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From: SourceForge.net <no...@so...> - 2010-11-19 18:52:17
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Bugs item #2985571, was opened at 2010-04-11 22:59 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2985571&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: GUI Group: None Status: Open Resolution: None >Priority: 3 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Clemens Katzer (cleka) Summary: Ever reveal idea Initial Comment: For legions where ever reveal would show opponent's titan, mark it with a small star or something, so that you don't have to right click tons of legions to find it. If it would show titan with ?, mark it with "?." ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2010-11-19 20:52 Message: Well, yeah, one could do that, however other things (like: solve the problem that the recruit chit hides the legion height) would be more needed. It's not needed to click "tons of legions": 1) On the Game Status window, click any of the player's names. This displays another small window which shows LOTs of information about that player - among other things, all his legions (within the limits of what is known, of course). They are ordered by value, Titan legion always first. 2) Also, instead of clicking, just have Auto Inspector window open, and simply move the mouse over legions - that legions content is shown in Auto Inspector. Handy both for own and opponents legions. 3) There is a feature "legion flyouts". Holding shift or ctrl key shows some small popups over each legion (the one for all, the other only for own legions). But this seems to not reliably work for all users, sometimes it does, sometimes not.... :-/ -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2985571&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-10-08 14:52:02
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Bugs item #3083576, was opened at 2010-10-08 11:10 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3083576&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Rules Group: None Status: Open Resolution: None Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Clemens Katzer (cleka) Summary: Tower Teleport Does Not Work Initial Comment: Two games in a row now, with preferences set to allow Tower Teleport for sure, Tower Teleport was not allowed for Titans at least when in a tower and 6's were rolled, after turn 1 at least. Actually, this is very odd. I just ran a 6 player hotseat game for a test, and Tower Teleport worked for the first couple of turns, and I don't know when or if it would stop working in that case, but it most definitely repeatedly has been a problem late in our games of late, and in fact, it kind of ruins the game rather because this is a very important capability people rely on of course. I wish I could provide a log, but alas, I cannot find anything. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2010-10-08 17:52 Message: Were those games "problem late in our games of late" also hotseat/local? Or hosted by somebody else, or run on the Public Game server? I agree, there is clearly something wrong; normally Help => About should tell where the log files are written, but even to me (Java 1.6 , java web start, Colossus names as log directory something like C:/Program Files/Firefox/%h which is probably not a valid name, might not be writable, and is not a good place anyway. This needs investigation. Could you run it from commandline with the run.bat or run script, with a logging.properties file? Besides, it seems client side does not write anything to log related to "do I search for normal moves only or also teleport moves?". Would need to add logging for this logic, and/or check which loglevels need to be set. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3083576&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-10-08 08:10:03
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Bugs item #3083576, was opened at 2010-10-08 08:10 Message generated for change (Tracker Item Submitted) made by nobody You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3083576&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Rules Group: None Status: Open Resolution: None Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Clemens Katzer (cleka) Summary: Tower Teleport Does Not Work Initial Comment: Two games in a row now, with preferences set to allow Tower Teleport for sure, Tower Teleport was not allowed for Titans at least when in a tower and 6's were rolled, after turn 1 at least. Actually, this is very odd. I just ran a 6 player hotseat game for a test, and Tower Teleport worked for the first couple of turns, and I don't know when or if it would stop working in that case, but it most definitely repeatedly has been a problem late in our games of late, and in fact, it kind of ruins the game rather because this is a very important capability people rely on of course. I wish I could provide a log, but alas, I cannot find anything. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3083576&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-10-08 07:34:51
