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From: SourceForge.net <no...@so...> - 2008-03-24 11:16:52
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Feature Requests item #503862, was opened at 2002-01-15 16:32 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=503862&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None >Status: Closed Priority: 2 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Clemens Katzer (cleka) Summary: Legion value Initial Comment: When I have to choose whether I flee or not I could you display the points that my legion is worth? Then I don't have to count myself and I can judge quicker what to do with this fight. Willem. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-03-24 13:16 Message: Logged In: YES user_id=1717697 Originator: NO Since legion value itself, in autoinspector, show legion and legion flyouts, and in flee window are fulfilled, I close this item here and created a new tracker item [ 1924254 ] Score of opponent with flee or without for the "opponents score in flee window ..." thing alone. -Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-10-30 22:53 Message: Logged In: YES user_id=1717697 Originator: NO Legion value in flee/concede and inspector/right click now done - but you won't see it before next public build. Opponents score before, with flee or not flee - interesting idea, but you have the score in Status window and now the legion score here -- halfening the legion value and adding two numbers shouldn't be impossible ;-) Anyway. Ben, if you still would like to get "oppenent's score with flee or not", can you make a new request for that only? I would like to close this one here in near future. -Clemens ---------------------------------------------------------------------- Comment By: Ben Bishop (benbishop) Date: 2003-06-28 03:54 Message: Logged In: YES user_id=14669 I also agree -- but more than what the legion is worth -- it should show the score of the opponent with you fleeing and without. It would also be nice to include the legion value on the 'ShowLegion' popup (I presume estimated if you don't know exactly what's in the legion) ---------------------------------------------------------------------- Comment By: David Ripton (dripton) Date: 2002-02-02 00:27 Message: Logged In: YES user_id=9425 We should do this. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=503862&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-03-24 11:13:24
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Feature Requests item #1924254, was opened at 2008-03-24 13:13 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=1924254&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: Clemens Katzer (cleka) Assigned to: Clemens Katzer (cleka) Summary: Score of opponent with flee or without Initial Comment: In "[ 503862 ] Legion value" user "benbishop" suggested/requested: > I also agree -- but more than what the legion > is worth -- it should show the score of the > opponent with you fleeing and without. Creating own request item for this by itself, because I close the other item as it's main subject is fulfilled. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=1924254&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-03-24 10:55:06
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Feature Requests item #1818878, was opened at 2007-10-24 00:58 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=1818878&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None >Status: Closed Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Clemens Katzer (cleka) Summary: total points for legion Initial Comment: It would be useful if the total points for a legion were displayed. You could put it in the title of the window where you display the contents of the legion. For example the title could be, "Black Axes - 128 points". It would speed up my gameplay quite a bit, since I always like to know how many points are around my stacks. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-03-24 12:54 Message: Logged In: YES user_id=1717697 Originator: NO Closing this, as the requested functionality is available since the 2007-12-24 build. Note that there is also another related feature coming: clicking on a players name in status window shows an info window with all kind of information about the player and his legions. This is so far only in the version in repository, we are not ready for the next public build right now. -Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-12-27 12:38 Message: Logged In: YES user_id=1717697 Originator: NO Good idea. This is now implemented, in various forms: autoinspector, right-click-legion-popups, and try also the legion flyouts popups feature (using the "shift" key, but probably that does not work when "Steal focus" is enabled). Please answer here if you think this is good, or good enough, or whatever. Then this request can be closed. I won't close or set pending it directly now, because then it appears from the list one sees by default, and this might confuse. It's so much easier if someone creates it as logged in SF user or at least provides some email address... -Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-10-24 21:47 Message: Logged In: YES user_id=1717697 Originator: NO Back to open, so that one still sees it in the list... -Cle. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-10-24 21:44 Message: Logged In: YES user_id=1717697 Originator: NO I like that idea. So much that I just simply did it (revision 2724) - but you will see it only after next public build. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=1818878&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-03-23 20:59:41
