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From: SourceForge.net <no...@so...> - 2008-08-17 19:48:58
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Bugs item #1837822, was opened at 2007-11-25 02:24 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1837822&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: Closed >Resolution: Wont Fix Priority: 1 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Clemens Katzer (cleka) Summary: How to submit documentation typo? Initial Comment: When I come across a typo, mispelling, grammatical error, etc how to report it? Might as well work on the documentation as well the program. Also, how does on submit contributions to the documentation - ie I found it hard to figure this out, I want to make it easier for the next guy. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-08-17 22:48 Message: Logged In: YES user_id=1717697 Originator: NO Closing this. The document "Bug reports" tells how to submit bug reports in general; if it's in Documents, there is a special category, if it's somewhere else, one could put GUI or General or whatever. No point to keep this bug open. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-02-24 13:19 Message: Logged In: YES user_id=1717697 Originator: NO No answer any more ...hm. Leaving this bug report open for now, as reminder to describe this procedure somewhere. -Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-11-27 17:01 Message: Logged In: YES user_id=1717697 Originator: NO Bug type Documentation can be used for things wrong in documentation. If it's some texts in the game itself, I suggest you rather put it to e.g. "GUI". ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-11-26 10:00 Message: Logged In: YES user_id=1717697 Originator: NO Just submit a bug report for them. If others don't mind, I'd propose I could create a category "Documentation" in the bug tracker. Until then, just put them to General. Typos or similar in the program ... well, General or GUI ? Does not really matter, I'd say. If it's small things, few words or so, describing it in the tracker entry is enough. If it's several lines or paragraphs, you can attach the modified file directly to the bug report. (But PLEASE, if you edit it, edit them with some decent editor like Notepad, Editpad, Emacs, VI, so that in the new file really only the changed lines and words are changed, and NOT with Frontpage or Word or similar which rewrite a totally different file, all cells different/own formatting etc. ... ) -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1837822&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-08-17 13:51:28
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Bugs item #2049859, was opened at 2008-08-13 19:08 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2049859&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: 2 Private: No Submitted By: Clemens Katzer (cleka) Assigned to: Clemens Katzer (cleka) Summary: WARNING: got order to kill creature Angel... Initial Comment: After fixing: [ 2044243 ] "After summon and left offboard, can't after battle summon" now instead is printed some WARNING (2 times) to console: "WARNING: got order to kill creature Angel in legionEvent Revealing event: Gr02 battle starts but no such alive creature found!!" (I guess they come from the other, not involved clients). Separate tracker item for that because it's totally different issue and much less severe. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-08-17 16:51 Message: Logged In: YES user_id=1717697 Originator: YES Chances are good that this problem is now solved after re-setting donor to null when doing unsummon and before any new battle. Did not get this message after that any more, but let's see.... ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2049859&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-08-15 18:46:31
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Bugs item #2028230, was opened at 2008-07-25 20:51 Message generated for change (Settings changed) made by dranathi You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2028230&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: Nobody/Anonymous (nobody) >Assigned to: Dranathi (dranathi) Summary: Terrain penalties not applied in combat Initial Comment: Newest trunk version via Java Web Start. Penalties for terrain during battle are not being applied. Example: An ogre in the brambles striking another ogre is needing a 4 to hit, but non-native creatures should lose a skill factor striking in or out of brambles. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2008-07-29 15:25 Message: Logged In: NO I've noticed that too. Currently testing a patch. Appears to occur with Brambles only. Which Variant were you using? -Ed. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2028230&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-08-15 18:39:01
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Bugs item #1232961, was opened at 2005-07-05 19:23 Message generated for change (Settings changed) made by dranathi You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1232961&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: Variant Group: None >Status: Open Resolution: Wont Fix >Priority: 2 Private: No Submitted By: skripi (skripi) >Assigned to: Dranathi (dranathi) Summary: Symmetric Unified variant Initial Comment: Hi, the current 'unified' variant map is not symmectric as the old titan map is. It has 6 towers, 6 castles but 4 keeps. I changed the map and added to the left and right another keep. ---------------------------------------------------------------------- >Comment By: Dranathi (dranathi) Date: 2008-08-15 18:38 Message: Logged In: YES user_id=1735321 Originator: NO Re-opening and taking this tracker item to remind me to re-check the EXT. Variant business. I fixed it once, but forget if I ever committed the fixes.. I'll also look at adding the altered map as an alternate Variant. Note: Perhaps one should also look at Splitting the map from the Variant: so one can have a selection of mainboards for a given variant (Rules/ player count). ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-08-13 17:31 Message: Logged In: YES user_id=1717697 Originator: NO I am closing this. How many keeps a variant have is, I think, the smallest problem we worry about. About the whether loading an external variant is possible or not, there should be another tracker for it. Edward did some work on it while ago, so it might be that it nowadays works ok? Anyway thats a different issue and not a reason to keep this old one here open. -Clemens ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2007-03-26 17:06 Message: Logged In: NO I have seen the same problem when trying to run a variant. Pardon me for being "ignorant" but how can we make the Load External Variant" feature work. It appears as if it defaults back to the "Default" and never loads the external variant. Do the variants somehow get rolled into the jar file? robert mcdonnell mcm...@ya... ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2005-12-19 16:49 Message: Logged In: NO Yeah... just what that map needs, *more* keeps! ---------------------------------------------------------------------- Comment By: skripi (skripi) Date: 2005-07-05 23:26 Message: Logged In: YES user_id=729623 well - I have the files in the main distribution and include em in the jar file. -- i can load the variant. But if i put em externally: dir\SUnified dir\Abys6 dir\Undead dir\Default I cannot use or run the variant... It just uses the default setting... :(... ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1232961&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-08-14 05:51:49
