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From: SourceForge.net <no...@so...> - 2010-07-07 07:35:05
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Bugs item #3026206, was opened at 2010-07-07 07:35 Message generated for change (Tracker Item Submitted) made by nobody 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 ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3026206&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-06-18 12:04:45
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Feature Requests item #2937613, was opened at 2010-01-23 15:05 Message generated for change (Comment added) made by salient You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=2937613&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: BrentNZ (salient) Assigned to: Nobody/Anonymous (nobody) Summary: Acquire at wrong place in the event log Initial Comment: Acquiring an Angel after a battle appears in the event log before the battle results. This is confusing. ---------------------------------------------------------------------- >Comment By: BrentNZ (salient) Date: 2010-06-19 00:04 Message: Also, when you win the game, you have to acquire your angels first. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=2937613&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-06-11 17:45:27
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Feature Requests item #2937615, was opened at 2010-01-23 04:07 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=2937615&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: BrentNZ (salient) Assigned to: Nobody/Anonymous (nobody) Summary: "Done" for engagements not required Initial Comment: There is no reason to have a "Done" required for the end of the engagements phase. It just allows an accidental double click to lose all your musters. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2010-06-11 20:45 Message: Release 0.10.4 will bring the change that no Done to finish the engagements phase is needed at all. The AutoDone option is removed (since for Recruit it's the same - nothing to do at all, no Done needed). ---------------------------------------------------------------------- Comment By: BrentNZ (salient) Date: 2010-01-27 00:25 Message: If there are no engagements there is no "Done" required. There is nothing you can do except press "Done". If (as you put it) "perhaps somebody wants to look over everything once more before the game goes on", They can do that at the Muster stage (whose "done" is very useful as you can re-assess your mustering, perhaps after a quick look at the caretaker's stacks). The only point would be if "Auto-Done" is turned on, and there are no musters. In which case, instead of the "Done" engagements, how about not acting on the "Auto-done" for Mustering if there were engagements, and are no mustering ? Alternatively (and probably easier to code), Never do the "Auto-done" on mustering if there are no musters (or have it as a separate option). Still, now that there is the prompt for missed musters, it's not so important. Cheers, Brent. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2010-01-25 07:12 Message: I really don't think a pause at the end of the engagement phase is necessary. There isn't anything you can undo at that point and it is still your turn, so the game can't advance before you have a chance to look around. There might be and issue where someone wants an auto done for the muster phase but not for the engagement phase. I can't think of a good reason why someone would want that though. -- Bruno ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2010-01-23 22:41 Message: Somehow true but somehow... Now the situation is improved in 2 respects: the confirmation to accidentally be done with unhandled recruits is implemented; if the attacking player dies, server does the Done for him automatically (just in case he would be so angry that he would want to let the others suffer and not pressing Done ;-); The case you had that "player killed == he is kicked out" should not be normal behavior. Anyway above solves that as well. Finally, there is an option "Auto Done" which does the Done to finish the engagement phase (and the recruit if there is nothing to recruit at all, IIRC) automatically. The reasoning behind this "give a chance to not have it automatically done" is somewhat like "perhaps somebody wants to look over everything once more before the game goes on (especially with all the AIs...) -- Not sure. Is it silly? Should this be Done with engagements phase really be automated? ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=2937615&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-06-11 17:41:18
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Feature Requests item #2937616, was opened at 2010-01-23 04:09 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=2937616&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: BrentNZ (salient) Assigned to: Nobody/Anonymous (nobody) Summary: Muster discard "Are you sure" Initial Comment: If you press "Done" on mustering, and have at least one stack that hasn't mustered (that could), then pop up an "Are you sure ?" dialog. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2010-06-11 20:41 Message: Revision 4853 committs the patch from David Partridge (thanks!) which brings this confirmations (optionally) for split, move and muster. => Will be visible to public in upcoming release 0.10.4. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2010-01-23 22:34 Message: First simple version (just tells how many legions are undone) implemented in r4674. Could be made nicer with legion names, hexes, lands, current content... ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2010-01-23 07:06 Message: I am pretty sure I have asked for this as well. It isn't that hard to miss a legion. -- Bruno ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=2937616&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-06-11 17:38:42