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Feature Requests item #1923805, was opened at 2008-03-23 21:50 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=1923805&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: Splitting Legions Initial Comment: I seem to remember when playing the board game (mine has since long gone to moving and gnawing dogs!), that when you split your legions that you are allowed to unsplit them if your only options are to attack another legion. However, in the downloadable Collossus game, the legions must remain split and one of the legions must attack. Can you look into this for me? Thanks, Dave Marshall hom...@co... ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-03-23 22:59 Message: Logged In: YES user_id=1717697 Originator: NO I am afraid you remember wrong. The only situation where you may unsplit is, if _all_ possible move target hexes are occupied by your own legions. You do not need to move another own legion away, or you may move an own to a place which then blocks the split ones so that none of them can move away. In that case you may unsplit. Rules say: >>>A Legion whose move would end on a Land occupied by another of the Mover's Legions may not make that move, unless the second Legion is also capable of moving and moves beforehand. The Mover is not forced to move a Legion just to allow another Legion to move (this may give the Mover the option of aborting the split of a new Legion by occupying the only Land the new Legion could move to).<<< Google for "Law of Titan" to get the rules. Bruno Wolff's Errata and clarification http://wolff.to/titan/errata.html seems not contain much more concrete statements either. Best Regards, Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=1923805&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-03-23 19:50:05
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Feature Requests item #1923805, was opened at 2008-03-23 12:50 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=1923805&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: Splitting Legions Initial Comment: I seem to remember when playing the board game (mine has since long gone to moving and gnawing dogs!), that when you split your legions that you are allowed to unsplit them if your only options are to attack another legion. However, in the downloadable Collossus game, the legions must remain split and one of the legions must attack. Can you look into this for me? Thanks, Dave Marshall hom...@co... ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=1923805&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-03-19 21:40:05
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Bugs item #1903348, was opened at 2008-02-27 21:35 Message generated for change (Settings changed) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1903348&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: Fixed Priority: 3 Private: No Submitted By: Clemens Katzer (cleka) Assigned to: Clemens Katzer (cleka) Summary: Abort startup button: ...run by other thread not implemented Initial Comment: When pressing the Abort button in Startup Progress Window (usually there's time for that only when waiting for a network player), on console comes this: C:\mywork\Trunk3>java -Djava.util.logging.config.file=logging.properties -Xmx128M -jar Colossus.jar SEVERE: disposeSC() run by other thread not implemented yet! SEVERE: disposeSC() run by other thread not implemented yet! SEVERE: disposeSC() run by other thread not implemented yet! SEVERE: disposeSC() run by other thread not implemented yet! Most likely the effect is that some thread(s) are not properly ended and objects not released; but another game can be started and JVM ends at the end cleanly anyway. This is r3243. I know whats the problem, just didn't implement that part properly yet when changing to NIO. -Clemens ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-03-19 23:39 Message: Logged In: YES user_id=1717697 Originator: YES Fixed in r3261 => Closed. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1903348&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-03-10 02:20:18
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Bugs item #1881641, was opened at 2008-01-29 00:00 Message generated for change (Comment added) made by sf-robot You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1881641&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: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: Game became stuck, but not totally locked 2 Initial Comment: I was not able to add an attachment to the previous bug, so I opened a new one. This was similar in that the game got stuck when I couldn't actually move any stacks, though clicking on them turned on and off the highlighting. In this case the rev was 3166. I also tried saving and reloading (the log file is from a reload attempt), but that didn't see to work either. There was at least one error message in the log file. ---------------------------------------------------------------------- >Comment By: SourceForge Robot (sf-robot) Date: 2008-03-09 19:20 Message: Logged In: YES user_id=1312539 Originator: NO This Tracker item was closed automatically by the system. It was previously set to a Pending status, and the original submitter did not respond within 14 days (the time period specified by the administrator of this Tracker). ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2008-02-24 03:17 Message: Logged In: YES user_id=1717697 Originator: NO We are in the middle of quite some architectural changes. This bug is about 100 revisions ago, and I think it should be resolved by now. For me it's working fine. I put this to pending, if nothing happens in a few weeks the system will then close it automatically. If you still have that problem, please report so or create a new one. --- The mentioned previous bug report was http://sourceforge.net/tracker/index.php?func=detail&aid=1880366&group_id=1939&atid=101939 I closed that other one as duplicate. -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1881641&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-02-29 01:58:08
