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From: SourceForge.net <no...@so...> - 2008-09-03 20:58:19
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Bugs item #2074220, was opened at 2008-08-25 22:32 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2074220&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: Fixed Priority: 6 Private: No Submitted By: Clemens Katzer (cleka) Assigned to: Clemens Katzer (cleka) Summary: Exception while loading game with dead players Initial Comment: When loading a game (in which some players are already dead) game gets an exception: D:\workspace\Trunk1>java -Djava.util.logging.config.file=logging.properties -Xmx128M -jar Colossus.jar --load Round34.xml WARNING: Can't find legion for markerId 'Br04' SEVERE: Exception while waiting on selector java.lang.NullPointerException at net.sf.colossus.server.History.fireEventFromElement(History.java:368) at net.sf.colossus.server.History.fireEventsFromXML(History.java:211) at net.sf.colossus.server.GameServerSide.loadGame2(GameServerSide.java:1818) at net.sf.colossus.server.Server.startGameIfAllPlayers(Server.java:792) at net.sf.colossus.server.ClientHandler.callMethod(ClientHandler.java:209) at net.sf.colossus.server.ClientHandler.processInput(ClientHandler.java:137) at net.sf.colossus.server.Server.waitOnSelector(Server.java:292) at net.sf.colossus.server.Server.run(Server.java:145) Startup progress window is still up and says "ok, got all clients, game can start now" (and probably it would do so, but during doing so it dies with the exception). When one closes the window then with Abort button, plenty of error messages are printed to the console, and after that one is back to the main game setup (Player Selection) dialog. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-09-03 23:58 Message: Logged In: YES user_id=1717697 Originator: YES Revision 3342 should fix this problem. Leaving it open until next public build. But anyone interesting can try it out already in the new "Public Testing Build" (go to: http://colossus.wiki.sourceforge.net/ExperimentalBuilds ) -Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-08-25 22:33 Message: Logged In: YES user_id=1717697 Originator: YES Trying once again to attach the file... ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2074220&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-09-03 20:24:56
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Bugs item #2091811, was opened at 2008-09-03 23:24 Message generated for change (Tracker Item Submitted) made by Item Submitter You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2091811&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: Preferences window should restore if requested from menu Initial Comment: If one puts the Preferences window to minimized state, and then selects it from the menu, it get's "active" in the (e.g. on windows) taskbar, but it does not come up. Iwas wondering first "why does it not show me the Pref. window now?" So, when user selects it on menu, if minimized, it should restore itself to the normal restore-size. This is in r3342. -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2091811&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-09-03 10:23:44
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Bugs item #2090866, was opened at 2008-09-03 13:23 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2090866&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: Accepted >Priority: 2 Private: No Submitted By: Clemens Katzer (cleka) Assigned to: Clemens Katzer (cleka) Summary: AI spinners wrong intialized Initial Comment: In Game Setup dialog, if one modifies the AI timer spinners a 2nd (or more) time, the spinner dialog opens always with the value which was loaded from cf file when the Game Setup dialog was displayed first time (i.e. loaded 10, set to 20, close it, shows 20 (and 20 will probably be used during game); click again to change it, now it's again/back to 10. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-09-03 13:23 Message: Logged In: YES user_id=1717697 Originator: YES Lowering priority... ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2090866&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-09-03 10:23:07
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Bugs item #2090866, was opened at 2008-09-03 13:23 Message generated for change (Tracker Item Submitted) made by Item Submitter You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2090866&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: Clemens Katzer (cleka) Assigned to: Clemens Katzer (cleka) Summary: AI spinners wrong intialized Initial Comment: In Game Setup dialog, if one modifies the AI timer spinners a 2nd (or more) time, the spinner dialog opens always with the value which was loaded from cf file when the Game Setup dialog was displayed first time (i.e. loaded 10, set to 20, close it, shows 20 (and 20 will probably be used during game); click again to change it, now it's again/back to 10. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2090866&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-09-03 05:46:58
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Bugs item #2090150, was opened at 2008-09-03 04:58 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2090150&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: Babbling Balrog (nsillito) >Assigned to: Clemens Katzer (cleka) Summary: Stack Counter left after a battle Initial Comment: Stack counter remains on the board with no units. Stack counter blocks movement. Can't resolve the battle. Only option is to use the new Force Done on the menu. That option doesn't always work. Next turn can move unit off the stack counter if the game isn't hung. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-09-03 08:46 Message: Logged In: YES user_id=1717697 Originator: NO The "Force Done" was meant/needed for the case when one moved something before save, and after loading one can't continue because one has not moved anything "yet" (it does not count the ones before the save, and one can't undo). I.e. the Forced Done is meant for cases when it would be by the rules legal to be Done, but the client for some reason "thinks" there's something that one cannot be done yet. > Next turn can move unit off the stack counter if the game isn't hung. I don't get this one. Which stack counter stays - that from attacker or defender, or is this a "mutual" case? I'd like to fix the save/load first and see whether it has something to do with it... -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2090150&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-09-03 05:39:14
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Bugs item #2090156, was opened at 2008-09-03 05:01 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2090156&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: Babbling Balrog (nsillito) >Assigned to: Clemens Katzer (cleka) Summary: Movement Fails Initial Comment: Occasionally get an illegal move even if the hex has been highlited as an option. The log says that the destination hex isn't in the list as a legal move. I suspect rather than computing each move based on the connection between hexes, the program has a table of the legal moves for each die roll. The table or the lookup into the table is messed up. Doesn't happen for all hexes although I have noticed a few. This may be related to the empty stack counter tops remaining on the board. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-09-03 08:39 Message: Logged In: YES user_id=1717697 Originator: NO The moves are calculated every time again when needed, even every time when you click on a creature to move it even if you clicked on it before in same turn with same dice number. (At least last time when I checked the code it was still done that way ;-) Same question: was this a game that had been saved and reloaded? What is the exact message why it refuses to move the legion there? Does it just not happen when you click, or comes there a popup message "illegal move: ...." ? If possible, please send a saved game and screen-snapshot where this problem is visible. Log and console output would be very helpful of course too... -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2090156&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-09-03 05:34:09
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Bugs item #2090148, was opened at 2008-09-03 04:56 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2090148&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: Babbling Balrog (nsillito) >Assigned to: Clemens Katzer (cleka) Summary: Stack Size Overflow Initial Comment: Aug 22/08 build allows stacks greater than 7. Have seen stacks up to 11. Additional units do not show up on the battle mat. Didn't notice if they were included in the points when on the losing side of a battle. Don't know if the stack wins with the off board pieces if all pieces deleted from both sides. Extra pieces seem to be a cross link to another stack. Green had two stacks with a Green Titan in each one. Thus the crosslinking seems to be the best explanation. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-09-03 08:34 Message: Logged In: YES user_id=1717697 Originator: NO Where do you see them as "too big" - on right click and in Inspector, e.g. ? Green was an AI, I suppose? Had you saved, quit, and loaded the game later to continue? I am just working on a systematic bug in the save/load procedures, which messed up stack content / made creatures be (seem to be) in wrong stack on *client* side. Server knows right contents, thus they would not come to battlemap. Can you provide a saved game which has such problems? Can you provide log file and/or console output? (depends how you start the game: from java web start need to enable java console; if you downloaded whole zip and start it, in that directory, start it using the run.bat or run script and you get output to the DOS box. -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2090148&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-09-03 02:01:42
