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From: SourceForge.net <no...@so...> - 2010-04-02 19:37:32
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Feature Requests item #2981252, was opened at 2010-04-02 18:32 Message generated for change (Comment added) made by nobody 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: Nobody/Anonymous (nobody) Date: 2010-04-02 19:37 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 19:28 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 18:44 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...> - 2010-04-02 19:28:27
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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: 2010-04-02 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...> - 2010-04-02 18:44:35
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Feature Requests item #2981252, was opened at 2010-04-02 18:32 Message generated for change (Comment added) made by nobody 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: Nobody/Anonymous (nobody) Date: 2010-04-02 18:44 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...> - 2010-04-02 18:32:39
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Feature Requests item #2981252, was opened at 2010-04-02 18:32 Message generated for change (Tracker Item Submitted) made by 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. ---------------------------------------------------------------------- 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...> - 2010-03-30 14:33:12
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Bugs item #2979414, was opened at 2010-03-30 10:14 Message generated for change (Settings changed) made by dripton You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2979414&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: Josh Smift (irilyth) Assigned to: Clemens Katzer (cleka) Summary: Allowed to recruit both during and after battle Initial Comment: If you recruit during a battle, but leave the recruit off-board, and go on to win the battle, Colossus allows you to recruit again after the battle, which isn't consistent with the Titan rules. ---------------------------------------------------------------------- >Comment By: David Ripton (dripton) Date: 2010-03-30 10:33 Message: Not a bug. We're doing it this way on purpose, and I believe we're doing it right. >From http://wolff.to/titan/errata.html #10.1, 14.0, 15.0: You may not leave a defensive reinforcement or summoned #angel or archangel off the battleland. If they don't enter then the muster or #summons did not occur. Since the muster never happened, you get to reinforce after the battle. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2979414&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-03-30 14:14:25
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Bugs item #2979414, was opened at 2010-03-30 10:14 Message generated for change (Tracker Item Submitted) made by irilyth You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2979414&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: Josh Smift (irilyth) Assigned to: Clemens Katzer (cleka) Summary: Allowed to recruit both during and after battle Initial Comment: If you recruit during a battle, but leave the recruit off-board, and go on to win the battle, Colossus allows you to recruit again after the battle, which isn't consistent with the Titan rules. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2979414&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-03-24 16:44:54
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Bugs item #2968484, was opened at 2010-03-11 09:31 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2968484&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: None >Priority: 3 Private: No Submitted By: Tommygun () Assigned to: Nobody/Anonymous (nobody) Summary: username locked into running game Initial Comment: drmmrguy28, Skarlock and myself are shown in this running game, but our board never showed up. We logged out and the game was still there in running status. Proposed by drmmrguy. This can be linked to the previous bug report about not being able to start a game by an unknown user ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2010-03-24 18:44 Message: This was an individual occurrence, hasn't happened before or after. Most of the time game starting is working fine - so there is no systematical bug here. In near future we will even change it so that only the game creator can start the game, this should prevent some trouble as well. In any case I wouldn't know what to fix here anyway - so closing this. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2010-03-11 20:28 Message: All hanging processes killed and server restarted, so things should work now again. I'll come back to this, reasons, etc., soon when I have somewhat more time. -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2968484&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-03-11 18:28:09
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Bugs item #2968484, was opened at 2010-03-11 09:31 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2968484&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: Open Resolution: None Priority: 9 Private: No Submitted By: Tommygun () Assigned to: Nobody/Anonymous (nobody) Summary: username locked into running game Initial Comment: drmmrguy28, Skarlock and myself are shown in this running game, but our board never showed up. We logged out and the game was still there in running status. Proposed by drmmrguy. This can be linked to the previous bug report about not being able to start a game by an unknown user ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2010-03-11 20:28 Message: All hanging processes killed and server restarted, so things should work now again. I'll come back to this, reasons, etc., soon when I have somewhat more time. -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2968484&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-03-11 08:03:12
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Bugs item #2968484, was opened at 2010-03-11 02:31 Message generated for change (Settings changed) made by You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2968484&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: Open Resolution: None Priority: 9 Private: No Submitted By: Tommygun () Assigned to: Nobody/Anonymous (nobody) Summary: username locked into running game Initial Comment: drmmrguy28, Skarlock and myself are shown in this running game, but our board never showed up. We logged out and the game was still there in running status. Proposed by drmmrguy. This can be linked to the previous bug report about not being able to start a game by an unknown user ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2968484&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-03-11 08:02:59