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Feature Requests item #2981252, was opened at 2010-04-02 21:32 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=2981252&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: https://www.google.com/accounts () Assigned to: Nobody/Anonymous (nobody) Summary: skip mustering phase if there is none to muster Initial Comment: It seems like that some of the slow down in play is when players have nothing to muster, they don't press done for the mustering phase. This can be eliminated by automatically skipping the phase if the player has nothing to muster. Or have a dialog telling the player that there is nothing to muster. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2010-06-11 20:38 Message: This is now done, will be visible in release 0.10.4. (Since 0.10.3, there was the option "AutoDone" which would take care of this, but now it's changed to be always like that). Leaving open until 0.10.4 is out. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2010-04-02 22:37 Message: Maybe it is a good time to review the defaults of all of the auto play options? A lot of them only need to be off only for corner cases and having them on speeds up and simplifies play for new players which is probably a good thing. As long as they have a way to find out about the options. I was looking for in game help for the options when I looked at this question and didn't see the detailed help that is on the web site. Is there some way to get at the information in the game currently? Would that be a useful addition? Bruno ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2010-04-02 22:28 Message: The problem is that users that don't know it won't use it. Perhaps this behavior should be the default setting. Or default behavior without any option for it. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2010-04-02 21:44 Message: It looks like setting the auto done preference will take care of this. You might want to withdraw after seeing the outcome of the last engagement being fought during a turn, so this should be an option rather than something that always happens. Bruno ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=2981252&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-06-11 17:36:29
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Feature Requests item #2842827, was opened at 2009-08-23 03:28 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=2842827&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: Closed Priority: 5 Private: No Submitted By: Craig Lish (clish) Assigned to: Nobody/Anonymous (nobody) Summary: add attacker direction to fight/flee dialog Initial Comment: It would be useful to know which side the attacker entered from when deciding to fight or flee. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2010-06-11 20:36 Message: This was added in 0.10.3 (together with other things). => Closing this. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2009-08-23 13:56 Message: Agreed, that would be useful. Moving this to Feature Requests. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=2842827&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-06-10 20:24:18
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Bugs item #3013260, was opened at 2010-06-08 17:09 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3013260&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: 2 Private: No Submitted By: Clemens Katzer (cleka) >Assigned to: Clemens Katzer (cleka) Summary: Captured marker wrong color in showLegion, inspector, flyout Initial Comment: Captured markers have the correct (player's own) color on the masterboard, but not in some other places (e.g. inspector, showLegion, legiou flyouts, event viewer). See attached picture - red just killed green. Interestingly enough, it is correct e.g. in Choose Recruit dialog. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2010-06-10 23:24 Message: I think after last commits it is now correct also in EventViewer, at least in SplitLegion event. => Check a little bit more before closing this one here. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2010-06-09 20:22 Message: Now corrected in LegionInfoPanel, i.e. Inspector, ShowLegion and flyouts. Not fixed at least in EventViewer. Should also check others (Engagement result dialog? Flee/Concede/Negotiation? ... ) ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2010-06-08 17:10 Message: Attached a save game file to easily reproduce this: load, attack, concede :) ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3013260&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-06-10 20:08:56
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Bugs item #3014520, was opened at 2010-06-10 23:08 Message generated for change (Tracker Item Submitted) 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: Open Resolution: None 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. ---------------------------------------------------------------------- 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...> - 2010-06-09 18:31:27
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Bugs item #3013260, was opened at 2010-06-08 17:09 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3013260&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: David Ripton (dripton) Summary: Captured marker wrong color in showLegion, inspector, flyout Initial Comment: Captured markers have the correct (player's own) color on the masterboard, but not in some other places (e.g. inspector, showLegion, legiou flyouts, event viewer). See attached picture - red just killed green. Interestingly enough, it is correct e.g. in Choose Recruit dialog. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2010-06-09 20:22 Message: Now corrected in LegionInfoPanel, i.e. Inspector, ShowLegion and flyouts. Not fixed at least in EventViewer. Should also check others (Engagement result dialog? Flee/Concede/Negotiation? ... ) ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2010-06-08 17:10 Message: Attached a save game file to easily reproduce this: load, attack, concede :) ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3013260&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-06-08 14:10:55