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Bugs item #2090156, was opened at 2008-09-02 19:01 Message generated for change (Tracker Item Submitted) made by Item Submitter You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2090156&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: Babbling Balrog (nsillito) Assigned to: David Ripton (dripton) Summary: Movement Fails Initial Comment: Occasionally get an illegal move even if the hex has been highlited as an option. The log says that the destination hex isn't in the list as a legal move. I suspect rather than computing each move based on the connection between hexes, the program has a table of the legal moves for each die roll. The table or the lookup into the table is messed up. Doesn't happen for all hexes although I have noticed a few. This may be related to the empty stack counter tops remaining on the board. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2090156&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-09-03 01:58:46
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Bugs item #2090150, was opened at 2008-09-02 18:58 Message generated for change (Tracker Item Submitted) made by Item Submitter You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2090150&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: Babbling Balrog (nsillito) Assigned to: David Ripton (dripton) Summary: Stack Counter left after a battle Initial Comment: Stack counter remains on the board with no units. Stack counter blocks movement. Can't resolve the battle. Only option is to use the new Force Done on the menu. That option doesn't always work. Next turn can move unit off the stack counter if the game isn't hung. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2090150&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-09-03 01:56:23
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Bugs item #2090148, was opened at 2008-09-02 18:56 Message generated for change (Tracker Item Submitted) made by Item Submitter You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2090148&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: Babbling Balrog (nsillito) Assigned to: David Ripton (dripton) Summary: Stack Size Overflow Initial Comment: Aug 22/08 build allows stacks greater than 7. Have seen stacks up to 11. Additional units do not show up on the battle mat. Didn't notice if they were included in the points when on the losing side of a battle. Don't know if the stack wins with the off board pieces if all pieces deleted from both sides. Extra pieces seem to be a cross link to another stack. Green had two stacks with a Green Titan in each one. Thus the crosslinking seems to be the best explanation. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2090148&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-08-30 11:41:40
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Bugs item #2073991, was opened at 2008-08-25 20:27 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2073991&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: Ben Bishop (benbishop) Assigned to: Clemens Katzer (cleka) Summary: Game hangs on AI Split Initial Comment: Build 20080822 under XP java version 1.5.0_08 In Abyssal9, got around to 'sky' and the game hangs on Sky Turn 18 "split stacks" Attached is the save file. (or will be if I can trim it down to <250k...) So, can't trim it (too many data files in it and no indication on what might be "optional") you can download the save from: http://www.pileofstuff.com/sky_hang.xml ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-08-30 14:41 Message: Logged In: YES user_id=1717697 Originator: NO I can now load any other file without problem, but your already during loading reveals inconsistencies. Did you save and load back to continue this sky_hang game at least once in between? That would explain the inconsistencies (some split/unsplit were not handle well during loading). -CleKa ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-08-25 22:42 Message: Logged In: YES user_id=1717697 Originator: NO I downloaded and tried the sky_hang file. But as reported in another report, it seems loading a game has went broken recently (can't even load one I saved myself). ((So this needs fixing first ))-: Anyway, while loading yours, there is first plenty of errors, but then repeatedly: WARNING: Sky got nak for doSplit Illegal split SEVERE: split failed for Sk05 WARNING: Sky got nak for doSplit Illegal split SEVERE: split failed for Sk05 WARNING: Sky got nak for doSplit Illegal split SEVERE: split failed for Sk05 WARNING: Sky got nak for doSplit Illegal split SEVERE: split failed for Sk05 WARNING: Sky got nak for doSplit Illegal split SEVERE: split failed for Sk05 WARNING: Sky got nak for doSplit Illegal split SEVERE: split failed for Sk05 WARNING: Sky got nak for doSplit Illegal split SEVERE: split failed for Sk05 WARNING: Sky got nak for doSplit Illegal split SEVERE: split failed for Sk05 WARNING: Sky got nak for doSplit Illegal split SEVERE: split failed for Sk05 WARNING: Sky got nak for doSplit Illegal split ... endlessly, I'd guess, I aborted it some point. So, I guess that's why it hangs - AI tries to do some split and server rejects it again and again. (Hm. I thought I fixed this type of error already once ;-) I'll take a look at it, anyway... -CleKa PS: I didn't manage to attach a file either - web page rejected it first (too big, too), and when I compressed it some other error message: "File Upload: ArtifactFile: Could not open file for writing" ... together with a green "ok" symbol ;-) ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2073991&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-08-30 09:36:24
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Bugs item #2081285, was opened at 2008-08-29 01:56 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2081285&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: Documentation Group: None Status: Open Resolution: Accepted Priority: 3 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Clemens Katzer (cleka) Summary: how-to-save-preferences ??? Initial Comment: for some reason, colossus is not saving my preferences of game-play - for example, I want scale size : 8 instead of the default 11 I'm running generic PC with Win XP, 2 gigs ram I have been digging thru all the readme docs I can't find where/how to force colossus to remember & save my preferences of game-play I'm installing & running colossus inside the same Dir as Java itself - should I re-install it into a subordinate dir? I love both the boardgame Titan and the computer game Colossus thank you guys all for your good work one wee improvement, perhaps - would it be possible to create a "Pantheon - 12 " version to equal the "Beezelbub - 12" version? please email me at: bon...@at... ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-08-30 12:36 Message: Logged In: YES user_id=1717697 Originator: NO You say, you "have installed" (i.e. downloaded it). You could do the following trick: Assuming you are on (whatever) Windows, you could force Colossus to consider some other directory to be your "users home directory." Edit the command in it - between "java" and "-Djava..." insert the following: -Duser-home=<the path you want> E.g. I made it like this (all in one line, even if this tracker wraps it): java -Duser.home=C:\Temp\Here -Djava.util.logging.config.file=logging.properties -Xmx128M -jar Colossus.jar %1 %2 %3 %4 %5 %6 %7 %8 %9 And then started the game with "run.bat". And voil: C:\Temp\Here>dir .colossus Volume in drive C is SOMEHOST Volume Serial Number is 0000-0000 Directory of C:\Temp\Here\.colossus 30.08.2008 12:19 <DIR> . 30.08.2008 12:19 <DIR> .. 