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Bugs item #2988969, was opened at 2010-04-18 12:17 Message generated for change (Comment added) made by nobody You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2988969&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: General Group: None Status: Open Resolution: None Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Clemens Katzer (cleka) Summary: Webstart does not work Initial Comment: When starting 0.10.3 (revision 4798) through webstart, I get the setup dialog where I choose Player 1 as human and Player 2 as SimpleAI. Then press New Game. I then get a MasterBoard window and a modal dialog for choosing a color. That one works and I pick "any" color. Then the legion selection pops up. The game freezes. (Noted through redraw events not being handled on both windows.) Since I can't do anything, it's kind of critical. I use Java 1.5.0 on Ubuntu 8.04, although I don't think that has much to do with it. I can't give any more clues yet, I'll have to download the sources for that. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2010-10-08 07:34 Message: We also have had problems for some time now getting web start to start up colossus properly. both on windows and on mac. it used to work, and i thought it might have been my mac os upgrade, but a friend with windows started having the same problem. it seems to be some sort of permissions issue. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2010-05-17 07:30 Message: Does the problem still exist? If yes, please contact me by email. -Clemens ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2010-04-18 14:46 Message: downloaded sources and didn't have a problem when not using webstart. Both behaviours are repeatable, but I don't know how to debug webstart. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2988969&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-09-09 19:50:36
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Bugs item #3058282, was opened at 2010-09-02 13:36 Message generated for change (Comment added) made by rebhuhn You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3058282&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: GUI Group: None >Status: Closed >Resolution: Fixed Priority: 3 Private: No Submitted By: Clemens Katzer (cleka) Assigned to: Dave (rebhuhn) Summary: findNormalMoves called too early Initial Comment: When test playing with 2 humans, the following was displayed: D:\katzer\stuff\trunk6>cd "D:\katzer\stuff\trunk6\" D:\katzer\stuff\trunk6>java -Djava.util.logging.config.file=logging.properties -Xmx256M -jar Colossus.jar setupMove SEVERE: Movement.findNormalMoves() roll < 0 WARNING: ++++++ SCT SocketClientThread Client bla, parseLine(): got Exception java.lang.NullPointerException null line=setupMove java.lang.NullPointerException at net.sf.colossus.game.Movement.listNormalMoves(Movement.java:341) at net.sf.colossus.game.Movement.listNormalMoves(Movement.java:318) at net.sf.colossus.client.Client.listNormalMoves(Client.java:2842) at net.sf.colossus.client.Client.legionsNotMoved(Client.java:2871) at net.sf.colossus.gui.MasterBoard.updateLegionsLeftToMoveText(MasterBoard.java:2817) at net.sf.colossus.gui.MasterBoard.setupMoveMenu(MasterBoard.java:1591) at net.sf.colossus.gui.ClientGUI.actOnSetupMove(ClientGUI.java:2299) at net.sf.colossus.client.Client.setupMove(Client.java:1961) at net.sf.colossus.client.SocketClientThread.callMethod(SocketClientThread.java:945) at net.sf.colossus.client.SocketClientThread.parseLine(SocketClientThread.java:633) at net.sf.colossus.client.SocketClientThread.readAndParseUntilDone(SocketClientThread.java:427) at net.sf.colossus.client.SocketClientThread.run(SocketClientThread.java:373) setupMove tellMovementRoll 4 tellMovementRoll 4 So, movementRoll (in client side game object) is not initialized), resulting in Movement.java:341 in returning a null object for "tuples" Set<String> tuples = findNormalMoves(hex, legion, movementRoll, findBlock(hex), Constants.NOWHERE, fromHex, ignoreFriends); This happens, because gui.actOnSetupMove setupMove calls findNormalMoves to calculate some can-move-etc status too early; in above output you can see (from added printlns in setupMove and tellMovementRoll methods) that first setupMove is called on both clients, later tellMovementRoll (thus, if there are AIs, the exception might not appear, but the yielded statuses are most likely wrong, based on previous' players roll). This is with revision 4920 (plus two printlns added in Client.java). ---------------------------------------------------------------------- >Comment By: Dave (rebhuhn) Date: 2010-09-09 15:50 Message: Null pointer exception occurred because was attempting to update the status bar with the number of blocked moves before the die roll was determined. Added flag so status bar update knows if the die roll is available and does not update details if it is not ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2010-09-02 13:40 Message: Assigning it to Dave. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3058282&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-09-09 17:14:40
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Bugs item #2884952, was opened at 2009-10-23 22:50 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2884952&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: GUI Group: None Status: Open >Resolution: Fixed Priority: 3 Private: No Submitted By: Clemens Katzer (cleka) Assigned to: Clemens Katzer (cleka) Summary: GetPlayers: disabled player names Initial Comment: If one has played a variant with e.g. 12 players and changes to one with 6, the names and types in the now disabled (greyed out) player combo boxes still have some influence. Whether they should be set to None or kept for potential future use, may be a matter of taste; but what is not ok is following: 1) the validation for duplicate player names refuses to play, if e.g. disabled player7 is "Tom" and one of the enabled players is Tom as well. 2) When one then sets e.g. player 4, 5 and 6 to None, and starts the game, game will anyway start with 6 players - using 7, 8 and 9 as the other 3 players. This is in r4597, but most likely also still/ already in release 0.9.3. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2010-09-09 20:14 Message: Both problems resolved in r4924. Inactive names and types are "kept for potential future use". Keeping open until visible in a release, as uusal... ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2884952&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-09-09 17:05:22