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Bugs item #3013260, was opened at 2010-06-08 17:09 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3013260&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: David Ripton (dripton) Summary: Captured marker wrong color in showLegion, inspector, flyout Initial Comment: Captured markers have the correct (player's own) color on the masterboard, but not in some other places (e.g. inspector, showLegion, legiou flyouts, event viewer). See attached picture - red just killed green. Interestingly enough, it is correct e.g. in Choose Recruit dialog. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2010-06-08 17:10 Message: Attached a save game file to easily reproduce this: load, attack, concede :) ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3013260&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-06-08 14:09:03
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Bugs item #3013260, was opened at 2010-06-08 17:09 Message generated for change (Tracker Item Submitted) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3013260&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: David Ripton (dripton) Summary: Captured marker wrong color in showLegion, inspector, flyout Initial Comment: Captured markers have the correct (player's own) color on the masterboard, but not in some other places (e.g. inspector, showLegion, legiou flyouts, event viewer). See attached picture - red just killed green. Interestingly enough, it is correct e.g. in Choose Recruit dialog. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3013260&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-05-31 06:37:53
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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: Open >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: 2010-05-31 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...> - 2010-05-30 21:35:07
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Bugs item #3009288, was opened at 2010-05-30 21:35 Message generated for change (Tracker Item Submitted) made by nobody 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: Open Resolution: None 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. ---------------------------------------------------------------------- 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...> - 2010-05-21 06:03:36
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Feature Requests item #3005110, was opened at 2010-05-21 01:03 Message generated for change (Tracker Item Submitted) made by bonniee_partiee You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=3005110&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: antipyre (bonniee_partiee) Assigned to: Nobody/Anonymous (nobody) Summary: from forum - random battlemaps Initial Comment: several messages were posted in forum about random battlemaps for variant versions this is an offical feature request - should we copy over the forum board messages to this thread? antipyre ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=3005110&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-05-17 07:30:11
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Bugs item #2988969, was opened at 2010-04-18 15:17 Message generated for change (Comment added) made by cleka 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: Clemens Katzer (cleka) Date: 2010-05-17 10:30 Message: Does the problem still exist? If yes, please contact me by email. -Clemens ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2010-04-18 17:46 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...> - 2010-04-22 10:46:14
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Feature Requests item #2990806, was opened at 2010-04-22 13:30 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=2990806&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: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: re-join a web game Initial Comment: I have plated about 6 web games and got kicked out of 2 due to server issues. Wouldn't it be nice if I could log back in a re-join the game I left? I'm sure you guys have some sort of dB or flat-file dB that saves game info,maybe with a GUID. You could store the GUID in my acct info and delete it when the game ends. just a thought. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2010-04-22 13:46 Message: > Wouldn't it be nice if I could log back in a re-join the game I left? Yes, and it bothers me alot that it is not possible yet. http://colossus.sourceforge.net/docs/PGS-FAQ.html http://colossus.sourceforge.net/docs/PGS-Wishlist-and-TODO.html BTW, it is not a "server problem". It is a connection problem. Server is fine all the time ;-) It's just, restoring connection is very difficult, so the 2nd best thing to do right now is to declare the player dead so that at least the others can continue, don't you think? The difficulty is that an interrupted network connection destroys the TCP/IP connection, and even if client would be able to restore that as soon as it it notices it, what to do then depends heavily on many factors, e.g. how long the connection was gone. How much data needs to be transferred to client again? Or Client died/hung, player need to start Colossus from scratch, then all data need to be send, and doing so is not trivial either. So, yes, that's one of my priority aims, but it's not a low hanging fruit and I do not have as much time for Colossus as I would wish. Thanks for the Feature Request, anyway :o) BTW: > I'm sure you guys have some sort of dB or flat-file dB that saves game info, > maybe with a GUID. No game data is on the disk (the "which games exist is in a file", not anything of the game state itself). The running process (for the game) knows all what is needed. BTW, any of the actual games is it's own process, run in a exec(...) command from the actual "web server" process that deals with the game arranging and the chat. One small step forward would already be able to "save and load" a game, which does not exist yet either. In fact "Autosave" is enabled, so IF there would be a way to arrange "let's all close, and make game XXX restore from it's last autosave file", one could continue the game from the last autosave point (which is any phase of any player starting.) Saving and loading game during battle it not possible at all either, for the time being, (not only on WebServer games, but with Colossus in general). BR, Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=2990806&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-04-22 10:30:25