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Bugs item #1849971, was opened at 2007-12-13 13:14 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1849971&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: Invalid Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) >Assigned to: Clemens Katzer (cleka) Summary: Reinforments skipped Initial Comment: The reinforments are skipped for stacks with 7 units. This does not happen until the first angel has been added to a stack either by summoning or by getting a new angel. After that, any stack with 7 creatures is automatically skipped in the reinforcements phase. /ent ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-08-14 08:51 Message: Logged In: YES user_id=1717697 Originator: NO I think this can be closed. -Clemens ---------------------------------------------------------------------- Comment By: EntZor (entzor) Date: 2007-12-13 19:42 Message: Logged In: YES user_id=1959089 Originator: NO I saw your comment, and therefore tried again. I reinstalled my java client, and now i cannot reproduce it. So it may have been something with my java installation. Sorry if you wasted a lot of time on this. Great game by the way. It is my favorite board game, so many thanks for making this pc version. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-12-13 17:12 Message: Logged In: YES user_id=1717697 Originator: NO I cannot confirm that. Is the point of your bug report that 1) it is not skipped before first summon or acquire, or 2) that it is skipped after that? I guess you mean 2). In 2) Do you mean "(after that, ) any stack which has 7 creatures _when_the_battle_starts is automatically skipped in the reinforcements phase in turn 4" ? That would be a bug. If they have 7 creatures in round 4, naturally they have to be skipped. ( do you target only to turn 4 reinforcement or also the defender-after-battle-reinforcement?) I tried it right now - 2 humans playing against each other, one angel was summoned, later I attack with a 4 stack a 7 stack (lions etc. in plains), kill 1 creature of the defender, press done until turn 4 is reached ... and it offers me whether to take centaur, lion or ranger. First I had tried it with a saved and reloadded game, and got reinforcement there too, so I tried explicitly to play from start, Colossus freshly started, until that point. (the only thing is, I did not summon myself, I did let the 2 players in Autoplay play some while to grow the stacks, and the acquire happened in battles during that autoplay-phase.) -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1849971&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-08-14 05:19:41
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Bugs item #1900956, was opened at 2008-02-24 20:15 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1900956&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: Accepted >Priority: 7 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Clemens Katzer (cleka) >Summary: Nonentry of summoned or mustered unit Initial Comment: The current rules interpretation is that if you don't enter a unit you have indicated you wanted to summon or muster during a battle, then you didn't summon or muster it. Based on the event record (I didn't check the caretaker stacks) it looks like colossus is slaying the unit instead. With the AI bug handling musters, this ends up happening a lot currently, though the impact on games is small. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-08-14 08:19 Message: Logged In: YES user_id=1717697 Originator: NO Increasing priority - this really should not happen. (I think for summon I fixed it recently, at least the unsummon (put it back to donor) works. Though it should be checked once again, too, whether it affects the caretaker... ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-02-24 21:01 Message: Logged In: YES user_id=1717697 Originator: NO You are right. I would have sworn I've seen pieces in the code which would handle that case right. But I just tried it - a reinforced but not entered behemoth lead indeed the caretaker to decrease the count for Behemoth (that legion lost the battle, BTW), and it's not corrected even after battle cleanup or next players turn started or something. So, this really needs fixing. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1900956&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-08-13 20:23:12
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Bugs item #1607636, was opened at 2006-12-03 03:16 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1607636&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: Works For Me Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) >Assigned to: Clemens Katzer (cleka) Summary: GUI unresponsive since work is done on EDT Initial Comment: You're most probably already aware of this but... When an AI player is thinking, the GUI freezes up. This happens during play in various situations, but in particularly when commencing battles and during battles. Some AI vs. AI battles are begun and ended with the battle window still being grey from not having been drawn. Also, when opening the Task Manager, you can see pretty intense java action during these periods. Without having had the time to look at the code, I suspect you refresh the view, when you move chits about, and that never happens when AI is thinking, so the screen is not redrawn. Maybe you don't need to create a threaded solution to have a decent GUI response. If you can yield control to the OS regularly, you will see both GUI being updated if you use a persistent canvas and CPU usage % drop to a more decent level. I cannot remember the Java way, but in C# you yield by inserting the command Application.DoEvents(); in your loops or whatever. There must be a similar way in Java, maybe Thread.Yield(); or something. Best regards, Christian ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-08-13 23:23 Message: Logged In: YES user_id=1717697 Originator: NO I queried from developers list on 2008-08-13 whether this