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Bugs item #1900786, was opened at 2008-02-24 21:38 Message generated for change (Settings changed) made by peterbecker You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1900786&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: Fixed Priority: 3 Private: No Submitted By: Clemens Katzer (cleka) Assigned to: Peter Becker (peterbecker) Summary: Wrong land name in acquire xml data handled wrong Initial Comment: If a land name in the list of acquirables ("Efreet can be acquired on every 100 only in Mountains") is spelled wrong (in Undead it was: "Moutains"), the loader does not flag is as error, instead considers it as no contraint - can acquire it anywhere. Loader should validate (at least!) creature and land names on loading and flag as error. ---------------------------------------------------------------------- >Comment By: Peter Becker (peterbecker) Date: 2008-02-29 11:58 Message: Logged In: YES user_id=41603 Originator: NO Since the creatures are not defined yet when the terrains are loaded, the creature name is still not validated, but everything else is now. I left a TODO in the code to check the name -- I think that'll be good enough for now, so I close this ticket. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1900786&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-02-27 19:41:03
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Bugs item #1900789, was opened at 2008-02-24 13:41 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1900789&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: Called revealEvent(...) with empty creatureNames Initial Comment: Also during stresstest: 23.02.2008 02:10:00: Starting game #428 as variant Badlands java -ea -Djava.util.logging.config.file=logging.properties -Dnet.sf.colossus.forceViewBoard=yes -Dnet.sf.colossus.stressTestRounds=1 -Xmx128M -jar Colossus.jar -u0 -i6 -qgS -d 1 --variant Badlands WARNING: Called revealEvent(true, -null-, Gr10, [], 22) with empty creatureNames Happened about 3 times in 600 stresstest games. Did not investigate any further details yet, creating this report just as reminder. -Clemens ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-02-27 21:41 Message: Logged In: YES user_id=1717697 Originator: YES ... today I saw in the code, that this message can for example happen when angel is summoned out and this leaves an empty marker. (in every case, or only when just before game ends and then follows a "reveal everything to everyone" done by server?) So perhaps this is not a bug per se, then this warning could be removed... ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1900789&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-02-27 19:38:40
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Bugs item #1900807, was opened at 2008-02-24 13:59 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1900807&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: 5 Private: No Submitted By: Clemens Katzer (cleka) Assigned to: Clemens Katzer (cleka) Summary: Creating BattleMap should be done in EDT Initial Comment: Also during stresstest: There are two types of exceptions in EDT which occasionally occur, and for both I am pretty convinced it is because creating the battle map is not done in the EDT, as it should. The one is obviously related to battle map: java.lang.NullPointerException at net.sf.colossus.client.BattleMap.paintComponent(BattleMap.java:164) (but I got that only once), and the other I got perhaps 2-3 times in 600 stresstest game, is java.lang.ClassCastException at javax.swing.LayoutComparator.compare(LayoutComparator.java:72) >From what is in the log before and after it, it looks also like related to battle map. I tried once to put the wgole battle map creation into the EDT with invokeAndWait, but then it hangs. Using invokeLater has the risk that next activity from server comes already while battle map is not fully set up yet, so I don't dare to use that straing, without furhter changes to ensure proper order of execution. My idea how to tackle this would be, that the game flow is made like "next activity is triggered in server by a message from client "I am ready with battle setup". This message could be sent by nonGUI clients straight by the socket reader thread, but if GUI, by the runnable in EDT that creates the battle map, after it has done all that is needed. --- Attached the full exceptions. -Clemens ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-02-27 21:38 Message: Logged In: YES user_id=1717697 Originator: YES Fixed in 3239. With invokeAndWait() which is not the nicest possible solution, but anyway it's now safer. Since then I didn't get those two exceptions any more. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1900807&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-02-27 19:35:51
