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Make your web apps faster with AppDynamics
Download AppDynamics Lite for free today:
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>
>
>_______________________________________________
Colossus-developers mailing list Col...@li... https://lists.sourceforge.net/lists/listinfo/colossus-developers
------------------------------------------------------------------------------
Everyone hates slow websites. So do we.
Make your web apps faster with AppDynamics
Download AppDynamics Lite for free today:
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_______________________________________________
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Col...@li...
https://lists.sourceforge.net/lists/listinfo/colossus-developers |
|
From: Peter B. <pe...@pe...> - 2012-10-26 00:15:23
|
Hi Craig, to commit to the repository one of the project admins will have to grant you access. In most OSS projects you start of submitting patches first (or pull requests in the case of GitHub and the like). I forgot how Colossus handled this, usually it should go either on this list or in a spot like this: https://sourceforge.net/tracker/?group_id=1939&atid=301939 Clemens is probably the best person to tell you what is preferred. If you send me the patch via PM I'm happy to have a look at the diff and give it a spin. I got some time to spare at the moment. Peter On 26/10/2012 9:19 AM, Craig Lish wrote: > Do I have branch/commit access? I wouldn't think you would want just > anyone to go stomping around in the code, but I've never dealt with > opensource before... What's the process here? Should I just be > creating a patch? I've touched quite a few files in moving > the resources from static to instance (~125 -- it's not that bad, most > is just getting access to the TerrainRecruitInfo which is just an > interface to the TerrainRecruitLoader instance data). The resouces > themselves are still cached by the static loader, but as long as there > is no name conflict then that should coninue to work as it always > has. The game runs fine and my unittest concurrency issues are gone, > but I expect there may be another tweak or two forthcoming as I/you/we > look it over. > cl > > > ------------------------------------------------------------------------------ > Everyone hates slow websites. So do we. > Make your web apps faster with AppDynamics > Download AppDynamics Lite for free today: > http://p.sf.net/sfu/appdyn_sfd2d_oct > > > _______________________________________________ > Colossus-developers mailing list > Col...@li... > https://lists.sourceforge.net/lists/listinfo/colossus-developers |
|
From: Craig L. <c_...@ya...> - 2012-10-25 23:19:09
|
Do I have branch/commit access? I wouldn't think you would want just anyone to go stomping around in the code, but I've never dealt with opensource before... What's the process here? Should I just be creating a patch? I've touched quite a few files in moving the resources from static to instance (~125 -- it's not that bad, most is just getting access to the TerrainRecruitInfo which is just an interface to the TerrainRecruitLoader instance data). The resouces themselves are still cached by the static loader, but as long as there is no name conflict then that should coninue to work as it always has. The game runs fine and my unittest concurrency issues are gone, but I expect there may be another tweak or two forthcoming as I/you/we look it over. cl |
|
From: David R. <dr...@ri...> - 2012-10-22 23:03:25
|
On 10/22/2012 04:21 PM, Peter Becker wrote: > On 23/10/2012 12:38 AM, Bruno Wolff III wrote: >> On Mon, Oct 22, 2012 at 22:05:28 +1000, >> Peter Becker <pe...@pe...> wrote: >>> >>> PS: sometimes I feel like separating the UI to a point where it would >>> be possible to put an Android UI on top. I think Colossus would be >>> nice on a tablet. But maybe I'm just dreaming :-) It would align >>> nicely with the better functional testing, though. >> >> Titan is available for the iPad (using a different code base). > Looks quite nice. I'm not going to buy an iPad for it, though. I'm not > really the Apple kind of guy. :-) > > Given that this adaptation comes from Valley Games it might be better to > stay away from the Android market. They might start caring otherwise. Torben Sherwood from Valley Games told me several years ago that they were okay with Colossus. Of course that was before they had an iPad app. But we're not infringing on any of Valley's copyrights or trademarks, so I can't really see what grounds they'd have to complain about a theoretical Android port of Colossus. -- David Ripton dr...@ri... |
|
From: Peter B. <pe...@pe...> - 2012-10-22 20:21:49
|
On 23/10/2012 12:38 AM, Bruno Wolff III wrote:
> On Mon, Oct 22, 2012 at 22:05:28 +1000,
> Peter Becker <pe...@pe...> wrote:
>>
>> PS: sometimes I feel like separating the UI to a point where it would
>> be possible to put an Android UI on top. I think Colossus would be
>> nice on a tablet. But maybe I'm just dreaming :-) It would align
>> nicely with the better functional testing, though.
>
> Titan is available for the iPad (using a different code base).
Looks quite nice. I'm not going to buy an iPad for it, though. I'm not
really the Apple kind of guy. :-)
Given that this adaptation comes from Valley Games it might be better to
stay away from the Android market. They might start caring otherwise.
Peter
|
|
From: Barrie T. <bae...@gm...> - 2012-10-22 13:05:52
|
On Mon, Oct 22, 2012 at 10:35 PM, Peter Becker <pe...@pe...> wrote: > Hi Craig, > [del] > active. You might say I share your odd passion for refactoring. +1 to odd passions. > PS: sometimes I feel like separating the UI to a point where it would be > possible to put an Android UI on top. I think Colossus would be nice on a > tablet. But maybe I'm just dreaming :-) It would align nicely with the > better functional testing, though. Ahh, I've dreamed those dreams too. And TableTop sized touch screens for military sims. I've ported Java version of Pandemic (http://boardgamegeek.com/boardgame/30549/pandemic) to Android. It was harder than I wanted. The android UI model is better than the Swing/AWT one so you have to break up more java code than you want. And the Java version is just a dumb board, so the human has to do all the work. But that makes it a much easier port. |
|
From: Peter B. <pe...@pe...> - 2012-10-22 12:21:29
|
Hi Craig, I actually did some of that kind of work back in the days when I was more active. You might say I share your odd passion for refactoring. Cleaning up legacy code can be an interesting puzzle. Colossus code might look bad now, but it was actually much worse :-) In particular nearly everything was stringly typed, a lot of the game model didn't exist at all or was (even more) intertwined with the UI. There were plans to go further and a lot of the comments you mention were probably written at that time. But as so often other things called and I moved on. The idea was to keep refactoring, though -- or at least as close to refactoring as you can get without a full test suite. Testing is probably still hard since the UI is still too clever. You could try robots, but I normally prefer the idea of a humble dialog since robots are too brittle. One thing I must say, though: despite breaking Colossus a few times during my efforts I always felt my changes were very much welcomed. I don't think that attitude will have changed. While I am not actively developing anymore I am pretty sure everyone here will appreciate refactoring efforts. I can't exactly promise things, but I might be able to review patches if you want help. And I can do some play-testing as well if you want me to. Regards, Peter PS: sometimes I feel like separating the UI to a point where it would be possible to put an Android UI on top. I think Colossus would be nice on a tablet. But maybe I'm just dreaming :-) It would align nicely with the better functional testing, though. On 22/10/2012 4:24 PM, tj...@in... wrote: > > Hi Craig. > > As you say, if it were quick and easy, it would have been done. Less > of a refactor, more of a rewrite... > > Good luck. If you manage to get a diff which refactors that stuff > without breaking everything, I'm sure we'd all be delighted to have a > kick at it. > > T > > > ----- Original Message ----- > From: > "Craig Lish" <c_...@ya...> > > To: > "col...@li..." > <col...@li...> > Cc: > > Sent: > Sun, 21 Oct 2012 20:42:09 -0700 (PDT) > Subject: > [Colossus-developers] Colossus development > > > hi colossus devs :o) > > My name is Craig (clish). I've been writing code professionally > for a couple decades and playing Titan for longer. Here's me > on linkedIn: http://www.linkedin.com/in/craiglish. I've been a fan > of Colossus since the beginning and have played it more than most > (I prefer Abyssal6, though the jungle imbalance saddens me). I've > corresponded with Clemens a while ago (hi cleka :o). > > I had some time and needed to sharpen my skills for an interview > so finally dug into writing an AI that is variant agnostic. It's > coming along well enough (and I start the new job in a week ;o) > but I'm running into issues that are making me want to refactor > some of the core code. What's your process for change review, > branching, integration, etc? I've got eclipse talking to your > subversion repo. Nice project, btw. Setup was smooth and the code > is in better shape than some places I've worked ;o) > > About the code, static reference issues are giving my tests grief > when I test multiple variants (I'm sure you know what I mean from > the comments in the code ;o). The biggest problem is the static > refrence to the Variant and the RecruitGraph. Game has a reference > to the Variant and is highly accessible so that's not difficult to > get around. The RecruitGraph is still important for "what can > recruiter recruit anywhere" type questions, so I'd add a reference > to it in Variant and cache it during creation. Most static > TerrainRecruitLoader references can be changed to TerrainSubTree > if you don't mind stepping around the comparison to graph code. I > think it's stable enough at this point to remove the checks (are > the checks just there for debugging?). I only see the warnings > when my Default test client collides with my Abyssal6 > test client. Changing TerainRecruitLoader to instance data instead > of all static is work but easy enough, and I do love a good > refactor :oP (sadly, that's completely serious. refactoring code > is my favorite thing to do.) > > One hitch in getting rid of the static TerrainRecruitLoader > references is the starting creature list, which seem to be by > terrain instead of by hex so this makes it easier. Is it fair to > count all anonymous (0 recruiter count) recruits in a tower > terrain as "start creatures"? If so we can simply switch to that > heuristic (and get rid of the unused isStartCreature(cr)). > Alternatives would be caching the strToStarters map from the > loader in the variant or adding a starters list to the terrain or > something. Could make a TowerTerrain extend MasterBoardTerrain > that contains the start creatures and do it at load time. That > would allow us to move all of the "is tower" logic into the > subclass and all of the teleport stuff would work organically -- > oh, and it would know about starting creatures. > > If the changes to get rid of the static references to > TerrainRecruitLoader were simple and small in scope then they > would have been made by now. I could check in all of my tests > running under the same variant and this wouldn't be an issue, but > I'm tenacious and it needs doing. Oh, I'll want to upgrade JUnit > and add Mockito. I'll have to either remove the "final" from > Client or add a PowerMock dependency (seems unnecessary, > especially once we get rid of the statics references). Could > change Client to interface and have the current implementation > implement it. > > About the AI (in case you're curious), I'm currently calling it > CalculatingAI and, like I said, it's variant agnostic. It does > what you and I do when we play. I started at recruiting, which is > the core of the game. For a given legion I build a list of > potential recruits. For each potential recruit I determine the > shortest path to the best max and what the legion could recruit > next turn based on that recruit. Because all recruiting options > are not created equal I needed to come up with recruitment > weights for all recruiter/recruit combinations based on chances to > recruit/upgrade from each hex on the masterboard (I walk the board > once the variant is initialized). The calculations are mostly > voodoo, but it's able to choose the best recruit (based on my > extensive experience) in both Default and Abyssal6 without any > hints for all of the complex situations I've come up with. It > knows that a serpent is much harder to achieve in Abyssal6 than > in Default without being told. It'll recruit, for example, a lion > or third centaur based on path distance to max and its recruit > chances next turn and what those recruits might do for the legion, > but has no idea what a "Centaur" or a "Lion" is. Once it becomes > aware of other players I'll have it anticipate running out of > creatures which will change how it builds a recruit's path to max > and possibly decide to defensively hunt down and kill > the recruiters that might steal its valuable recruits (tell me you > don't do that ;o). > > lol, apparantly I've been wanting to tell someone about this. > > cl > > ------------------------------------------------------------------------------ > Everyone hates slow websites. So do we. > Make your web apps faster with AppDynamics > Download AppDynamics Lite for free today: > http://p.sf.net/sfu/appdyn_sfd2d_oct > _______________________________________________ > Colossus-developers mailing list > Col...@li... > https://listssourceforge.net/lists/listinfo/colossus-developers > > > > ------------------------------------------------------------------------------ > Everyone hates slow websites. So do we. > Make your web apps faster with AppDynamics > Download AppDynamics Lite for free today: > http://p.sf.net/sfu/appdyn_sfd2d_oct > > > _______________________________________________ > Colossus-developers mailing list > Col...@li... > https://lists.sourceforge.net/lists/listinfo/colossus-developers |
|
From: <tj...@in...> - 2012-10-22 06:24:47
|
Hi Craig. As you say, if it were quick and easy, it would have been done. Less of a refactor, more of a rewrite... Good luck. If you manage to get a diff which refactors that stuff without breaking everything, I'm sure we'd all be delighted to have a kick at it. T ----- Original Message ----- From: "Craig Lish" To:"col...@li..." Cc: Sent:Sun, 21 Oct 2012 20:42:09 -0700 (PDT) Subject:[Colossus-developers] Colossus development hi colossus devs :o) My name is Craig (clish). I've been writing code professionally for a couple decades and playing Titan for longer. Here's me on linkedIn: http://www.linkedin.com/in/craiglish. I've been a fan of Colossus since the beginning and have played it more than most (I prefer Abyssal6, though the jungle imbalance saddens me). I've corresponded with Clemens a while ago (hi cleka :o). I had some time and needed to sharpen my skills for an interview so finally dug into writing an AI that is variant agnostic. It's coming along well enough (and I start the new job in a week ;o) but I'm running into issues that are making me want to refactor some of the core code. What's your process for change review, branching, integration, etc? I've got eclipse talking to your subversion repo. Nice project, btw. Setup was smooth and the code is in better shape than some places I've worked ;o) About the code, static reference issues are giving my tests grief when I test multiple variants (I'm sure you know what I mean from the comments in the code ;o). The biggest problem is the static refrence to the Variant and the RecruitGraph. Game has a reference to the Variant and is highly accessible so that's not difficult to get around. The RecruitGraph is still important for "what can recruiter recruit anywhere" type questions, so I'd add a reference to it in Variant and cache it during creation. Most static TerrainRecruitLoader references can be changed to TerrainSubTree if you don't mind stepping around the comparison to graph code. I think it's stable enough at this point to remove the checks (are the checks just there for debugging?). I only see the warnings when my Default test client collides with my Abyssal6 test client. Changing TerainRecruitLoader to instance data instead of all static is work but easy enough, and I do love a good refactor :oP (sadly, that's completely serious. refactoring code is my favorite thing to do.) One hitch in getting rid of the static TerrainRecruitLoader references is the starting creature list, which seem to be by terrain instead of by hex so this makes it easier. Is it fair to count all anonymous (0 recruiter count) recruits in a tower terrain as "start creatures"? If so we can simply switch to that heuristic (and get rid of the unused isStartCreature(cr)). Alternatives would be caching the strToStarters map from the loader in the variant or adding a starters list to the terrain or something. Could make a TowerTerrain extend MasterBoardTerrain that contains the start creatures and do it at load time. That would allow us to move all of the "is tower" logic into the subclass and all of the teleport stuff would work organically -- oh, and it would know about starting creatures. If the changes to get rid of the static references to TerrainRecruitLoader were simple and small in scope then they would have been made by now. I could check in all of my tests running under the same variant and this wouldn't be an issue, but I'm tenacious and it needs doing. Oh, I'll want to upgrade JUnit and add Mockito. I'll have to either remove the "final" from Client or add a PowerMock dependency (seems unnecessary, especially once we get rid of the statics references). Could change Client to interface and have the current implementation implement it. About the AI (in case you're curious), I'm currently calling it CalculatingAI and, like I said, it's variant agnostic. It does what you and I do when we play. I started at recruiting, which is the core of the game. For a given legion I build a list of potential recruits. For each potential recruit I determine the shortest path to the best max and what the legion could recruit next turn based on that recruit. Because all recruiting options are not created equal I needed to come up with recruitment weights for all recruiter/recruit combinations based on chances to recruit/upgrade from each hex on the masterboard (I walk the board once the variant is initialized). The calculations are mostly voodoo, but it's able to choose the best recruit (based on my extensive experience) in both Default and Abyssal6 without any hints for all of the complex situations I've come up with. It knows that a serpent is much harder to achieve in Abyssal6 than in Default without being told. It'll recruit, for example, a lion or third centaur based on path distance to max and its recruit chances next turn and what those recruits might do for the legion, but has no idea what a "Centaur" or a "Lion" is. Once it becomes aware of other players I'll have it anticipate running out of creatures which will change how it builds a recruit's path to max and possibly decide to defensively hunt down and kill the recruiters that might steal its valuable recruits (tell me you don't do that ;o). lol, apparantly I've been wanting to tell someone about this. cl ------------------------------------------------------------------------------ Everyone hates slow websites. So do we. Make your web apps faster with AppDynamics Download AppDynamics Lite for free today: http://p.sf.net/sfu/appdyn_sfd2d_oct _______________________________________________ Colossus-developers mailing list Col...@li... https://lists.sourceforge.net/lists/listinfo/colossus-developers |
|
From: Craig L. <c_...@ya...> - 2012-10-22 03:42:15
|