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Feature Requests item #3059850, was opened at 2010-09-05 18:05 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=3059850&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Priority: 5 Private: No Submitted By: Augustin Ku (augustinku) >Assigned to: Clemens Katzer (cleka) Summary: balanced towers in 5 player games Initial Comment: The most balanced start in a 5 player game is to have no players in tower 100. Right now a player in tower 600 can roll a 4 and take a creature next to tower 100. So not only do you move last, you can't move out of the tower in all 3 directions. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2010-09-09 20:05 Message: Resolved in r4923: If only 5 (or 4) of 6 towers are used, we would want to make sure that at least either first or last (100 or 600) stay unused, because player in tower 100 would even be further in disadvantage since player in 600 might block one of his 3 possible pathways (hexes 41 or 42). For 12, I think it's like the following: If there is free towers, but more than half of towers are used ( => there is a case where two neighbored towers will be used). Generalized, as it happens, it seems this rule applies also to 6 ( 4 > 3, and 3 = 6/2 ). For Abyssal9, the tower placement and their numbers are so odd, I don't even attempt to find a logic there... So, for 6 or 12 towers, and less than <nr of towers> players, but more than half of towers used, randomly (50/50) keep either first or last tower unoccupied. As usual, keeping it open until it's visible to users in a release/public build. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2010-09-05 19:18 Message: This would also apply in a 4 player balanced tower game with players in both towers 6 and 1. Maybe there should be a don't use both both towers 6 and 1 when less than 6 players button. (I am not sure how that would translate to other variants, maybe don't use highest and lowest unless all slots are full?) ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=3059850&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-09-05 16:18:16
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Feature Requests item #3059850, was opened at 2010-09-05 15:05 Message generated for change (Comment added) made by nobody You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=3059850&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Priority: 5 Private: No Submitted By: Augustin Ku (augustinku) Assigned to: Nobody/Anonymous (nobody) Summary: balanced towers in 5 player games Initial Comment: The most balanced start in a 5 player game is to have no players in tower 100. Right now a player in tower 600 can roll a 4 and take a creature next to tower 100. So not only do you move last, you can't move out of the tower in all 3 directions. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2010-09-05 16:18 Message: This would also apply in a 4 player balanced tower game with players in both towers 6 and 1. Maybe there should be a don't use both both towers 6 and 1 when less than 6 players button. (I am not sure how that would translate to other variants, maybe don't use highest and lowest unless all slots are full?) ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=3059850&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-09-05 15:05:06
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Feature Requests item #3059850, was opened at 2010-09-05 08:05 Message generated for change (Tracker Item Submitted) made by augustinku You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=3059850&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Priority: 5 Private: No Submitted By: Augustin Ku (augustinku) Assigned to: Nobody/Anonymous (nobody) Summary: balanced towers in 5 player games Initial Comment: The most balanced start in a 5 player game is to have no players in tower 100. Right now a player in tower 600 can roll a 4 and take a creature next to tower 100. So not only do you move last, you can't move out of the tower in all 3 directions. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=3059850&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-09-02 19:10:45
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Bugs item #3029264, was opened at 2010-07-14 05:49 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3029264&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: AI Group: None >Status: Closed >Resolution: Duplicate Priority: 3 Private: No Submitted By: Todd (daitod) Assigned to: Clemens Katzer (cleka) Summary: AI lets clock run out to own demise Initial Comment: I was victorious against the AI when it attacked me with it's Titan legion. After some fighting, the AI resorted to surrounding its Titan and not moving. I retreated and allowed the turn clock to run out, winning the battle and the game. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2010-09-02 22:10 Message: yep, this is a known (one of the many) weaknesses of the AIs. Already reported earlier in: https://sourceforge.net/tracker/?func=detail&aid=1176818&group_id=1939&atid=101939 However this is not so easy to fix "isolated" (without changing the AI in general) so this is not likely to be fixed in near future :-( Closing this one here, since it is a duplicate of 1176818. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2010-07-14 13:58 Message: yes, this is a known problem: https://sourceforge.net/tracker/?func=detail&aid=1176818&group_id=1939&atid=101939 The AI has plenty of weaknesses, and there is nobody interested enough in it to improve it; I for my part, concentrate rather on the public game server so that humans can find other human opponents. -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3029264&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-09-02 19:05:53