30.08.2008 12:19 924 Colossus-katzer.cfg 30.08.2008 12:19 335 Colossus-server.cfg 2 File(s) 1 259 bytes 2 Dir(s) 12 332 052 992 bytes free C:\Temp\Here> (Under unix/linux would have to edit the file "run" and start with "./run" instead, naturally...) Good luck! BR, Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-08-30 12:28 Message: Logged In: YES user_id=1717697 Originator: NO -- In entry before I the posted the reply which -- -- I got from but submitter I got by email -- As I said, Colossus *is* saving them every time the Pref. window is closed (perhaps only if anything was changed), and when the board is closed. Scale was saved but not reread - which is already fixed, for next release. If you notice any other setting that it forgets, please name it specifically, then I will verify it. But I am pretty confident that at least all checkboxes are properly saved. You can even verify the saving yourself - change something, and close the preferences window, and then look what it saved into the file. OK, which file... In MasterBoard, open Help => About. It displays several things, one of them is "user.home". That is what Colossus considers to be your "Home Directory" (for the login user on the Computer). In your computer, go to that directory. There should be a directory .colossus (or perhaps .Colossus, depending on OS). Colossus will create it there on startup if it needs it. In there are various files "Colossus-<something>.cfg". So, when Colossus saves your preferences e.g. for player "Mike", it will save them to <user home directory>/.Colossus/Colossus-Mike.cfg Consequently, if you happen to play sometimes with different playernames, they have different preferences. Which might appear to you as "sometime it remembers and sometimes not". BTW: One of the files will be "Colossus-server.cfg" which contains the "global" settings (what you select in the Game startup dialog: number and type of players, autosave, balanced towers, Variant, etc.) We can't rely on "inside the installed colossus dir itself" approach, because may play Colossus just via Java Web start (just clicking the pink icon on the colossus home page) and then there is not such directory "where Colossus is installed" at all. If you use "File => Save game", or have Autosave on, it will create a directory "saves" inside this ".colossus" directory and save the files there. So: start Colossus, change some preferences, close the Prefs. window, and check whether it has changed the file (you can simply open in a text editor (e.g. notepad). E.g. one of my files looks (only part of it): ----clip--- #Colossus config file version 2 #Sat Aug 30 12:19:56 EEST 2008 Turn\ change\ info=true Auto-scroll\ to\ end=true EventExpire=5 Player\ change\ info=true ViewMode=Ever revealed (or concludable) since start Scale=15 Recruit\ events=true ----clap---- Best Regards, Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-08-30 12:06 Message: Logged In: YES user_id=1717697 Originator: NO My problem with this bug is that Colossus is NOT saving the preferences correctly window scale size does not get remembered, certain other tweaks I have for the beezelbub 12 game do not get remembered - and sometimes I have to reset the entire colossus game back to beez from the original defaults. I *suspect* that one or another privacy mode of one of my programs is causing this problem - because the same thing sometimes happens to Civilization IV - but I don't know where/how colossus saves *its* defaults to prevent this. I suspect the best fix for this would be some way to *force* the save & load of preferences from/to a certain DIR and/or a certain file - the default being a prefs.txt file inside the installed colossus dir itself. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-08-29 08:42 Message: Logged In: YES user_id=1717697 Originator: NO You can't find any info about how to do that it because there is no need to do anything for it - the preferences are saved everytime when you close the Preferences window, or at latest when you close the MasterBoard (to QUIT, or start a new game, all the same). But that's a good point, we should mention this fact in docs. All your other preferences (auto***, Color, Battle, ...) should work fine. BUT ... the scale value of the Preferences ... actually it is _saved_ but not re-read on next start. Just the previous bug is about same issue :) I fixed that already (in repository), but there is no public build yet... so you still have the wrong behavior. (Hm, for you default is 11? I thought it is by default 15 and have thus used that one as "if it's not set so far set initialize it to 15".... Hmpf :-/ ---------- It does not matter where you install or run Colossus. ---------- Yes it *would* be possible to make Pantheon 12 -- if someone would do the laborous design part (which hex is which land, which creatures and their skills, how many of each). I myself rather do the programming part, fix bugs and so on :) *Please* make a feature request for it - if it is mentioned here just as a side note inside a bug it gets easily forgotten. ----- TO DO here: update docs to tell this fact that preferences are saved automatically (and get into effect immediately when changed - and can't do "cancel" to get back to previous set of settings. -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2081285&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-08-30 09:28:44
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Bugs item #2081285, was opened at 2008-08-29 01:56 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2081285&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: Documentation Group: None Status: Open Resolution: Accepted Priority: 3 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Clemens Katzer (cleka) Summary: how-to-save-preferences ??? Initial Comment: for some reason, colossus is not saving my preferences of game-play - for example, I want scale size : 8 instead of the default 11 I'm running generic PC with Win XP, 2 gigs ram I have been digging thru all the readme docs I can't find where/how to force colossus to remember & save my preferences of game-play I'm installing & running colossus inside the same Dir as Java itself - should I re-install it into a subordinate dir? I love both the boardgame Titan and the computer game Colossus thank you guys all for your good work one wee improvement, perhaps - would it be possible to create a "Pantheon - 12 " version to equal the "Beezelbub - 12" version? please email me at: bon...@at... ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-08-30 12:28 Message: Logged In: YES user_id=1717697 Originator: NO -- In entry before I the posted the reply which -- -- I got from but submitter I got by email -- As I said, Colossus *is* saving them every time the Pref. window is closed (perhaps only if anything was changed), and when the board is closed. Scale was saved but not reread - which is already fixed, for next release. If you notice any other setting that it forgets, please name it specifically, then I will verify it. But I am pretty confident that at least all checkboxes are properly saved. You can even verify the saving yourself - change something, and close the preferences window, and then look what it saved into the file. OK, which file... In MasterBoard, open Help => About. It displays several things, one of them is "user.home". That is what Colossus considers to be your "Home Directory" (for the login user on the Computer). In your computer, go to that directory. There should be a directory .colossus (or perhaps .Colossus, depending on OS). Colossus will create it there on startup if it needs it. In there are various files "Colossus-<something>.cfg". So, when Colossus saves your preferences e.g. for player "Mike", it will save them to <user home directory>/.Colossus/Colossus-Mike.cfg Consequently, if you happen to play sometimes with different playernames, they have different preferences. Which might appear to you as "sometime it remembers and sometimes not". BTW: One of the files will be "Colossus-server.cfg" which contains the "global" settings (what you select in the Game startup dialog: number and type of players, autosave, balanced towers, Variant, etc.) We can't rely on "inside the installed colossus dir itself" approach, because may play Colossus just via Java Web start (just clicking the pink icon on the colossus home page) and then there is not such directory "where Colossus is installed" at all. If you use "File => Save game", or have Autosave on, it will create a directory "saves" inside this ".colossus" directory and save the files there. So: start Colossus, change some preferences, close the Prefs. window, and check whether it has changed the file (you can simply open in a text editor (e.g. notepad). E.g. one of my files looks (only part of it): ----clip--- #Colossus config file version 2 #Sat Aug 30 12:19:56 EEST 2008 Turn\ change\ info=true Auto-scroll\ to\ end=true EventExpire=5 Player\ change\ info=true ViewMode=Ever revealed (or concludable) since start Scale=15 Recruit\ events=true ----clap---- Best Regards, Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-08-30 12:06 Message: Logged In: YES user_id=1717697 Originator: NO My problem with this bug is that Colossus is NOT saving the preferences correctly window scale size does not get remembered, certain other tweaks I have for the beezelbub 12 game do not get remembered - and sometimes I have to reset the entire colossus game back to beez from the original defaults. I *suspect* that one or another privacy mode of one of my programs is causing this problem - because the same thing sometimes happens to Civilization IV - but I don't know where/how colossus saves *its* defaults to prevent this. I suspect the best fix for this would be some way to *force* the save & load of preferences from/to a certain DIR and/or a certain file - the default being a prefs.txt file inside the installed colossus dir itself. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-08-29 08:42 Message: Logged In: YES user_id=1717697 Originator: NO You can't find any info about how to do that it because there is no need to do anything for it - the preferences are saved everytime when you close the Preferences window, or at latest when you close the MasterBoard (to QUIT, or start a new game, all the same). But that's a good point, we should mention this fact in docs. All your other preferences (auto***, Color, Battle, ...) should work fine. BUT ... the scale value of the Preferences ... actually it is _saved_ but not re-read on next start. Just the previous bug is about same issue :) I fixed that already (in repository), but there is no public build yet... so you still have the wrong behavior. (Hm, for you default is 11? I thought it is by default 15 and have thus used that one as "if it's not set so far set initialize it to 15".... Hmpf :-/ ---------- It does not matter where you install or run Colossus. ---------- Yes it *would* be possible to make Pantheon 12 -- if someone would do the laborous design part (which hex is which land, which creatures and their skills, how many of each). I myself rather do the programming part, fix bugs and so on :) *Please* make a feature request for it - if it is mentioned here just as a side note inside a bug it gets easily forgotten. ----- TO DO here: update docs to tell this fact that preferences are saved automatically (and get into effect immediately when changed - and can't do "cancel" to get back to previous set of settings. -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2081285&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-08-30 09:06:47