hi colossus devs :o) My name is Craig (clish). I've been writing code professionally for a couple decades and playing Titan for longer. Here's me on linkedIn: http://www.linkedin.com/in/craiglish. I've been a fan of Colossus since the beginning and have played it more than most (I prefer Abyssal6, though the jungle imbalance saddens me). I've corresponded with Clemens a while ago (hi cleka :o). I had some time and needed to sharpen my skills for an interview so finally dug into writing an AI that is variant agnostic. It's coming along well enough (and I start the new job in a week ;o) but I'm running into issues that are making me want to refactor some of the core code. What's your process for change review, branching, integration, etc? I've got eclipse talking to your subversion repo. Nice project, btw. Setup was smooth and the code is in better shape than some places I've worked ;o) About the code, static reference issues are giving my tests grief when I test multiple variants (I'm sure you know what I mean from the comments in the code ;o). The biggest problem is the static refrence to the Variant and the RecruitGraph. Game has a reference to the Variant and is highly accessible so that's not difficult to get around. The RecruitGraph is still important for "what can recruiter recruit anywhere" type questions, so I'd add a reference to it in Variant and cache it during creation. Most static TerrainRecruitLoader references can be changed to TerrainSubTree if you don't mind stepping around the comparison to graph code. I think it's stable enough at this point to remove the checks (are the checks just there for debugging?). I only see the warnings when my Default test client collides with my Abyssal6 test client. Changing TerainRecruitLoader to instance data instead of all static is work but easy enough, and I do love a good refactor :oP (sadly, that's completely serious. refactoring code is my favorite thing to do.) One hitch in getting rid of the static TerrainRecruitLoader references is the starting creature list, which seem to be by terrain instead of by hex so this makes it easier. Is it fair to count all anonymous (0 recruiter count) recruits in a tower terrain as "start creatures"? If so we can simply switch to that heuristic (and get rid of the unused isStartCreature(cr)). Alternatives would be caching the strToStarters map from the loader in the variant or adding a starters list to the terrain or something. Could make a TowerTerrain extend MasterBoardTerrain that contains the start creatures and do it at load time. That would allow us to move all of the "is tower" logic into the subclass and all of the teleport stuff would work organically -- oh, and it would know about starting creatures. If the changes to get rid of the static references to TerrainRecruitLoader were simple and small in scope then they would have been made by now. I could check in all of my tests running under the same variant and this wouldn't be an issue, but I'm tenacious and it needs doing. Oh, I'll want to upgrade JUnit and add Mockito. I'll have to either remove the "final" from Client or add a PowerMock dependency (seems unnecessary, especially once we get rid of the statics references). Could change Client to interface and have the current implementation implement it. About the AI (in case you're curious), I'm currently calling it CalculatingAI and, like I said, it's variant agnostic. It does what you and I do when we play. I started at recruiting, which is the core of the game. For a given legion I build a list of potential recruits. For each potential recruit I determine the shortest path to the best max and what the legion could recruit next turn based on that recruit. Because all recruiting options are not created equal I needed to come up with recruitment weights for all recruiter/recruit combinations based on chances to recruit/upgrade from each hex on the masterboard (I walk the board once the variant is initialized). The calculations are mostly voodoo, but it's able to choose the best recruit (based on my extensive experience) in both Default and Abyssal6 without any hints for all of the complex situations I've come up with. It knows that a serpent is much harder to achieve in Abyssal6 than in Default without being told. It'll recruit, for example, a lion or third centaur based on path distance to max and its recruit chances next turn and what those recruits might do for the legion, but has no idea what a "Centaur" or a "Lion" is. Once it becomes aware of other players I'll have it anticipate running out of creatures which will change how it builds a recruit's path to max and possibly decide to defensively hunt down and kill the recruiters that might steal its valuable recruits (tell me you don't do that ;o). lol, apparantly I've been wanting to tell someone about this. cl |
|
From: Clemens <cl...@cl...> - 2012-08-06 06:50:27
|
On 2012-08-06 08:44, Norman Sillito wrote: > Need to add instructions to the webpage for how to provide feedback > on the > new BG12. Sounds to me like a good idea! -Cle. > I've been playing a lot verses the computer. Primarily only gotten > Aphrodite > and Apollo. The changes for those two are excellent. I have grown a > few of > the others but so late in the end game that they haven't made much > difference in the play. I'll try few computers and see if that make > the game > last longer. > > -----Original Message----- > From: Clemens Katzer [mailto:lem...@sa...] > Sent: Saturday, August 04, 2012 1:12 PM > To: John David Galt; col...@li... > Subject: Re: [Colossus-developers] Apparent bug: can't start battle > > > > Works fine for me. Using normal official build (from web site), > loaded game; > it presents me the "Do you want to flee?" dialog, and when I decline > I get > the battle map (Jungle). > > It might be that the Flee dialog is somewhere off screen? > > You can delete or rename away the Colossus-server.cfg file in > .colossus/ > directory; that way the dialog should be presented centered on screen > again? > > BR, > Clemens > > -------- Original-Nachricht -------- >> Datum: Sat, 04 Aug 2012 12:41:45 -0700 >> Von: John David Galt <jd...@di...> >> An: col...@li... >> Betreff: [Colossus-developers] Apparent bug: can\'t start battle > >> In this game I've just been attacked by one of the computer players, >> but the battleland refuses to appear on the screen, so I can't >> continue with the game. >> >> I recently had my monitor die and had to start using a smaller one, >> so >> it is possible that the battleland was created somewhere I can't see >> it. However, right clicking on the Colossus process on the menu bar >> does not reveal the existence of such a window. > > > ---------------------------------------------------------------------------- > -- > Live Security Virtual Conference > Exclusive live event will cover all the ways today's security and > threat > landscape has changed and how IT managers can respond. Discussions > will > include endpoint security, mobile security and the latest in malware > threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ > _______________________________________________ > Colossus-developers mailing list > Col...@li... > https://lists.sourceforge.net/lists/listinfo/colossus-developers > > > > ------------------------------------------------------------------------------ > Live Security Virtual Conference > Exclusive live event will cover all the ways today's security and > threat landscape has changed and how IT managers can respond. > Discussions > will include endpoint security, mobile security and the latest in > malware > threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ > _______________________________________________ > Colossus-developers mailing list > Col...@li... > https://lists.sourceforge.net/lists/listinfo/colossus-developers |
|
From: Norman S. <nsi...@sh...> - 2012-08-06 05:44:33
|
Need to add instructions to the webpage for how to provide feedback on the new BG12. I've been playing a lot verses the computer. Primarily only gotten Aphrodite and Apollo. The changes for those two are excellent. I have grown a few of the others but so late in the end game that they haven't made much difference in the play. I'll try few computers and see if that make the game last longer. -----Original Message----- From: Clemens Katzer [mailto:lem...@sa...] Sent: Saturday, August 04, 2012 1:12 PM To: John David Galt; col...@li... Subject: Re: [Colossus-developers] Apparent bug: can't start battle Works fine for me. Using normal official build (from web site), loaded game; it presents me the "Do you want to flee?" dialog, and when I decline I get the battle map (Jungle). It might be that the Flee dialog is somewhere off screen? You can delete or rename away the Colossus-server.cfg file in .colossus/ directory; that way the dialog should be presented centered on screen again? BR, Clemens -------- Original-Nachricht -------- > Datum: Sat, 04 Aug 2012 12:41:45 -0700 > Von: John David Galt <jd...@di...> > An: col...@li... > Betreff: [Colossus-developers] Apparent bug: can\'t start battle > In this game I've just been attacked by one of the computer players, > but the battleland refuses to appear on the screen, so I can't > continue with the game. > > I recently had my monitor die and had to start using a smaller one, so > it is possible that the battleland was created somewhere I can't see > it. However, right clicking on the Colossus process on the menu bar > does not reveal the existence of such a window. ---------------------------------------------------------------------------- -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ _______________________________________________ Colossus-developers mailing list Col...@li... https://lists.sourceforge.net/lists/listinfo/colossus-developers |
|
From: John B. <ho...@gm...> - 2012-08-05 05:54:47
|
I've had similar issues where if a screen was created in an area viewable on a large monitor in the past, it will be created in a non-visible area on a smaller monitor. One workaround on windows is alt+space, M, which lets you move the window with your keyboard until it's visible, John On Sat, Aug 4, 2012 at 1:11 PM, Clemens Katzer <lem...@sa...> wrote: > > > Works fine for me. Using normal official build (from web site), loaded game; > it presents me the "Do you want to flee?" dialog, and when I decline I get > the battle map (Jungle). > > It might be that the Flee dialog is somewhere off screen? > > You can delete or rename away the Colossus-server.cfg file in > .colossus/ directory; that way the dialog should be presented centered > on screen again? > > BR, > Clemens > > -------- Original-Nachricht -------- >> Datum: Sat, 04 Aug 2012 12:41:45 -0700 >> Von: John David Galt <jd...@di...> >> An: col...@li... >> Betreff: [Colossus-developers] Apparent bug: can\'t start battle > >> In this game I've just been attacked by one of the computer players, but >> the battleland >> refuses to appear on the screen, so I can't continue with the game. >> >> I recently had my monitor die and had to start using a smaller one, so it >> is possible >> that the battleland was created somewhere I can't see it. However, right >> clicking on >> the Colossus process on the menu bar does not reveal the existence of such >> a window. > > ------------------------------------------------------------------------------ > Live Security Virtual Conference > Exclusive live event will cover all the ways today's security and > threat landscape has changed and how IT managers can respond. Discussions > will include endpoint security, mobile security and the latest in malware > threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ > _______________________________________________ > Colossus-developers mailing list > Col...@li... > https://lists.sourceforge.net/lists/listinfo/colossus-developers |
|
From: Clemens K. <lem...@sa...> - 2012-08-04 20:11:55
|
Works fine for me. Using normal official build (from web site), loaded game; it presents me the "Do you want to flee?" dialog, and when I decline I get the battle map (Jungle). It might be that the Flee dialog is somewhere off screen? You can delete or rename away the Colossus-server.cfg file in .colossus/ directory; that way the dialog should be presented centered on screen again? BR, Clemens -------- Original-Nachricht -------- > Datum: Sat, 04 Aug 2012 12:41:45 -0700 > Von: John David Galt <jd...@di...> > An: col...@li... > Betreff: [Colossus-developers] Apparent bug: can\'t start battle > In this game I've just been attacked by one of the computer players, but > the battleland > refuses to appear on the screen, so I can't continue with the game. > > I recently had my monitor die and had to start using a smaller one, so it > is possible > that the battleland was created somewhere I can't see it. However, right > clicking on > the Colossus process on the menu bar does not reveal the existence of such > a window. |
|
From: John D. G. <jd...@di...> - 2012-08-04 19:41:56
|
In this game I've just been attacked by one of the computer players, but the battleland refuses to appear on the screen, so I can't continue with the game. I recently had my monitor die and had to start using a smaller one, so it is possible that the battleland was created somewhere I can't see it. However, right clicking on the Colossus process on the menu bar does not reveal the existence of such a window. |
|
From: Clemens <cl...@cl...> - 2012-07-11 15:42:19
|
Strange. I connected two clients (admin and clemens) to test server and
started a BeelzeGod12 build,
but the Variant Readme (Help => Show Variant Readme) does not contain
the new text :-/
Actually in one it does in the other not...
*fiddles a while*
Ugh. That's nasty. I suspect the following happens:
If one runs the old (official) build and it reads the Variant info
already during Game Setup dialog (because BeelzeGods variant is
selected), then it caches that, and shows that old Readme even when one
has started a game, connected to new server. (If selected variant is
something else, say, Pantheon), then even old client shows new Readme in
started game...
Critical question is: does it cache only the Readme or also everything
else... (variant XML files) ?
So, contrary to what I said earlier: to be safe, one should test play
BG12 with new server instance only with new Test Build.
=> it need to be resolved whether this caching has impact also on the
real variant data (XML files),
otherwise there would be trouble with people still using "old" 13.2 but
server running the one with new BG12...
BR;
Clemens
On 2012-07-11 18:19, David Partridge wrote:
> Tested the connection and it worked, so I've updated the info for the
> BG12 test version to include this.
> Dave
>
> -------------------------
> FROM: Clemens <cl...@cl...>
> TO: Norman Sillito <nsi...@sh...>
> CC: David Partridge <re...@ro...>;
> col...@li...
> SENT: Wednesday, July 11, 2012 10:57 AM
> SUBJECT: [Colossus-developers] "Test Game Server" for BeelzeGods12
> testing
>
> Hello Norman and others,
>
>> Would it be a lot of work to create a BG12Test variant on the server
> if you
>> don't want to take away BG12.
>
> I realized it would be rather complicated and risky to have a
> production build running with both old and new variant built-in (*IF*
> that is what you meant ;-)
>
> Instead, I (re-)created a new server instance, and there is now
> running the Colossus.jar and ColossusWeb.jar which I built fresh from
> latest checkout (revision 5192). It is running on port 16766 (exactly
> 10.000 less than the usual one). See attached screenshot.
>
> So you and Zoro, for example, could play on that instance. All data
> (game nr, logs, statistics, user base, ...) is totally separated from
> the production environment, except that the user information is
> cloned
> from there, as of ... dunno, 15 mins ago - so all who have account in
> real server can also try out new server. (But from now now user data
> will diverge - new users registered, or password changed, will only
> affect the instance in which it's done).
>
> Pro: almost no risk to impact the production service, playtesting
> does
> not spoil the official stats
> Con: for playtesting BG12, you have to be connected to different
> server instance, thus are not in same chat as "all normal users".
>
> I hope it works; let me know if not...
>
> BR,
> Clemens
>
> On 2012-07-11 00:00, Norman Sillito wrote:
>> You said
>>
>> If they play locally, they will get new BG12 skill+power factors;
>> if they play with public server, BG12 will behave same as it was.
>>
>> I never thought about that until you mentioned it. I should have
> thought of
>> it. Thanks for pointing it out.
>>
>> I will have to host for Zoro and I.
>>
>> Would it be a lot of work to create a BG12Test variant on the server
> if you
>> don't want to take away BG12.
>>
>> -----Original Message-----
>> From: Clemens [mailto:cl...@cl... [1]]
>> Sent: Tuesday, July 10, 2012 1:34 PM
>> To: col...@li... [2]
>> Subject: Re: [Colossus-developers] Beelzebub12Gods testing build
>>
>>
>>
>> On 2012-07-10 22:51, David Partridge wrote:
>>> Hi Clemens,
>>>
>>> I like your page fine as well. My thought was that one of the
> problems
>>> with the old page was that so much stuff was off the page.
>>
>>> I tried to put everything on the page and just let the old stuff
> need
>>> scrolling.
>>
>> Ah, now I get it! Neat. Just not compatible^H^H^H^H^H^H^H^H^H
> intuitively
>> understandable for someone with a brain like mine....
>>
>>
>>> Doing it with a menu works as well, just requires
>>> that extra click to see some of the stuff, but the link is there so
> I
>>> think it handles the issue fine.
>>
>> it's "clearer" to me, an easy "what is what" structuring (navigation
> &
>> content).
>>
>> 4 similar, "equally important" boxes, it's like,
>> "HELP!", What's this" - have to look at all 4 because they all are
>> "same important" :~|
>>
>> Trying to squeeze all visible in one go might not be promising
> anyway;
>> I've heard there are still people who do not run 1680 x 1280 by
> default
>> :)
>>
>> [ well, hm ... just I tried it with 1024 x 768, actually I am
> surprised
>> it was "pretty usable" (not big difference compared to high
> resolution)
>> - indeed as you said, it rearranges it and just the less important
> parts
>> are initially out of sight. ]
>>
>> Well perhaps it's that I don't like scrolling much at all....
>>
>>> I'll make a few changes to your page (add links to tutorials
>>
>> ok, nice. On old page there was some "the readme is here" and "link
> to
>> more docs", where is that right now (in your layout) ?
>> In the approach with navigation it could perhaps be worked-in into
> the
>> index/navigation right away?
>>
>> I saw you added the link to building doc + Youtube. Good. I
> personally
>> would have wrapped more bla bla around it :)
>>
>>
>>> and building, try to make the main build more prominent) and update
>>> the site.
>>
>>> Everyone else can weigh in with any comments and I can update
>>> accordingly.
>>>
>>> The point of the Beelzebub icon was to get people's comments on the
>>> changes to that
>>> variant. I expect to make a few more changes in that as people try
> it
>>> out. If you want to merge it with the public testing build
>>
>> Might be good idea. Generally speaking, I _do_ see use for the
>> threesome
>> * official release,
>> * PTB ("soon to be released"), and
>> * "special build" (something bleeding edge)
>>
>> - we've used that scheme before, although the link for the special
>> build was only in wiki. ("warning, only for those who know what they
> are
>> doing...").
>>
>> But at the moment the BG12 build is kind of as stable as the PTB. So
> I
>> could make a new PTB with BG12 changes included. One thing we should
>> write somewhere, is the impact / compatibility issues. Lucily, in
> this
>> case, there's not much, but what people should now, is:
>>
>> If they play locally, they will get new BG12 skill+power factors;
>> if they play with public server, BG12 will behave same as it was.
>>
>> Otherwise somebody might be confused.
>>
>> That kind of more detailed info (and in future PTBs might be more
>> tricky), would clutter the banner too much.
>>
>> Or put there (upper right side) only a more flashy text (bold,
> bigger,
>> blinking, 3D-animated ;-))) , like: "Hey, new BeelzeGods12 variant
>> open for testing, give it a try!" and make that link redirect / make
> the
>> main "content" frame display detailed info (what's it about,
>> compatibility issues as mentioned, and icon to start it) ... ?
>>
>>
>>> and just note that we are looking for BG12 comments in the notes
> that
>>> works too.
>>
>>> I have no problems updating the page when the BG12 testing period
> is
>>> over.
>>
>> ok.
>>
>> BR,
>> Clemens
>>
>>
>>>
>>> Dave
>>>
>>> -------------------------
>>> FROM: Clemens <cl...@cl... [3]>
>>> TO: David Partridge <re...@ro... [4]>
>>> CC: Norman Sillito <nsi...@sh... [5]>;
>>> col...@li... [6]
>>> SENT: Tuesday, July 10, 2012 3:28 PM
>>> SUBJECT: Re: [Colossus-developers] Beelzebub12Gods testing build
>>>
>>> Wow, Dave, you put a lot of work into rearranging the main page!
>>>
>>> I like the test build to be also an icon - I remember long ago I
>>> tried
>>>
>>> something, to make a table and the PTB right-arranged (but on same
>>> height as the left side, not as it was until yesterday, in the line
>>> "below" the line on left side...) ... and just never got it
>>> working...
>>> For the PTB, I was thinking of the ColossusIcon with, like, split
> in
>>> 9
>>>
>>> small scares rearranged like a shifting puzzle, the one with
>>> different
>>>
>>> numbers is good, too!
>>>
>>> But I feel the official build should be more prominent than the two
>>> special ones (now they all three are "equally big", i.e. "equally
>>> meaningful to the user"). And/or, the test builds could be
> somewhere
>>> else on the page? Would get easier when there's navigation added
> ==>
>>> Read on.
>>>
>>> The whole page split into various blocks... I was somewhat puzzled
>>> when
>>> I saw it.
>>> <STORY>I was just telling to a friend, hey look at "my" page, and
> he
>>> typed some URL straight there, and I was like "Huuuh? Why is SF
>>> showing
>>> it this way when one uses THAT URL... until I realized its' the
> page
>>> it
>>> meant, the "looks different" is merely your reworking. </STORY>)
>>>
>>> I personally was ... overloaded by the many different frames, and
>>> then
>>>
>>> one has to scroll within most of the boxes ... Uh.
>>>
>>> I had something much more simple in mind, just a navigation. Fueled
>>> by
>>>
>>> that, I put *something* up which illustrates my idea:
>>>
>>> http://colossus.sourceforge.net/index-wn.html [7]
>>>
>>> ... but it's probably not ready to use as it is either. Just to
> demo.
>>>
>>> Also, making the 3rd build as own icon with BB icon... that feels
>>> funny
>>> to me, because that pre-pre-public testing build (or "alpha build")
>>> will
>>> not be BG12 related (or even exist) in future. So this nails down a
>>> "NOW
>>> STATE" to "our general central page" ... So referring to it as BG
> 12
>>> build... well, I just think in different timelines, I guess.
> (Dunno,
>>> do
>>> you get what I mean?)
>>>
>>> Well, perhaps it's ok, it's "that's how it is now", it just means,
>>> when
>>> the BG12 testing is over, someone has to update this page to remove
>>> "the
>>> BG12 build special stuff"... ;-)
>>>
>>> BR,
>>> Clemens
>>>
>>> On 2012-07-10 19:31, David Partridge wrote:
>>>> Hi Norman,
>>>>
>>>> I tried to distill the suggestions from the developer group and
> from
>>>> the users. The Variant Readme
>>>> was updated to have the new values for the Gods. Any suggestions
> or
>>>> comments please let me
>>>> know, I expect we'll go through a couple of iterations before we
>>>> reach
>>>> a stable point that at least
>>>> most of us think is an improvement.
>>>>
>>>> The page at colossus.sourceforge.net [1] has been updated so it
>>> should be
>>>> easy to download the
>>>> BG12 test version (click on the Beelzebub icon). I just tested it
>>> and
>>>> it worked fine for me. If
>>>> anyone has any issues please let me know.
>>>>
>>>> Dave
>>>>
>>>> -------------------------
>>>> FROM: Norman Sillito <nsi...@sh... [8] [2]>
>>>> TO: 'Clemens' <cl...@cl... [9] [3]>; 'David Partridge'
>>>> <re...@ro... [10] [4]>
>>>> CC: col...@li... [11] [5]
>>>> SENT: Tuesday, July 10, 2012 12:10 PM
>>>> SUBJECT: RE: [Colossus-developers] Beelzebub12Gods testing build
>>>>
>>>> Wow, thanks Clemens. I've downloaded and played a couple of games
>>>> against 11
>>>> computer AIs.