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Bugs item #2968484, was opened at 2010-03-11 02:31 Message generated for change (Settings changed) made by You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2968484&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: 9 Private: No Submitted By: Tommygun () Assigned to: Nobody/Anonymous (nobody) >Summary: username locked into running game Initial Comment: drmmrguy28, Skarlock and myself are shown in this running game, but our board never showed up. We logged out and the game was still there in running status. Proposed by drmmrguy. This can be linked to the previous bug report about not being able to start a game by an unknown user ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2968484&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-03-11 07:33:47
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Bugs item #2968484, was opened at 2010-03-11 02:31 Message generated for change (Settings changed) made by You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2968484&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: 9 Private: No Submitted By: Tommygun () Assigned to: Nobody/Anonymous (nobody) Summary: Game #1547 Initial Comment: drmmrguy28, Skarlock and myself are shown in this running game, but our board never showed up. We logged out and the game was still there in running status. Proposed by drmmrguy. This can be linked to the previous bug report about not being able to start a game by an unknown user ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2968484&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-03-11 07:32:57
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Bugs item #2968484, was opened at 2010-03-11 02:31 Message generated for change (Settings changed) made by You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2968484&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: 7 Private: No Submitted By: Tommygun () Assigned to: Nobody/Anonymous (nobody) Summary: Game #1547 Initial Comment: drmmrguy28, Skarlock and myself are shown in this running game, but our board never showed up. We logged out and the game was still there in running status. Proposed by drmmrguy. This can be linked to the previous bug report about not being able to start a game by an unknown user ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2968484&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-03-11 07:31:08
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Bugs item #2968484, was opened at 2010-03-11 02:31 Message generated for change (Tracker Item Submitted) made by You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2968484&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: Tommygun () Assigned to: Nobody/Anonymous (nobody) Summary: Game #1547 Initial Comment: drmmrguy28, Skarlock and myself are shown in this running game, but our board never showed up. We logged out and the game was still there in running status. Proposed by drmmrguy. This can be linked to the previous bug report about not being able to start a game by an unknown user ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2968484&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-03-11 07:10:36
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Bugs item #2968452, was opened at 2010-03-11 01:12 Message generated for change (Comment added) made by You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2968452&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: Open Resolution: None Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Clemens Katzer (cleka) Summary: Unable to start game Initial Comment: We have been trying to get a game started, but after clicking enroll then start nothing happens... ---------------------------------------------------------------------- Comment By: Tommygun () Date: 2010-03-11 02:10 Message: Ok logged in now. I started this thread. The game number was 1547. For some reason, it shows us as being in this running game, but the board never showed up. Other players are drmmrguy(host), Skarlok, and me Tommygun. We launched that game around 1 AM EST. At this time, it shows all of us being in a running game... we have logged in and out many times with no luck. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2010-03-11 01:58 Message: Please provide exact details, such as: - When did this happen (and which time zone are you) [ or copy some lines from the Chat, so I can search them from Server side chatlog to match server's time to it ] - Which game number - Which players - Who tried to press Start. - Did the webclient display in the bottom something at all? - Did the status column of the game change at all? - Which Colossus version(s) you use? Because, this game starting in general works fine, so there must be some specific reason why in few cases it fails, and that I could figure out only if I can look up details and circumstances from the log. And it would increase my motivation if you identify yourself, e.g. signing here with your Game Server username... BR, Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2968452&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-03-11 06:58:05
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Bugs item #2968452, was opened at 2010-03-11 08:12 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2968452&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: Open Resolution: None Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Clemens Katzer (cleka) Summary: Unable to start game Initial Comment: We have been trying to get a game started, but after clicking enroll then start nothing happens... ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2010-03-11 08:58 Message: Please provide exact details, such as: - When did this happen (and which time zone are you) [ or copy some lines from the Chat, so I can search them from Server side chatlog to match server's time to it ] - Which game number - Which players - Who tried to press Start. - Did the webclient display in the bottom something at all? - Did the status column of the game change at all? - Which Colossus version(s) you use? Because, this game starting in general works fine, so there must be some specific reason why in few cases it fails, and that I could figure out only if I can look up details and circumstances from the log. And it would increase my motivation if you identify yourself, e.g. signing here with your Game Server username... BR, Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2968452&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-03-11 06:12:56