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Bugs item #2081285, was opened at 2008-08-29 01:56 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2081285&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: Documentation Group: None Status: Open Resolution: Accepted Priority: 3 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Clemens Katzer (cleka) Summary: how-to-save-preferences ??? Initial Comment: for some reason, colossus is not saving my preferences of game-play - for example, I want scale size : 8 instead of the default 11 I'm running generic PC with Win XP, 2 gigs ram I have been digging thru all the readme docs I can't find where/how to force colossus to remember & save my preferences of game-play I'm installing & running colossus inside the same Dir as Java itself - should I re-install it into a subordinate dir? I love both the boardgame Titan and the computer game Colossus thank you guys all for your good work one wee improvement, perhaps - would it be possible to create a "Pantheon - 12 " version to equal the "Beezelbub - 12" version? please email me at: bon...@at... ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-08-30 12:06 Message: Logged In: YES user_id=1717697 Originator: NO My problem with this bug is that Colossus is NOT saving the preferences correctly window scale size does not get remembered, certain other tweaks I have for the beezelbub 12 game do not get remembered - and sometimes I have to reset the entire colossus game back to beez from the original defaults. I *suspect* that one or another privacy mode of one of my programs is causing this problem - because the same thing sometimes happens to Civilization IV - but I don't know where/how colossus saves *its* defaults to prevent this. I suspect the best fix for this would be some way to *force* the save & load of preferences from/to a certain DIR and/or a certain file - the default being a prefs.txt file inside the installed colossus dir itself. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-08-29 08:42 Message: Logged In: YES user_id=1717697 Originator: NO You can't find any info about how to do that it because there is no need to do anything for it - the preferences are saved everytime when you close the Preferences window, or at latest when you close the MasterBoard (to QUIT, or start a new game, all the same). But that's a good point, we should mention this fact in docs. All your other preferences (auto***, Color, Battle, ...) should work fine. BUT ... the scale value of the Preferences ... actually it is _saved_ but not re-read on next start. Just the previous bug is about same issue :) I fixed that already (in repository), but there is no public build yet... so you still have the wrong behavior. (Hm, for you default is 11? I thought it is by default 15 and have thus used that one as "if it's not set so far set initialize it to 15".... Hmpf :-/ ---------- It does not matter where you install or run Colossus. ---------- Yes it *would* be possible to make Pantheon 12 -- if someone would do the laborous design part (which hex is which land, which creatures and their skills, how many of each). I myself rather do the programming part, fix bugs and so on :) *Please* make a feature request for it - if it is mentioned here just as a side note inside a bug it gets easily forgotten. ----- TO DO here: update docs to tell this fact that preferences are saved automatically (and get into effect immediately when changed - and can't do "cancel" to get back to previous set of settings. -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2081285&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-08-30 07:32:15
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Feature Requests item #2083312, was opened at 2008-08-30 05:08 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=2083312&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: mjr (bonniee_partiee) Assigned to: Nobody/Anonymous (nobody) Summary: game type - pantheon 12 Initial Comment: - the Beezlbub 12 variant of Colossus is my favorite - and Pantheon is my second favorite. would it be possible to create a Pantheon 12 variant based off the Beez 12 maps? If you add in ONLY the deities as more unique creatures? thanks in advance for any advice/help Bonniee ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-08-30 10:32 Message: Logged In: YES user_id=1717697 Originator: NO Ah, this way. Another bastard variant. OK, I took a short look: One could add the gods; recruiting of them would be in hellmouth; the Titan-Druid-Knight-Priest-Estia recruit line would be dropped; so the only way to get gods are the "many X recruit god x in hellmouth"; Angels and Archangels not summonable. Something like that? I would call it ...hm, BeelzeGods12 ? Pantheon12 should stay reserved for a clean 12 player version of Pantheon. I can't promise any schedule but this way at least the "design" is clear and just needs to be put into files. BR, Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=2083312&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-08-30 02:08:05
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Feature Requests item #2083312, was opened at 2008-08-29 21:08 Message generated for change (Tracker Item Submitted) made by Item Submitter You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=2083312&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: mjr (bonniee_partiee) Assigned to: Nobody/Anonymous (nobody) Summary: game type - pantheon 12 Initial Comment: - the Beezlbub 12 variant of Colossus is my favorite - and Pantheon is my second favorite. would it be possible to create a Pantheon 12 variant based off the Beez 12 maps? If you add in ONLY the deities as more unique creatures? thanks in advance for any advice/help Bonniee ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=2083312&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-08-29 05:42:11
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Bugs item #2081285, was opened at 2008-08-29 01:56 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2081285&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: Documentation Group: None Status: Open >Resolution: Accepted >Priority: 3 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Clemens Katzer (cleka) Summary: how-to-save-preferences ??? Initial Comment: for some reason, colossus is not saving my preferences of game-play - for example, I want scale size : 8 instead of the default 11 I'm running generic PC with Win XP, 2 gigs ram I have been digging thru all the readme docs I can't find where/how to force colossus to remember & save my preferences of game-play I'm installing & running colossus inside the same Dir as Java itself - should I re-install it into a subordinate dir? I love both the boardgame Titan and the computer game Colossus thank you guys all for your good work one wee improvement, perhaps - would it be possible to create a "Pantheon - 12 " version to equal the "Beezelbub - 12" version? please email me at: bon...@at... ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-08-29 08:42 Message: Logged In: YES user_id=1717697 Originator: NO You can't find any info about how to do that it because there is no need to do anything for it - the preferences are saved everytime when you close the Preferences window, or at latest when you close the MasterBoard (to QUIT, or start a new game, all the same). But that's a good point, we should mention this fact in docs. All your other preferences (auto***, Color, Battle, ...) should work fine. BUT ... the scale value of the Preferences ... actually it is _saved_ but not re-read on next start. Just the previous bug is about same issue :) I fixed that already (in repository), but there is no public build yet... so you still have the wrong behavior. (Hm, for you default is 11? I thought it is by default 15 and have thus used that one as "if it's not set so far set initialize it to 15".... Hmpf :-/ ---------- It does not matter where you install or run Colossus. ---------- Yes it *would* be possible to make Pantheon 12 -- if someone would do the laborous design part (which hex is which land, which creatures and their skills, how many of each). I myself rather do the programming part, fix bugs and so on :) *Please* make a feature request for it - if it is mentioned here just as a side note inside a bug it gets easily forgotten. ----- TO DO here: update docs to tell this fact that preferences are saved automatically (and get into effect immediately when changed - and can't do "cancel" to get back to previous set of settings. -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2081285&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-08-28 22:56:54