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Bugs item #3014520, was opened at 2010-06-10 23:08 Message generated for change (Settings changed) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3014520&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: GUI Group: None >Status: Closed >Resolution: Fixed Priority: 2 Private: No Submitted By: Clemens Katzer (cleka) Assigned to: Clemens Katzer (cleka) Summary: No eventLegion found... to remove creature ... Initial Comment: During stresstest now repeatedly were shown those: 10.06.2010 22:57:55: Starting game #8 as variant Default java -ea -Djava.util.logging.config.file=logging.properties -Dnet.sf.colossus.forceViewBoard=true -Dnet.sf.colossus.stressTestRounds =1 -Xmx256M -jar Colossus.jar -i6 -q -g -S -d 1 --variant Default WARNING: No eventLegion found for legion Br05-Brown to remove creature Angel WARNING: No eventLegion found for legion Bu04-Blue to remove creature Angel WARNING: No eventLegion found for legion Bu06-Blue to remove creature Angel Probably this situation has been there all the time; only that during debugging some other problem (after changing RevealEvent to use legions instead of just markerIds), I added warnings as "else" cases if neither attacker nor defender fulfilled the condition and those else cases now apply. This might be a totally "ok" case that no event is supposed to be found but it would be good to investigate/verify this. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2010-09-02 22:05 Message: Fixed in r4921. It's for removing the angel from donor legion, and for that donor legion there is indeed no "related event". Closing this, as probably nobody else cares about this... ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3014520&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-09-02 19:02:19
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Bugs item #3033654, was opened at 2010-07-23 19:28 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3033654&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: GUI Group: None Status: Open >Resolution: Fixed Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Clemens Katzer (cleka) Summary: Battleboard Window Initial Comment: Moving / resizing Battleboard - does not save position or window adjustments ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2010-09-02 22:02 Message: Right. Actually there was code to restore the location but it never saved it... Corrected in r4922, now remembering both location and size. Leaving open until next release, as usual. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3033654&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-09-02 17:40:08
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Bugs item #3058282, was opened at 2010-09-02 20:36 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3058282&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: GUI Group: None Status: Open Resolution: None Priority: 3 Private: No Submitted By: Clemens Katzer (cleka) >Assigned to: Dave (rebhuhn) Summary: findNormalMoves called too early Initial Comment: When test playing with 2 humans, the following was displayed: D:\katzer\stuff\trunk6>cd "D:\katzer\stuff\trunk6\" D:\katzer\stuff\trunk6>java -Djava.util.logging.config.file=logging.properties -Xmx256M -jar Colossus.jar setupMove SEVERE: Movement.findNormalMoves() roll < 0 WARNING: ++++++ SCT SocketClientThread Client bla, parseLine(): got Exception java.lang.NullPointerException null line=setupMove java.lang.NullPointerException at net.sf.colossus.game.Movement.listNormalMoves(Movement.java:341) at net.sf.colossus.game.Movement.listNormalMoves(Movement.java:318) at net.sf.colossus.client.Client.listNormalMoves(Client.java:2842) at net.sf.colossus.client.Client.legionsNotMoved(Client.java:2871) at net.sf.colossus.gui.MasterBoard.updateLegionsLeftToMoveText(MasterBoard.java:2817) at net.sf.colossus.gui.MasterBoard.setupMoveMenu(MasterBoard.java:1591) at net.sf.colossus.gui.ClientGUI.actOnSetupMove(ClientGUI.java:2299) at net.sf.colossus.client.Client.setupMove(Client.java:1961) at net.sf.colossus.client.SocketClientThread.callMethod(SocketClientThread.java:945) at net.sf.colossus.client.SocketClientThread.parseLine(SocketClientThread.java:633) at net.sf.colossus.client.SocketClientThread.readAndParseUntilDone(SocketClientThread.java:427) at net.sf.colossus.client.SocketClientThread.run(SocketClientThread.java:373) setupMove tellMovementRoll 4 tellMovementRoll 4 So, movementRoll (in client side game object) is not initialized), resulting in Movement.java:341 in returning a null object for "tuples" Set<String> tuples = findNormalMoves(hex, legion, movementRoll, findBlock(hex), Constants.NOWHERE, fromHex, ignoreFriends); This happens, because gui.actOnSetupMove setupMove calls findNormalMoves to calculate some can-move-etc status too early; in above output you can see (from added printlns in setupMove and tellMovementRoll methods) that first setupMove is called on both clients, later tellMovementRoll (thus, if there are AIs, the exception might not appear, but the yielded statuses are most likely wrong, based on previous' players roll). This is with revision 4920 (plus two printlns added in Client.java). ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2010-09-02 20:40 Message: Assigning it to Dave. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3058282&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-09-02 17:37:00