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Bugs item #1903348, was opened at 2008-02-27 21:35 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=1903348&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: Abort startup button: ...run by other thread not implemented Initial Comment: When pressing the Abort button in Startup Progress Window (usually there's time for that only when waiting for a network player), on console comes this: C:\mywork\Trunk3>java -Djava.util.logging.config.file=logging.properties -Xmx128M -jar Colossus.jar SEVERE: disposeSC() run by other thread not implemented yet! SEVERE: disposeSC() run by other thread not implemented yet! SEVERE: disposeSC() run by other thread not implemented yet! SEVERE: disposeSC() run by other thread not implemented yet! Most likely the effect is that some thread(s) are not properly ended and objects not released; but another game can be started and JVM ends at the end cleanly anyway. This is r3243. I know whats the problem, just didn't implement that part properly yet when changing to NIO. -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1903348&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-02-27 17:26:45
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Bugs item #1903253, was opened at 2008-02-27 19:26 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=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: None Priority: 7 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... ---------------------------------------------------------------------- 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...> - 2008-02-24 19:01:32
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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: 5 Private: No Submitted By: Nobody/Anonymous (nobody) >Assigned to: Clemens Katzer (cleka) >Summary: Nonentry of summoned or mustered unif 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: 2008-02-24 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...> - 2008-02-24 18:15:01
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Bugs item #1900956, was opened at 2008-02-24 10:15 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=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: None Group: None Status: Open Resolution: None Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: Nonentry os 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. ---------------------------------------------------------------------- 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...> - 2008-02-24 12:05:38
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Bugs item #1900812, was opened at 2008-02-24 14:05 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=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: Open Resolution: None 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 :-( ---------------------------------------------------------------------- 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...> - 2008-02-24 11:59:42
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Bugs item #1900807, was opened at 2008-02-24 13:59 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=1900807&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: Creating BattleMap should be done in EDT Initial Comment: Also during stresstest: There are two types of exceptions in EDT which occasionally occur, and for both I am pretty convinced it is because creating the battle map is not done in the EDT, as it should. The one is obviously related to battle map: java.lang.NullPointerException at net.sf.colossus.client.BattleMap.paintComponent(BattleMap.java:164) (but I got that only once), and the other I got perhaps 2-3 times in 600 stresstest game, is java.lang.ClassCastException at javax.swing.LayoutComparator.compare(LayoutComparator.java:72) >From what is in the log before and after it, it looks also like related to battle map. I tried once to put the wgole battle map creation into the EDT with invokeAndWait, but then it hangs. Using invokeLater has the risk that next activity from server comes already while battle map is not fully set up yet, so I don't dare to use that straing, without furhter changes to ensure proper order of execution. My idea how to tackle this would be, that the game flow is made like "next activity is triggered in server by a message from client "I am ready with battle setup". This message could be sent by nonGUI clients straight by the socket reader thread, but if GUI, by the runnable in EDT that creates the battle map, after it has done all that is needed. --- Attached the full exceptions. -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1900807&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-02-24 11:41:34
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Bugs item #1900789, was opened at 2008-02-24 13:41 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=1900789&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: Called revealEvent(...) with empty creatureNames Initial Comment: Also during stresstest: 23.02.2008 02:10:00: Starting game #428 as variant Badlands java -ea -Djava.util.logging.config.file=logging.properties -Dnet.sf.colossus.forceViewBoard=yes -Dnet.sf.colossus.stressTestRounds=1 -Xmx128M -jar Colossus.jar -u0 -i6 -qgS -d 1 --variant Badlands WARNING: Called revealEvent(true, -null-, Gr10, [], 22) with empty creatureNames Happened about 3 times in 600 stresstest games. Did not investigate any further details yet, creating this report just as reminder. -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1900789&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-02-24 11:38:41