is still an issue for anyone - for me, I never had problems with it. If there is no response in, hm, 6 weeks, I'd like to close this here. -Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-06-26 16:19 Message: Logged In: YES user_id=1717697 Originator: NO I think the yield() thing WOULD (COULD) help. AFAIK, the AI work is NOT done on the EDT - it is done in the SocketClientThread. So the only reason I can imagine why graphics freezes would be actually simply that the EDT does not get CPU time. Certain graphic updates (like, when user clicks on a legion, highlighting the possible target hexes), that IS done on the EDT, and I think that's OK. ( In fact one problem is rather, that certain graphic updates happen in the ClientThread whereas they are supposed to be done only by the EDT.) The AI thinking happens, when message from server comes to tell the client to make it's move; the socketclientthread parses the message and calls certain method in the client, which eventually calls certain methods in the SimpleAI.java (or whichever other AI). I don't know about java threads, does the JVM take CPU away from some threads eventually or not; but a more occasional yield() might really help. __Is there anyone on the colossus developers list who has thorough understanding of __the threads and their interaction, could confirm or deny this ? Haven't tried it yet, though... However, I do not experience much freezing (so that stuff is not redrawn) - perhaps my computer is simply fast enough; I do realize a delay, that I can't do anything with my stuff for several seconds, but if I remember right there was no problems like "clicking on menu does not react". So, attempting to add such yield(), judging then "is it now better or not" would be always very subjective impression.... ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2006-12-04 09:39 Message: Logged In: NO Ok, I'm sorry to hear that this was not as easy. You people have one a fantastic job on this game, I must say! ---------------------------------------------------------------------- Comment By: Peter Becker (peterbecker) Date: 2006-12-03 10:32 Message: Logged In: YES user_id=41603 Originator: NO Yes, this is known behaviour and it is not limited to the AIs (although most obvious there). Unfortunately the fix in Swing is not as easy as you propose, since the widgets are not native and have to be drawn by the JVM. To fix these issues you need to move your working code into a seperate thread outside the event dispatch thread (EDT), in which the callbacks etc. happen. There are standard patterns for that, but it is quite a bit of work to retrofit the existing code into that, esp. since some parts might rely on the blocking behaviour. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1607636&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-08-13 20:02:02
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Bugs item #1903253, was opened at 2008-02-27 19:26 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1903253&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: Later >Priority: 4 Private: No Submitted By: Clemens Katzer (cleka) Assigned to: Clemens Katzer (cleka) Summary: Close window: assertion error "No processingPlayerName" Initial Comment: Closing (that last?) MasterBoard window, with assertions enabled: C:\mywork\Trunk3>java -ea -Djava.util.logging.config.file=logging.properties -Xmx128M -jar Colossus.jar Exception in thread "Thread-2" java.lang.AssertionError: No processingPlayerName! at net.sf.colossus.server.Server.getPlayerName(Server.java:633) at net.sf.colossus.server.Server.unregisterSocketChannel(Server.java:558) at net.sf.colossus.server.Server.disconnectChannel(Server.java:509) at net.sf.colossus.server.Server.waitOnSelector(Server.java:320) at net.sf.colossus.server.Server.run(Server.java:140) Terminate batch job (Y/N)? ^C C:\mywork\Trunk3> Probably this is due to the fact that the window closing and all the server side shutdown I wrote only with "what comes from socket in mind". Needs some changes... ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-08-13 23:01 Message: Logged In: YES user_id=1717697 Originator: YES Since this does not affect real game, just "perfectness of programming", "do it right" style of stuff, I lower the priority of this one here to 4. -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1903253&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-08-13 20:00:29
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Bugs item #1401226, was opened at 2006-01-10 10:14 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1401226&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None >Status: Closed >Resolution: Fixed Priority: 5 Private: No Submitted By: DarthMordor1138 (darthmordor1138) >Assigned to: Clemens Katzer (cleka) Summary: Poor log window performance Initial Comment: when restarting a new game or reloading a saved state, the existing log window remains associated with the previous game. I have to close the old log window, uncheck and then recheck the "show log window" option. Also, the log is only accurate from time it is opened. Should it not show the whole game? -RB ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-08-13 23:00 Message: Logged In: YES user_id=1717697 Originator: NO The point of "having two open in 2nd came etc." was solved quite long ago. The point that "it shows only data from the moment on it was opened" it still true, and one can argue whether this is good or not, anyway it's not a bug; one might consider to make a feature request for different behavior. E.g. one might have both "hide" and "close" - if one hides, it keeps collecting but is just not in the way. In long games, this would probably mean enormous memory usage.... For the time being, I guess that won't be happening soon, and if one needs full logging info (well, up to 3 MB back - in default we log to 3 files each 1 MB) one can look at the log files on disk. >The log window is for debug information, it is not meant to > be a history of the game. Right. For seeing "what has happened during the game" as relevant revealed info, there is now the event viewer. So, I close this item here. -Clemens ---------------------------------------------------------------------- Comment By: Barrie Treloar (barrie) Date: 2006-02-18 09:12 Message: Logged In: YES user_id=184137 The log window is for debug information, it is not meant to be a history of the game. As such it will remember any information from the time you start Colossus until you quit. It will not - clear the log when starting a new game - load previous log message from saved games. However if you are saying that when starting a new game the Log Window is not showing the new games log information then that is an issue. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1401226&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-08-13 18:20:16