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Bugs item #2081285, was opened at 2008-08-28 22:56 Message generated for change (Tracker Item Submitted) made by Item Submitter You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2081285&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: Documentation Group: None Status: Open Resolution: None Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Clemens Katzer (cleka) Summary: how-to-save-preferences ??? Initial Comment: for some reason, colossus is not saving my preferences of game-play - for example, I want scale size : 8 instead of the default 11 I'm running generic PC with Win XP, 2 gigs ram I have been digging thru all the readme docs I can't find where/how to force colossus to remember & save my preferences of game-play I'm installing & running colossus inside the same Dir as Java itself - should I re-install it into a subordinate dir? I love both the boardgame Titan and the computer game Colossus thank you guys all for your good work one wee improvement, perhaps - would it be possible to create a "Pantheon - 12 " version to equal the "Beezelbub - 12" version? please email me at: bon...@at... ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2081285&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-08-28 13:40:22
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Bugs item #2078529, was opened at 2008-08-27 18:22 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2078529&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: GUI Group: None Status: Open >Resolution: Fixed Priority: 5 Private: No Submitted By: Ben Bishop (benbishop) Assigned to: Clemens Katzer (cleka) Summary: Preferences Initial Comment: I play abyssal9, and I more or less _have_ to have the window scale set to '8' to play. Since the new version (20080822) the scale is now set in the Windows tab of the Preferences window. It may keep during a session, but it reset to 15 when I started a game a few days later. In addition, when you change the scale, the "Game Status" window also changes scale (but the "caretaker stacks" and "engagement status" windows do not -- i certainly don't think it should) Ben ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-08-28 16:40 Message: Logged In: YES user_id=1717697 Originator: NO Main issue (value back to 15 each time) now fixed, r3335. Whether/which windows should use the scale which not... remains an open issue. -CleKa ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-08-27 23:07 Message: Logged In: YES user_id=1717697 Originator: NO All right... ok, basically it can be done that it is on start the same as in previous game. Only... - for good or bad, this effect then also the pick color and pick legion marker dialogs (and of course the status window). One can drag some of them bigger but ... well, interesting effects. BTW, not to mention the case if there is two boards (more than one human local player on this computer). If any of them changes it effects to both players windows ...somehow... (sooner or later. Or then, not). And which ends up in cf file, and/or during next load... pure randomly. Oh boy. :-( I think the whole thing needs reconsidering. Someone said already we should get rid of this scale issue and let Java/Swing take care of all scaling (based on window drag)... would be better probably, but lot of work. To get an usable solution in near future, my idea would be: Two scales, one for Masterboard and one for everything else. PickColor, PickMarker and Game status do not care about scale at all - they remain that big as they were before (that is, status window as high as before, width adjusting to player count; the pick* should perhaps adapt their size that way that a marker / color box ("button") is always "same big" - so if more markers, window grows etc. *just thinking loudly* -Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-08-27 22:33 Message: Logged In: YES user_id=1717697 Originator: NO You are right, one a new start in the preferences window it is again 15, and the board is drawn this size. BUT:... But even worse, the changed value *is* stored to the file, and if you change it in preferences first from 15 to same what it was stored, nothing will happen... it compares to the value in the options file, it's same, so it does not repaint. So you have first change to e.g. 9 and apply, and then to 8 and apply. ... Really room for improvement here. Right, to me it also looks as if status window is scaled, engagement & caretaker are not. Scaling status window does not make too much sense to me... [Event viewer *kind of* is: from scale change on they are displayed with new size, and on a redraw (e.g. change settings, which type of events to show), all are drawn with new scale, too. ] Yeah, something to fix here. And having different scales for different issues is on the to do list and in feature requests already for ... years. Thanks for pointing this out. I'll see what I can do. (except if someone else is faster *ggg*) Right now I am hunting why game loading sometimes does not work.... BR, Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2078529&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-08-28 06:24:49
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Bugs item #1813362, was opened at 2007-10-15 00:53 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1813362&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: Closed >Resolution: Out of Date Priority: 5 Private: No Submitted By: Steven Zwanger (szwanger) Assigned to: Clemens Katzer (cleka) Summary: Battle hangs game, perhaps due to Java 1.5 ? Initial Comment: I've been playing the Beelzebub variant, and frequently when I start a combat, I can't move any pieces onto the battleboard; when I click on a piece, I just get the error chime (I'm using Windows). Saving and loading the game doesn't work; it just quits when I try that, though I am attaching such a saved game. So far I've only noticed this when the location is Ruins or Tower. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-08-28 09:24 Message: Logged In: YES user_id=1717697 Originator: NO According to original submitter, problem is not existing any more since the december build. So, closing this. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-12-28 06:38 Message: Logged In: YES user_id=1717697 Originator: NO I made a "trunk build" from latest version where the code involved above check some things and prints more info to the log. Can you please run the Colossus from via this web start link: http://colossus.sf.net/trunk-head/Colossus-trunk-head.jnlp (you could find that link from http://sourceforge.net/projects/colossus => Wiki => left side "ExperimentalBuilds" => .... Trunk builds We now have a separate JNLP file Colossus-head-trunk.jnlp for running the latest ... Make sure it really says "downloading..." (and does not take old from cache), - you can tell the difference by the fact, that the new one has a "Settings" menu. This new one writes some more stuff to the log, perhaps the changes even fix it, or perhaps it throws the NPEs then somewhere else :) Regards, Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-12-27 11:36 Message: Logged In: YES user_id=1717697 Originator: NO 1) Which "Look & Feel" do you use? can you switch to another one Window => Look & Feel => [Metal | CDE/Motif/Windows] and see whether it happens there too? I always use the default "Metal". (I notice there are some swing.plaf.gtk.GTKStyle and SynthLookAndFeel stuff in the exception, which I have never seen... I don't think its the reason but just to be sure.) 2) Do you have something special like 2 CPU's or dual-core CPU or something? The code in question gets a null name for the creature name / id, which is pretty strange; I could in theory imagine this caused be by some method be executed faster than others, which would not happen if all is done sequentially on same CPU... 3) I will build in some more debug output, and you could then use the "trunkBuild" from the wiki page - perhaps we find out more then. I'll let you know when it's available. -Clemens ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2007-12-27 11:01 Message: Logged In: NO I'm still having problems with battles hanging. This time I'm using Kubuntu 7.10 with Java 1.6.0_03 and the 12/24 build. The battle window shows up with the new turn markers at the top ( which are a nice ), but none of the creatures appear. The log window shows nothing interesting( which you might want to fix ), but the Java console gives the following error: INFO: Phase advances to Fight Dec 27, 2007 8:49:35 AM net.sf.colossus.server.Battle <init> INFO: Bk10 (Skull) (augustinku) attacks Rd11 (Sword) (Red) in Brush hex 113 Exception in thread "Client Brown" java.lang.NullPointerException at net.sf.colossus.client.BattleChit.getCreatureName(BattleChit.java:148 ) at net.sf.colossus.client.BattleChit.getName(BattleChit.java:157) at com.sun.java.swing.plaf.gtk.GTKStyle.getInsets(GTKStyle.java:274) at javax.swing.plaf.synth.SynthStyle.installDefaults(SynthStyle.java:876 ) at javax.swing.plaf.synth.SynthLookAndFeel.updateStyle(SynthLookAndFeel. java:256) at javax.swing.plaf.synth.SynthPanelUI.updateStyle(SynthPanelUI.java:70) at javax.swing.plaf.synth.SynthPanelUI.installDefaults(SynthPanelUI.java :57) at javax.swing.plaf.basic.BasicPanelUI.installUI(BasicPanelUI.java:39) at javax.swing.plaf.synth.SynthPanelUI.installUI(SynthPanelUI.java:37) at javax.swing.JComponent.setUI(JComponent.java:673) at javax.swing.JPanel.setUI(JPanel.java:136) at javax.swing.JPanel.updateUI(JPanel.java:109) at javax.swing.JPanel.