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Bugs item #3058282, was opened at 2010-09-02 20:36 Message generated for change (Tracker Item Submitted) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3058282&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: GUI Group: None Status: Open Resolution: None Priority: 3 Private: No Submitted By: Clemens Katzer (cleka) Assigned to: Clemens Katzer (cleka) Summary: findNormalMoves called too early Initial Comment: When test playing with 2 humans, the following was displayed: D:\katzer\stuff\trunk6>cd "D:\katzer\stuff\trunk6\" D:\katzer\stuff\trunk6>java -Djava.util.logging.config.file=logging.properties -Xmx256M -jar Colossus.jar setupMove SEVERE: Movement.findNormalMoves() roll < 0 WARNING: ++++++ SCT SocketClientThread Client bla, parseLine(): got Exception java.lang.NullPointerException null line=setupMove java.lang.NullPointerException at net.sf.colossus.game.Movement.listNormalMoves(Movement.java:341) at net.sf.colossus.game.Movement.listNormalMoves(Movement.java:318) at net.sf.colossus.client.Client.listNormalMoves(Client.java:2842) at net.sf.colossus.client.Client.legionsNotMoved(Client.java:2871) at net.sf.colossus.gui.MasterBoard.updateLegionsLeftToMoveText(MasterBoard.java:2817) at net.sf.colossus.gui.MasterBoard.setupMoveMenu(MasterBoard.java:1591) at net.sf.colossus.gui.ClientGUI.actOnSetupMove(ClientGUI.java:2299) at net.sf.colossus.client.Client.setupMove(Client.java:1961) at net.sf.colossus.client.SocketClientThread.callMethod(SocketClientThread.java:945) at net.sf.colossus.client.SocketClientThread.parseLine(SocketClientThread.java:633) at net.sf.colossus.client.SocketClientThread.readAndParseUntilDone(SocketClientThread.java:427) at net.sf.colossus.client.SocketClientThread.run(SocketClientThread.java:373) setupMove tellMovementRoll 4 tellMovementRoll 4 So, movementRoll (in client side game object) is not initialized), resulting in Movement.java:341 in returning a null object for "tuples" Set<String> tuples = findNormalMoves(hex, legion, movementRoll, findBlock(hex), Constants.NOWHERE, fromHex, ignoreFriends); This happens, because gui.actOnSetupMove setupMove calls findNormalMoves to calculate some can-move-etc status too early; in above output you can see (from added printlns in setupMove and tellMovementRoll methods) that first setupMove is called on both clients, later tellMovementRoll (thus, if there are AIs, the exception might not appear, but the yielded statuses are most likely wrong, based on previous' players roll). This is with revision 4920 (plus two printlns added in Client.java). ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3058282&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-08-12 05:46:09
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Bugs item #3043394, was opened at 2010-08-12 03:21 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3043394&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None >Status: Deleted >Resolution: Duplicate Priority: 5 Private: No Submitted By: https://www.google.com/accounts () Assigned to: Nobody/Anonymous (nobody) Summary: Can't start a new game Initial Comment: I downloaded the zip file and launched Colossus.jar. I get as far as the Game Setup screen. Then, when I click New Game, I get this error: Could not create server side socket. Configure networking in OS, or check that no previous Colossus instance got stuck and is blocking the socket. Got IOException: java.io.IOException: Unable to establish loopback connection I tried rebooting and that didn't help. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2010-08-12 08:46 Message: Deleting this, as same item was created three times. Follow-up will be done one the one remaining one. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3043394&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-08-12 05:45:16
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Bugs item #3043473, was opened at 2010-08-12 07:08 Message generated for change (Settings changed) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3043473&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None >Status: Deleted >Resolution: Duplicate Priority: 5 Private: No Submitted By: https://www.google.com/accounts () Assigned to: Nobody/Anonymous (nobody) Summary: Can't start a new game Initial Comment: I downloaded the zip file and launched Colossus.jar. I get as far as the Game Setup screen. Then, when I click New Game, I get this error: Could not create server side socket. Configure networking in OS, or check that no previous Colossus instance got stuck and is blocking the socket. Got IOException: java.io.IOException: Unable to establish loopback connection I tried rebooting and that didn't help. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2010-08-12 08:45 Message: Deleting this, as there were 3 requests created for same issue. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3043473&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-08-12 05:43:38