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Feature Requests item #2049539, was opened at 2008-08-13 15:25 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=2049539&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: 3 Private: No Submitted By: Clemens Katzer (cleka) Assigned to: Clemens Katzer (cleka) Summary: Summon angel during battle moves instead of before Initial Comment: as I asked on mailing list: could the angel summoning be part of the battle movement phase, instead of a before-move-decide-and-thats-it action? Details: Hi rules experts, I was considering whether to change the summoning during battle in that way, that it would be parallel to the moving (instead of as it is now: first one has to decide, and then one can start moving creatures around). I.e. from usability I think it would be nicer (and I think this way I played it on the board), that one can move creatures around first e.g. to see whether one would have space for the angel or not, then take it, and still move, etc. Also, I'd rather have it be possible that one could trigger the summon, look at it, cancel, ... move stuff around, and yet again, trigger the summoning once more. (right now it's ... once cancelled, and be it even by misclick: no 2nd chance). ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-08-13 21:20 Message: Logged In: YES user_id=1717697 Originator: YES If Summon is changed, ReEnforce should be changed as well to keep it symmetric. The possibility to cancel and do again, and/or undo and redo (when one accidentally mustered wrong), is probably the biggest benefit in implementing this. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=2049539&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-08-13 17:31:38
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Bugs item #1232961, was opened at 2005-07-05 22:23 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1232961&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: Variant Group: None >Status: Closed >Resolution: Wont Fix Priority: 5 Private: No Submitted By: skripi (skripi) >Assigned to: Clemens Katzer (cleka) Summary: Symmetric Unified variant Initial Comment: Hi, the current 'unified' variant map is not symmectric as the old titan map is. It has 6 towers, 6 castles but 4 keeps. I changed the map and added to the left and right another keep. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-08-13 20:31 Message: Logged In: YES user_id=1717697 Originator: NO I am closing this. How many keeps a variant have is, I think, the smallest problem we worry about. About the whether loading an external variant is possible or not, there should be another tracker for it. Edward did some work on it while ago, so it might be that it nowadays works ok? Anyway thats a different issue and not a reason to keep this old one here open. -Clemens ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2007-03-26 20:06 Message: Logged In: NO I have seen the same problem when trying to run a variant. Pardon me for being "ignorant" but how can we make the Load External Variant" feature work. It appears as if it defaults back to the "Default" and never loads the external variant. Do the variants somehow get rolled into the jar file? robert mcdonnell mcm...@ya... ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2005-12-19 18:49 Message: Logged In: NO Yeah... just what that map needs, *more* keeps! ---------------------------------------------------------------------- Comment By: skripi (skripi) Date: 2005-07-06 02:26 Message: Logged In: YES user_id=729623 well - I have the files in the main distribution and include em in the jar file. -- i can load the variant. But if i put em externally: dir\SUnified dir\Abys6 dir\Undead dir\Default I cannot use or run the variant... It just uses the default setting... :(... ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1232961&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-08-13 17:28:26
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Bugs item #1070314, was opened at 2004-11-21 07:06 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1070314&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: David Hibbs (sage_sam) >Assigned to: Clemens Katzer (cleka) Summary: Game hangs on turn 4 Initial Comment: Playing basic board with 6 players (1 human, 5 random AI). Twice in a row the game has hung after splitting stacks on turn 4 -- I am unable to advance the phase. I'm uploading the 2 save files. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-08-13 20:28 Message: Logged In: YES user_id=1717697 Originator: NO Lot of NPEs which caused game hang has been fixed in last 1-2 years, so this one here is most likely not an issue any more either. See previous response. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-08-13 20:28 Message: Logged In: YES user_id=1717697 Originator: NO This bug tracker item has been closed, since it is very old and probably not relevant any more. Colossus has been changed so much internally, that the problem situation most likely does not exist any more; but even if it would still exist, it would be hard to fix with the given info, because attached saved games don't work nowadays any more. Should someone again come over this bug situation, now a new bug tracker item should be created with a recent Colossus version. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1070314&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-08-13 17:26:13
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Bugs item #675579, was opened at 2003-01-27 19:48 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=675579&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: 6 Private: No Submitted By: Nobody/Anonymous (nobody) >Assigned to: Clemens Katzer (cleka) Summary: Out of memory when loading game Initial Comment: I get an Out Of Memory error when attempting to load a game. Please see the (hopefully) attached files. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-08-13 20:26 Message: Logged In: YES user_id=1717697 Originator: NO Default memeory heap size setting, Memory management (freeing objects), split predicit init, history stuff etc. was changed so much in those over 5 years that I consider this case here really a candidate for "obsolete". If someone encounters such a problem again a new report should be done for it... -Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-08-13 20:26 Message: Logged In: YES user_id=1717697 Originator: NO This bug tracker item has been closed, since it is very old and probably not relevant any more. Colossus has been changed so much internally, that the problem situation most likely does not exist any more; but even if it would still exist, it would be hard to fix with the given info, because attached saved games don't work nowadays any more. Should someone again come over this bug situation, now a new bug tracker item should be created with a recent Colossus version. ---------------------------------------------------------------------- Comment By: David Ripton (dripton) Date: 2003-01-28 16:56 Message: Logged In: YES user_id=9425 The attachment on the duplicate bug report was okay. I see the problem loading that savegame. Will debug it later. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2003-01-28 04:22 Message: Logged In: NO Cut and paste the attached text into a file called "file.uu". Winzip will decode the file to "UNKNOWN.001" (it's not UUENCODED, it's using BASE64 [which GNU textutils uuencode can decipher]). If you rename it to "file.gz", it will unpack to "03012701-02.xml". I've just tested that out by cutting from this page. I thought at one time you were able to attach multiple files to a bug report? ---------------------------------------------------------------------- Comment By: David Ripton (dripton) Date: 2003-01-28 00:57 Message: Logged In: YES user_id=9425 The History stuff is needed to initialize the split predictor. (And will be used for other things too.) You can't safely chop it out. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2003-01-27 23:54 Message: Logged In: NO I finally got it to load by removing the &lt;History&gt; stanza. However, all my stacks appeared as height 8, I couldn't see their contents, and I couldn't select stacks of colours that weren't my player colour (I inherited the stack chits when I defeated the other players). Something seems broken in the processing of the save game History section? ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2003-01-27 23:52 Message: Logged In: NO If I take out the <History> element, it loads, but all my stacks are height 8, I can't see their contents, and I can only move the ones of my player colour (not the ones of colours that I inherited from defeated foes). Something seems broken in the processing of the History element in the save game file. ---------------------------------------------------------------------- Comment By: David Ripton (dripton) Date: 2003-01-27 23:49 Message: Logged In: YES user_id=9425 Your attached savegame yielded a broken .gz file for me. It's big because we're tracking more information. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2003-01-27 23:43 Message: Logged In: NO I finally got it to stop crashing with a max-heap-size of 256m. However, although it no longer crashes, it seems to now just go into a sleep state, as though it's forgotten to pop up the UI. ??? Never mind, here's the last representative part of the gamelog file. Note: the last line seems to basically repeat forever (89Kb): - Called Player.setType() for Gold net.sf.colossus.client.CowardSimpleAI - Called Player.setType() for finder net.sf.colossus.client.Human - Called Player.setType() for Green net.sf.colossus.client.SimpleAI - Called Player.setType() for Brown net.sf.colossus.client.SimpleAI - initSocketServer maxClients = 2 - About to create server socket on port 26567 - Called Server.createLocalClient() for user - Random source unavailable ! Falling back on a PRNG Loading options from C:\Documents and Settings\user/.colossus/Colossus-finder.cfg - Switched to Look & Feel: javax.swing.plaf.metal.MetalLookAndFeel Loading options from C:\Documents and Settings\user/.colossus/Colossus-Green.cfg Got client connection from /127.0.0.1 Got client connection from /127.0.0.1 Decremented waitingForClients to 1 Decremented waitingForClients to 0 Warn: Called rollMovement() more than once Error: Certainty error in revealCreatures -- count is 5 height is 3 Error: Certainty error in revealCreatures -- count is 5 height is 3 Error: Certainty error in revealCreatures -- count is 4 height is 3 Error: Certainty error in revealCreatures -- count is 4 height is 3 Error: Tried to remove nonexistant creature Error: Certainty error in revealCreatures -- count is 4 height is 3 Error: Tried to remove nonexistant creature Error: Certainty error in revealCreatures -- count is 4 height is 3 Error: Certainty error in revealCreatures -- count is 4 height is 3 Error: Certainty error in revealCreatures -- count is 9 height is 8 Error: Certainty error in revealCreatures -- count is 9 height is 8 Error: Certainty error in revealCreatures -- count is 9 height is 8 Error: Certainty error in revealCreatures -- count is 9 height is 8 Error: Certainty error in revealCreatures -- count is 9 height is 8 Error: Certainty error in revealCreatures -- count is 9 height is 8 Error: Certainty error in revealCreatures -- count is 9 height is 8 Error: Certainty error in revealCreatures -- count is 9 height is 8 Error: Certainty error in revealCreatures -- count is 9 height is 8 Error: Certainty error in revealCreatures -- count is 9 height is 8 Error: Certainty error in revealCreatures -- count is 9 height is 8 Error: Certainty error in revealCreatures -- count is 9 height is 8 Error: Certainty error in revealCreatures -- count is 9 height is 8 Error: Certainty error in revealCreatures -- count is 9 height is 8 Error: Certainty error in revealCreatures -- count is 9 height is 8 Error: Certainty error in revealCreatures -- count is 9 height is 8 ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2003-01-27 23:03 Message: Logged In: NO Even with that increase in the initial VM size, I can't load the save file. Why is it all of a sudden so big? What can be safely trimmed out of it? ---------------------------------------------------------------------- Comment By: David Ripton (dripton) Date: 2003-01-27 21:41 Message: Logged In: YES user_id=9425 Happens with any really large savegame -- don't worry about the attachment. By default Java only uses 32 MB of heap, and loading really big (many players, many turns, many legions, etc.) savegames needs more. If you're running locally, you need to run java with "-Xmx64M". The "run" (Unix) / "run.bat" (Windows) files included with the distribution do this. Just double-clicking on the jar file does not, and I can't fix that. I changed the .jnlp file to allow using up to 128MB. So this should be fixed for Java Web Start users in the next build. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2003-01-27 19:54 Message: Logged In: NO begin-base64 644 03012701-02.xml.gz H4sICHNvNT4CAzAzMDEyNzAxLTAyLnhtbADkXVtz2ziyfharzn/Ael7iqkkk 8KLLlCdTsqzYnpEtH0lJamtrH2iJtlmmRBdJxfG/327cSYq6WfHszGZrEwBs ND50N7obEMg5+e37PCLfgiQN48WvR/RD44gEi2k8Cxf3vx59nnx63z767eP/ WSe9OIrTdJmOF/5T+hBnRh/7CAgI/Dn54iehv8jILEx+PerevqSpHzWPyF0Y Bbr+4ZufHJG67DNZJovr5fw2SD62nJO6URUEvWWSBIvsJvJfoJGe1PMNBaoH Pw0+2pqI1SWNnwSZ/6g68cYk8LNlEpCFP0eUYdKPgjl09aMjkgRzP1wwWYBg ZoE/g/lSjX4lh8V9kO9KHdm3saFrMn3wS929LXuf+lES3+dH3rZr8BDM4+wh 31lNub2+dw+ltUxWi8veMHTvIZwHib+6c3NDX2GUFbA3jfwyjeKntAL2hjmf Jf59vMgP3FImsqnvMpxVdN2Aue8n2cNqA9XzdjbwWGS5jk015/X9PoVJUDG0 vSX8cz+5j1+ioELmG+R2js4lP7C35ZzP46SoLj2st6FvEt7d7avr86WfzAD3 Xiv64mVWWBmqp7u+5+/+LbjQ5/gx19vdEvQfi/D+IdsL8iCsFPOGFXXlz0su yN1y1CswjHAaJ0GFWW6w7KtwEZc8GHW3lPXwPqkwaLphyiN09sl+4hr7kT/3 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qahwYa0uTxl32Uk1V9UlMg62DZX5pEOVfD0d8KGPE4oHfh5OMKUT7HMaL2ut YFo03sg/C4zTPHIOfbADk/BUES4P66BUPJwEtby5GfUaAGEt8xx1HkHWPYkc u84GnLmgorpN/dRHrAZQQGxHdKGojH33T8XREbpWzaa0MvBh7btd+5Z064wu UgmJP22dQ41kYrAUpJYintwUkickX5z76HgozQFwtmji4WGNolYE3mEMlfjc lbqw0azjgOWOF5TDZmtus51BOixhzcqtWdt1ZhseefbiUtwkTQ0aqRvkU64j psOt1IhDILlflxrOxvhEeyAR7xfZsFmOGlqbMNLJyetvI8X6G0LESM+6OVqJ s5E0ZgT0pOAmyGNQVdChVwSMiyfhMOjQd+krEJr6/7Ve3j/sBLJqQQOgOxoA vQZqMRuoNOMsgVpjRUcxsyEf9xMNiuywH2x0hFIA136W0f21EkN6WNdpKTmi vNc4cSJ7JpzVmo2DBHkeX22wnTdvH5n1mCVvOoz6+OGn5Xa3SV/Jvz9++H6z 2my3++1v6/hp+7ChdvJPZ/8PDQFkDkQZBQA= ==== ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2003-01-27 19:48 Message: Logged In: NO Argh, I posted the wrong attachment, and it won't let me add another? ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=675579&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-08-13 17:20:43
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Bugs item #700478, was opened at 2003-03-09 22:22 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=700478&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: 8 Private: No Submitted By: David desJardins (daviddesj) >Assigned to: Clemens Katzer (cleka) Summary: mandatory strike skipped Initial Comment: A player managed to end his strike phase without taking his mandatory strikes. This shouldn't be possible. Here's the relevant segment of the battle log. Note that Purple's Cyclops in E3 never takes a strike at the Ranger in D4, but the Ranger does take a counterstrike! I've included the complete game log as an attachment. Steve's battle turn, number 3 Battle phase advances to Move - removeCreature() Pu06(6): Cyclops* Cyclops* Gargoyle : Cyclops - revealCreatures() for Pu06(6): Cyclops* Cyclops* Gargoyle [Cyclops] - From client Steve: doBattleMove ~ 154 ~ E3 Cyclops moves from D2 to E3 - From client Steve: doBattleMove ~ 110 ~ F2 Gargoyle moves from D1 to F2 - From client Steve: undoBattleMove ~ F2 Gargoyle undoes move and returns to D1 - From client Steve: doBattleMove ~ 110 ~ F1 Gargoyle moves from D1 to F1 - From client Steve: doneWithBattleMoves Battle phase advances to Fight - From client Steve: doneWithBattleMoves Battle phase advances to Strikeback - From client DavidF: leaveCarryMode - From client DavidF: strike ~ 99 ~ E3 Ranger in D4 strikes Cyclops in Brambles hex E3 with strike number 3 : 2666: 3 hits - From client DavidF: doneWithStrikes ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-08-13 20:20 Message: Logged In: YES user_id=1717697 Originator: NO Fixed in r3309 (no public build yet). Server does now check that it's really BattleMove phase. ---------------------------------------------------------------------- Comment By: David Ripton (dripton) Date: 2003-03-11 01:15 Message: Logged In: YES user_id=9425 Right. doneWith* should only end the matching phase, not whatever phase it happens to be. ---------------------------------------------------------------------- Comment By: David desJardins (daviddesj) Date: 2003-03-10 23:57 Message: Logged In: YES user_id=718698 Regardless of client/server sync, doneWithBattleMoves shouldn't end his strike phase at all, right? ---------------------------------------------------------------------- Comment By: David Ripton (dripton) Date: 2003-03-10 17:55 Message: Logged In: YES user_id=9425 Looks like client/server sync problems. Two consecutive doneWithBattleMoves, no doneWithStrikes from Steve. We have code to prevent doneWithStrikes with forced strikes remaining, but it looks like it got bypassed here. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=700478&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-08-13 16:13:07
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Bugs item #2044310, was opened at 2008-08-09 23:56 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2044310&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: Clemens Katzer (cleka) Assigned to: Clemens Katzer (cleka) Summary: LoadGame: wrong legions existing/content/location Initial Comment: I reloaded a saved game, and even though it is my split turn, for Simple2 (blue) player two legions (bu07 and bu02) are on same hex (134) and worse, together they have 8 creatures. In the samed game xml file one can find that the legion had been split and merged (undone split) but it seems the merge info has not reached at least my client; (and since the legion gets created, create procedure creates it there where the parent is at that time) so it places both on 134. (in fact it was unsplit probably at 600 so there it ceased existing, so probably the actual bug is something like "client gets informed about existence of legion bu07 evenso legion was unsplit before proceeding to move phase...) Attached the saved game and a screenshot. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-08-13 19:13 Message: Logged In: YES user_id=1717697 Originator: YES One note: I tried to force that problem it manually, and then this did not happen. Perhaps it happens only if the AI did a split and is implicitly unsplit if the DONE is allowed because the split legions can't move away? ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2044310&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-08-13 16:11:30
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Bugs item #2044243, was opened at 2008-08-09 22:57 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2044243&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: Fixed Priority: 7 Private: No Submitted By: Clemens Katzer (cleka) Assigned to: Clemens Katzer (cleka) Summary: After summon and left offboard, can't after battle summon Initial Comment: If one has has done the summon in round 4, but left it offboard, one does not get the summon dialog in after battle dialog. I think this is a bug, because (IIRC) if one leaves a creature offboard in summon or reinforce, this should be be treated same as "if the summon/reinforce did never happen". Any rules experts opinion on this? (just for completeness: this is Java 1.5 on WinXP with newest revision from repository, i.e. r3293 - but I guess this has been always like that). ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-08-13 19:11 Message: Logged In: YES user_id=1717697 Originator: YES Fixed in r3307. Now come instead some warnings. => closing this one here, the other has no impact on the game (lower priority), and created for the warnings a new one instead: [ 2049859 ] WARNING: got order to kill creature Angel... ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2044243&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-08-13 16:08:40