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Feature Requests item #2990806, was opened at 2010-04-22 10:30 Message generated for change (Tracker Item Submitted) made by nobody You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=2990806&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: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: re-join a web game Initial Comment: I have plated about 6 web games and got kicked out of 2 due to server issues. Wouldn't it be nice if I could log back in a re-join the game I left? I'm sure you guys have some sort of dB or flat-file dB that saves game info,maybe with a GUID. You could store the GUID in my acct info and delete it when the game ends. just a thought. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=2990806&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-04-18 14:46:30
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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: 2010-04-18 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...> - 2010-04-18 12:17:36
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Bugs item #2988969, was opened at 2010-04-18 12:17 Message generated for change (Tracker Item Submitted) 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. ---------------------------------------------------------------------- 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...> - 2010-04-11 19:59:40
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Bugs item #2985571, was opened at 2010-04-11 19:59 Message generated for change (Tracker Item Submitted) made by nobody 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: 5 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 "?." ---------------------------------------------------------------------- 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...> - 2010-04-09 02:41:17
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Feature Requests item #2984248, was opened at 2010-04-09 14:41 Message generated for change (Tracker Item Submitted) made by salient You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=2984248&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: BrentNZ (salient) Assigned to: Nobody/Anonymous (nobody) Summary: Latest recruit hides stack count Initial Comment: At the moment the interface is annoying in that the latest recruit covers up the Legion's Stack Count. If the Stack Count was moved more into the corner of the Legion Stack marker, and the Recruit chit was put higher in the hex (instead of in the middle), then the Stack Count should still be visible. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=2984248&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-04-08 00:34:52
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Bugs item #2983547, was opened at 2010-04-07 20:34 Message generated for change (Tracker Item Submitted) made by texastim65 You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2983547&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: TexasTim65 (texastim65) Assigned to: Clemens Katzer (cleka) Summary: Closing Battle Board exits Game Initial Comment: In MP games more than once I've seen a player accidentally click the X to close the battle board when they are not involved in the battle instead of minimizing it. This causes their client to be disconnected from the server/game. It would be nice to do one of the following: A) Disable the X entirely on the battle board. B) Allow the battle board to be exited if the player is not involved in the combat without disconnecting from the game. C) Remind the user that 'Closing this window will disconnect you from the game. Are you sure you want do this?' with a yes/no response. Tim ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2983547&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-04-07 12:54:21
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Bugs item #2953659, was opened at 2010-02-17 19:10 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2953659&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: Game Server Group: None >Status: Closed >Resolution: Fixed Priority: 4 Private: No Submitted By: Clemens Katzer (cleka) Assigned to: Clemens Katzer (cleka) Summary: Already enrolled to non-existent game Initial Comment: 06:24:51 rnicholls: It wont let me enroll becasue it says I'm enrolled in game 820 06:24:53 bruce_sears: rnic? 06:25:10 rnicholls: 820 doesn't seem to exist 06:25:16 bruce_sears: oh. try quitting it or even logging out and back in. we'll wait. 06:25:16 Jentry: maybe relog 06:25:23 rnicholls: How do I get unenrolled from a nonexistant game? >From server side log I can see, user rnicholls had enrolled to 820. 820 Did not really start, or was interrupted shortly after start, or it might even be that he enrolled AFTER one of the two players (he is not listed as player during start) has clicked start. (the latter should be prevented in any case). In any case, the thing was, due to some reasons the rnicholls webclient "remembered" he is enrolled into instant game #820, but when 820 got away from proposed list (started or cancelled or completed), it did not clean up that variable. So, when this "you can't enroll because you are already enrolled" is displayed, there it should first check also, does that game really still exists in proposed games list (and clean the "remember" variable if necessary; What to do if that game is still in the running games list... ? need to see... ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2010-04-07 15:54 Message: I think I corrected that somewhere in between... ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2953659&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-04-07 12:47:25