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Bugs item #3043368, was opened at 2010-08-12 02:04 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3043368&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. >Category: Network Group: None Status: Open Resolution: None Priority: 5 Private: No Submitted By: https://www.google.com/accounts () Assigned to: Nobody/Anonymous (nobody) Summary: Can't start a new game Initial Comment: I downloaded the zip file and launched Colossus.jar. I get as far as the Game Setup screen. Then, when I click New Game, I get this error: Could not create server side socket. Configure networking in OS, or check that no previous Colossus instance got stuck and is blocking the socket. Got IOException: java.io.IOException: Unable to establish loopback connection I tried rebooting and that didn't help. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2010-08-12 08:43 Message: This happens already the very first time, right? I.e. never before run Colossus? Which operating system and version? The message sounds like as if the network configuration/settings on your computer are unusual / different from what most computers have by default nowadays. In particular, normally there is defined an address "localhost" with IP address 127.0.0.1. Colossus uses a socket even if playing locally. Thus it requests a "server socket" from the operating system to listen for "clients to connect there" and this requesting failed. Is your computer connected to internet or did you download somewhere else and copied it with USB stick or something? One thing you can try, is starting the Web Client. This will not require a server socket, but just a "I want to connect to some server process somewhere else". Does this work? -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3043368&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-08-12 04:08:04
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Bugs item #3043473, was opened at 2010-08-12 04:08 Message generated for change (Tracker Item Submitted) made by You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3043473&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Resolution: None Priority: 5 Private: No Submitted By: https://www.google.com/accounts () Assigned to: Nobody/Anonymous (nobody) Summary: Can't start a new game Initial Comment: I downloaded the zip file and launched Colossus.jar. I get as far as the Game Setup screen. Then, when I click New Game, I get this error: Could not create server side socket. Configure networking in OS, or check that no previous Colossus instance got stuck and is blocking the socket. Got IOException: java.io.IOException: Unable to establish loopback connection I tried rebooting and that didn't help. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3043473&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-08-12 00:21:14
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Bugs item #3043394, was opened at 2010-08-12 00:21 Message generated for change (Tracker Item Submitted) made by You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3043394&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Resolution: None Priority: 5 Private: No Submitted By: https://www.google.com/accounts () Assigned to: Nobody/Anonymous (nobody) Summary: Can't start a new game Initial Comment: I downloaded the zip file and launched Colossus.jar. I get as far as the Game Setup screen. Then, when I click New Game, I get this error: Could not create server side socket. Configure networking in OS, or check that no previous Colossus instance got stuck and is blocking the socket. Got IOException: java.io.IOException: Unable to establish loopback connection I tried rebooting and that didn't help. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3043394&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-08-11 23:04:09
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Bugs item #3043368, was opened at 2010-08-11 23:04 Message generated for change (Tracker Item Submitted) made by You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3043368&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Resolution: None Priority: 5 Private: No Submitted By: https://www.google.com/accounts () Assigned to: Nobody/Anonymous (nobody) Summary: Can't start a new game Initial Comment: I downloaded the zip file and launched Colossus.jar. I get as far as the Game Setup screen. Then, when I click New Game, I get this error: Could not create server side socket. Configure networking in OS, or check that no previous Colossus instance got stuck and is blocking the socket. Got IOException: java.io.IOException: Unable to establish loopback connection I tried rebooting and that didn't help. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3043368&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-07-23 16:28:26
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Bugs item #3033654, was opened at 2010-07-23 16:28 Message generated for change (Tracker Item Submitted) made by nobody You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3033654&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: GUI Group: None Status: Open Resolution: None Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Clemens Katzer (cleka) Summary: Battleboard Window Initial Comment: Moving / resizing Battleboard - does not save position or window adjustments ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3033654&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-07-20 11:06:56