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Bugs item #2049859, was opened at 2008-08-13 19:08 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=2049859&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: 2 Private: No Submitted By: Clemens Katzer (cleka) Assigned to: Clemens Katzer (cleka) Summary: WARNING: got order to kill creature Angel... Initial Comment: After fixing: [ 2044243 ] "After summon and left offboard, can't after battle summon" now instead is printed some WARNING (2 times) to console: "WARNING: got order to kill creature Angel in legionEvent Revealing event: Gr02 battle starts but no such alive creature found!!" (I guess they come from the other, not involved clients). Separate tracker item for that because it's totally different issue and much less severe. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2049859&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-08-13 14:11:18
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Bugs item #1900812, was opened at 2008-02-24 14:05 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1900812&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: GUI Group: None >Status: Closed >Resolution: Fixed Priority: 8 Private: No Submitted By: Clemens Katzer (cleka) Assigned to: Clemens Katzer (cleka) Summary: Preferences are not saved ? Initial Comment: I had the impression there is something not working quite a while, now I verified it in r3236: Modified preferences (I tried some auto-XXX settings, and/or the preferred colors), it seems are not saved. I start the game. Modify the settings. Menu => Quit. Then I start game again. Settings are back to what they were. I am sure the procedure used to work when the Preferences window war originally programmed - after all, then I tried it all the time. So something went broken in meanwhile :-( ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-08-13 17:11 Message: Logged In: YES user_id=1717697 Originator: YES Preferences (Options) are now saved always when user closes Preferences window, or at latest then when client exits. ---- Details: While ago Peter changed it already so that it is at least saved when client exits. Since r3305 now options are also saved back, when user closes the Preferences window. Since this is not an issue in prev. public build, thus everyone who noticed this problem uses the Experimental or pulls straight from SVN, I close this one here directly instead of waiting to next public build... ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1900812&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-08-13 12:25:02
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Feature Requests item #2049539, was opened at 2008-08-13 15:25 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=2049539&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: 3 Private: No Submitted By: Clemens Katzer (cleka) Assigned to: Clemens Katzer (cleka) Summary: Summon angel during battle moves instead of before Initial Comment: as I asked on mailing list: could the angel summoning be part of the battle movement phase, instead of a before-move-decide-and-thats-it action? Details: Hi rules experts, I was considering whether to change the summoning during battle in that way, that it would be parallel to the moving (instead of as it is now: first one has to decide, and then one can start moving creatures around). I.e. from usability I think it would be nicer (and I think this way I played it on the board), that one can move creatures around first e.g. to see whether one would have space for the angel or not, then take it, and still move, etc. Also, I'd rather have it be possible that one could trigger the summon, look at it, cancel, ... move stuff around, and yet again, trigger the summoning once more. (right now it's ... once cancelled, and be it even by misclick: no 2nd chance). ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=2049539&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-08-11 19:51:48
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Bugs item #1859016, was opened at 2007-12-27 19:33 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1859016&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: General Group: None Status: Open Resolution: None Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) >Assigned to: Clemens Katzer (cleka) Summary: Done key and box disabled ?randomly? Initial Comment: dec 23, 2007 version During the mustering phase the "done" button and the "d" key are disabled stopping the game on that phase. The only solution I've found is to save the game and reload it to be able to close out and move past that phase. I just registered under jde...@ya.... Great game! ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-08-11 22:51 Message: Logged In: YES user_id=1717697 Originator: NO Actually in a later change the situation changed again: Now the Done button and menu item are always in sync (menu item was still randomly wrong as before), but situations have been reported that since that change sometimes the en-/disabled state is wrong (not clear when and why exactly). As workaround to be able to continue the game there is now a "forced Done" menu item, in a case that Done button is disabled even if it's by the rules "ok" to be Done. (Server get's it right and thus accepts the "Done" message, just on client side something goes wrong... ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-12-27 20:27 Message: Logged In: YES user_id=1717697 Originator: NO Yes, this problem has been visible in the "first" build on december 24, but you say december 23. Perhaps time zone difference? Before the build on 24., the previous one was from september. Late evening 24. I did another build and uploaded it to sourceforge. This should 1) fix the problem and 2) for worst case additionally it has a "Force Done" menu item. Can you try again - possibly start the web start icon two times, until it says "checking for update" and downloads the new version. Unfortunately we name our builds only by date ;-) - but you can see whether you have the first or second build from whether it has a "Forced Done" menu item in phase menu. Regards, Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1859016&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-08-11 19:46:58