<init>(JPanel.java:69) at javax.swing.JPanel.<init>(JPanel.java:92) at javax.swing.JPanel.<init>(JPanel.java:100) at net.sf.colossus.client.Chit.<init>(Chit.java:79) at net.sf.colossus.client.Chit.<init>(Chit.java:68) at net.sf.colossus.client.BattleChit.<init>(BattleChit.java:58) at net.sf.colossus.client.Client.addBattleChit(Client.java:1926) at net.sf.colossus.client.Client.placeNewChit(Client.java:1892) at net.sf.colossus.client.SocketClientThread.callMethod(SocketClientThre ad.java:226) at net.sf.colossus.client.SocketClientThread.parseLine(SocketClientThrea d.java:117) at net.sf.colossus.client.SocketClientThread.run(SocketClientThread.java :88) Exception in thread "Client Blue" java.lang.NullPointerException at net.sf.colossus.client.BattleChit.getCreatureName(BattleChit.java:148 ) at net.sf.colossus.client.BattleChit.getName(BattleChit.java:157) at com.sun.java.swing.plaf.gtk.GTKStyle.getInsets(GTKStyle.java:274) at javax.swing.plaf.synth.SynthStyle.installDefaults(SynthStyle.java:876 ) at javax.swing.plaf.synth.SynthLookAndFeel.updateStyle(SynthLookAndFeel. java:256) at javax.swing.plaf.synth.SynthPanelUI.updateStyle(SynthPanelUI.java:70) at javax.swing.plaf.synth.SynthPanelUI.installDefaults(SynthPanelUI.java :57) at javax.swing.plaf.basic.BasicPanelUI.installUI(BasicPanelUI.java:39) at javax.swing.plaf.synth.SynthPanelUI.installUI(SynthPanelUI.java:37) at javax.swing.JComponent.setUI(JComponent.java:673) at javax.swing.JPanel.setUI(JPanel.java:136) at javax.swing.JPanel.updateUI(JPanel.java:109) at javax.swing.JPanel.<init>(JPanel.java:69) at javax.swing.JPanel.<init>(JPanel.java:92) at javax.swing.JPanel.<init>(JPanel.java:100) at net.sf.colossus.client.Chit.<init>(Chit.java:79) at net.sf.colossus.client.Chit.<init>(Chit.java:68) at net.sf.colossus.client.BattleChit.<init>(BattleChit.java:58) at net.sf.colossus.client.Client.addBattleChit(Client.java:1926) at net.sf.colossus.client.Client.placeNewChit(Client.java:1892) at net.sf.colossus.client.SocketClientThread.callMethod(SocketClientThre ad.java:226) at net.sf.colossus.client.SocketClientThread.parseLine(SocketClientThrea d.java:117) at net.sf.colossus.client.SocketClientThread.run(SocketClientThread.java :88) Exception in thread "Client Gold" java.lang.NullPointerException at net.sf.colossus.client.BattleChit.getCreatureName(BattleChit.java:148 ) at net.sf.colossus.client.BattleChit.getName(BattleChit.java:157) at com.sun.java.swing.plaf.gtk.GTKStyle.getInsets(GTKStyle.java:274) at javax.swing.plaf.synth.SynthStyle.installDefaults(SynthStyle.java:876 ) at javax.swing.plaf.synth.SynthLookAndFeel.updateStyle(SynthLookAndFeel. java:256) at javax.swing.plaf.synth.SynthPanelUI.updateStyle(SynthPanelUI.java:70) at javax.swing.plaf.synth.SynthPanelUI.installDefaults(SynthPanelUI.java :57) at javax.swing.plaf.basic.BasicPanelUI.installUI(BasicPanelUI.java:39) at javax.swing.plaf.synth.SynthPanelUI.installUI(SynthPanelUI.java:37) at javax.swing.JComponent.setUI(JComponent.java:673) at javax.swing.JPanel.setUI(JPanel.java:136) at javax.swing.JPanel.updateUI(JPanel.java:109) at javax.swing.JPanel.<init>(JPanel.java:69) at javax.swing.JPanel.<init>(JPanel.java:92) at javax.swing.JPanel.<init>(JPanel.java:100) at net.sf.colossus.client.Chit.<init>(Chit.java:79) at net.sf.colossus.client.Chit.<init>(Chit.java:68) at net.sf.colossus.client.BattleChit.<init>(BattleChit.java:58) at net.sf.colossus.client.Client.addBattleChit(Client.java:1926) at net.sf.colossus.client.Client.placeNewChit(Client.java:1892) at net.sf.colossus.client.SocketClientThread.callMethod(SocketClientThre ad.java:226) at net.sf.colossus.client.SocketClientThread.parseLine(SocketClientThrea d.java:117) at net.sf.colossus.client.SocketClientThread.run(SocketClientThread.java :88) Exception in thread "Client Green" java.lang.NullPointerException at net.sf.colossus.client.BattleChit.getCreatureName(BattleChit.java:148 ) at net.sf.colossus.client.BattleChit.getName(BattleChit.java:157) at com.sun.java.swing.plaf.gtk.GTKStyle.getInsets(GTKStyle.java:274) at javax.swing.plaf.synth.SynthStyle.installDefaults(SynthStyle.java:876 ) at javax.swing.plaf.synth.SynthLookAndFeel.updateStyle(SynthLookAndFeel. java:256) at javax.swing.plaf.synth.SynthPanelUI.updateStyle(SynthPanelUI.java:70) at javax.swing.plaf.synth.SynthPanelUI.installDefaults(SynthPanelUI.java :57) at javax.swing.plaf.basic.BasicPanelUI.installUI(BasicPanelUI.java:39) at javax.swing.plaf.synth.SynthPanelUI.installUI(SynthPanelUI.java:37) at javax.swing.JComponent.setUI(JComponent.java:673) at javax.swing.JPanel.setUI(JPanel.java:136) at javax.swing.JPanel.updateUI(JPanel.java:109) at javax.swing.JPanel.<init>(JPanel.java:69) at javax.swing.JPanel.<init>(JPanel.java:92) at javax.swing.JPanel.<init>(JPanel.java:100) at net.sf.colossus.client.Chit.<init>(Chit.java:79) at net.sf.colossus.client.Chit.<init>(Chit.java:68) at net.sf.colossus.client.BattleChit.<init>(BattleChit.java:58) at net.sf.colossus.client.Client.addBattleChit(Client.java:1926) at net.sf.colossus.client.Client.placeNewChit(Client.java:1892) at net.sf.colossus.client.SocketClientThread.callMethod(SocketClientThre ad.java:226) at net.sf.colossus.client.SocketClientThread.parseLine(SocketClientThrea d.java:117) at net.sf.colossus.client.SocketClientThread.run(SocketClientThread.java :88) Exception in thread "Client Red" java.lang.NullPointerException at net.sf.colossus.client.BattleChit.getCreatureName(BattleChit.java:148 ) at net.sf.colossus.client.BattleChit.getName(BattleChit.java:157) at com.sun.java.swing.plaf.gtk.GTKStyle.getInsets(GTKStyle.java:274) at javax.swing.plaf.synth.SynthStyle.installDefaults(SynthStyle.java:876 ) at javax.swing.plaf.synth.SynthLookAndFeel.updateStyle(SynthLookAndFeel. java:256) at javax.swing.plaf.synth.SynthPanelUI.updateStyle(SynthPanelUI.java:70) at javax.swing.plaf.synth.SynthPanelUI.installDefaults(SynthPanelUI.java :57) at javax.swing.plaf.basic.BasicPanelUI.installUI(BasicPanelUI.java:39) at javax.swing.plaf.synth.SynthPanelUI.installUI(SynthPanelUI.java:37) at javax.swing.JComponent.setUI(JComponent.java:673) at javax.swing.JPanel.setUI(JPanel.java:136) at javax.swing.JPanel.updateUI(JPanel.java:109) at javax.swing.JPanel.<init>(JPanel.java:69) at javax.swing.JPanel.<init>(JPanel.java:92) at javax.swing.JPanel.<init>(JPanel.java:100) at net.sf.colossus.client.Chit.<init>(Chit.java:79) at net.sf.colossus.client.Chit.<init>(Chit.java:68) at net.sf.colossus.client.BattleChit.<init>(BattleChit.java:58) at net.sf.colossus.client.Client.addBattleChit(Client.java:1926) at net.sf.colossus.client.Client.placeNewChit(Client.java:1892) at net.sf.colossus.client.SocketClientThread.callMethod(SocketClientThre ad.java:226) at net.sf.colossus.client.SocketClientThread.parseLine(SocketClientThrea d.java:117) at net.sf.colossus.client.SocketClientThread.run(SocketClientThread.java :88) Exception in thread "Client augustinku" java.lang.NullPointerException at net.sf.colossus.client.BattleChit.getCreatureName(BattleChit.java:148 ) at net.sf.colossus.client.BattleChit.getName(BattleChit.java:157) at com.sun.java.swing.plaf.gtk.GTKStyle.getInsets(GTKStyle.java:274) at javax.swing.plaf.synth.SynthStyle.installDefaults(SynthStyle.java:876 ) at javax.swing.plaf.synth.SynthLookAndFeel.updateStyle(SynthLookAndFeel. java:256) at javax.swing.plaf.synth.SynthPanelUI.updateStyle(SynthPanelUI.java:70) at javax.swing.plaf.synth.SynthPanelUI.installDefaults(SynthPanelUI.java :57) at javax.swing.plaf.basic.BasicPanelUI.installUI(BasicPanelUI.java:39) at javax.swing.plaf.synth.SynthPanelUI.installUI(SynthPanelUI.java:37) at javax.swing.JComponent.setUI(JComponent.java:673) at javax.swing.JPanel.setUI(JPanel.java:136) at javax.swing.JPanel.updateUI(JPanel.java:109) at javax.swing.JPanel.<init>(JPanel.java:69) at javax.swing.JPanel.<init>(JPanel.java:92) at javax.swing.JPanel.<init>(JPanel.java:100) at net.sf.colossus.client.Chit.<init>(Chit.java:79) at net.sf.colossus.client.Chit.<init>(Chit.java:68) at net.sf.colossus.client.BattleChit.