>>>>
>>>> Haven't involved many of the gods so far but I'll let you know
> when
>>> I
>>>> have
>>>> some experience with them.
>>>>
>>>> I also made an announcement on the server and directed everyone to
>>>> the
>>>> webpage.
>>>>
>>>> The link below
>>>> http://colossus.sourceforge.net/special-build/ [12]
>>>> didn't' work.
>>>>
>>>> An error has been encountered in accessing this page.
>>>>
>>>> 1. Server: colossus.sourceforge.net [1]
>>>> 2. URL path: /special-build/
>>>> 3. Error notes: NONE
>>>> 4. Error type: 403
>>>> 5. Request method: GET
>>>> 6. Request query string: NONE
>>>> 7. Time: 2012-07-10 16:08:06 UTC (1341936486)
>>>>
>>>> Reporting this problem: The problem you have encountered is with a
>>>> project
>>>> web site hosted by SourceForge.net [6] [2]. This issue should be
>>> reported
>>>> to the
>>>> SourceForge.net-hosted project (not to SourceForge.net).
>>>>
>>>> If this is a severe or recurring/persistent problem, please do one
>>> of
>>>> the
>>>> following, and provide the error text (numbered 1 through 7,
> above):
>>>>
>>>> Contact the project via their designated support resources.
>>>> Contact the project administrators of this project via email (see
>>>> the
>>>> upper right-hand corner of the Project Summary page for their
>>>> usernames) at
>>>> use...@us... [13] [7] [3]
>>>>
>>>> If you are a maintainer of this web content, please refer to the
>>> Site
>>>> Documentation regarding web services for further assistance.
>>>>
>>>> NOTE: As of 2008-10-23 directory index display has been disabled
> by
>>>> default.
>>>> This option may be re-enabled by the project by placing a file
> with
>>>> the name
>>>> ".htaccess" with this line:
>>>>
>>>> Options +Indexes
>>>>
>>>> However I found the link on the Colossus webpage that pointed to
> the
>>>> Public
>>>> Test Builds
>>>>
>>>> http://sourceforge.net/apps/trac/colossus/wiki/PublicTestingBuild
> [14]
>>> [8]
>>>>
>>>> and the link at the bottom of the page. Zoro found it from my
>>>> directions so
>>>> hopefully we will be able to try it out between us.
>>>>
>>>> -----Original Message-----
>>>> From: Clemens [mailto:cl...@cl... [15] [9] [4]]
>>>> Sent: Monday, July 09, 2012 8:54 AM
>>>> To: David Partridge
>>>> Cc: col...@li... [16] [10] [5]
>>>> Subject: Re: [Colossus-developers] Beelzebub12Gods testing build
>>>>
>>>> Hello Dave,
>>>>
>>>> I have made a "special testing" build for the BG 12 stuff. But
>>>> contrary to
>>>> what you suggested, I uploaded it to
>>>>
>>>> http://colossus.sourceforge.net/special-build/ [17] [11] [6]
>>>>
>>>> because that location already existed, and I was not willing to
>>>> fiddle
>>>> with
>>>> the "how to get another new jnlp file working" today...
>>>>
>>>> I added link to it also in main web page (link to RecentChanges...
>>>> doc
>>>> removed since I did neither update, nor upload that one).
>>>>
>>>> BTW, this also includes a temporary fix for the "Can't connect to
>>>> socket" error you encountered.
>>>>
>>>> (And I realized why I didn't get that error earlier - I had stored
>>> an
>>>> option "do not stop accepting clients" as true in my local
>>>> Colossus-server.cfg, and due to that I didn't notice it when the
>>>> change
>>>> with the internal spectator client broke things. So that needs
> some
>>>> cleanup... one more lesson of the category "how to fool
>>> yourself...")
>>>>
>>>> BR,
>>>> Clemens
>>>>
>>>> On 2012-07-09 08:17, David Partridge wrote:
>>>>> Hi Clemens,
>>>>>
>>>>> I've committed the changes for the Beelzebub12Gods testing build.
>>>>>
>>>>> Could you please make the version and put it in the
>>>>> Beelzebub12Gods-testing directory.
>>>>>
>>>>> After you do that I'll put up a new page for
>>>>> colossus.sourceforge.net/index.html [7] that has
>>>>> an icon for that and puts things into frames for better
>>>> accessibility
>>>>> and readability.
>>>>>
>>>>> BR
>>>>> Dave
>>>>
>>>>
>>>>
>>>
>>>
>>
>>
>
> ----------------------------------------------------------------------------
>>>> --
>>>> Live Security Virtual Conference
>>>> Exclusive live event will cover all the ways today's security and
>>>> threat landscape has changed and how IT managers can respond.
>>>> Discussions
>>>> will include endpoint security, mobile security and the latest in
>>>> malware
>>>> threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/
> [18]
>>> [12]
>>>> _______________________________________________
>>>> Colossus-developers mailing list
>>>> Col...@li... [19] [13] [8]
>>>> https://lists.sourceforge.net/lists/listinfo/colossus-developers
> [20]
>>> [14] [9]
>>>>
>>>>
>>>>
>>>> Links:
>>>> ------
>>>> [1] http://colossus.sourceforge.net/ [21] [15]
>>>> [2] http://sourceforge.net/ [22] [16]
>>>> [3] mailto:use...@us... [23] [17]
>>>> [4] mailto:cl...@cl... [24] [18]
>>>> [5] mailto:col...@li... [25] [19]
>>>> [6] http://colossus.sourceforge.net/special-build/ [26] [20]
>>>> [7] http://colossus.sourceforge.net/index.html [27] [21]
>>>> [8] mailto:Col...@li... [28] [22]
>>>> [9]
> https://lists.sourceforge.net/lists/listinfo/colossus-developers [29]
>>> [23]
>>>
>>>
>>>
>>> Links:
>>> ------
>>> [1] http://colossus.sourceforge.net/ [30]
>>> [2] mailto:nsi...@sh... [31]
>>> [3] mailto:cl...@cl... [32]
>>> [4] mailto:re...@ro... [33]
>>> [5] mailto:col...@li... [34]
>>> [6] http://sourceforge.net/ [35]
>>> [7] mailto:use...@us... [36]
>>> [8]
> http://sourceforge.net/apps/trac/colossus/wiki/PublicTestingBuild
> [37]
>>> [9] mailto:cl...@cl... [38]
>>> [10] mailto:col...@li... [39]
>>> [11] http://colossus.sourceforge.net/special-build/ [40]
>>> [12] http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ [41]
>>> [13] mailto:Col...@li... [42]
>>> [14]
> https://lists.sourceforge.net/lists/listinfo/colossus-developers [43]
>>> [15] http://colossus.sourceforge.net/ [44]
>>> [16] http://sourceforge.net/ [45]
>>> [17] mailto:use...@us... [46]
>>> [18] mailto:cl...@cl... [47]
>>> [19] mailto:col...@li... [48]
>>> [20] http://colossus.sourceforge.net/special-build/ [49]
>>> [21] http://colossus.sourceforge.net/index.html [50]
>>> [22] mailto:Col...@li... [51]
>>> [23]
> https://lists.sourceforge.net/lists/listinfo/colossus-developers [52]
>>
>>
>>
>>
>
> ----------------------------------------------------------------------------
>> --
>> Live Security Virtual Conference
>> Exclusive live event will cover all the ways today's security and
>> threat landscape has changed and how IT managers can respond.
> Discussions
>> will include endpoint security, mobile security and the latest in
> malware
>> threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/
> [53]
>> _______________________________________________
>> Colossus-developers mailing list
>> Col...@li... [54]
>> https://lists.sourceforge.net/lists/listinfo/colossus-developers
> [55]
>
>
>
> Links:
> ------
> [1] mailto:cl...@cl...
> [2] mailto:col...@li...
> [3] mailto:cl...@cl...
> [4] mailto:re...@ro...
> [5] mailto:nsi...@sh...
> [6] mailto:col...@li...
> [7] http://colossus.sourceforge.net/index-wn.html
> [8] mailto:nsi...@sh...
> [9] mailto:cl...@cl...
> [10] mailto:re...@ro...
> [11] mailto:col...@li...
> [12] http://colossus.sourceforge.net/special-build/
> [13] mailto:use...@us...
> [14]
> http://sourceforge.net/apps/trac/colossus/wiki/PublicTestingBuild
> [15] mailto:cl...@cl...
> [16] mailto:col...@li...
> [17] http://colossus.sourceforge.net/special-build/
> [18] http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/
> [19] mailto:Col...@li...
> [20] https://lists.sourceforge.net/lists/listinfo/colossus-developers
> [21] http://colossus.sourceforge.net/
> [22] http://sourceforge.net/
> [23] mailto:use...@us...
> [24] mailto:cl...@cl...
> [25] mailto:col...@li...
> [26] http://colossus.sourceforge.net/special-build/
> [27] http://colossus.sourceforge.net/index.html
> [28] mailto:Col...@li...
> [29] https://lists.sourceforge.net/lists/listinfo/colossus-developers
> [30] http://colossus.sourceforge.net/
> [31] mailto:nsi...@sh...
> [32] mailto:cl...@cl...
> [33] mailto:re...@ro...
> [34] mailto:col...@li...
> [35] http://sourceforge.net/
> [36] mailto:use...@us...
> [37]
> http://sourceforge.net/apps/trac/colossus/wiki/PublicTestingBuild
> [38] mailto:cl...@cl...
> [39] mailto:col...@li...
> [40] http://colossus.sourceforge.net/special-build/
> [41] http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/
> [42] mailto:Col...@li...
> [43] https://lists.sourceforge.net/lists/listinfo/colossus-developers
> [44] http://colossus.sourceforge.net/
> [45] http://sourceforge.net/
> [46] mailto:use...@us...
> [47] mailto:cl...@cl...
> [48] mailto:col...@li...
> [49] http://colossus.sourceforge.net/special-build/
> [50] http://colossus.sourceforge.net/index.html
> [51] mailto:Col...@li...
> [52] https://lists.sourceforge.net/lists/listinfo/colossus-developers
> [53] http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/
> [54] mailto:Col...@li...
> [55] https://lists.sourceforge.net/lists/listinfo/colossus-developers
|
|
From: David P. <re...@ro...> - 2012-07-11 15:19:36
|
Tested the connection and it worked, so I've updated the info for the BG12 test version to include this.
Dave
________________________________
From: Clemens <cl...@cl...>
To: Norman Sillito <nsi...@sh...>
Cc: David Partridge <re...@ro...>; col...@li...
Sent: Wednesday, July 11, 2012 10:57 AM
Subject: [Colossus-developers] "Test Game Server" for BeelzeGods12 testing
Hello Norman and others,
> Would it be a lot of work to create a BG12Test variant on the server if you
> don't want to take away BG12.
I realized it would be rather complicated and risky to have a production build running with both old and new variant built-in (*IF* that is what you meant ;-)
Instead, I (re-)created a new server instance, and there is now running the Colossus.jar and ColossusWeb.jar which I built fresh from latest checkout (revision 5192). It is running on port 16766 (exactly 10.000 less than the usual one). See attached screenshot.
So you and Zoro, for example, could play on that instance. All data (game nr, logs, statistics, user base, ...) is totally separated from the production environment, except that the user information is cloned from there, as of ... dunno, 15 mins ago - so all who have account in real server can also try out new server. (But from now now user data will diverge - new users registered, or password changed, will only affect the instance in which it's done).
Pro: almost no risk to impact the production service, playtesting does not spoil the official stats
Con: for playtesting BG12, you have to be connected to different server instance, thus are not in same chat as "all normal users".
I hope it works; let me know if not...
BR,
Clemens
On 2012-07-11 00:00, Norman Sillito wrote:
> You said
>
> If they play locally, they will get new BG12 skill+power factors;
> if they play with public server, BG12 will behave same as it was.
>
> I never thought about that until you mentioned it. I should have thought of
> it. Thanks for pointing it out.
>
> I will have to host for Zoro and I.
>
> Would it be a lot of work to create a BG12Test variant on the server if you
> don't want to take away BG12.
>
> -----Original Message-----
> From: Clemens [mailto:cl...@cl...]
> Sent: Tuesday, July 10, 2012 1:34 PM
> To: col...@li...
> Subject: Re: [Colossus-developers] Beelzebub12Gods testing build
>
>
>
> On 2012-07-10 22:51, David Partridge wrote:
>> Hi Clemens,
>>
>> I like your page fine as well. My thought was that one of the problems
>> with the old page was that so much stuff was off the page.
>
>> I tried to put everything on the page and just let the old stuff need
>> scrolling.
>
> Ah, now I get it! Neat. Just not compatible^H^H^H^H^H^H^H^H^H intuitively
> understandable for someone with a brain like mine....
>
>
>> Doing it with a menu works as well, just requires
>> that extra click to see some of the stuff, but the link is there so I
>> think it handles the issue fine.
>
> it's "clearer" to me, an easy "what is what" structuring (navigation &
> content).
>
> 4 similar, "equally important" boxes, it's like,
> "HELP!", What's this" - have to look at all 4 because they all are
> "same important" :~|
>
> Trying to squeeze all visible in one go might not be promising anyway;
> I've heard there are still people who do not run 1680 x 1280 by default
> :)
>
> [ well, hm ... just I tried it with 1024 x 768, actually I am surprised
> it was "pretty usable" (not big difference compared to high resolution)
> - indeed as you said, it rearranges it and just the less important parts
> are initially out of sight. ]
>
> Well perhaps it's that I don't like scrolling much at all....
>
>> I'll make a few changes to your page (add links to tutorials
>
> ok, nice. On old page there was some "the readme is here" and "link to
> more docs", where is that right now (in your layout) ?
> In the approach with navigation it could perhaps be worked-in into the
> index/navigation right away?
>
> I saw you added the link to building doc + Youtube. Good. I personally
> would have wrapped more bla bla around it :)
>
>
>> and building, try to make the main build more prominent) and update
>> the site.
>
>> Everyone else can weigh in with any comments and I can update
>> accordingly.
>>
>> The point of the Beelzebub icon was to get people's comments on the
>> changes to that
>> variant. I expect to make a few more changes in that as people try it
>> out. If you want to merge it with the public testing build
>
> Might be good idea. Generally speaking, I _do_ see use for the
> threesome
> * official release,
> * PTB ("soon to be released"), and
> * "special build" (something bleeding edge)
>
> - we've used that scheme before, although the link for the special
> build was only in wiki. ("warning, only for those who know what they are
> doing...").
>
> But at the moment the BG12 build is kind of as stable as the PTB. So I
> could make a new PTB with BG12 changes included. One thing we should
> write somewhere, is the impact / compatibility issues. Lucily, in this
> case, there's not much, but what people should now, is:
>
> If they play locally, they will get new BG12 skill+power factors;
> if they play with public server, BG12 will behave same as it was.
>
> Otherwise somebody might be confused.
>
> That kind of more detailed info (and in future PTBs might be more
> tricky), would clutter the banner too much.
>
> Or put there (upper right side) only a more flashy text (bold, bigger,
> blinking, 3D-animated ;-))) , like: "Hey, new BeelzeGods12 variant
> open for testing, give it a try!" and make that link redirect / make the
> main "content" frame display detailed info (what's it about,
> compatibility issues as mentioned, and icon to start it) ... ?
>
>
>> and just note that we are looking for BG12 comments in the notes that
>> works too.
>
>> I have no problems updating the page when the BG12 testing period is
>> over.
>
> ok.
>
> BR,
> Clemens
>
>
>>
>> Dave
>>
>> -------------------------
>> FROM: Clemens <cl...@cl...>
>> TO: David Partridge <re...@ro...>
>> CC: Norman Sillito <nsi...@sh...>;
>> col...@li...
>> SENT: Tuesday, July 10, 2012 3:28 PM
>> SUBJECT: Re: [Colossus-developers] Beelzebub12Gods testing build
>>
>> Wow, Dave, you put a lot of work into rearranging the main page!
>>
>> I like the test build to be also an icon - I remember long ago I
>> tried
>>
>> something, to make a table and the PTB right-arranged (but on same
>> height as the left side, not as it was until yesterday, in the line
>> "below" the line on left side...) ... and just never got it
>> working...
>> For the PTB, I was thinking of the ColossusIcon with, like, split in
>> 9
>>
>> small scares rearranged like a shifting puzzle, the one with
>> different
>>
>> numbers is good, too!
>>
>> But I feel the official build should be more prominent than the two
>> special ones (now they all three are "equally big", i.e. "equally
>> meaningful to the user"). And/or, the test builds could be somewhere
>> else on the page? Would get easier when there's navigation added ==>
>> Read on.
>>
>> The whole page split into various blocks... I was somewhat puzzled
>> when
>> I saw it.
>> <STORY>I was just telling to a friend, hey look at "my" page, and he
>> typed some URL straight there, and I was like "Huuuh? Why is SF
>> showing
>> it this way when one uses THAT URL... until I realized its' the page
>> it
>> meant, the "looks different" is merely your reworking. </STORY>)
>>
>> I personally was ... overloaded by the many different frames, and
>> then
>>
>> one has to scroll within most of the boxes ... Uh.
>>
>> I had something much more simple in mind, just a navigation. Fueled
>> by
>>
>> that, I put *something* up which illustrates my idea:
>>
>> http://colossus.sourceforge.net/index-wn.html
>>
>> ... but it's probably not ready to use as it is either. Just to demo.
>>
>> Also, making the 3rd build as own icon with BB icon... that feels
>> funny
>> to me, because that pre-pre-public testing build (or "alpha build")
>> will
>> not be BG12 related (or even exist) in future. So this nails down a
>> "NOW
>> STATE" to "our general central page" ... So referring to it as BG 12
>> build... well, I just think in different timelines, I guess. (Dunno,
>> do
>> you get what I mean?)
>>
>> Well, perhaps it's ok, it's "that's how it is now", it just means,
>> when
>> the BG12 testing is over, someone has to update this page to remove
>> "the
>> BG12 build special stuff"... ;-)
>>
>> BR,
>> Clemens
>>
>> On 2012-07-10 19:31, David Partridge wrote:
>>> Hi Norman,
>>>
>>> I tried to distill the suggestions from the developer group and from
>>> the users. The Variant Readme
>>> was updated to have the new values for the Gods. Any suggestions or
>>> comments please let me
>>> know, I expect we'll go through a couple of iterations before we
>>> reach
>>> a stable point that at least
>>> most of us think is an improvement.
>>>
>>> The page at colossus.sourceforge.net [1] has been updated so it
>> should be
>>> easy to download the
>>> BG12 test version (click on the Beelzebub icon). I just tested it
>> and
>>> it worked fine for me. If
>>> anyone has any issues please let me know.
>>>
>>> Dave
>>>
>>> -------------------------
>>> FROM: Norman Sillito <nsi...@sh... [2]>
>>> TO: 'Clemens' <cl...@cl... [3]>; 'David Partridge'
>>> <re...@ro... [4]>
>>> CC: col...@li... [5]
>>> SENT: Tuesday, July 10, 2012 12:10 PM
>>> SUBJECT: RE: [Colossus-developers] Beelzebub12Gods testing build
>>>
>>> Wow, thanks Clemens. I've downloaded and played a couple of games
>>> against 11
>>> computer AIs.