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Bugs item #1900786, was opened at 2008-02-24 13:38 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=1900786&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: None Priority: 3 Private: No Submitted By: Clemens Katzer (cleka) Assigned to: Peter Becker (peterbecker) Summary: Wrong land name in acquire xml data handled wrong Initial Comment: If a land name in the list of acquirables ("Efreet can be acquired on every 100 only in Mountains") is spelled wrong (in Undead it was: "Moutains"), the loader does not flag is as error, instead considers it as no contraint - can acquire it anywhere. Loader should validate (at least!) creature and land names on loading and flag as error. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1900786&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-02-24 11:35:19
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Bugs item #1900784, was opened at 2008-02-24 13:35 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=1900784&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: AI Group: None Status: Open Resolution: None Priority: 3 Private: No Submitted By: Clemens Katzer (cleka) Assigned to: Clemens Katzer (cleka) Summary: AI : ... when there were none of those left! Initial Comment: During stresstest, perhaps in 1 out of 20 Undead games: 23.02.2008 14:31:48: Starting game #651 as variant Undead java -ea -Djava.util.logging.config.file=logging.properties -Dnet.sf.colossus.forceViewBoard=yes -Dnet.sf.colossus.stressTestRounds=1 -Xmx128M -jar Colossus.jar -u0 -i6 -qgS -d 1 --variant Undead SEVERE: Tried to addCreature Efreet when there were none of those left! WARNING: Legion Gr02 (Dagger) attempting to acquire one Efreet failed!! BTW, earlier the message was "... when they were all gone.", I just changes the text because the original text confused me. The root cause is same as in previous bug: [ 1900777 ] AI gets nak for doRecruit Illegal recruit (legion full) - the AI fires the acquire before the ack for previous had come, thus its local caretakers count is not in sync. with server. Should be fixed when the other one is fixed. I think in theory this can happen with any kind of acquireable, but Efreet seems to be the prime candidate (very good creature, only 6 available, and due to a bug in the variant data it was falsely considered that one can get it everywhere (land name was wrong). Now that type is fixed (and hopefully soon "if land name wrong it is flagged as error ", should not happen to efreet so often any more. -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1900784&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-02-24 11:27:49
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Bugs item #1900777, was opened at 2008-02-24 13:27 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=1900777&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: AI Group: None Status: Open Resolution: None Priority: 3 Private: No Submitted By: Clemens Katzer (cleka) Assigned to: Clemens Katzer (cleka) Summary: AI gets nak for doRecruit Illegal recruit (legion full) Initial Comment: During stresstest, happens in perhaps 1 out of 100 games: 24.02.2008 01:01:07: Starting game #688 as variant Beelzebub java -ea -Djava.util.logging.config.file=logging.properties -Dnet.sf.colossus.forceViewBoard=yes -Dnet.sf.colossus.stressTestRound s=1 -Xmx128M -jar Colossus.jar -u0 -i6 -qgS -d 1 --variant Beelzebub SEVERE: Illegal legion Gr11 (height=7) for recruit: Lich recruiterName Lich WARNING: Simple5 got nak for doRecruit Illegal recruit Found SEVERE, WARNING or Exception in /c/mywork/Trunk/tmp/stresstest/part.688.log - making backup of logs and autosave files... The actual cause is that the legion is full. AI gets offered from server two or more acquirables (or acuirables + one after battle reinforcement), and answers to them immediately as they come in. So when handing the 2nd it is not aware that it had already requested one (does not wait for ack from server, which would increase legions height, nor does it keep track of "I already requested one but did not get it). ( I intend to fix this by changing the whole acquiring procedure, also for humans.) ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1900777&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-02-24 11:19:40
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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: Open >Resolution: Later 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: 2008-02-24 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...> - 2008-02-24 11:17:51
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Bugs item #1881641, was opened at 2008-01-29 10:00 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1881641&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: Pending >Resolution: Out of Date Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: Game became stuck, but not totally locked 2 Initial Comment: I was not able to add an attachment to the previous bug, so I opened a new one. This was similar in that the game got stuck when I couldn't actually move any stacks, though clicking on them turned on and off the highlighting. In this case the rev was 3166. I also tried saving and reloading (the log file is from a reload attempt), but that didn't see to work either. There was at least one error message in the log file. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-02-24 13:17 Message: Logged In: YES user_id=1717697 Originator: NO We are in the middle of quite some architectural changes. This bug is about 100 revisions ago, and I think it should be resolved by now. For me it's working fine. I put this to pending, if nothing happens in a few weeks the system will then close it automatically. If you still have that problem, please report so or create a new one. --- The mentioned previous bug report was http://sourceforge.net/tracker/index.php?func=detail&aid=1880366&group_id=1939&atid=101939 I closed that other one as duplicate. -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1881641&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-02-24 11:17:09