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Bugs item #1941803, was opened at 2008-04-14 10:45 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1941803&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: GUI Group: None Status: Open Resolution: Fixed Priority: 3 Private: No Submitted By: Clemens Katzer (cleka) Assigned to: Clemens Katzer (cleka) Summary: Color selection dialog sometimes wraps Initial Comment: Depending on screen resolution and scale value: In the color selection dialog, sometimes there are only 11 colors in first line, and the last (12th, usually indigo), is wrapped to next line; but this 2nd line is not visible to the user (the dialog is not high enough to show it, and there is no scrollbar). E.g. for 1280x1024, scale 15 its wrapped, but scale 14 it's fine. As far as I see this is a rather old issue, even already in revision 2952 from 3.1.2008, build with Java 1.4.2 , this happens. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-08-11 22:46 Message: Logged In: YES user_id=1717697 Originator: YES David changed this later (r3275), now Color selection dialog is displayed as 3x4 instead of all in one row. (Still no public build yet even now). ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-05-15 21:04 Message: Logged In: YES user_id=1717697 Originator: YES Fixed in r3271 (not in public build yet) ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1941803&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-08-11 19:40:01
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Bugs item #2046854, was opened at 2008-08-11 22:40 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=2046854&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: Clemens Katzer (cleka) Assigned to: Clemens Katzer (cleka) Summary: If Titan is killed in negotiation, game does not end Initial Comment: If in a negotiation a Titan is killed, the handle-negotiation code does not notice that the player is eliminated and thus game should be over. After I fixed the Negotiation stuff, so that clicking "Accept" actually works, I tried it (in a 2 human players game) with a Titan-vs-Titan fight. Offer was kill the one legion and most of the other legion. Negotiation was matched and processed and ended the battle, remaining creatures were back on board, but the game was not ended, no "xxx wins" dialog - the other player still had a legion on board, but no legion with a titan. This is in r3298. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2046854&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-08-11 19:32:50
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Bugs item #2026169, was opened at 2008-07-24 00:48 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2026169&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: 5 Private: No Submitted By: Nobody/Anonymous (nobody) >Assigned to: Clemens Katzer (cleka) Summary: Cannot Accept Negotiation on "Hotseat" 1 vs. 1 game Initial Comment: When one player offers another player a negotiation while playing hotseat style, the other player is unable to accept the deal. When they click accept, the window disappears, but the dialogue box still appears for the first player to accept/decline the initial offer. Attached is an image of what happens upon resending the offer. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-08-11 22:32 Message: Logged In: YES user_id=1717697 Originator: NO As I suspected, the problem is not the hotseat mode, but the fact that the negotiation dialog didn't/doesn't work at all - not in normal mode either. Now that the dialog is fixed (since revision r3295, 2008-08-10), it's working fine also in hotseat mode. Still, I leave this tracker item open until the next public build. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-08-09 23:06 Message: Logged In: YES user_id=1717697 Originator: NO Oh my... I wish I had never started that Hotset thingy... it's far from completed (e.g. does not cover battle board at all yet) and naturally I did not consider special cases like this. Perhaps I should mark it " (Experimental!)" in the startupdialog... ;-) What's worse, I have never managed to complete a negotiation with Colossus on either of my two computers (both XP) - it always keeps popping up windows, no matter what I click. I suspected the negotiation stuff simply does not work on XP at all and forgot about it for good... And since I cannot exercise a successful neg. dialog anyway, my chances of fixing this bug are rather modest :-( Can you confirm you did earlier do successful negotiations in non-Hotseat mode? -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2026169&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-08-09 20:56:04
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Bugs item #2044310, was opened at 2008-08-09 23:56 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=2044310&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: Clemens Katzer (cleka) Assigned to: Clemens Katzer (cleka) Summary: LoadGame: wrong legions existing/content/location Initial Comment: I reloaded a saved game, and even though it is my split turn, for Simple2 (blue) player two legions (bu07 and bu02) are on same hex (134) and worse, together they have 8 creatures. In the samed game xml file one can find that the legion had been split and merged (undone split) but it seems the merge info has not reached at least my client; (and since the legion gets created, create procedure creates it there where the parent is at that time) so it places both on 134. (in fact it was unsplit probably at 600 so there it ceased existing, so probably the actual bug is something like "client gets informed about existence of legion bu07 evenso legion was unsplit before proceeding to move phase...) Attached the saved game and a screenshot. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2044310&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-08-09 20:06:38
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Bugs item #2026169, was opened at 2008-07-24 00:48 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2026169&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: General Group: None Status: Open Resolution: None Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: David Ripton (dripton) Summary: Cannot Accept Negotiation on "Hotseat" 1 vs. 1 game Initial Comment: When one player offers another player a negotiation while playing hotseat style, the other player is unable to accept the deal. When they click accept, the window disappears, but the dialogue box still appears for the first player to accept/decline the initial offer. Attached is an image of what happens upon resending the offer. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-08-09 23:06 Message: Logged In: YES user_id=1717697 Originator: NO Oh my... I wish I had never started that Hotset thingy... it's far from completed (e.g. does not cover battle board at all yet) and naturally I did not consider special cases like this. Perhaps I should mark it " (Experimental!)" in the startupdialog... ;-) What's worse, I have never managed to complete a negotiation with Colossus on either of my two computers (both XP) - it always keeps popping up windows, no matter what I click. I suspected the negotiation stuff simply does not work on XP at all and forgot about it for good... And since I cannot exercise a successful neg. dialog anyway, my chances of fixing this bug are rather modest :-( Can you confirm you did earlier do successful negotiations in non-Hotseat mode? -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2026169&group_id=1939 |