>>>
>>> Haven't involved many of the gods so far but I'll let you know when
>> I
>>> have
>>> some experience with them.
>>>
>>> I also made an announcement on the server and directed everyone to
>>> the
>>> webpage.
>>>
>>> The link below
>>> http://colossus.sourceforge.net/special-build/
>>> didn't' work.
>>>
>>> An error has been encountered in accessing this page.
>>>
>>> 1. Server: colossus.sourceforge.net [1]
>>> 2. URL path: /special-build/
>>> 3. Error notes: NONE
>>> 4. Error type: 403
>>> 5. Request method: GET
>>> 6. Request query string: NONE
>>> 7. Time: 2012-07-10 16:08:06 UTC (1341936486)
>>>
>>> Reporting this problem: The problem you have encountered is with a
>>> project
>>> web site hosted by SourceForge.net [6] [2]. This issue should be
>> reported
>>> to the
>>> SourceForge.net-hosted project (not to SourceForge.net).
>>>
>>> If this is a severe or recurring/persistent problem, please do one
>> of
>>> the
>>> following, and provide the error text (numbered 1 through 7, above):
>>>
>>> Contact the project via their designated support resources.
>>> Contact the project administrators of this project via email (see
>>> the
>>> upper right-hand corner of the Project Summary page for their
>>> usernames) at
>>> use...@us... [7] [3]
>>>
>>> If you are a maintainer of this web content, please refer to the
>> Site
>>> Documentation regarding web services for further assistance.
>>>
>>> NOTE: As of 2008-10-23 directory index display has been disabled by
>>> default.
>>> This option may be re-enabled by the project by placing a file with
>>> the name
>>> ".htaccess" with this line:
>>>
>>> Options +Indexes
>>>
>>> However I found the link on the Colossus webpage that pointed to the
>>> Public
>>> Test Builds
>>>
>>> http://sourceforge.net/apps/trac/colossus/wiki/PublicTestingBuild
>> [8]
>>>
>>> and the link at the bottom of the page. Zoro found it from my
>>> directions so
>>> hopefully we will be able to try it out between us.
>>>
>>> -----Original Message-----
>>> From: Clemens [mailto:cl...@cl... [9] [4]]
>>> Sent: Monday, July 09, 2012 8:54 AM
>>> To: David Partridge
>>> Cc: col...@li... [10] [5]
>>> Subject: Re: [Colossus-developers] Beelzebub12Gods testing build
>>>
>>> Hello Dave,
>>>
>>> I have made a "special testing" build for the BG 12 stuff. But
>>> contrary to
>>> what you suggested, I uploaded it to
>>>
>>> http://colossus.sourceforge.net/special-build/ [11] [6]
>>>
>>> because that location already existed, and I was not willing to
>>> fiddle
>>> with
>>> the "how to get another new jnlp file working" today...
>>>
>>> I added link to it also in main web page (link to RecentChanges...
>>> doc
>>> removed since I did neither update, nor upload that one).
>>>
>>> BTW, this also includes a temporary fix for the "Can't connect to
>>> socket" error you encountered.
>>>
>>> (And I realized why I didn't get that error earlier - I had stored
>> an
>>> option "do not stop accepting clients" as true in my local
>>> Colossus-server.cfg, and due to that I didn't notice it when the
>>> change
>>> with the internal spectator client broke things. So that needs some
>>> cleanup... one more lesson of the category "how to fool
>> yourself...")
>>>
>>> BR,
>>> Clemens
>>>
>>> On 2012-07-09 08:17, David Partridge wrote:
>>>> Hi Clemens,
>>>>
>>>> I've committed the changes for the Beelzebub12Gods testing build.
>>>>
>>>> Could you please make the version and put it in the
>>>> Beelzebub12Gods-testing directory.
>>>>
>>>> After you do that I'll put up a new page for
>>>> colossus.sourceforge.net/index.html [7] that has
>>>> an icon for that and puts things into frames for better
>>> accessibility
>>>> and readability.
>>>>
>>>> BR
>>>> Dave
>>>
>>>
>>>
>>
>>
>
> ----------------------------------------------------------------------------
>>> --
>>> Live Security Virtual Conference
>>> Exclusive live event will cover all the ways today's security and
>>> threat landscape has changed and how IT managers can respond.
>>> Discussions
>>> will include endpoint security, mobile security and the latest in
>>> malware
>>> threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/
>> [12]
>>> _______________________________________________
>>> Colossus-developers mailing list
>>> Col...@li... [13] [8]
>>> https://lists.sourceforge.net/lists/listinfo/colossus-developers
>> [14] [9]
>>>
>>>
>>>
>>> Links:
>>> ------
>>> [1] http://colossus.sourceforge.net/ [15]
>>> [2] http://sourceforge.net/ [16]
>>> [3] mailto:use...@us... [17]
>>> [4] mailto:cl...@cl... [18]
>>> [5] mailto:col...@li... [19]
>>> [6] http://colossus.sourceforge.net/special-build/ [20]
>>> [7] http://colossus.sourceforge.net/index.html [21]
>>> [8] mailto:Col...@li... [22]
>>> [9] https://lists.sourceforge.net/lists/listinfo/colossus-developers
>> [23]
>>
>>
>>
>> Links:
>> ------
>> [1] http://colossus.sourceforge.net/
>> [2] mailto:nsi...@sh...
>> [3] mailto:cl...@cl...
>> [4] mailto:re...@ro...
>> [5] mailto:col...@li...
>> [6] http://sourceforge.net/
>> [7] mailto:use...@us...
>> [8] http://sourceforge.net/apps/trac/colossus/wiki/PublicTestingBuild
>> [9] mailto:cl...@cl...
>> [10] mailto:col...@li...
>> [11] http://colossus.sourceforge.net/special-build/
>> [12] http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/
>> [13] mailto:Col...@li...
>> [14] https://lists.sourceforge.net/lists/listinfo/colossus-developers
>> [15] http://colossus.sourceforge.net/
>> [16] http://sourceforge.net/
>> [17] mailto:use...@us...
>> [18] mailto:cl...@cl...
>> [19] mailto:col...@li...
>> [20] http://colossus.sourceforge.net/special-build/
>> [21] http://colossus.sourceforge.net/index.html
>> [22] mailto:Col...@li...
>> [23] https://lists.sourceforge.net/lists/listinfo/colossus-developers
>
>
>
> ----------------------------------------------------------------------------
> --
> Live Security Virtual Conference
> Exclusive live event will cover all the ways today's security and
> threat landscape has changed and how IT managers can respond. Discussions
> will include endpoint security, mobile security and the latest in malware
> threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/
> _______________________________________________
> Colossus-developers mailing list
> Col...@li...
> https://lists.sourceforge.net/lists/listinfo/colossus-developers |
|
From: Clemens <cl...@cl...> - 2012-07-11 14:57:48
|
Hello Norman and others,
> Would it be a lot of work to create a BG12Test variant on the server
> if you
> don't want to take away BG12.
I realized it would be rather complicated and risky to have a
production build running with both old and new variant built-in (*IF*
that is what you meant ;-)
Instead, I (re-)created a new server instance, and there is now running
the Colossus.jar and ColossusWeb.jar which I built fresh from latest
checkout (revision 5192). It is running on port 16766 (exactly 10.000
less than the usual one). See attached screenshot.
So you and Zoro, for example, could play on that instance. All data
(game nr, logs, statistics, user base, ...) is totally separated from
the production environment, except that the user information is cloned
from there, as of ... dunno, 15 mins ago - so all who have account in
real server can also try out new server. (But from now now user data
will diverge - new users registered, or password changed, will only
affect the instance in which it's done).
Pro: almost no risk to impact the production service, playtesting does
not spoil the official stats
Con: for playtesting BG12, you have to be connected to different server
instance, thus are not in same chat as "all normal users".
I hope it works; let me know if not...
BR,
Clemens
On 2012-07-11 00:00, Norman Sillito wrote:
> You said
>
> If they play locally, they will get new BG12 skill+power factors;
> if they play with public server, BG12 will behave same as it was.
>
> I never thought about that until you mentioned it. I should have
> thought of
> it. Thanks for pointing it out.
>
> I will have to host for Zoro and I.
>
> Would it be a lot of work to create a BG12Test variant on the server
> if you
> don't want to take away BG12.
>
> -----Original Message-----
> From: Clemens [mailto:cl...@cl...]
> Sent: Tuesday, July 10, 2012 1:34 PM
> To: col...@li...
> Subject: Re: [Colossus-developers] Beelzebub12Gods testing build
>
>
>
> On 2012-07-10 22:51, David Partridge wrote:
>> Hi Clemens,
>>
>> I like your page fine as well. My thought was that one of the
>> problems
>> with the old page was that so much stuff was off the page.
>
>> I tried to put everything on the page and just let the old stuff
>> need
>> scrolling.
>
> Ah, now I get it! Neat. Just not compatible^H^H^H^H^H^H^H^H^H
> intuitively
> understandable for someone with a brain like mine....
>
>
>> Doing it with a menu works as well, just requires
>> that extra click to see some of the stuff, but the link is there so
>> I
>> think it handles the issue fine.
>
> it's "clearer" to me, an easy "what is what" structuring (navigation
> &
> content).
>
> 4 similar, "equally important" boxes, it's like,
> "HELP!", What's this" - have to look at all 4 because they all are
> "same important" :~|
>
> Trying to squeeze all visible in one go might not be promising
> anyway;
> I've heard there are still people who do not run 1680 x 1280 by
> default
> :)
>
> [ well, hm ... just I tried it with 1024 x 768, actually I am
> surprised
> it was "pretty usable" (not big difference compared to high
> resolution)
> - indeed as you said, it rearranges it and just the less important
> parts
> are initially out of sight. ]
>
> Well perhaps it's that I don't like scrolling much at all....
>
>> I'll make a few changes to your page (add links to tutorials
>
> ok, nice. On old page there was some "the readme is here" and "link
> to
> more docs", where is that right now (in your layout) ?
> In the approach with navigation it could perhaps be worked-in into
> the
> index/navigation right away?
>
> I saw you added the link to building doc + Youtube. Good. I
> personally
> would have wrapped more bla bla around it :)
>
>
>> and building, try to make the main build more prominent) and update
>> the site.
>
>> Everyone else can weigh in with any comments and I can update
>> accordingly.
>>
>> The point of the Beelzebub icon was to get people's comments on the
>> changes to that
>> variant. I expect to make a few more changes in that as people try
>> it
>> out. If you want to merge it with the public testing build
>
> Might be good idea. Generally speaking, I _do_ see use for the
> threesome
> * official release,
> * PTB ("soon to be released"), and
> * "special build" (something bleeding edge)
>
> - we've used that scheme before, although the link for the special
> build was only in wiki. ("warning, only for those who know what they
> are
> doing...").
>
> But at the moment the BG12 build is kind of as stable as the PTB. So
> I
> could make a new PTB with BG12 changes included. One thing we should
> write somewhere, is the impact / compatibility issues. Lucily, in
> this
> case, there's not much, but what people should now, is:
>
> If they play locally, they will get new BG12 skill+power factors;
> if they play with public server, BG12 will behave same as it was.
>
> Otherwise somebody might be confused.
>
> That kind of more detailed info (and in future PTBs might be more
> tricky), would clutter the banner too much.
>
> Or put there (upper right side) only a more flashy text (bold,
> bigger,
> blinking, 3D-animated ;-))) , like: "Hey, new BeelzeGods12 variant
> open for testing, give it a try!" and make that link redirect / make
> the
> main "content" frame display detailed info (what's it about,
> compatibility issues as mentioned, and icon to start it) ... ?
>
>
>> and just note that we are looking for BG12 comments in the notes
>> that
>> works too.
>
>> I have no problems updating the page when the BG12 testing period is
>> over.
>
> ok.
>
> BR,
> Clemens
>
>
>>
>> Dave
>>
>> -------------------------
>> FROM: Clemens <cl...@cl...>
>> TO: David Partridge <re...@ro...>
>> CC: Norman Sillito <nsi...@sh...>;
>> col...@li...
>> SENT: Tuesday, July 10, 2012 3:28 PM
>> SUBJECT: Re: [Colossus-developers] Beelzebub12Gods testing build
>>
>> Wow, Dave, you put a lot of work into rearranging the main page!
>>
>> I like the test build to be also an icon - I remember long ago I
>> tried
>>
>> something, to make a table and the PTB right-arranged (but on same
>> height as the left side, not as it was until yesterday, in the line
>> "below" the line on left side...) ... and just never got it
>> working...
>> For the PTB, I was thinking of the ColossusIcon with, like, split in
>> 9
>>
>> small scares rearranged like a shifting puzzle, the one with
>> different
>>
>> numbers is good, too!
>>
>> But I feel the official build should be more prominent than the two
>> special ones (now they all three are "equally big", i.e. "equally
>> meaningful to the user"). And/or, the test builds could be somewhere
>> else on the page? Would get easier when there's navigation added ==>
>> Read on.
>>
>> The whole page split into various blocks... I was somewhat puzzled
>> when
>> I saw it.
>> <STORY>I was just telling to a friend, hey look at "my" page, and he
>> typed some URL straight there, and I was like "Huuuh? Why is SF
>> showing
>> it this way when one uses THAT URL... until I realized its' the page
>> it
>> meant, the "looks different" is merely your reworking. </STORY>)
>>
>> I personally was ... overloaded by the many different frames, and
>> then
>>
>> one has to scroll within most of the boxes ... Uh.
>>
>> I had something much more simple in mind, just a navigation. Fueled
>> by
>>
>> that, I put *something* up which illustrates my idea:
>>
>> http://colossus.sourceforge.net/index-wn.html
>>
>> ... but it's probably not ready to use as it is either. Just to
>> demo.
>>
>> Also, making the 3rd build as own icon with BB icon... that feels
>> funny
>> to me, because that pre-pre-public testing build (or "alpha build")
>> will
>> not be BG12 related (or even exist) in future. So this nails down a
>> "NOW
>> STATE" to "our general central page" ... So referring to it as BG 12
>> build... well, I just think in different timelines, I guess. (Dunno,
>> do
>> you get what I mean?)
>>
>> Well, perhaps it's ok, it's "that's how it is now", it just means,
>> when
>> the BG12 testing is over, someone has to update this page to remove
>> "the
>> BG12 build special stuff"... ;-)
>>
>> BR,
>> Clemens
>>
>> On 2012-07-10 19:31, David Partridge wrote:
>>> Hi Norman,
>>>
>>> I tried to distill the suggestions from the developer group and
>>> from
>>> the users. The Variant Readme
>>> was updated to have the new values for the Gods. Any suggestions or
>>> comments please let me
>>> know, I expect we'll go through a couple of iterations before we
>>> reach
>>> a stable point that at least
>>> most of us think is an improvement.
>>>
>>> The page at colossus.sourceforge.net [1] has been updated so it
>> should be
>>> easy to download the
>>> BG12 test version (click on the Beelzebub icon). I just tested it
>> and
>>> it worked fine for me. If
>>> anyone has any issues please let me know.
>>>
>>> Dave
>>>
>>> -------------------------
>>> FROM: Norman Sillito <nsi...@sh... [2]>
>>> TO: 'Clemens' <cl...@cl... [3]>; 'David Partridge'
>>> <re...@ro... [4]>
>>> CC: col...@li... [5]
>>> SENT: Tuesday, July 10, 2012 12:10 PM
>>> SUBJECT: RE: [Colossus-developers] Beelzebub12Gods testing build
>>>
>>> Wow, thanks Clemens. I've downloaded and played a couple of games
>>> against 11
>>> computer AIs.
>>>
>>> Haven't involved many of the gods so far but I'll let you know when
>> I
>>> have
>>> some experience with them.
>>>
>>> I also made an announcement on the server and directed everyone to
>>> the
>>> webpage.
>>>
>>> The link below
>>> http://colossus.sourceforge.net/special-build/
>>> didn't' work.
>>>
>>> An error has been encountered in accessing this page.
>>>
>>> 1. Server: colossus.sourceforge.net [1]
>>> 2. URL path: /special-build/
>>> 3. Error notes: NONE
>>> 4. Error type: 403
>>> 5. Request method: GET
>>> 6. Request query string: NONE
>>> 7. Time: 2012-07-10 16:08:06 UTC (1341936486)
>>>
>>> Reporting this problem: The problem you have encountered is with a
>>> project
>>> web site hosted by SourceForge.net [6] [2]. This issue should be
>> reported
>>> to the
>>> SourceForge.net-hosted project (not to SourceForge.net).
>>>
>>> If this is a severe or recurring/persistent problem, please do one
>> of
>>> the
>>> following, and provide the error text (numbered 1 through 7,
>>> above):
>>>
>>> Contact the project via their designated support resources.
>>> Contact the project administrators of this project via email (see
>>> the
>>> upper right-hand corner of the Project Summary page for their
>>> usernames) at
>>> use...@us... [7] [3]
>>>
>>> If you are a maintainer of this web content, please refer to the
>> Site
>>> Documentation regarding web services for further assistance.
>>>
>>> NOTE: As of 2008-10-23 directory index display has been disabled by
>>> default.
>>> This option may be re-enabled by the project by placing a file with
>>> the name
>>> ".htaccess" with this line:
>>>
>>> Options +Indexes
>>>
>>> However I found the link on the Colossus webpage that pointed to
>>> the
>>> Public
>>> Test Builds
>>>
>>> http://sourceforge.net/apps/trac/colossus/wiki/PublicTestingBuild
>> [8]
>>>
>>> and the link at the bottom of the page. Zoro found it from my
>>> directions so
>>> hopefully we will be able to try it out between us.
>>>
>>> -----Original Message-----
>>> From: Clemens [mailto:cl...@cl... [9] [4]]
>>> Sent: Monday, July 09, 2012 8:54 AM
>>> To: David Partridge
>>> Cc: col...@li... [10] [5]
>>> Subject: Re: [Colossus-developers] Beelzebub12Gods testing build
>>>
>>> Hello Dave,
>>>
>>> I have made a "special testing" build for the BG 12 stuff. But
>>> contrary to
>>> what you suggested, I uploaded it to
>>>
>>> http://colossus.sourceforge.net/special-build/ [11] [6]
>>>
>>> because that location already existed, and I was not willing to
>>> fiddle
>>> with
>>> the "how to get another new jnlp file working" today...
>>>
>>> I added link to it also in main web page (link to RecentChanges...
>>> doc
>>> removed since I did neither update, nor upload that one).
>>>
>>> BTW, this also includes a temporary fix for the "Can't connect to
>>> socket" error you encountered.
>>>
>>> (And I realized why I didn't get that error earlier - I had stored
>> an
>>> option "do not stop accepting clients" as true in my local
>>> Colossus-server.cfg, and due to that I didn't notice it when the
>>> change
>>> with the internal spectator client broke things. So that needs some
>>> cleanup... one more lesson of the category "how to fool
>> yourself...")
>>>
>>> BR,
>>> Clemens
>>>
>>> On 2012-07-09 08:17, David Partridge wrote:
>>>> Hi Clemens,
>>>>
>>>> I've committed the changes for the Beelzebub12Gods testing build.
>>>>
>>>> Could you please make the version and put it in the
>>>> Beelzebub12Gods-testing directory.