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Bugs item #2968452, was opened at 2010-03-11 06:12 Message generated for change (Tracker Item Submitted) made by nobody You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2968452&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: Open Resolution: None Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Clemens Katzer (cleka) Summary: Unable to start game Initial Comment: We have been trying to get a game started, but after clicking enroll then start nothing happens... ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2968452&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-03-08 06:26:23
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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: None Priority: 5 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: 2010-03-08 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 |
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From: SourceForge.net <no...@so...> - 2010-03-07 22:38:11
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Bugs item #2965188, was opened at 2010-03-07 22:38 Message generated for change (Tracker Item Submitted) made by nobody 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: None Priority: 5 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. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2965188&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-03-01 17:24:43
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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: None >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: 2010-03-01 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...> - 2010-02-28 03:28:22
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Bugs item #2960241, was opened at 2010-02-27 10:41 Message generated for change (Comment added) made by dripton 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: None Priority: 7 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: David Ripton (dripton) Date: 2010-02-27 22:28 Message: It was not a teleport. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2010-02-27 13:36 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...> - 2010-02-27 18:36:21
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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: None Priority: 7 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: 2010-02-27 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...> - 2010-02-27 15:41:52
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Bugs item #2960241, was opened at 2010-02-27 10:41 Message generated for change (Tracker Item Submitted) made by dripton 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: None Priority: 7 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. ---------------------------------------------------------------------- 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...> - 2010-02-17 17:10:55
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Bugs item #2953659, was opened at 2010-02-17 19:10 Message generated for change (Tracker Item Submitted) 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: Open Resolution: None 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... ---------------------------------------------------------------------- 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...> - 2010-02-08 08:38:54
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Feature Requests item #2947215, was opened at 2010-02-07 00:37 Message generated for change (Comment added) made by nobody You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=2947215&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: Attempted concede isn't obvious Initial Comment: I was testing recruit triggering after the discussion/bug from yesterday and found things do work properly. (Note that you do have to concede, just leaving all your characters off still (correctly) triggers a recruit option for the defender.) But the concession testing revealed a confusing UI (at least it seemed that way to me). When the attacker attempted to concede it went back to the defender's turn and they appeared to have an option to move. After hitting done the concession by the attacker was accepted. If they instead conceded, their concession was accepted. This is all correct, but it's a bit confusing since the defender didn't appear to have any indication that the attacker was trying to concede. (Maybe I missed something though.) Bruno ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2010-02-08 08:38 Message: The concession rules are designed the way they are to eliminate races, allow the game to continue without constant checkbacks with nonphasing players and to give the nonphasing player higher priority so that there are fewer cases where people can concede after eliminating all of their opponent's characters or their titan. The game seemed to get that right for the small amount of testing I did. It was just confusing because it looked like the other players turn ended without taking strikes and that I would be able to maneuver. But actually I appeared to just have the choice to concede myself or accept the concession of my opponent in that battle. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2010-02-08 08:00 Message: Ok, sounds odd. The whole concede procedure might be nice to be simplified. For example, could the attacker, instead of clicking, right-click and say concede right away? We need to look into that on the long run... just remind me of it every then and now :) ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=2947215&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2010-02-08 08:00:11
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Feature Requests item #2947215, was opened at 2010-02-07 02:37 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=2947215&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: Attempted concede isn't obvious Initial Comment: I was testing recruit triggering after the discussion/bug from yesterday and found things do work properly. (Note that you do have to concede, just leaving all your characters off still (correctly) triggers a recruit option for the defender.) But the concession testing revealed a confusing UI (at least it seemed that way to me). When the attacker attempted to concede it went back to the defender's turn and they appeared to have an option to move. After hitting done the concession by the attacker was accepted. If they instead conceded, their concession was accepted. This is all correct, but it's a bit confusing since the defender didn't appear to have any indication that the attacker was trying to concede. (Maybe I missed something though.) Bruno ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2010-02-08 10:00 Message: Ok, sounds odd. The whole concede procedure might be nice to be simplified. For example, could the attacker, instead of clicking, right-click and say concede right away? We need to look into that on the long run... just remind me of it every then and now :) ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=2947215&group_id=1939 |