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Bugs item #3009288, was opened at 2010-05-31 00:35 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3009288&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Rules Group: None >Status: Closed Resolution: Invalid Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Clemens Katzer (cleka) Summary: no points when defending 7 turns Initial Comment: I haven't found clear doc in the rules - I own the board game. I don't know if this is every time, but I defend against one AI opponent and hold out for 7 turns until combat ends and my score does not go up. I was doing this against the RationalAI, which seems to also have a bug to not advance and protect its Titan with 3 cyclops sometimes, for example. The scoring issues has happened a lot and frustrated me, but again, I'm not sure if it is in the rules. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2010-07-20 14:06 Message: Closing it now. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2010-05-31 09:37 Message: Paragraph 10.5 states: "If the battle has not ended before the defender's eight Maneuver Phase, ... . This is referred to as a time-loss, and the defender receives no points for the victory." That the AIs sometime sit back with their Titan instead of attacking, is a known problem. BR, -Clemens PS: I'll leave this open for few weeks so that you can see the answer and then I will close/delete it. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3009288&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-07-14 10:58:07
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Bugs item #3029264, was opened at 2010-07-14 05:49 Message generated for change (Settings changed) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3029264&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: AI Group: None Status: Open Resolution: None >Priority: 3 Private: No Submitted By: Todd (daitod) Assigned to: Clemens Katzer (cleka) Summary: AI lets clock run out to own demise Initial Comment: I was victorious against the AI when it attacked me with it's Titan legion. After some fighting, the AI resorted to surrounding its Titan and not moving. I retreated and allowed the turn clock to run out, winning the battle and the game. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2010-07-14 13:58 Message: yes, this is a known problem: https://sourceforge.net/tracker/?func=detail&aid=1176818&group_id=1939&atid=101939 The AI has plenty of weaknesses, and there is nobody interested enough in it to improve it; I for my part, concentrate rather on the public game server so that humans can find other human opponents. -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3029264&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-07-14 02:49:31
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Bugs item #3029264, was opened at 2010-07-13 22:49 Message generated for change (Tracker Item Submitted) made by daitod You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3029264&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: AI Group: None Status: Open Resolution: None Priority: 5 Private: No Submitted By: Todd (daitod) Assigned to: Clemens Katzer (cleka) Summary: AI lets clock run out to own demise Initial Comment: I was victorious against the AI when it attacked me with it's Titan legion. After some fighting, the AI resorted to surrounding its Titan and not moving. I retreated and allowed the turn clock to run out, winning the battle and the game. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3029264&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-07-07 08:17:00
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Bugs item #3026206, was opened at 2010-07-07 10:35 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3026206&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Rules Group: None Status: Open Resolution: None Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Clemens Katzer (cleka) Summary: Player should get a chance to withdraw after combat Initial Comment: With both of the 0.10.4 betas, if you have an engagement that gets resolved and no possible recruit afterwards, you are not given a chance to withdraw from the game. In the past there were auto settings for players that never wanted to withdraw. While it is reasonable to skip the mustering confirmation if there were not engagements and no possible musters, because the player could have made that decision in the movement phase with the same set of information, that isn't true when there are engagements. A player may base their decision on whether or not to withdraw based on the result of an engagement, and the fact that they have no possible musters shouldn't prevent them from having that option. My suggestion would be to put the auto flag back, but only wait if there was an engagement when it is off. (Unlike previously where it always waited.) -- Bruno ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2010-07-07 11:16 Message: My suggestion would be: When battle is complete, do not automatically close battle map window immediately. Or, have a checkbox down there: "automatically close when battle over". That would be useful in many respects. ( Right now it is also annoying on web server when final battle is over, battle map closes and game terminates and close connection. ) So, those who want to possibly withdraw, could uncheck the checkbox, and in the case of then do the withdraw, instead of just closing the battle map. How does that sound? ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3026206&group_id=1939 |