>>>>
>>>> After you do that I'll put up a new page for
>>>> colossus.sourceforge.net/index.html [7] that has
>>>> an icon for that and puts things into frames for better
>>> accessibility
>>>> and readability.
>>>>
>>>> BR
>>>> Dave
>>>
>>>
>>>
>>
>>
>
> ----------------------------------------------------------------------------
>>> --
>>> Live Security Virtual Conference
>>> Exclusive live event will cover all the ways today's security and
>>> threat landscape has changed and how IT managers can respond.
>>> Discussions
>>> will include endpoint security, mobile security and the latest in
>>> malware
>>> threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/
>> [12]
>>> _______________________________________________
>>> Colossus-developers mailing list
>>> Col...@li... [13] [8]
>>> https://lists.sourceforge.net/lists/listinfo/colossus-developers
>> [14] [9]
>>>
>>>
>>>
>>> Links:
>>> ------
>>> [1] http://colossus.sourceforge.net/ [15]
>>> [2] http://sourceforge.net/ [16]
>>> [3] mailto:use...@us... [17]
>>> [4] mailto:cl...@cl... [18]
>>> [5] mailto:col...@li... [19]
>>> [6] http://colossus.sourceforge.net/special-build/ [20]
>>> [7] http://colossus.sourceforge.net/index.html [21]
>>> [8] mailto:Col...@li... [22]
>>> [9]
>>> https://lists.sourceforge.net/lists/listinfo/colossus-developers
>> [23]
>>
>>
>>
>> Links:
>> ------
>> [1] http://colossus.sourceforge.net/
>> [2] mailto:nsi...@sh...
>> [3] mailto:cl...@cl...
>> [4] mailto:re...@ro...
>> [5] mailto:col...@li...
>> [6] http://sourceforge.net/
>> [7] mailto:use...@us...
>> [8]
>> http://sourceforge.net/apps/trac/colossus/wiki/PublicTestingBuild
>> [9] mailto:cl...@cl...
>> [10] mailto:col...@li...
>> [11] http://colossus.sourceforge.net/special-build/
>> [12] http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/
>> [13] mailto:Col...@li...
>> [14]
>> https://lists.sourceforge.net/lists/listinfo/colossus-developers
>> [15] http://colossus.sourceforge.net/
>> [16] http://sourceforge.net/
>> [17] mailto:use...@us...
>> [18] mailto:cl...@cl...
>> [19] mailto:col...@li...
>> [20] http://colossus.sourceforge.net/special-build/
>> [21] http://colossus.sourceforge.net/index.html
>> [22] mailto:Col...@li...
>> [23]
>> https://lists.sourceforge.net/lists/listinfo/colossus-developers
>
>
>
> ----------------------------------------------------------------------------
> --
> Live Security Virtual Conference
> Exclusive live event will cover all the ways today's security and
> threat landscape has changed and how IT managers can respond.
> Discussions
> will include endpoint security, mobile security and the latest in
> malware
> threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/
> _______________________________________________
> Colossus-developers mailing list
> Col...@li...
> https://lists.sourceforge.net/lists/listinfo/colossus-developers
|
|
From: David P. <re...@ro...> - 2012-07-11 14:21:15
|
Okay, new index page is up.
Norman, I left the news split into two pieces because I liked being able to scroll down in the
content window and quickly see useful things rather than having to scroll through the whole
list of old news. Having just a few lines of new News at the top seems like a good approach.
Dave
________________________________
From: Clemens <cl...@cl...>
To: col...@li...
Sent: Tuesday, July 10, 2012 4:33 PM
Subject: Re: [Colossus-developers] Beelzebub12Gods testing build
On 2012-07-10 22:51, David Partridge wrote:
> Hi Clemens,
>
> I like your page fine as well. My thought was that one of the
> problems
> with the old page was that so much stuff was off the page.
> I tried to put everything on the page and just let the old stuff need
> scrolling.
Ah, now I get it! Neat. Just not compatible^H^H^H^H^H^H^H^H^H
intuitively understandable for someone with a brain like mine....
> Doing it with a menu works as well, just requires
> that extra click to see some of the stuff, but the link is there so I
> think it handles the issue fine.
it's "clearer" to me, an easy "what is what" structuring (navigation &
content).
4 similar, "equally important" boxes, it's like,
"HELP!", What's this" - have to look at all 4 because they all are
"same important" :~|
Trying to squeeze all visible in one go might not be promising anyway;
I've heard there are still people who do not run 1680 x 1280 by default
:)
[ well, hm ... just I tried it with 1024 x 768, actually I am surprised
it was "pretty usable" (not big difference compared to high resolution)
- indeed as you said, it rearranges it and just the less important parts
are initially out of sight. ]
Well perhaps it's that I don't like scrolling much at all....
> I'll make a few changes to your page (add links to tutorials
ok, nice. On old page there was some "the readme is here" and "link to
more docs", where is that right now (in your layout) ?
In the approach with navigation it could perhaps be worked-in into the
index/navigation right away?
I saw you added the link to building doc + Youtube. Good. I personally
would have wrapped more bla bla around it :)
> and building, try to make the main build more prominent) and update
> the site.
> Everyone else can weigh in with any comments and I can update
> accordingly.
>
> The point of the Beelzebub icon was to get people's comments on the
> changes to that
> variant. I expect to make a few more changes in that as people try it
> out. If you want to merge it with the public testing build
Might be good idea. Generally speaking, I _do_ see use for the
threesome
* official release,
* PTB ("soon to be released"), and
* "special build" (something bleeding edge)
- we've used that scheme before, although the link for the special
build was only in wiki. ("warning, only for those who know what they are
doing...").
But at the moment the BG12 build is kind of as stable as the PTB. So I
could make a new PTB with BG12 changes included. One thing we should
write somewhere, is the impact / compatibility issues. Lucily, in this
case, there's not much, but what people should now, is:
If they play locally, they will get new BG12 skill+power factors;
if they play with public server, BG12 will behave same as it was.
Otherwise somebody might be confused.
That kind of more detailed info (and in future PTBs might be more
tricky), would clutter the banner too much.
Or put there (upper right side) only a more flashy text (bold, bigger,
blinking, 3D-animated ;-))) , like: "Hey, new BeelzeGods12 variant
open for testing, give it a try!" and make that link redirect / make the
main "content" frame display detailed info (what's it about,
compatibility issues as mentioned, and icon to start it) ... ?
> and just note that we are looking for BG12 comments in the notes that
> works too.
> I have no problems updating the page when the BG12 testing period is
> over.
ok.
BR,
Clemens
>
> Dave
>
> -------------------------
> FROM: Clemens <cl...@cl...>
> TO: David Partridge <re...@ro...>
> CC: Norman Sillito <nsi...@sh...>;
> col...@li...
> SENT: Tuesday, July 10, 2012 3:28 PM
> SUBJECT: Re: [Colossus-developers] Beelzebub12Gods testing build
>
> Wow, Dave, you put a lot of work into rearranging the main page!
>
> I like the test build to be also an icon - I remember long ago I
> tried
>
> something, to make a table and the PTB right-arranged (but on same
> height as the left side, not as it was until yesterday, in the line
> "below" the line on left side...) ... and just never got it
> working...
> For the PTB, I was thinking of the ColossusIcon with, like, split in
> 9
>
> small scares rearranged like a shifting puzzle, the one with
> different
>
> numbers is good, too!
>
> But I feel the official build should be more prominent than the two
> special ones (now they all three are "equally big", i.e. "equally
> meaningful to the user"). And/or, the test builds could be somewhere
> else on the page? Would get easier when there's navigation added ==>
> Read on.
>
> The whole page split into various blocks... I was somewhat puzzled
> when
> I saw it.
> <STORY>I was just telling to a friend, hey look at "my" page, and he
> typed some URL straight there, and I was like "Huuuh? Why is SF
> showing
> it this way when one uses THAT URL... until I realized its' the page
> it
> meant, the "looks different" is merely your reworking. </STORY>)
>
> I personally was ... overloaded by the many different frames, and
> then
>
> one has to scroll within most of the boxes ... Uh.
>
> I had something much more simple in mind, just a navigation. Fueled
> by
>
> that, I put *something* up which illustrates my idea:
>
> http://colossus.sourceforge.net/index-wn.html
>
> ... but it's probably not ready to use as it is either. Just to demo.
>
> Also, making the 3rd build as own icon with BB icon... that feels
> funny
> to me, because that pre-pre-public testing build (or "alpha build")
> will
> not be BG12 related (or even exist) in future. So this nails down a
> "NOW
> STATE" to "our general central page" ... So referring to it as BG 12
> build... well, I just think in different timelines, I guess. (Dunno,
> do
> you get what I mean?)
>
> Well, perhaps it's ok, it's "that's how it is now", it just means,
> when
> the BG12 testing is over, someone has to update this page to remove
> "the
> BG12 build special stuff"... ;-)
>
> BR,
> Clemens
>
> On 2012-07-10 19:31, David Partridge wrote:
>> Hi Norman,
>>
>> I tried to distill the suggestions from the developer group and from
>> the users. The Variant Readme
>> was updated to have the new values for the Gods. Any suggestions or
>> comments please let me
>> know, I expect we'll go through a couple of iterations before we
>> reach
>> a stable point that at least
>> most of us think is an improvement.
>>
>> The page at colossus.sourceforge.net [1] has been updated so it
> should be
>> easy to download the
>> BG12 test version (click on the Beelzebub icon). I just tested it
> and
>> it worked fine for me. If
>> anyone has any issues please let me know.
>>
>> Dave
>>
>> -------------------------
>> FROM: Norman Sillito <nsi...@sh... [2]>
>> TO: 'Clemens' <cl...@cl... [3]>; 'David Partridge'
>> <re...@ro... [4]>
>> CC: col...@li... [5]
>> SENT: Tuesday, July 10, 2012 12:10 PM
>> SUBJECT: RE: [Colossus-developers] Beelzebub12Gods testing build
>>
>> Wow, thanks Clemens. I've downloaded and played a couple of games
>> against 11
>> computer AIs.
>>
>> Haven't involved many of the gods so far but I'll let you know when
> I
>> have
>> some experience with them.
>>
>> I also made an announcement on the server and directed everyone to
>> the
>> webpage.
>>
>> The link below
>> http://colossus.sourceforge.net/special-build/
>> didn't' work.
>>
>> An error has been encountered in accessing this page.
>>
>> 1. Server: colossus.sourceforge.net [1]
>> 2. URL path: /special-build/
>> 3. Error notes: NONE
>> 4. Error type: 403
>> 5. Request method: GET
>> 6. Request query string: NONE
>> 7. Time: 2012-07-10 16:08:06 UTC (1341936486)
>>
>> Reporting this problem: The problem you have encountered is with a
>> project
>> web site hosted by SourceForge.net [6] [2]. This issue should be
> reported
>> to the
>> SourceForge.net-hosted project (not to SourceForge.net).
>>
>> If this is a severe or recurring/persistent problem, please do one
> of
>> the
>> following, and provide the error text (numbered 1 through 7, above):
>>
>> Contact the project via their designated support resources.
>> Contact the project administrators of this project via email (see
>> the
>> upper right-hand corner of the Project Summary page for their
>> usernames) at
>> use...@us... [7] [3]
>>
>> If you are a maintainer of this web content, please refer to the
> Site
>> Documentation regarding web services for further assistance.
>>
>> NOTE: As of 2008-10-23 directory index display has been disabled by
>> default.
>> This option may be re-enabled by the project by placing a file with
>> the name
>> ".htaccess" with this line:
>>
>> Options +Indexes
>>
>> However I found the link on the Colossus webpage that pointed to the
>> Public
>> Test Builds
>>
>> http://sourceforge.net/apps/trac/colossus/wiki/PublicTestingBuild
> [8]
>>
>> and the link at the bottom of the page. Zoro found it from my
>> directions so
>> hopefully we will be able to try it out between us.
>>
>> -----Original Message-----
>> From: Clemens [mailto:cl...@cl... [9] [4]]
>> Sent: Monday, July 09, 2012 8:54 AM
>> To: David Partridge
>> Cc: col...@li... [10] [5]
>> Subject: Re: [Colossus-developers] Beelzebub12Gods testing build
>>
>> Hello Dave,
>>
>> I have made a "special testing" build for the BG 12 stuff. But
>> contrary to
>> what you suggested, I uploaded it to
>>
>> http://colossus.sourceforge.net/special-build/ [11] [6]
>>
>> because that location already existed, and I was not willing to
>> fiddle
>> with
>> the "how to get another new jnlp file working" today...
>>
>> I added link to it also in main web page (link to RecentChanges...
>> doc
>> removed since I did neither update, nor upload that one).
>>
>> BTW, this also includes a temporary fix for the "Can't connect to
>> socket" error you encountered.
>>
>> (And I realized why I didn't get that error earlier - I had stored
> an
>> option "do not stop accepting clients" as true in my local
>> Colossus-server.cfg, and due to that I didn't notice it when the
>> change
>> with the internal spectator client broke things. So that needs some
>> cleanup... one more lesson of the category "how to fool
> yourself...")
>>
>> BR,
>> Clemens
>>
>> On 2012-07-09 08:17, David Partridge wrote:
>>> Hi Clemens,
>>>
>>> I've committed the changes for the Beelzebub12Gods testing build.
>>>
>>> Could you please make the version and put it in the
>>> Beelzebub12Gods-testing directory.
>>>
>>> After you do that I'll put up a new page for
>>> colossus.sourceforge.net/index.html [7] that has
>>> an icon for that and puts things into frames for better
>> accessibility
>>> and readability.
>>>
>>> BR
>>> Dave
>>
>>
>>
>
> ----------------------------------------------------------------------------
>> --
>> Live Security Virtual Conference
>> Exclusive live event will cover all the ways today's security and
>> threat landscape has changed and how IT managers can respond.
>> Discussions
>> will include endpoint security, mobile security and the latest in
>> malware
>> threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/
> [12]
>> _______________________________________________
>> Colossus-developers mailing list
>> Col...@li... [13] [8]
>> https://lists.sourceforge.net/lists/listinfo/colossus-developers
> [14] [9]
>>
>>
>>
>> Links:
>> ------
>> [1] http://colossus.sourceforge.net/ [15]
>> [2] http://sourceforge.net/ [16]
>> [3] mailto:use...@us... [17]
>> [4] mailto:cl...@cl... [18]
>> [5] mailto:col...@li... [19]
>> [6] http://colossus.sourceforge.net/special-build/ [20]
>> [7] http://colossus.sourceforge.net/index.html [21]
>> [8] mailto:Col...@li... [22]
>> [9] https://lists.sourceforge.net/lists/listinfo/colossus-developers
> [23]
>
>
>
> Links:
> ------
> [1] http://colossus.sourceforge.net/
> [2] mailto:nsi...@sh...
> [3] mailto:cl...@cl...
> [4] mailto:re...@ro...
> [5] mailto:col...@li...
> [6] http://sourceforge.net/
> [7] mailto:use...@us...
> [8] http://sourceforge.net/apps/trac/colossus/wiki/PublicTestingBuild
> [9] mailto:cl...@cl...
> [10] mailto:col...@li...
> [11] http://colossus.sourceforge.net/special-build/
> [12] http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/
> [13] mailto:Col...@li...
> [14] https://lists.sourceforge.net/lists/listinfo/colossus-developers
> [15] http://colossus.sourceforge.net/
> [16] http://sourceforge.net/
> [17] mailto:use...@us...
> [18] mailto:cl...@cl...
> [19] mailto:col...@li...
> [20] http://colossus.sourceforge.net/special-build/
> [21] http://colossus.sourceforge.net/index.html
> [22] mailto:Col...@li...
> [23] https://lists.sourceforge.net/lists/listinfo/colossus-developers
------------------------------------------------------------------------------
Live Security Virtual Conference
Exclusive live event will cover all the ways today's security and
threat landscape has changed and how IT managers can respond. Discussions
will include endpoint security, mobile security and the latest in malware
threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/
_______________________________________________
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Col...@li...
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|
From: Norman S. <nsi...@sh...> - 2012-07-10 21:05:34
|
With the menu on the side to jump to each section, the "Not so new anymore"
can be tacked on the end of the "News".
That would eliminate one option from the Navigation without messing anything
up.
-----Original Message-----
From: Clemens [mailto:cl...@cl...]
Sent: Tuesday, July 10, 2012 1:34 PM
To: col...@li...
Subject: Re: [Colossus-developers] Beelzebub12Gods testing build
On 2012-07-10 22:51, David Partridge wrote:
> Hi Clemens,
>
> I like your page fine as well. My thought was that one of the problems
> with the old page was that so much stuff was off the page.
> I tried to put everything on the page and just let the old stuff need
> scrolling.
Ah, now I get it! Neat. Just not compatible^H^H^H^H^H^H^H^H^H intuitively
understandable for someone with a brain like mine....
> Doing it with a menu works as well, just requires
> that extra click to see some of the stuff, but the link is there so I
> think it handles the issue fine.
it's "clearer" to me, an easy "what is what" structuring (navigation &
content).
4 similar, "equally important" boxes, it's like,
"HELP!", What's this" - have to look at all 4 because they all are
"same important" :~|
Trying to squeeze all visible in one go might not be promising anyway;
I've heard there are still people who do not run 1680 x 1280 by default
:)
[ well, hm ... just I tried it with 1024 x 768, actually I am surprised
it was "pretty usable" (not big difference compared to high resolution)
- indeed as you said, it rearranges it and just the less important parts
are initially out of sight. ]
Well perhaps it's that I don't like scrolling much at all....
> I'll make a few changes to your page (add links to tutorials
ok, nice. On old page there was some "the readme is here" and "link to
more docs", where is that right now (in your layout) ?
In the approach with navigation it could perhaps be worked-in into the
index/navigation right away?
I saw you added the link to building doc + Youtube. Good. I personally
would have wrapped more bla bla around it :)
> and building, try to make the main build more prominent) and update
> the site.
> Everyone else can weigh in with any comments and I can update
> accordingly.
>
> The point of the Beelzebub icon was to get people's comments on the
> changes to that
> variant. I expect to make a few more changes in that as people try it
> out. If you want to merge it with the public testing build
Might be good idea. Generally speaking, I _do_ see use for the
threesome
* official release,
* PTB ("soon to be released"), and
* "special build" (something bleeding edge)
- we've used that scheme before, although the link for the special
build was only in wiki. ("warning, only for those who know what they are
doing...").
But at the moment the BG12 build is kind of as stable as the PTB. So I
could make a new PTB with BG12 changes included. One thing we should
write somewhere, is the impact / compatibility issues. Lucily, in this
case, there's not much, but what people should now, is:
If they play locally, they will get new BG12 skill+power factors;
if they play with public server, BG12 will behave same as it was.
Otherwise somebody might be confused.
That kind of more detailed info (and in future PTBs might be more
tricky), would clutter the banner too much.
Or put there (upper right side) only a more flashy text (bold, bigger,
blinking, 3D-animated ;-))) , like: "Hey, new BeelzeGods12 variant
open for testing, give it a try!" and make that link redirect / make the
main "content" frame display detailed info (what's it about,
compatibility issues as mentioned, and icon to start it) ... ?
> and just note that we are looking for BG12 comments in the notes that
> works too.
> I have no problems updating the page when the BG12 testing period is
> over.
ok.