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Bugs item #2960241, was opened at 2010-02-27 17:41 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2960241&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: Remind Priority: 3 Private: No Submitted By: David Ripton (dripton) Assigned to: Clemens Katzer (cleka) Summary: Null Pointer Exception in Concede Initial Comment: r4750, on Linux. Turn 17 of a game with 1 human, 5 Exp AIs. AI turn, AI attacked 2 human legions. After AI won the first fight, it decided to resolve the second engagement, and the Concede dialog crashed with a NPE. Here's the end of the log: Feb 27, 2010 10:32:23 AM net.sf.colossus.server.LegionServerSide moveToHex INFO: Legion Bk02 (Eye) in Woods hex 25 moves to Plains hex 119 entering on RIGHT Feb 27, 2010 10:32:23 AM net.sf.colossus.server.GameServerSide$GamePhaseAdvancer advancePhaseInternal INFO: Phase advances to Fight Feb 27, 2010 10:32:23 AM net.sf.colossus.game.Engagement <init> INFO: A new engagement: hex Brush hex 137 attacker Bk09 defender Rd08 Feb 27, 2010 10:32:23 AM net.sf.colossus.game.Engagement <init> INFO: A new engagement: hex Brush hex 137 attacker Bk09 defender Rd08 Feb 27, 2010 10:32:23 AM net.sf.colossus.game.Engagement <init> INFO: A new engagement: hex Brush hex 137 attacker Bk09 defender Rd08 Feb 27, 2010 10:32:23 AM net.sf.colossus.game.Engagement <init> INFO: A new engagement: hex Brush hex 137 attacker Bk09 defender Rd08 Feb 27, 2010 10:32:23 AM net.sf.colossus.game.Engagement <init> INFO: A new engagement: hex Brush hex 137 attacker Bk09 defender Rd08 Feb 27, 2010 10:32:23 AM net.sf.colossus.game.Engagement <init> INFO: A new engagement: hex Brush hex 137 attacker Bk09 defender Rd08 Feb 27, 2010 10:32:23 AM net.sf.colossus.game.Engagement <init> INFO: A new engagement: hex Brush hex 137 attacker Bk09 defender Rd08 Feb 27, 2010 10:32:23 AM net.sf.colossus.client.SocketClientThread readAndParseUntilDone WARNING: ++++++ SCT SocketClientThread Client dripton, parseLine(): got Exception java.lang.NullPointerException null line=askFlee ~ Rd08 ~ Bk09 java.lang.NullPointerException at net.sf.colossus.gui.Concede.<init>(Concede.java:90) at net.sf.colossus.gui.Concede.flee(Concede.java:202) at net.sf.colossus.gui.ClientGUI.showFlee(ClientGUI.java:1645) at net.sf.colossus.client.Client.askFlee(Client.java:1365) at net.sf.colossus.client.SocketClientThread.callMethod(SocketClientThread.java:845) at net.sf.colossus.client.SocketClientThread.parseLine(SocketClientThread.java:634) at net.sf.colossus.client.SocketClientThread.readAndParseUntilDone(SocketClientThread.java:428) at net.sf.colossus.client.SocketClientThread.run(SocketClientThread.java:373) Looks like lots of repeated attempts to resolve the same engagement. Not sure why. Haven't seen this before. It's a crash bug. I don't know how often it happens yet, since this was my first game with that version. If it happens again I'll start adding print statements to figure out which of the many calls on that line is generating the NPE. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2010-04-07 15:47 Message: Crash is now avoided in released version. I don't know anything specific that could be further done right now. => Setting it to Remind ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2010-03-01 19:24 Message: Revision 4753 brings a change which should prevent the NPE from hanging the game. Instead, only the label info text would be incomplete and the NPE stacktrace printed as warning to the logfile. Also checked for the neighbor hex == null case, and print in that case some info text ("no neighbor - possibily teleport?") instead. So, the exact reason is still unknown, and it's hard to fix until it happens again, but at least it should not crash the game, just some info text incomplete => lowering priority. ---------------------------------------------------------------------- Comment By: David Ripton (dripton) Date: 2010-02-28 05:28 Message: It was not a teleport. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2010-02-27 20:36 Message: Hmmm... the last change I did to that was adding of the text from where the attacker comes in. Most suspicious candidate for me is neighbor.getDescription(). MasterHex neighborHex = hex.getNeighbor(direction); contentPane.add(new JLabel(attacker.getMarkerId() + " attacks " + defender.getMarkerId() + " in " + hex.getDescription() + ", entering from " + attacker.getEntrySide().getLabel() + " (" + neighborHex.getDescription() + ")" )); hm.... could for example be null neighbor when attacker teleported, then default entry side is bottom. And ... yep, Brush 137 Bottom is outwards, i.e. no neighbor. But it could of course also be something else. Do you still have the log, and check was it perhaps a teleport? ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2960241&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-04-07 12:45:08
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Bugs item #2965188, was opened at 2010-03-08 00:38 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2965188&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: Remind >Priority: 3 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Clemens Katzer (cleka) Summary: Can't see all of Web Client window on small screens Initial Comment: The Web Client window doesn't have scroll bars if it is too small to show all of the content. This makes it impossible to see the bottom of the 'create or join' screen if running on a small monitor. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2010-04-07 15:45 Message: In release 0.10.3 I arranged the GUI layout more compact, so now it fits if one has at least a 1024x768 resolution screen. This is only a "first aid", adding decent scrollbars (and resolving the scrollbar related issues mentioned in previous post) , OR totally rearrangement of the whole GUI (e.g. Game settings inside another tab or Dialog that opens upon a button click), could/should still be done => Leaving this open as reminder. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2010-03-08 08:26 Message: I agree that is ugly. I once even had added scrollbars, but then the whole content was displayed differently, table much higher, so as result one had to scroll always, even on bigger screens :-( Currently I rather intend to change the whole layout, e.g. put the selections / checkboxes / text fields for changing the game preferences into a separate popup dialog, and otherwise just show a "1-2 lines summary of the selected preferences". Or something... ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2965188&group_id=1939 |