<init>(BattleChit.java:58) at net.sf.colossus.client.Client.addBattleChit(Client.java:1926) at net.sf.colossus.client.Client.placeNewChit(Client.java:1892) at net.sf.colossus.client.SocketClientThread.callMethod(SocketClientThre ad.java:226) at net.sf.colossus.client.SocketClientThread.parseLine(SocketClientThrea d.java:117) at net.sf.colossus.client.SocketClientThread.run(SocketClientThread.java :88) ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-11-14 14:21 Message: Logged In: YES user_id=1717697 Originator: NO Hi, could you do some experiment whether your fault is related to changing the focus to some other window, as in this one: [ 824435 ] Unable to resolve battles in network games http://sourceforge.net/tracker/index.php?func=detail&aid=824435&group_id=1939&atid=101939 -Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-11-01 11:29 Message: Logged In: YES user_id=1717697 Originator: NO So, unless someone where it fails can run it from commandline and submit a copy paste of whats printed there, or use Java Web Start Console to get that output, there's not much we can do. The person who submitted as nobody: if you don't want to post your name or email here, or have no login id on sourceforge, you could also mail me directly -- my id and after that the "at" and the domain users.sourceforge.net - then we could discuss this more easily -- if you wish so. -Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-11-01 11:26 Message: Logged In: YES user_id=1717697 Originator: NO As said earlier: saving during battle and restore I don't expect to work properly. I have taken the saved game from other bug, and cleaned it (remove the line 1214, about the battle), and then I can load it, and the AIs happily fight. I have attached that cleaned xml file. I tried it with: newest SVN sources in Java 1.4.2, with last public build (20070906) with JRE 1.5.0_07, with last public build (20070906) with JRE 1.6.0 (cmdline it says: C:\Temp>java -version java version "1.6.0" Java(TM) SE Runtime Environment (build 1.6.0-b105) Java HotSpot(TM) Client VM (build 1.6.0-b105, mixed mode) ) - and all of them start nicely fighting, battle cleans up and it's augustinku's turn to split stacks. As said, attached the cleaned saved file. File Added: battlehangscleaned.xml ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-11-01 11:11 Message: Logged In: YES user_id=1717697 Originator: NO copying an update from the duplicate bug report to here: ---clip--- I've attached a save game file that hangs my machine. If I try to load the save game from the initial dialog, nothing happens. If I start a new game and then load the save game, it loads and hangs on the battle between two AIs. ---clap--- File Added: battlehangs.xml ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-11-01 11:05 Message: Logged In: YES user_id=1717697 Originator: NO ** Someone else ("nobody") reported in a new bug report ** "[ 1823753 ] Battle Hangs on Linux" the probably same issue: I've fought a few battles successfully, but once I ran into the battle hang, I keep getting it consistently. When the battle window opens, it asks me whether I want to concede and then nothing happens. The contents of both legions aren't displayed as usual. The cursor in the main window is spinning and the cursor in the battle window is normal. The log window didn't show anything interesting. I think it said battle started. I'm guessing it's some type of deadlock or race condition, since I've fought a few battles successfully. It's a single player game with 5 AIs. I tried against all human hater AIs and against all Milvang AIs and the bug still hapens. I've also tried playing without any of the additional windows like the caretaker and log window, but the bug remains. I'm running the 2007-09-06 build using Kubuntu 7.04 and Java 1.5.09. Linux ubuntu 2.6.20-16-generic #2 SMP Sun Sep 23 18:31:23 UTC 2007 x86_64 GNU/Linux ** Somewhat later: If I attack, I get the concede dialog. Then the game hangs. If I'm attacked, I don't get a flee dialog and the game hangs. If an AI attacks an AI the battle window appears and the game hangs. *** I am closing the other as duplicate. ---------------------------------------------------------------------- Comment By: Steven Zwanger (szwanger) Date: 2007-10-17 16:37 Message: Logged In: YES user_id=1913099 Originator: YES This problem hasn't happened again since my last post, but as soon as it does, I'll report what I find. >Did you get the usual "Flee" or "Propose/Fight" dialogs and >answer them? Yes. I have played Colossus earlier -- in fact, this version (20070906) is the only version I've played. I haven't reinstalled Java or upgraded anything on the PC. >Is it a difference whether you attack or are attacked? I think it's happened both ways, but I'm not positive. >I suppose you are playing against AIs ? Yes ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-10-17 11:19 Message: Logged In: YES user_id=1717697 Originator: NO Maybe the first thing to try is whether something is told in log window. During game startup, mark the checkbox "Log debug messages" (in Game Setup, Options tab, top middle checkbox). Then, when game started, in "Window" menu select "Log Window". A log window should appear somewhere. (it must be open before the problem happens; messages are not added there while it's closed...). So, next time when you can't move it in, let's see whether there is something printed in log window indicating why. What puzzles me is, that I normally don't get the error sound when I click wrong location or something; rather, only then, when I click on one window, while some other modal dialog ( i.e. one which demands response before anything else may continue) is still open and waiting for an answer. Did you get the usual "Flee" or "Propose/Fight" dialogs and answer them? Have you played Colossus earlier and now it stopped working due to new Colossus version, or changes on the PC (upgrades, reinstall, different java version than before, ...) - what is different now? Or is this the first time you try it at all ? Is it a difference whether you attack or are attacked? I suppose you are playing against AIs ? -Clemens ---------------------------------------------------------------------- Comment By: Steven Zwanger (szwanger) Date: 2007-10-17 01:41 Message: Logged In: YES user_id=1913099 Originator: YES I will try this with Autosave. I have since noticed this happening with other variants, and other battleboards such as Brush. I think it's always my first battle in the game. I am using Win98, Java 1.5.0_02, Colossus build 20070906, 128 MB RAM, and I run Colossus from a .jnlp file. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-10-16 11:10 Message: Logged In: YES user_id=1717697 Originator: NO Hmmm, interesting case... Well, saving during the middle of a battle is not working well anyway, as far as I know. You say "frequently" - so it's kind of semi-reproducible :) Well, once you have that, that game is broken, i.e. you can't continue it anyway, right? Is it the first battle in Ruins or Tower, or sometimes the first and sometime the third? It might be "if there has been a battle in some other land type before, it goes ok, otherwise not" or vice versa? Could you play in future with auto-save on (in the Game Setup is a checkbox). (you should clean the auto-save directory then every then and now ;-) (if you don't know, you can find out what the auto-save directory is on your disk, just when you use the Load game functionality - in the top of the dialog box is a directory pulldown combobox, so there you can see the directory tree....) This auto-save on creates an automatic save file at the begin of each phase (or something like that). And when the problem now happens again: Quit the game. Start Colossus again. NOW: PUT AUTOSAVE OFF NOW. Otherwise it creates always more, so it's hard to remember which was the "original last one" ... Next try to reload the last file, previous last file, third last file, etc, until you have found the one where you are just in "select first engagement now" phase. When the battle starts then, does it now hang too? If so, would be great -- then it would be a reproducible situation. Also, please tell which OS (Win 95, 98, 2000, XP) and which Java version (and Colossus build - I guess the latest?) you use (In Colossus, "Help => About" tells Java and Colossus version - and the "home directory" - the autosaves are in that directory, under .colossus/saves/ ... ), And how much memory you have? Do you use the WebStart or run from commandline? -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1813362&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-08-27 20:07:30
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Bugs item #2078529, was opened at 2008-08-27 18:22 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2078529&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: Accepted Priority: 5 Private: No Submitted By: Ben Bishop (benbishop) Assigned to: Clemens Katzer (cleka) Summary: Preferences Initial Comment: I play abyssal9, and I more or less _have_ to have the window scale set to '8' to play. Since the new version (20080822) the scale is now set in the Windows tab of the Preferences window. It may keep during a session, but it reset to 15 when I started a game a few days later. In addition, when you change the scale, the "Game Status" window also changes scale (but the "caretaker stacks" and "engagement status" windows do not -- i certainly don't think it should) Ben ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-08-27 23:07 Message: Logged In: YES user_id=1717697 Originator: NO All right... ok, basically it can be done that it is on start the same as in previous game. Only... - for good or bad, this effect then also the pick color and pick legion marker dialogs (and of course the status window). One can drag some of them bigger but ... well, interesting effects. BTW, not to mention the case if there is two boards (more than one human local player on this computer). If any of them changes it effects to both players windows ...somehow... (sooner or later. Or then, not). And which ends up in cf file, and/or during next load... pure randomly. Oh boy. :-( I think the whole thing needs reconsidering. Someone said already we should get rid of this scale issue and let Java/Swing take care of all scaling (based on window drag)... would be better probably, but lot of work. To get an usable solution in near future, my idea would be: Two scales, one for Masterboard and one for everything else. PickColor, PickMarker