BR,
Clemens
>
> Dave
>
> -------------------------
> FROM: Clemens <cl...@cl...>
> TO: David Partridge <re...@ro...>
> CC: Norman Sillito <nsi...@sh...>;
> col...@li...
> SENT: Tuesday, July 10, 2012 3:28 PM
> SUBJECT: Re: [Colossus-developers] Beelzebub12Gods testing build
>
> Wow, Dave, you put a lot of work into rearranging the main page!
>
> I like the test build to be also an icon - I remember long ago I
> tried
>
> something, to make a table and the PTB right-arranged (but on same
> height as the left side, not as it was until yesterday, in the line
> "below" the line on left side...) ... and just never got it
> working...
> For the PTB, I was thinking of the ColossusIcon with, like, split in
> 9
>
> small scares rearranged like a shifting puzzle, the one with
> different
>
> numbers is good, too!
>
> But I feel the official build should be more prominent than the two
> special ones (now they all three are "equally big", i.e. "equally
> meaningful to the user"). And/or, the test builds could be somewhere
> else on the page? Would get easier when there's navigation added ==>
> Read on.
>
> The whole page split into various blocks... I was somewhat puzzled
> when
> I saw it.
> <STORY>I was just telling to a friend, hey look at "my" page, and he
> typed some URL straight there, and I was like "Huuuh? Why is SF
> showing
> it this way when one uses THAT URL... until I realized its' the page
> it
> meant, the "looks different" is merely your reworking. </STORY>)
>
> I personally was ... overloaded by the many different frames, and
> then
>
> one has to scroll within most of the boxes ... Uh.
>
> I had something much more simple in mind, just a navigation. Fueled
> by
>
> that, I put *something* up which illustrates my idea:
>
> http://colossus.sourceforge.net/index-wn.html
>
> ... but it's probably not ready to use as it is either. Just to demo.
>
> Also, making the 3rd build as own icon with BB icon... that feels
> funny
> to me, because that pre-pre-public testing build (or "alpha build")
> will
> not be BG12 related (or even exist) in future. So this nails down a
> "NOW
> STATE" to "our general central page" ... So referring to it as BG 12
> build... well, I just think in different timelines, I guess. (Dunno,
> do
> you get what I mean?)
>
> Well, perhaps it's ok, it's "that's how it is now", it just means,
> when
> the BG12 testing is over, someone has to update this page to remove
> "the
> BG12 build special stuff"... ;-)
>
> BR,
> Clemens
>
> On 2012-07-10 19:31, David Partridge wrote:
>> Hi Norman,
>>
>> I tried to distill the suggestions from the developer group and from
>> the users. The Variant Readme
>> was updated to have the new values for the Gods. Any suggestions or
>> comments please let me
>> know, I expect we'll go through a couple of iterations before we
>> reach
>> a stable point that at least
>> most of us think is an improvement.
>>
>> The page at colossus.sourceforge.net [1] has been updated so it
> should be
>> easy to download the
>> BG12 test version (click on the Beelzebub icon). I just tested it
> and
>> it worked fine for me. If
>> anyone has any issues please let me know.
>>
>> Dave
>>
>> -------------------------
>> FROM: Norman Sillito <nsi...@sh... [2]>
>> TO: 'Clemens' <cl...@cl... [3]>; 'David Partridge'
>> <re...@ro... [4]>
>> CC: col...@li... [5]
>> SENT: Tuesday, July 10, 2012 12:10 PM
>> SUBJECT: RE: [Colossus-developers] Beelzebub12Gods testing build
>>
>> Wow, thanks Clemens. I've downloaded and played a couple of games
>> against 11
>> computer AIs.
>>
>> Haven't involved many of the gods so far but I'll let you know when
> I
>> have
>> some experience with them.
>>
>> I also made an announcement on the server and directed everyone to
>> the
>> webpage.
>>
>> The link below
>> http://colossus.sourceforge.net/special-build/
>> didn't' work.
>>
>> An error has been encountered in accessing this page.
>>
>> 1. Server: colossus.sourceforge.net [1]
>> 2. URL path: /special-build/
>> 3. Error notes: NONE
>> 4. Error type: 403
>> 5. Request method: GET
>> 6. Request query string: NONE
>> 7. Time: 2012-07-10 16:08:06 UTC (1341936486)
>>
>> Reporting this problem: The problem you have encountered is with a
>> project
>> web site hosted by SourceForge.net [6] [2]. This issue should be
> reported
>> to the
>> SourceForge.net-hosted project (not to SourceForge.net).
>>
>> If this is a severe or recurring/persistent problem, please do one
> of
>> the
>> following, and provide the error text (numbered 1 through 7, above):
>>
>> Contact the project via their designated support resources.
>> Contact the project administrators of this project via email (see
>> the
>> upper right-hand corner of the Project Summary page for their
>> usernames) at
>> use...@us... [7] [3]
>>
>> If you are a maintainer of this web content, please refer to the
> Site
>> Documentation regarding web services for further assistance.
>>
>> NOTE: As of 2008-10-23 directory index display has been disabled by
>> default.
>> This option may be re-enabled by the project by placing a file with
>> the name
>> ".htaccess" with this line:
>>
>> Options +Indexes
>>
>> However I found the link on the Colossus webpage that pointed to the
>> Public
>> Test Builds
>>
>> http://sourceforge.net/apps/trac/colossus/wiki/PublicTestingBuild
> [8]
>>
>> and the link at the bottom of the page. Zoro found it from my
>> directions so
>> hopefully we will be able to try it out between us.
>>
>> -----Original Message-----
>> From: Clemens [mailto:cl...@cl... [9] [4]]
>> Sent: Monday, July 09, 2012 8:54 AM
>> To: David Partridge
>> Cc: col...@li... [10] [5]
>> Subject: Re: [Colossus-developers] Beelzebub12Gods testing build
>>
>> Hello Dave,
>>
>> I have made a "special testing" build for the BG 12 stuff. But
>> contrary to
>> what you suggested, I uploaded it to
>>
>> http://colossus.sourceforge.net/special-build/ [11] [6]
>>
>> because that location already existed, and I was not willing to
>> fiddle
>> with
>> the "how to get another new jnlp file working" today...
>>
>> I added link to it also in main web page (link to RecentChanges...
>> doc
>> removed since I did neither update, nor upload that one).
>>
>> BTW, this also includes a temporary fix for the "Can't connect to
>> socket" error you encountered.
>>
>> (And I realized why I didn't get that error earlier - I had stored
> an
>> option "do not stop accepting clients" as true in my local
>> Colossus-server.cfg, and due to that I didn't notice it when the
>> change
>> with the internal spectator client broke things. So that needs some
>> cleanup... one more lesson of the category "how to fool
> yourself...")
>>
>> BR,
>> Clemens
>>
>> On 2012-07-09 08:17, David Partridge wrote:
>>> Hi Clemens,
>>>
>>> I've committed the changes for the Beelzebub12Gods testing build.
>>>
>>> Could you please make the version and put it in the
>>> Beelzebub12Gods-testing directory.
>>>
>>> After you do that I'll put up a new page for
>>> colossus.sourceforge.net/index.html [7] that has
>>> an icon for that and puts things into frames for better
>> accessibility
>>> and readability.
>>>
>>> BR
>>> Dave
>>
>>
>>
>
>
----------------------------------------------------------------------------
>> --
>> Live Security Virtual Conference
>> Exclusive live event will cover all the ways today's security and
>> threat landscape has changed and how IT managers can respond.
>> Discussions
>> will include endpoint security, mobile security and the latest in
>> malware
>> threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/
> [12]
>> _______________________________________________
>> Colossus-developers mailing list
>> Col...@li... [13] [8]
>> https://lists.sourceforge.net/lists/listinfo/colossus-developers
> [14] [9]
>>
>>
>>
>> Links:
>> ------
>> [1] http://colossus.sourceforge.net/ [15]
>> [2] http://sourceforge.net/ [16]
>> [3] mailto:use...@us... [17]
>> [4] mailto:cl...@cl... [18]
>> [5] mailto:col...@li... [19]
>> [6] http://colossus.sourceforge.net/special-build/ [20]
>> [7] http://colossus.sourceforge.net/index.html [21]
>> [8] mailto:Col...@li... [22]
>> [9] https://lists.sourceforge.net/lists/listinfo/colossus-developers
> [23]
>
>
>
> Links:
> ------
> [1] http://colossus.sourceforge.net/
> [2] mailto:nsi...@sh...
> [3] mailto:cl...@cl...
> [4] mailto:re...@ro...
> [5] mailto:col...@li...
> [6] http://sourceforge.net/
> [7] mailto:use...@us...
> [8] http://sourceforge.net/apps/trac/colossus/wiki/PublicTestingBuild
> [9] mailto:cl...@cl...
> [10] mailto:col...@li...
> [11] http://colossus.sourceforge.net/special-build/
> [12] http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/
> [13] mailto:Col...@li...
> [14] https://lists.sourceforge.net/lists/listinfo/colossus-developers
> [15] http://colossus.sourceforge.net/
> [16] http://sourceforge.net/
> [17] mailto:use...@us...
> [18] mailto:cl...@cl...
> [19] mailto:col...@li...
> [20] http://colossus.sourceforge.net/special-build/
> [21] http://colossus.sourceforge.net/index.html
> [22] mailto:Col...@li...
> [23] https://lists.sourceforge.net/lists/listinfo/colossus-developers
----------------------------------------------------------------------------
--
Live Security Virtual Conference
Exclusive live event will cover all the ways today's security and
threat landscape has changed and how IT managers can respond. Discussions
will include endpoint security, mobile security and the latest in malware
threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/
_______________________________________________
Colossus-developers mailing list
Col...@li...
https://lists.sourceforge.net/lists/listinfo/colossus-developers
|
|
From: Norman S. <nsi...@sh...> - 2012-07-10 21:03:48
|
I prefer the page with the navigation pane and the scroll pane. The
multi-pane was too busy.
-----Original Message-----
From: Clemens [mailto:cl...@cl...]
Sent: Tuesday, July 10, 2012 1:34 PM
To: col...@li...
Subject: Re: [Colossus-developers] Beelzebub12Gods testing build
On 2012-07-10 22:51, David Partridge wrote:
> Hi Clemens,
>
> I like your page fine as well. My thought was that one of the problems
> with the old page was that so much stuff was off the page.
> I tried to put everything on the page and just let the old stuff need
> scrolling.
Ah, now I get it! Neat. Just not compatible^H^H^H^H^H^H^H^H^H intuitively
understandable for someone with a brain like mine....
> Doing it with a menu works as well, just requires
> that extra click to see some of the stuff, but the link is there so I
> think it handles the issue fine.
it's "clearer" to me, an easy "what is what" structuring (navigation &
content).
4 similar, "equally important" boxes, it's like,
"HELP!", What's this" - have to look at all 4 because they all are
"same important" :~|
Trying to squeeze all visible in one go might not be promising anyway;
I've heard there are still people who do not run 1680 x 1280 by default
:)
[ well, hm ... just I tried it with 1024 x 768, actually I am surprised
it was "pretty usable" (not big difference compared to high resolution)
- indeed as you said, it rearranges it and just the less important parts
are initially out of sight. ]
Well perhaps it's that I don't like scrolling much at all....
> I'll make a few changes to your page (add links to tutorials
ok, nice. On old page there was some "the readme is here" and "link to
more docs", where is that right now (in your layout) ?
In the approach with navigation it could perhaps be worked-in into the
index/navigation right away?
I saw you added the link to building doc + Youtube. Good. I personally
would have wrapped more bla bla around it :)
> and building, try to make the main build more prominent) and update
> the site.
> Everyone else can weigh in with any comments and I can update
> accordingly.
>
> The point of the Beelzebub icon was to get people's comments on the
> changes to that
> variant. I expect to make a few more changes in that as people try it
> out. If you want to merge it with the public testing build
Might be good idea. Generally speaking, I _do_ see use for the
threesome
* official release,
* PTB ("soon to be released"), and
* "special build" (something bleeding edge)
- we've used that scheme before, although the link for the special
build was only in wiki. ("warning, only for those who know what they are
doing...").
But at the moment the BG12 build is kind of as stable as the PTB. So I
could make a new PTB with BG12 changes included. One thing we should
write somewhere, is the impact / compatibility issues. Lucily, in this
case, there's not much, but what people should now, is:
If they play locally, they will get new BG12 skill+power factors;
if they play with public server, BG12 will behave same as it was.
Otherwise somebody might be confused.
That kind of more detailed info (and in future PTBs might be more
tricky), would clutter the banner too much.
Or put there (upper right side) only a more flashy text (bold, bigger,
blinking, 3D-animated ;-))) , like: "Hey, new BeelzeGods12 variant
open for testing, give it a try!" and make that link redirect / make the
main "content" frame display detailed info (what's it about,
compatibility issues as mentioned, and icon to start it) ... ?
> and just note that we are looking for BG12 comments in the notes that
> works too.
> I have no problems updating the page when the BG12 testing period is
> over.
ok.
BR,
Clemens
>
> Dave
>
> -------------------------
> FROM: Clemens <cl...@cl...>
> TO: David Partridge <re...@ro...>
> CC: Norman Sillito <nsi...@sh...>;
> col...@li...
> SENT: Tuesday, July 10, 2012 3:28 PM
> SUBJECT: Re: [Colossus-developers] Beelzebub12Gods testing build
>
> Wow, Dave, you put a lot of work into rearranging the main page!
>
> I like the test build to be also an icon - I remember long ago I
> tried
>
> something, to make a table and the PTB right-arranged (but on same
> height as the left side, not as it was until yesterday, in the line
> "below" the line on left side...) ... and just never got it
> working...
> For the PTB, I was thinking of the ColossusIcon with, like, split in
> 9
>
> small scares rearranged like a shifting puzzle, the one with
> different
>
> numbers is good, too!
>
> But I feel the official build should be more prominent than the two
> special ones (now they all three are "equally big", i.e. "equally
> meaningful to the user"). And/or, the test builds could be somewhere
> else on the page? Would get easier when there's navigation added ==>
> Read on.
>
> The whole page split into various blocks... I was somewhat puzzled
> when
> I saw it.
> <STORY>I was just telling to a friend, hey look at "my" page, and he
> typed some URL straight there, and I was like "Huuuh? Why is SF
> showing
> it this way when one uses THAT URL... until I realized its' the page
> it
> meant, the "looks different" is merely your reworking. </STORY>)
>
> I personally was ... overloaded by the many different frames, and
> then
>
> one has to scroll within most of the boxes ... Uh.
>
> I had something much more simple in mind, just a navigation. Fueled
> by
>
> that, I put *something* up which illustrates my idea:
>
> http://colossus.sourceforge.net/index-wn.html
>
> ... but it's probably not ready to use as it is either. Just to demo.
>
> Also, making the 3rd build as own icon with BB icon... that feels
> funny
> to me, because that pre-pre-public testing build (or "alpha build")
> will
> not be BG12 related (or even exist) in future. So this nails down a
> "NOW
> STATE" to "our general central page" ... So referring to it as BG 12
> build... well, I just think in different timelines, I guess. (Dunno,
> do
> you get what I mean?)
>
> Well, perhaps it's ok, it's "that's how it is now", it just means,
> when
> the BG12 testing is over, someone has to update this page to remove
> "the
> BG12 build special stuff"... ;-)
>
> BR,
> Clemens
>
> On 2012-07-10 19:31, David Partridge wrote:
>> Hi Norman,
>>
>> I tried to distill the suggestions from the developer group and from
>> the users. The Variant Readme
>> was updated to have the new values for the Gods. Any suggestions or
>> comments please let me
>> know, I expect we'll go through a couple of iterations before we
>> reach
>> a stable point that at least
>> most of us think is an improvement.
>>
>> The page at colossus.sourceforge.net [1] has been updated so it
> should be
>> easy to download the
>> BG12 test version (click on the Beelzebub icon). I just tested it
> and
>> it worked fine for me. If
>> anyone has any issues please let me know.
>>
>> Dave
>>
>> -------------------------
>> FROM: Norman Sillito <nsi...@sh... [2]>
>> TO: 'Clemens' <cl...@cl... [3]>; 'David Partridge'
>> <re...@ro... [4]>
>> CC: col...@li... [5]
>> SENT: Tuesday, July 10, 2012 12:10 PM
>> SUBJECT: RE: [Colossus-developers] Beelzebub12Gods testing build
>>
>> Wow, thanks Clemens. I've downloaded and played a couple of games
>> against 11
>> computer AIs.
>>
>> Haven't involved many of the gods so far but I'll let you know when
> I
>> have
>> some experience with them.
>>
>> I also made an announcement on the server and directed everyone to
>> the
>> webpage.
>>
>> The link below
>> http://colossus.sourceforge.net/special-build/
>> didn't' work.
>>
>> An error has been encountered in accessing this page.
>>
>> 1. Server: colossus.sourceforge.net [1]
>> 2. URL path: /special-build/
>> 3. Error notes: NONE
>> 4. Error type: 403
>> 5. Request method: GET
>> 6. Request query string: NONE
>> 7. Time: 2012-07-10 16:08:06 UTC (1341936486)
>>
>> Reporting this problem: The problem you have encountered is with a
>> project
>> web site hosted by SourceForge.net [6] [2]. This issue should be
> reported
>> to the
>> SourceForge.net-hosted project (not to SourceForge.net).
>>
>> If this is a severe or recurring/persistent problem, please do one
> of
>> the
>> following, and provide the error text (numbered 1 through 7, above):
>>
>> Contact the project via their designated support resources.
>> Contact the project administrators of this project via email (see
>> the
>> upper right-hand corner of the Project Summary page for their
>> usernames) at
>> use...@us... [7] [3]
>>
>> If you are a maintainer of this web content, please refer to the
> Site
>> Documentation regarding web services for further assistance.
>>
>> NOTE: As of 2008-10-23 directory index display has been disabled by
>> default.
>> This option may be re-enabled by the project by placing a file with
>> the name
>> ".htaccess" with this line:
>>
>> Options +Indexes
>>
>> However I found the link on the Colossus webpage that pointed to the
>> Public
>> Test Builds
>>
>> http://sourceforge.net/apps/trac/colossus/wiki/PublicTestingBuild
> [8]
>>
>> and the link at the bottom of the page. Zoro found it from my
>> directions so
>> hopefully we will be able to try it out between us.
>>
>> -----Original Message-----
>> From: Clemens [mailto:cl...@cl... [9] [4]]
>> Sent: Monday, July 09, 2012 8:54 AM
>> To: David Partridge
>> Cc: col...@li... [10] [5]
>> Subject: Re: [Colossus-developers] Beelzebub12Gods testing build
>>
>> Hello Dave,
>>
>> I have made a "special testing" build for the BG 12 stuff. But
>> contrary to
>> what you suggested, I uploaded it to
>>
>> http://colossus.sourceforge.net/special-build/ [11] [6]
>>
>> because that location already existed, and I was not willing to
>> fiddle
>> with
>> the "how to get another new jnlp file working" today...
>>
>> I added link to it also in main web page (link to RecentChanges...
>> doc
>> removed since I did neither update, nor upload that one).
>>
>> BTW, this also includes a temporary fix for the "Can't connect to
>> socket" error you encountered.
>>
>> (And I realized why I didn't get that error earlier - I had stored
> an
>> option "do not stop accepting clients" as true in my local
>> Colossus-server.cfg, and due to that I didn't notice it when the
>> change
>> with the internal spectator client broke things. So that needs some
>> cleanup... one more lesson of the category "how to fool
> yourself...")