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Bugs item #1880366, was opened at 2008-01-26 20:04 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1880366&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: Duplicate Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: Game became stuck, but not totally locked Initial Comment: I was playing a game and I became unable to move any of my stacks even though the ones that were allowed to move were highlighted and clicking on them changed the highlighting. The destinations were not highlighted. This happened in rev 3138. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-02-24 13:17 Message: Logged In: YES user_id=1717697 Originator: NO Duplicate / reported with more info later. See: See https://sourceforge.net/tracker/index.php?func=detail&aid=1881641&group_id=1939&atid=101939 ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1880366&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-02-24 11:09:07
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Bugs item #1857543, was opened at 2007-12-24 15:49 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1857543&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: Nobody/Anonymous (nobody) Assigned to: Clemens Katzer (cleka) Summary: "Done" option not available Initial Comment: Downloaded the latest build and it seemed to work fine for a few turns but then the "Done" option was not available after a recruitment, neither the button or the menu drop down. On following game starts it was unavailable from the begining. bre...@NO... ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-02-24 13:09 Message: Logged In: YES user_id=1717697 Originator: NO Now closing it, public build is out long enough ;-) ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-12-27 20:36 Message: Logged In: YES user_id=1717697 Originator: NO Setting it still back to Open so that people see it for a while. Just today someone made a similar report ;-/ ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-12-27 12:19 Message: Logged In: YES user_id=1717697 Originator: NO This is solved and available in newest public build. Additionally there is the force option for the case of "Done not available" (for whatever reason, e.g. after loading a game, but for that there is already a separate bug report anyway). I put this to pending, so if nobody speaks up system will close it after a few weeks. -Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-12-24 21:14 Message: Logged In: YES user_id=1717697 Originator: NO New, corrected version uploaded (now signed by me, not David). Give it a try. In case the Done button is still sometimes erronously disabled, there is now a "Force Done" menu item to get the game continued. -Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-12-24 19:13 Message: Logged In: YES user_id=1717697 Originator: NO Fix committed. Waiting if David can make the build (easier), otherwise I do it somewhat later this evening. _Clemens ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2007-12-24 19:03 Message: Logged In: NO Yep, Got the same thing. The new build is VERY nice btw, I really really like the changes to combat. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-12-24 18:04 Message: Logged In: YES user_id=1717697 Originator: NO I have now fixed one issue which might have caused this effect (a race condition); additionally I added a "Forced Done" to the phase menu with which one can override Client's (= MasterBoard's) idea "whether it's ok to be done right now or not". In worst case the server recjects it and a popup message dialog will tell you that. I am trying to make a public build now... -Clemens ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2007-12-24 17:54 Message: Logged In: NO Beating the dead horse. Same issue here. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2007-12-24 16:54 Message: Logged In: NO same ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-12-24 16:44 Message: Logged In: YES user_id=1717697 Originator: NO Raised priority because this is quite a showstopper for playing. Assigned to Peter because he touched this Done thing :) -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1857543&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2008-02-24 11:07:43
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Bugs item #1869100, was opened at 2008-01-11 11:01 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1869100&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: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: Angel summoning after titan kill issue Initial Comment: When a titan is eliminated in a battle the battle needs to be finished before the other stacks owned by that player have been dealt with. You aren't supposed to be able to summon an angel from any of those stacks that were engaged. However that isn't how things currently work in Colossus (r3018). ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2008-02-24 13:07 Message: Logged In: YES user_id=1717697 Originator: NO You are right. I made a bug report about it earlier, [ 1734912 ] dead player cleanup vs summon https://sourceforge.net/tracker/index.php?func=detail&aid=1734912&group_id=1939&atid=101939 but didn't fix it yet (it's not that easy). -CleKa ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1869100&group_id=1939 |