and Game status do not care about scale at all - they remain that big as they were before (that is, status window as high as before, width adjusting to player count; the pick* should perhaps adapt their size that way that a marker / color box ("button") is always "same big" - so if more markers, window grows etc. *just thinking loudly* -Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-08-27 22:33 Message: Logged In: YES user_id=1717697 Originator: NO You are right, one a new start in the preferences window it is again 15, and the board is drawn this size. BUT:... But even worse, the changed value *is* stored to the file, and if you change it in preferences first from 15 to same what it was stored, nothing will happen... it compares to the value in the options file, it's same, so it does not repaint. So you have first change to e.g. 9 and apply, and then to 8 and apply. ... Really room for improvement here. Right, to me it also looks as if status window is scaled, engagement & caretaker are not. Scaling status window does not make too much sense to me... [Event viewer *kind of* is: from scale change on they are displayed with new size, and on a redraw (e.g. change settings, which type of events to show), all are drawn with new scale, too. ] Yeah, something to fix here. And having different scales for different issues is on the to do list and in feature requests already for ... years. Thanks for pointing this out. I'll see what I can do. (except if someone else is faster *ggg*) Right now I am hunting why game loading sometimes does not work.... BR, Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2078529&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-08-27 19:33:54
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Bugs item #2078529, was opened at 2008-08-27 18:22 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2078529&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: Accepted Priority: 5 Private: No Submitted By: Ben Bishop (benbishop) >Assigned to: Clemens Katzer (cleka) Summary: Preferences Initial Comment: I play abyssal9, and I more or less _have_ to have the window scale set to '8' to play. Since the new version (20080822) the scale is now set in the Windows tab of the Preferences window. It may keep during a session, but it reset to 15 when I started a game a few days later. In addition, when you change the scale, the "Game Status" window also changes scale (but the "caretaker stacks" and "engagement status" windows do not -- i certainly don't think it should) Ben ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-08-27 22:33 Message: Logged In: YES user_id=1717697 Originator: NO You are right, one a new start in the preferences window it is again 15, and the board is drawn this size. BUT:... But even worse, the changed value *is* stored to the file, and if you change it in preferences first from 15 to same what it was stored, nothing will happen... it compares to the value in the options file, it's same, so it does not repaint. So you have first change to e.g. 9 and apply, and then to 8 and apply. ... Really room for improvement here. Right, to me it also looks as if status window is scaled, engagement & caretaker are not. Scaling status window does not make too much sense to me... [Event viewer *kind of* is: from scale change on they are displayed with new size, and on a redraw (e.g. change settings, which type of events to show), all are drawn with new scale, too. ] Yeah, something to fix here. And having different scales for different issues is on the to do list and in feature requests already for ... years. Thanks for pointing this out. I'll see what I can do. (except if someone else is faster *ggg*) Right now I am hunting why game loading sometimes does not work.... BR, Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2078529&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-08-27 15:22:49
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Bugs item #2078529, was opened at 2008-08-27 11:22 Message generated for change (Tracker Item Submitted) made by Item Submitter You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2078529&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: Ben Bishop (benbishop) Assigned to: Nobody/Anonymous (nobody) Summary: Preferences Initial Comment: I play abyssal9, and I more or less _have_ to have the window scale set to '8' to play. Since the new version (20080822) the scale is now set in the Windows tab of the Preferences window. It may keep during a session, but it reset to 15 when I started a game a few days later. In addition, when you change the scale, the "Game Status" window also changes scale (but the "caretaker stacks" and "engagement status" windows do not -- i certainly don't think it should) Ben ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2078529&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-08-25 21:11:33
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Bugs item #2072769, was opened at 2008-08-25 02:50 Message generated for change (Comment added) made by nobody You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2072769&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: AI Group: None Status: Open Resolution: None Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Clemens Katzer (cleka) Summary: Game hangs when AI titan killed by AI Initial Comment: I'd killed an AI titan already and the game didn't hang. When an AI (non-titan group) killed an AI titan the game hung on the dead titan's strikeback phase. Both were Rational AI. Playing Abyssal6. c_...@ya... ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2008-08-25 21:11 Message: Logged In: NO It was a 5 player game: 1) Human (me) 2) Rational AI - dead previously - killed by me 3) Rational AI - alive - not in the fight 4) Rational AI - alive - in the fight, just killed Rational AI #5 5) Rational AI - dead - just killed in the fight by Rational AI #4 I can get you the log and/or turn on debug logging in case it happens again, but you'd have to tell me where the log is and how to turn on extra logging information. I haven't run the game since it hung, so whatever state was maintained when I exited the board will remain. (To end that session I clicked the 'X' in the upper right of the window to close the game and then selected 'Close the board' and then exited the app. There were no popups. The 'done' button in the battle board UI was disabled. The 'Phase | Done' menu item did nothing (but was not disabled). The phase was stuck on "brown strikeback" -- brown being the recently deceased. I could find no way to proceed without exiting the game. cl ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-08-25 06:52 Message: Logged In: YES user_id=1717697 Originator: NO Hi, were you as human player still alive then? I noticed that there is a problem in some case: when AIs fight to the end, when the Titan is killed, the game does not update the Game status window, so it looks like there would still be 2 or more players alive, and the "XXX wins" is not displayed; but if one looks in the log, there is (perhaps 6-8.-last message) the "xxx wins!" log entry. Can you verify whether this is there / confirm you were still alive, and the last battle was NOT a Titan-vs-Titan battle? --- I've let the game run 100+ rounds of stresstest (all players AI against each other) and none of them did hang... they do autoquit when "xxx wins" is reached, but the message does not reach the client to be displayed there.) BR, Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2072769&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-08-25 19:50:08
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Bugs item #2074220, was opened at 2008-08-25 22:32 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2074220&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: 6 Private: No Submitted By: Clemens Katzer (cleka) Assigned to: Clemens Katzer (cleka) Summary: Exception while loading game with dead players Initial Comment: When loading a game (in which some players are already dead) game gets an exception: D:\workspace\Trunk1>java -Djava.util.logging.config.file=logging.properties -Xmx128M -jar Colossus.jar --load Round34.xml WARNING: Can't find legion for markerId 'Br04' SEVERE: Exception while waiting on selector java.lang.NullPointerException at net.sf.colossus.server.History.fireEventFromElement(History.java:368) at net.sf.colossus.server.History.fireEventsFromXML(History.java:211) at net.sf.colossus.server.GameServerSide.loadGame2(GameServerSide.java:1818) at net.sf.colossus.server.Server.startGameIfAllPlayers(Server.java:792) at net.sf.colossus.server.ClientHandler.callMethod(ClientHandler.java:209) at net.sf.colossus.server.ClientHandler.processInput(ClientHandler.java:137) at net.sf.colossus.server.Server.waitOnSelector(Server.java:292) at net.sf.colossus.server.Server.run(Server.java:145) Startup progress window is still up and says "ok, got all clients, game can start now" (and probably it would do so, but during doing so it dies with the exception). When one closes the window then with Abort button, plenty of error messages are printed to the console, and after that one is back to the main game setup (Player Selection) dialog. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-08-25 22:33 Message: Logged In: YES user_id=1717697 Originator: YES Trying once again to attach the file... ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2074220&group_id=1939 |