>>
>> BR,
>> Clemens
>>
>> On 2012-07-09 08:17, David Partridge wrote:
>>> Hi Clemens,
>>>
>>> I've committed the changes for the Beelzebub12Gods testing build.
>>>
>>> Could you please make the version and put it in the
>>> Beelzebub12Gods-testing directory.
>>>
>>> After you do that I'll put up a new page for
>>> colossus.sourceforge.net/index.html [7] that has
>>> an icon for that and puts things into frames for better
>> accessibility
>>> and readability.
>>>
>>> BR
>>> Dave
>>
>>
>>
>
>
----------------------------------------------------------------------------
>> --
>> Live Security Virtual Conference
>> Exclusive live event will cover all the ways today's security and
>> threat landscape has changed and how IT managers can respond.
>> Discussions
>> will include endpoint security, mobile security and the latest in
>> malware
>> threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/
> [12]
>> _______________________________________________
>> Colossus-developers mailing list
>> Col...@li... [13] [8]
>> https://lists.sourceforge.net/lists/listinfo/colossus-developers
> [14] [9]
>>
>>
>>
>> Links:
>> ------
>> [1] http://colossus.sourceforge.net/ [15]
>> [2] http://sourceforge.net/ [16]
>> [3] mailto:use...@us... [17]
>> [4] mailto:cl...@cl... [18]
>> [5] mailto:col...@li... [19]
>> [6] http://colossus.sourceforge.net/special-build/ [20]
>> [7] http://colossus.sourceforge.net/index.html [21]
>> [8] mailto:Col...@li... [22]
>> [9] https://lists.sourceforge.net/lists/listinfo/colossus-developers
> [23]
>
>
>
> Links:
> ------
> [1] http://colossus.sourceforge.net/
> [2] mailto:nsi...@sh...
> [3] mailto:cl...@cl...
> [4] mailto:re...@ro...
> [5] mailto:col...@li...
> [6] http://sourceforge.net/
> [7] mailto:use...@us...
> [8] http://sourceforge.net/apps/trac/colossus/wiki/PublicTestingBuild
> [9] mailto:cl...@cl...
> [10] mailto:col...@li...
> [11] http://colossus.sourceforge.net/special-build/
> [12] http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/
> [13] mailto:Col...@li...
> [14] https://lists.sourceforge.net/lists/listinfo/colossus-developers
> [15] http://colossus.sourceforge.net/
> [16] http://sourceforge.net/
> [17] mailto:use...@us...
> [18] mailto:cl...@cl...
> [19] mailto:col...@li...
> [20] http://colossus.sourceforge.net/special-build/
> [21] http://colossus.sourceforge.net/index.html
> [22] mailto:Col...@li...
> [23] https://lists.sourceforge.net/lists/listinfo/colossus-developers
----------------------------------------------------------------------------
--
Live Security Virtual Conference
Exclusive live event will cover all the ways today's security and
threat landscape has changed and how IT managers can respond. Discussions
will include endpoint security, mobile security and the latest in malware
threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/
_______________________________________________
Colossus-developers mailing list
Col...@li...
https://lists.sourceforge.net/lists/listinfo/colossus-developers
|
|
From: Clemens <cl...@cl...> - 2012-07-10 20:34:05
|
On 2012-07-10 22:51, David Partridge wrote:
> Hi Clemens,
>
> I like your page fine as well. My thought was that one of the
> problems
> with the old page was that so much stuff was off the page.
> I tried to put everything on the page and just let the old stuff need
> scrolling.
Ah, now I get it! Neat. Just not compatible^H^H^H^H^H^H^H^H^H
intuitively understandable for someone with a brain like mine....
> Doing it with a menu works as well, just requires
> that extra click to see some of the stuff, but the link is there so I
> think it handles the issue fine.
it's "clearer" to me, an easy "what is what" structuring (navigation &
content).
4 similar, "equally important" boxes, it's like,
"HELP!", What's this" - have to look at all 4 because they all are
"same important" :~|
Trying to squeeze all visible in one go might not be promising anyway;
I've heard there are still people who do not run 1680 x 1280 by default
:)
[ well, hm ... just I tried it with 1024 x 768, actually I am surprised
it was "pretty usable" (not big difference compared to high resolution)
- indeed as you said, it rearranges it and just the less important parts
are initially out of sight. ]
Well perhaps it's that I don't like scrolling much at all....
> I'll make a few changes to your page (add links to tutorials
ok, nice. On old page there was some "the readme is here" and "link to
more docs", where is that right now (in your layout) ?
In the approach with navigation it could perhaps be worked-in into the
index/navigation right away?
I saw you added the link to building doc + Youtube. Good. I personally
would have wrapped more bla bla around it :)
> and building, try to make the main build more prominent) and update
> the site.
> Everyone else can weigh in with any comments and I can update
> accordingly.
>
> The point of the Beelzebub icon was to get people's comments on the
> changes to that
> variant. I expect to make a few more changes in that as people try it
> out. If you want to merge it with the public testing build
Might be good idea. Generally speaking, I _do_ see use for the
threesome
* official release,
* PTB ("soon to be released"), and
* "special build" (something bleeding edge)
- we've used that scheme before, although the link for the special
build was only in wiki. ("warning, only for those who know what they are
doing...").
But at the moment the BG12 build is kind of as stable as the PTB. So I
could make a new PTB with BG12 changes included. One thing we should
write somewhere, is the impact / compatibility issues. Lucily, in this
case, there's not much, but what people should now, is:
If they play locally, they will get new BG12 skill+power factors;
if they play with public server, BG12 will behave same as it was.
Otherwise somebody might be confused.
That kind of more detailed info (and in future PTBs might be more
tricky), would clutter the banner too much.
Or put there (upper right side) only a more flashy text (bold, bigger,
blinking, 3D-animated ;-))) , like: "Hey, new BeelzeGods12 variant
open for testing, give it a try!" and make that link redirect / make the
main "content" frame display detailed info (what's it about,
compatibility issues as mentioned, and icon to start it) ... ?
> and just note that we are looking for BG12 comments in the notes that
> works too.
> I have no problems updating the page when the BG12 testing period is
> over.
ok.
BR,
Clemens
>
> Dave
>
> -------------------------
> FROM: Clemens <cl...@cl...>
> TO: David Partridge <re...@ro...>
> CC: Norman Sillito <nsi...@sh...>;
> col...@li...
> SENT: Tuesday, July 10, 2012 3:28 PM
> SUBJECT: Re: [Colossus-developers] Beelzebub12Gods testing build
>
> Wow, Dave, you put a lot of work into rearranging the main page!
>
> I like the test build to be also an icon - I remember long ago I
> tried
>
> something, to make a table and the PTB right-arranged (but on same
> height as the left side, not as it was until yesterday, in the line
> "below" the line on left side...) ... and just never got it
> working...
> For the PTB, I was thinking of the ColossusIcon with, like, split in
> 9
>
> small scares rearranged like a shifting puzzle, the one with
> different
>
> numbers is good, too!
>
> But I feel the official build should be more prominent than the two
> special ones (now they all three are "equally big", i.e. "equally
> meaningful to the user"). And/or, the test builds could be somewhere
> else on the page? Would get easier when there's navigation added ==>
> Read on.
>
> The whole page split into various blocks... I was somewhat puzzled
> when
> I saw it.
> <STORY>I was just telling to a friend, hey look at "my" page, and he
> typed some URL straight there, and I was like "Huuuh? Why is SF
> showing
> it this way when one uses THAT URL... until I realized its' the page
> it
> meant, the "looks different" is merely your reworking. </STORY>)
>
> I personally was ... overloaded by the many different frames, and
> then
>
> one has to scroll within most of the boxes ... Uh.
>
> I had something much more simple in mind, just a navigation. Fueled
> by
>
> that, I put *something* up which illustrates my idea:
>
> http://colossus.sourceforge.net/index-wn.html
>
> ... but it's probably not ready to use as it is either. Just to demo.
>
> Also, making the 3rd build as own icon with BB icon... that feels
> funny
> to me, because that pre-pre-public testing build (or "alpha build")
> will
> not be BG12 related (or even exist) in future. So this nails down a
> "NOW
> STATE" to "our general central page" ... So referring to it as BG 12
> build... well, I just think in different timelines, I guess. (Dunno,
> do
> you get what I mean?)
>
> Well, perhaps it's ok, it's "that's how it is now", it just means,
> when
> the BG12 testing is over, someone has to update this page to remove
> "the
> BG12 build special stuff"... ;-)
>
> BR,
> Clemens
>
> On 2012-07-10 19:31, David Partridge wrote:
>> Hi Norman,
>>
>> I tried to distill the suggestions from the developer group and from
>> the users. The Variant Readme
>> was updated to have the new values for the Gods. Any suggestions or
>> comments please let me
>> know, I expect we'll go through a couple of iterations before we
>> reach
>> a stable point that at least
>> most of us think is an improvement.
>>
>> The page at colossus.sourceforge.net [1] has been updated so it
> should be
>> easy to download the
>> BG12 test version (click on the Beelzebub icon). I just tested it
> and
>> it worked fine for me. If
>> anyone has any issues please let me know.
>>
>> Dave
>>
>> -------------------------
>> FROM: Norman Sillito <nsi...@sh... [2]>
>> TO: 'Clemens' <cl...@cl... [3]>; 'David Partridge'
>> <re...@ro... [4]>
>> CC: col...@li... [5]
>> SENT: Tuesday, July 10, 2012 12:10 PM
>> SUBJECT: RE: [Colossus-developers] Beelzebub12Gods testing build
>>
>> Wow, thanks Clemens. I've downloaded and played a couple of games
>> against 11
>> computer AIs.
>>
>> Haven't involved many of the gods so far but I'll let you know when
> I
>> have
>> some experience with them.
>>
>> I also made an announcement on the server and directed everyone to
>> the
>> webpage.
>>
>> The link below
>> http://colossus.sourceforge.net/special-build/
>> didn't' work.
>>
>> An error has been encountered in accessing this page.
>>
>> 1. Server: colossus.sourceforge.net [1]
>> 2. URL path: /special-build/
>> 3. Error notes: NONE
>> 4. Error type: 403
>> 5. Request method: GET
>> 6. Request query string: NONE
>> 7. Time: 2012-07-10 16:08:06 UTC (1341936486)
>>
>> Reporting this problem: The problem you have encountered is with a
>> project
>> web site hosted by SourceForge.net [6] [2]. This issue should be
> reported
>> to the
>> SourceForge.net-hosted project (not to SourceForge.net).
>>
>> If this is a severe or recurring/persistent problem, please do one
> of
>> the
>> following, and provide the error text (numbered 1 through 7, above):
>>
>> Contact the project via their designated support resources.
>> Contact the project administrators of this project via email (see
>> the
>> upper right-hand corner of the Project Summary page for their
>> usernames) at
>> use...@us... [7] [3]
>>
>> If you are a maintainer of this web content, please refer to the
> Site
>> Documentation regarding web services for further assistance.
>>
>> NOTE: As of 2008-10-23 directory index display has been disabled by
>> default.
>> This option may be re-enabled by the project by placing a file with
>> the name
>> ".htaccess" with this line:
>>
>> Options +Indexes
>>
>> However I found the link on the Colossus webpage that pointed to the
>> Public
>> Test Builds
>>
>> http://sourceforge.net/apps/trac/colossus/wiki/PublicTestingBuild
> [8]
>>
>> and the link at the bottom of the page. Zoro found it from my
>> directions so
>> hopefully we will be able to try it out between us.
>>
>> -----Original Message-----
>> From: Clemens [mailto:cl...@cl... [9] [4]]
>> Sent: Monday, July 09, 2012 8:54 AM
>> To: David Partridge
>> Cc: col...@li... [10] [5]
>> Subject: Re: [Colossus-developers] Beelzebub12Gods testing build
>>
>> Hello Dave,
>>
>> I have made a "special testing" build for the BG 12 stuff. But
>> contrary to
>> what you suggested, I uploaded it to
>>
>> http://colossus.sourceforge.net/special-build/ [11] [6]
>>
>> because that location already existed, and I was not willing to
>> fiddle
>> with
>> the "how to get another new jnlp file working" today...
>>
>> I added link to it also in main web page (link to RecentChanges...
>> doc
>> removed since I did neither update, nor upload that one).
>>
>> BTW, this also includes a temporary fix for the "Can't connect to
>> socket" error you encountered.
>>
>> (And I realized why I didn't get that error earlier - I had stored
> an
>> option "do not stop accepting clients" as true in my local
>> Colossus-server.cfg, and due to that I didn't notice it when the
>> change
>> with the internal spectator client broke things. So that needs some
>> cleanup... one more lesson of the category "how to fool
> yourself...")
>>
>> BR,
>> Clemens
>>
>> On 2012-07-09 08:17, David Partridge wrote:
>>> Hi Clemens,
>>>
>>> I've committed the changes for the Beelzebub12Gods testing build.
>>>
>>> Could you please make the version and put it in the
>>> Beelzebub12Gods-testing directory.
>>>
>>> After you do that I'll put up a new page for
>>> colossus.sourceforge.net/index.html [7] that has
>>> an icon for that and puts things into frames for better
>> accessibility
>>> and readability.
>>>
>>> BR
>>> Dave
>>
>>
>>
>
> ----------------------------------------------------------------------------
>> --
>> Live Security Virtual Conference
>> Exclusive live event will cover all the ways today's security and
>> threat landscape has changed and how IT managers can respond.
>> Discussions
>> will include endpoint security, mobile security and the latest in
>> malware
>> threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/
> [12]
>> _______________________________________________
>> Colossus-developers mailing list
>> Col...@li... [13] [8]
>> https://lists.sourceforge.net/lists/listinfo/colossus-developers
> [14] [9]
>>
>>
>>
>> Links:
>> ------
>> [1] http://colossus.sourceforge.net/ [15]
>> [2] http://sourceforge.net/ [16]
>> [3] mailto:use...@us... [17]
>> [4] mailto:cl...@cl... [18]
>> [5] mailto:col...@li... [19]
>> [6] http://colossus.sourceforge.net/special-build/ [20]
>> [7] http://colossus.sourceforge.net/index.html [21]
>> [8] mailto:Col...@li... [22]
>> [9] https://lists.sourceforge.net/lists/listinfo/colossus-developers
> [23]
>
>
>
> Links:
> ------
> [1] http://colossus.sourceforge.net/
> [2] mailto:nsi...@sh...
> [3] mailto:cl...@cl...
> [4] mailto:re...@ro...
> [5] mailto:col...@li...
> [6] http://sourceforge.net/
> [7] mailto:use...@us...
> [8] http://sourceforge.net/apps/trac/colossus/wiki/PublicTestingBuild
> [9] mailto:cl...@cl...
> [10] mailto:col...@li...
> [11] http://colossus.sourceforge.net/special-build/
> [12] http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/
> [13] mailto:Col...@li...
> [14] https://lists.sourceforge.net/lists/listinfo/colossus-developers
> [15] http://colossus.sourceforge.net/
> [16] http://sourceforge.net/
> [17] mailto:use...@us...
> [18] mailto:cl...@cl...
> [19] mailto:col...@li...
> [20] http://colossus.sourceforge.net/special-build/
> [21] http://colossus.sourceforge.net/index.html
> [22] mailto:Col...@li...
> [23] https://lists.sourceforge.net/lists/listinfo/colossus-developers
|
|
From: David P. <re...@ro...> - 2012-07-10 19:52:03
|
Hi Clemens, I like your page fine as well. My thought was that one of the problems with the old page was that so much stuff was off the page. I tried to put everything on the page and just let the old stuff need scrolling. Doing it with a menu works as well, just requires that extra click to see some of the stuff, but the link is there so I think it handles the issue fine. I'll make a few changes to your page (add links to tutorials and building, try to make the main build more prominent) and update the site. Everyone else can weigh in with any comments and I can update accordingly. The point of the Beelzebub icon was to get people's comments on the changes to that variant. I expect to make a few more changes in that as people try it out. If you want to merge it with the public testing build and just note that we are looking for BG12 comments in the notes that works too. I have no problems updating the page when the BG12 testing period is over. Dave ________________________________ From: Clemens <cl...@cl...> To: David Partridge <re...@ro...> Cc: Norman Sillito <nsi...@sh...>; col...@li... Sent: Tuesday, July 10, 2012 3:28 PM Subject: Re: [Colossus-developers] Beelzebub12Gods testing build Wow, Dave, you put a lot of work into rearranging the main page! I like the test build to be also an icon - I remember long ago I tried something, to make a table and the PTB right-arranged (but on same height as the left side, not as it was until yesterday, in the line "below" the line on left side...) ... and just never got it working... For the PTB, I was thinking of the ColossusIcon with, like, split in 9 small scares rearranged like a shifting puzzle, the one with different numbers is good, too! But I feel the official build should be more prominent than the two special ones (now they all three are "equally big", i.e. "equally meaningful to the user"). And/or, the test builds could be somewhere else on the page? Would get easier when there's navigation added ==> Read on. The whole page split into various blocks... I was somewhat puzzled when I saw it. <STORY>I was just telling to a friend, hey look at "my" page, and he typed some URL straight there, and I was like "Huuuh? Why is SF showing it this way when one uses THAT URL... until I realized its' the page it meant, the "looks different" is merely your reworking. </STORY>) I personally was ... overloaded by the many different frames, and then one has to scroll within most of the boxes ... Uh. I had something much more simple in mind, just a navigation. Fueled by that, I put *something* up which illustrates my idea: http://colossus.sourceforge.net/index-wn.html ... but it's probably not ready to use as it is either. Just to demo. Also, making the 3rd build as own icon with BB icon... that feels funny to me, because that pre-pre-public testing build (or "alpha build") will not be BG12 related (or even exist) in future. So this nails down a "NOW STATE" to "our general central page" ... So referring to it as BG 12 build... well, I just think in different timelines, I guess. (Dunno, do you get what I mean?) Well, perhaps it's ok, it's "that's how it is now", it just means, when the BG12 testing is over, someone has to update this page to remove "the BG12 build special stuff"... ;-) BR, Clemens On 2012-07-10 19:31, David Partridge wrote: > Hi Norman, > > I tried to distill the suggestions from the developer group and from > the users. The Variant Readme > was updated to have the new values for the Gods. Any suggestions or > comments please let me > know, I expect we'll go through a couple of iterations before we > reach > a stable point that at least > most of us think is an improvement. > > The page at colossus.sourceforge.net has been updated so it should be > easy to download the > BG12 test version (click on the Beelzebub icon). I just tested it and > it worked fine for me. If > anyone has any issues please let me know. > > Dave > > ------------------------- > FROM: Norman Sillito <nsi...@sh...> > TO: 'Clemens' <cl...@cl...>; 'David Partridge' > <re...@ro...> > CC: col...@li... > SENT: Tuesday, July 10, 2012 12:10 PM > SUBJECT: RE: [Colossus-developers] Beelzebub12Gods testing build > > Wow, thanks Clemens. I've downloaded and played a couple of games > against 11 > computer AIs. > > Haven't involved many of the gods so far but I'll let you know when I > have > some experience with them. > > I also made an announcement on the server and directed everyone to > the > webpage. > > The link below > http://colossus.sourceforge.net/special-build/ > didn't' work. > > An error has been encountered in accessing this page. > > 1. Server: colossus.sourceforge.net [1] > 2. URL path: /special-build/ > 3. Error notes: NONE > 4. Error type: 403 > 5. Request method: GET > 6. Request query string: NONE > 7. Time: 2012-07-10 16:08:06 UTC (1341936486) > > Reporting this problem: The problem you have encountered is with a > project > web site hosted by SourceForge.net [2]. This issue should be reported > to the > SourceForge.net-hosted project (not to SourceForge.net). > > If this is a severe or recurring/persistent problem, please do one of > the > following, and provide the error text (numbered 1 through 7, above): > > Contact the project via their designated support resources. > Contact the project administrators of this project via email (see > the > upper right-hand corner of the Project Summary page for their > usernames) at > use...@us... [3] > > If you are a maintainer of this web content, please refer to the Site > Documentation regarding web services for further assistance. > > NOTE: As of 2008-10-23 directory index display has been disabled by > default. > This option may be re-enabled by the project by placing a file with > the name > ".htaccess" with this line: > > Options +Indexes > > However I found the link on the Colossus webpage that pointed to the > Public > Test Builds > > http://sourceforge.net/apps/trac/colossus/wiki/PublicTestingBuild > > and the link at the bottom of the page. Zoro found it from my > directions so > hopefully we will be able to try it out between us. > > -----Original Message----- > From: Clemens [mailto:cl...@cl... [4]] > Sent: Monday, July 09, 2012 8:54 AM > To: David Partridge > Cc: col...@li... [5] > Subject: Re: [Colossus-developers] Beelzebub12Gods testing build > > Hello Dave, > > I have made a "special testing" build for the BG 12 stuff. But > contrary to > what you suggested, I uploaded it to > > http://colossus.sourceforge.net/special-build/ [6] > > because that location already existed, and I was not willing to > fiddle > with > the "how to get another new jnlp file working" today... > > I added link to it also in main web page (link to RecentChanges... > doc > removed since I did neither update, nor upload that one). > > BTW, this also includes a temporary fix for the "Can't connect to > socket" error you encountered. > > (And I realized why I didn't get that error earlier - I had stored an > option "do not stop accepting clients" as true in my local > Colossus-server.cfg, and due to that I didn't notice it when the > change > with the internal spectator client broke things. So that needs some > cleanup... one more lesson of the category "how to fool yourself...") > > BR, > Clemens > > On 2012-07-09 08:17, David Partridge wrote: >> Hi Clemens, >> >> I've committed the changes for the Beelzebub12Gods testing build. >> >> Could you please make the version and put it in the >> Beelzebub12Gods-testing directory. >> >> After you do that I'll put up a new page for >> colossus.sourceforge.net/index.html [7] that has >> an icon for that and puts things into frames for better > accessibility >> and readability. >> >> BR >> Dave > > > ---------------------------------------------------------------------------- > -- > Live Security Virtual Conference > Exclusive live event will cover all the ways today's security and > threat landscape has changed and how IT managers can respond. > Discussions > will include endpoint security, mobile security and the latest in > malware > threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ > _______________________________________________ > Colossus-developers mailing list > Col...@li... [8] > https://lists.sourceforge.net/lists/listinfo/colossus-developers [9] > > > > Links: > ------ > [1] http://colossus.sourceforge.net/ > [2] http://sourceforge.net/ > [3] mailto:use...@us... > [4] mailto:cl...@cl... > [5] mailto:col...@li... > [6] http://colossus.sourceforge.net/special-build/ > [7] http://colossus.sourceforge.net/index.html > [8] mailto:Col...@li... > [9] https://lists.sourceforge.net/lists/listinfo/colossus-developers |
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From: Clemens <cl...@cl...> - 2012-07-10 19:29:08
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Wow, Dave, you put a lot of work into rearranging the main page! I like the test build to be also an icon - I remember long ago I tried something, to make a table and the PTB right-arranged (but on same height as the left side, not as it was until yesterday, in the line "below" the line on left side...) ... and just never got it working... For the PTB, I was thinking of the ColossusIcon with, like, split in 9 small scares rearranged like a shifting puzzle, the one with different numbers is good, too! But I feel the official build should be more prominent than the two special ones (now they all three are "equally big", i.e. "equally meaningful to the user"). And/or, the test builds could be somewhere else on the page? Would get easier when there's navigation added ==> Read on. The whole page split into various blocks... I was somewhat puzzled when I saw it. <STORY>I was just telling to a friend, hey look at "my" page, and he typed some URL straight there, and I was like "Huuuh? Why is SF showing it this way when one uses THAT URL... until I realized its' the page it meant, the "looks different" is merely your reworking. </STORY>) I personally was ... overloaded by the many different frames, and then one has to scroll within most of the boxes ... Uh. I had something much more simple in mind, just a navigation. Fueled by that, I put *something* up which illustrates my idea: http://colossus.sourceforge.net/index-wn.html ... but it's probably not ready to use as it is either. Just to demo. Also, making the 3rd build as own icon with BB icon... that feels funny to me, because that pre-pre-public testing build (or "alpha build") will not be BG12 related (or even exist) in future. So this nails down a "NOW STATE" to "our general central page" ... So referring to it as BG 12 build... well, I just think in different timelines, I guess. (Dunno, do you get what I mean?) Well, perhaps it's ok, it's "that's how it is now", it just means, when the BG12 testing is over, someone has to update this page to remove "the BG12 build special stuff"... ;-) BR, Clemens On 2012-07-10 19:31, David Partridge wrote: > Hi Norman, > > I tried to distill the suggestions from the developer group and from > the users. The Variant Readme > was updated to have the new values for the Gods. Any suggestions or > comments please let me > know, I expect we'll go through a couple of iterations before we > reach > a stable point that at least > most of us think is an improvement. > > The page at colossus.sourceforge.net has been updated so it should be > easy to download the > BG12 test version (click on the Beelzebub icon). I just tested it and > it worked fine for me. If > anyone has any issues please let me know. > > Dave > > ------------------------- > FROM: Norman Sillito <nsi...@sh...> > TO: 'Clemens' <cl...@cl...>; 'David Partridge' > <re...@ro...> > CC: col...@li... > SENT: Tuesday, July 10, 2012 12:10 PM > SUBJECT: RE: [Colossus-developers] Beelzebub12Gods testing build > > Wow, thanks Clemens. I've downloaded and played a couple of games > against 11 > computer AIs. > > Haven't involved many of the gods so far but I'll let you know when I > have > some experience with them. > > I also made an announcement on the server and directed everyone to > the > webpage. > > The link below > http://colossus.sourceforge.net/special-build/ > didn't' work. > > An error has been encountered in accessing this page. > > 1. Server: colossus.sourceforge.net [1] > 2. URL path: /special-build/ > 3. Error notes: NONE > 4. Error type: 403 > 5. Request method: GET > 6. Request query string: NONE > 7. Time: 2012-07-10 16:08:06 UTC (1341936486) > > Reporting this problem: The problem you have encountered is with a > project > web site hosted by SourceForge.net [2]. This issue should be reported > to the > SourceForge.net-hosted project (not to SourceForge.net). > > If this is a severe or recurring/persistent problem, please do one of > the > following, and provide the error text (numbered 1 through 7, above): > > Contact the project via their designated support resources. > Contact the project administrators of this project via email (see > the > upper right-hand corner of the Project Summary page for their > usernames) at > use...@us... [3] > > If you are a maintainer of this web content, please refer to the Site > Documentation regarding web services for further assistance. > > NOTE: As of 2008-10-23 directory index display has been disabled by > default. > This option may be re-enabled by the project by placing a file with > the name > ".htaccess" with this line: > > Options +Indexes > > However I found the link on the Colossus webpage that pointed to the > Public > Test Builds > > http://sourceforge.net/apps/trac/colossus/wiki/PublicTestingBuild > > and the link at the bottom of the page. Zoro found it from my > directions so > hopefully we will be able to try it out between us. > > -----Original Message----- > From: Clemens [mailto:cl...@cl... [4]] > Sent: Monday, July 09, 2012 8:54 AM > To: David Partridge > Cc: col...@li... [5] > Subject: Re: [Colossus-developers] Beelzebub12Gods testing build > > Hello Dave, > > I have made a "special testing" build for the BG 12 stuff. But > contrary to > what you suggested, I uploaded it to > > http://colossus.sourceforge.net/special-build/ [6] > > because that location already existed, and I was not willing to > fiddle > with > the "how to get another new jnlp file working" today... > > I added link to it also in main web page (link to RecentChanges... > doc > removed since I did neither update, nor upload that one). > > BTW, this also includes a temporary fix for the "Can't connect to > socket" error you encountered. > > (And I realized why I didn't get that error earlier - I had stored an > option "do not stop accepting clients" as true in my local > Colossus-server.cfg, and due to that I didn't notice it when the > change > with the internal spectator client broke things. So that needs some > cleanup... one more lesson of the category "how to fool yourself...") > > BR, > Clemens > > On 2012-07-09 08:17, David Partridge wrote: >> Hi Clemens, >> >> I've committed the changes for the Beelzebub12Gods testing build. >> >> Could you please make the version and put it in the >> Beelzebub12Gods-testing directory. >> >> After you do that I'll put up a new page for >> colossus.sourceforge.net/index.html [7] that has >> an icon for that and puts things into frames for better > accessibility >> and readability. >> >> BR >> Dave > > > ---------------------------------------------------------------------------- > -- > Live Security Virtual Conference > Exclusive live event will cover all the ways today's security and > threat landscape has changed and how IT managers can respond. > Discussions > will include endpoint security, mobile security and the latest in > malware > threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ > _______________________________________________ > Colossus-developers mailing list > Col...@li... [8] > https://lists.sourceforge.net/lists/listinfo/colossus-developers [9] > > > > Links: > ------ > [1] http://colossus.sourceforge.net/ > [2] http://sourceforge.net/ > [3] mailto:use...@us... > [4] mailto:cl...@cl... > [5] mailto:col...@li... > [6] http://colossus.sourceforge.net/special-build/ > [7] http://colossus.sourceforge.net/index.html > [8] mailto:Col...@li... > [9] https://lists.sourceforge.net/lists/listinfo/colossus-developers |
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From: Clemens <cl...@cl...> - 2012-07-10 18:01:09
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> The link didn't work > http://colossus.sourceforge.net/special-build/ Yeah, that was misleading from my side. That's technically the place where I uploaded the files to, but there's no index.html in it; and was meant more as info for Dave to where it is now. The way to access it is, as Dave said, on the main Colossus page ; I had created a new line below the "Public Testing Build" line. Dave has worked on the main page and turned the PTB and the new BG12 testing builds "lines" also into icons. I'll say something to the new page in a different mail. BR, Clemens On 2012-07-10 19:31, David Partridge wrote: > Hi Norman, > > I tried to distill the suggestions from the developer group and from > the users. The Variant Readme > was updated to have the new values for the Gods. Any suggestions or > comments please let me > know, I expect we'll go through a couple of iterations before we > reach > a stable point that at least > most of us think is an improvement. > > The page at colossus.sourceforge.net has been updated so it should be > easy to download the > BG12 test version (click on the Beelzebub icon). I just tested it and > it worked fine for me. If > anyone has any issues please let me know. > > Dave > > ------------------------- > FROM: Norman Sillito <nsi...@sh...> > TO: 'Clemens' <cl...@cl...>; 'David Partridge' > <re...@ro...> > CC: col...@li... > SENT: Tuesday, July 10, 2012 12:10 PM > SUBJECT: RE: [Colossus-developers] Beelzebub12Gods testing build > > Wow, thanks Clemens. I've downloaded and played a couple of games > against 11 > computer AIs. > > Haven't involved many of the gods so far but I'll let you know when I > have > some experience with them. > > I also made an announcement on the server and directed everyone to > the > webpage. > > The link below > http://colossus.sourceforge.net/special-build/ > didn't' work. > > An error has been encountered in accessing this page. > > 1. Server: colossus.sourceforge.net [1] > 2. URL path: /special-build/ > 3. Error notes: NONE > 4. Error type: 403 > 5. Request method: GET > 6. Request query string: NONE > 7. Time: 2012-07-10 16:08:06 UTC (1341936486) > > Reporting this problem: The problem you have encountered is with a > project > web site hosted by SourceForge.net [2]. This issue should be reported > to the > SourceForge.net-hosted project (not to SourceForge.net). > > If this is a severe or recurring/persistent problem, please do one of > the > following, and provide the error text (numbered 1 through 7, above): > > Contact the project via their designated support resources. > Contact the project administrators of this project via email (see > the > upper right-hand corner of the Project Summary page for their > usernames) at > use...@us... [3] > > If you are a maintainer of this web content, please refer to the Site > Documentation regarding web services for further assistance. > > NOTE: As of 2008-10-23 directory index display has been disabled by > default. > This option may be re-enabled by the project by placing a file with > the name > ".htaccess" with this line: > > Options +Indexes > > However I found the link on the Colossus webpage that pointed to the > Public > Test Builds > > http://sourceforge.net/apps/trac/colossus/wiki/PublicTestingBuild > > and the link at the bottom of the page. Zoro found it from my > directions so > hopefully we will be able to try it out between us. > > -----Original Message----- > From: Clemens [mailto:cl...@cl... [4]] > Sent: Monday, July 09, 2012 8:54 AM > To: David Partridge > Cc: col...@li... [5] > Subject: Re: [Colossus-developers] Beelzebub12Gods testing build > > Hello Dave, > > I have made a "special testing" build for the BG 12 stuff. But > contrary to > what you suggested, I uploaded it to > > http://colossus.sourceforge.net/special-build/ [6] > > because that location already existed, and I was not willing to > fiddle > with > the "how to get another new jnlp file working" today... > > I added link to it also in main web page (link to RecentChanges... > doc > removed since I did neither update, nor upload that one). > > BTW, this also includes a temporary fix for the "Can't connect to > socket" error you encountered. > > (And I realized why I didn't get that error earlier - I had stored an > option "do not stop accepting clients" as true in my local > Colossus-server.cfg, and due to that I didn't notice it when the > change > with the internal spectator client broke things. So that needs some > cleanup... one more lesson of the category "how to fool yourself...") > > BR, > Clemens > > On 2012-07-09 08:17, David Partridge wrote: >> Hi Clemens, >> >> I've committed the changes for the Beelzebub12Gods testing build. >> >> Could you please make the version and put it in the >> Beelzebub12Gods-testing directory. >> >> After you do that I'll put up a new page for >> colossus.sourceforge.net/index.html [7] that has >> an icon for that and puts things into frames for better > accessibility >> and readability. >> >> BR >> Dave > > > ---------------------------------------------------------------------------- > -- > Live Security Virtual Conference > Exclusive live event will cover all the ways today's security and > threat landscape has changed and how IT managers can respond. > Discussions > will include endpoint security, mobile security and the latest in > malware > threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ > _______________________________________________ > Colossus-developers mailing list > Col...@li... [8] > https://lists.sourceforge.net/lists/listinfo/colossus-developers [9] > > > > Links: > ------ > [1] http://colossus.sourceforge.net/ > [2] http://sourceforge.net/ > [3] mailto:use...@us... > [4] mailto:cl...@cl... > [5] mailto:col...@li... > [6] http://colossus.sourceforge.net/special-build/ > [7] http://colossus.sourceforge.net/index.html > [8] mailto:Col...@li... > [9] https://lists.sourceforge.net/lists/listinfo/colossus-developers |
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From: David P. <re...@ro...> - 2012-07-10 16:31:19
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Hi Norman, I tried to distill the suggestions from the developer group and from the users. The Variant Readme was updated to have the new values for the Gods. Any suggestions or comments please let me know, I expect we'll go through a couple of iterations before we reach a stable point that at least most of us think is an improvement. The page at colossus.sourceforge.net has been updated so it should be easy to download the BG12 test version (click on the Beelzebub icon). I just tested it and it worked fine for me. If anyone has any issues please let me know. Dave ________________________________ From: Norman Sillito <nsi...@sh...> To: 'Clemens' <cl...@cl...>; 'David Partridge' <re...@ro...> Cc: col...@li... Sent: Tuesday, July 10, 2012 12:10 PM Subject: RE: [Colossus-developers] Beelzebub12Gods testing build Wow, thanks Clemens. I've downloaded and played a couple of games against 11 computer AIs. Haven't involved many of the gods so far but I'll let you know when I have some experience with them. I also made an announcement on the server and directed everyone to the webpage. The link below http://colossus.sourceforge.net/special-build/ didn't' work. An error has been encountered in accessing this page. 1. Server: colossus.sourceforge.net 2. URL path: /special-build/ 3. Error notes: NONE 4. Error type: 403 5. Request method: GET 6. Request query string: NONE 7. Time: 2012-07-10 16:08:06 UTC (1341936486) Reporting this problem: The problem you have encountered is with a project web site hosted by SourceForge.net. This issue should be reported to the SourceForge.net-hosted project (not to SourceForge.net). If this is a severe or recurring/persistent problem, please do one of the following, and provide the error text (numbered 1 through 7, above): Contact the project via their designated support resources. Contact the project administrators of this project via email (see the upper right-hand corner of the Project Summary page for their usernames) at use...@us... If you are a maintainer of this web content, please refer to the Site Documentation regarding web services for further assistance. NOTE: As of 2008-10-23 directory index display has been disabled by default. This option may be re-enabled by the project by placing a file with the name ".htaccess" with this line: Options +Indexes However I found the link on the Colossus webpage that pointed to the Public Test Builds http://sourceforge.net/apps/trac/colossus/wiki/PublicTestingBuild and the link at the bottom of the page. Zoro found it from my directions so hopefully we will be able to try it out between us. -----Original Message----- From: Clemens [mailto:cl...@cl...] Sent: Monday, July 09, 2012 8:54 AM To: David Partridge Cc: col...@li... Subject: Re: [Colossus-developers] Beelzebub12Gods testing build Hello Dave, I have made a "special testing" build for the BG 12 stuff. But contrary to what you suggested, I uploaded it to http://colossus.sourceforge.net/special-build/ because that location already existed, and I was not willing to fiddle with the "how to get another new jnlp file working" today... I added link to it also in main web page (link to RecentChanges... doc removed since I did neither update, nor upload that one). BTW, this also includes a temporary fix for the "Can't connect to socket" error you encountered. (And I realized why I didn't get that error earlier - I had stored an option "do not stop accepting clients" as true in my local Colossus-server.cfg, and due to that I didn't notice it when the change with the internal spectator client broke things. So that needs some cleanup... one more lesson of the category "how to fool yourself...") BR, Clemens On 2012-07-09 08:17, David Partridge wrote: > Hi Clemens, > > I've committed the changes for the Beelzebub12Gods testing build. > > Could you please make the version and put it in the > Beelzebub12Gods-testing directory. > > After you do that I'll put up a new page for > colossus.sourceforge.net/index.html that has > an icon for that and puts things into frames for better accessibility > and readability. > > BR > Dave ---------------------------------------------------------------------------- -- Live Security Virtual Conference Exclusive live event will cover all the ways today's security and threat landscape has changed and how IT managers can respond. Discussions will include endpoint security, mobile security and the latest in malware threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/ _______________________________________________ Colossus-developers mailing list Col...@li... https://lists.sourceforge.net/lists/listinfo/colossus-developers |