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From: SourceForge.net <no...@so...> - 2007-12-30 22:03:48
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Bugs item #1861122, was opened at 2007-12-30 14:03 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=1861122&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: cannot launch Initial Comment: Starting on 12/28/07, I got the same error on launch as the submitter in 1860866. For reference, that error was: [ An error occurred while launching/running the application. Title: Colossus Vendor: Colossus dev team Category: Download Error Unable to load resource: http://colossus.sf.net/libs/werken.opt.jar ] As of 12/30/07, I am getting a different error message: [ An error occurred while launching/running the application. Title: Colossus Vendor: Colossus dev team Category: Launch File Error JAR resources in JNLP file are not signed by same certificate ] ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1861122&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2007-12-30 13:48:57
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Bugs item #1860866, was opened at 2007-12-30 14:18 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1860866&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: Java Group: None Status: Open >Resolution: Fixed >Priority: 8 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Clemens Katzer (cleka) Summary: Cannot launch Initial Comment: I get this from Java Web Start 1.2: An error occurred while launching/running the application. Title: Colossus Vendor: Colossus dev team Category: Download Error Unable to load resource: http://colossus.sf.net/libs/werken.opt.jar This just happened on 12/29/07. Sir...@co... ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2007-12-30 15:48 Message: Logged In: YES user_id=1717697 Originator: NO I have copied back the libs from a backup copy, and on 2nd try it acceptet them (first try it game some weird error). Can you try again? -Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-12-30 15:43 Message: Logged In: YES user_id=1717697 Originator: NO Right. I get the same. For some reason stuff was uploaded to ./libs/libs/werken.opt.jar instead of libs/werken.opt.jar. I have to rebuild and upload myself, since the file has even for me non-write permissions :-( -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1860866&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2007-12-30 13:43:37
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Bugs item #1860866, was opened at 2007-12-30 14:18 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1860866&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: Java Group: None Status: Open >Resolution: Accepted Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) >Assigned to: Clemens Katzer (cleka) Summary: Cannot launch Initial Comment: I get this from Java Web Start 1.2: An error occurred while launching/running the application. Title: Colossus Vendor: Colossus dev team Category: Download Error Unable to load resource: http://colossus.sf.net/libs/werken.opt.jar This just happened on 12/29/07. Sir...@co... ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2007-12-30 15:43 Message: Logged In: YES user_id=1717697 Originator: NO Right. I get the same. For some reason stuff was uploaded to ./libs/libs/werken.opt.jar instead of libs/werken.opt.jar. I have to rebuild and upload myself, since the file has even for me non-write permissions :-( -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1860866&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2007-12-30 12:18:16
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Bugs item #1860866, was opened at 2007-12-30 04:18 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=1860866&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: Java Group: None Status: Open Resolution: None Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: David Ripton (dripton) Summary: Cannot launch Initial Comment: I get this from Java Web Start 1.2: An error occurred while launching/running the application. Title: Colossus Vendor: Colossus dev team Category: Download Error Unable to load resource: http://colossus.sf.net/libs/werken.opt.jar This just happened on 12/29/07. Sir...@co... ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1860866&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2007-12-28 22:19:06
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Bugs item #1804635, was opened at 2007-09-29 10:55 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1804635&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: Network Group: None Status: Open Resolution: None Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Clemens Katzer (cleka) Summary: Game ends after first engagement Initial Comment: In playing a two-human networked game, at the end of an early engagement (usually the first) the game ends with the legions of the non-host player being removed as if his Titan were defeated. Still trying to reproduce the exact situation -- whether it can happen to the host player, if it is always the first. It seems to happen on flees and on fights. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2007-12-29 00:19 Message: Logged In: YES user_id=1717697 Originator: NO Well well. I still have no clue why that happens, but hey... there's hope! We have now "experimental builds" on our wiki page. I did recently quite some rework on how the sockets read/write data, and in particular which exceptions, error messages and such. This changes are not in the last public build, but in the experimental one. You could try whether this new version from our experimental build page: http://colossus.wiki.sourceforge.net/ExperimentalBuilds suffers the same problem. (you could get to that page like this: http://sourceforge.net/projects/colossus/ => Wiki => Wiki home brings you to http://colossus.wiki.sourceforge.net/ => left side "ExperimentalBuilds" brings you to the needed page ... http://colossus.wiki.sourceforge.net/ExperimentalBuilds and there is under the heading "Trunk Builds" you find "We now have a separate JNLP file Colossus-head-trunk.jnlp for running ..." Click on the "Colossus-head-trunk.jnlp" - this will start the game with that newest build which contains my network changes. Perhaps it solves the problem ... perhaps it at least write some more stuff to the log. If that still does not give a clue, I will make a special build with extra much log debug output :)) Regards, Clemens ---------------------------------------------------------------------- Comment By: General Lom (general_lom) Date: 2007-11-27 06:54 Message: Logged In: YES user_id=1902564 Originator: NO >Right now, I tried it having both of them on same computer, but when I kill the server (to see how the client reacts, what would be in his log), immediately also the client is gone. Is that the case for you too? Yes. >Or did you configure Web Start to store log to a file? (How?) The Java Web Start Console can disappear, but in the Flee scenario both consoles remain. But I log my console output to a file. Once I figured out that that Java Web Start Application Manager was different than the javaws.exe that ships with Java, it was easy :) Download it from Sun if necessary (http://java.sun.com/products/javawebstart/download.jsp), install and run it, then File/Preferences, Advanced. Then check the box and provide a log file location. I am assuming that JWSAM is fine to use with Java 1.6+ though it looks very old. Note: I encountered this bug before using JWSAM. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-11-26 12:11 Message: Logged In: YES user_id=1717697 Originator: NO OK, that are very good informations. I'll try to reproduce it with two computers using Java 1.6, when I can. Right now, I tried it having both of them on same computer, but when I kill the server (to see how the client reacts, what would be in his log), immediately also the client is gone. Is that the case for you too? If so, how do you get the log? As soon as Colossus is gone the Java console is gone, too :-/ Or did you configure Web Start to store log to a file? (How?) (Actually, when I use JRE1.6, I do not have a "Java Web Start" configuration, only thing I find is javacpl (control panel), and this has something for "Java console: Show console, Hide console, do not start console" but nothing for to configure a log file, like Java Web Start Application Manager in Java 1.4.2 has... -Clemens ---------------------------------------------------------------------- Comment By: General Lom (general_lom) Date: 2007-11-26 00:56 Message: Logged In: YES user_id=1902564 Originator: NO I have additional info: 1. This problem seems 100% reproducible. 2. It happens when the client player flees the first battle; this is easier to reproduce than an entire battle sequence, and eliminates numerous considerations. 3. I can reproduce it using two separate computers / IP addresses within my local home network. 4. I can *not* seem to reproduce it with two runs of Colossus from the same computer/IP. 5. It's clear that the connection between client and server gets lost, the question is exactly when and why. After the flee, the server's map is updated by removal of the legion that fled, and the Event Viewer window is similarly updated. On the client, these don't happen; the map still shows the two legions engaged on the battle location. 6. On one run in which there was a server muster pending after engagement resolution, the server error ("Connection reset") did not appear until after the one engagement was resolved and the muster was attempted, by clicking on the mustering legion. 7. Here's the server log tail from that case; the client log shows nothing except the "Connection reset" exception as well (source location is SocketClientThread:80): INFO: Phase advances to Fight Nov 25, 2007 1:20:13 AM net.sf.colossus.util.Log event INFO: Legion Gr10 (Laurel) flees from legion Bu08 (Moon) Nov 25, 2007 1:20:13 AM net.sf.colossus.util.Log event INFO: Blue earns 12.0 points Nov 25, 2007 1:20:13 AM net.sf.colossus.util.Log event INFO: Legion Gr10[Gargoyle, Gargoyle] is eliminated Nov 25, 2007 1:20:13 AM net.sf.colossus.util.Log event INFO: tellEngagementResultHandling, winner = Bu08 Nov 25, 2007 1:21:05 AM net.sf.colossus.util.Log event INFO: Phase advances to Muster Nov 25, 2007 1:21:28 AM net.sf.colossus.util.Log error SEVERE: Connection reset java.net.SocketException: Connection reset at java.net.SocketInputStream.read(Unknown Source) at sun.nio.cs.StreamDecoder.readBytes(Unknown Source) at sun.nio.cs.StreamDecoder.implRead(Unknown Source) at sun.nio.cs.StreamDecoder.read(Unknown Source) at java.io.InputStreamReader.read(Unknown Source) at java.io.BufferedReader.fill(Unknown Source) at java.io.BufferedReader.readLine(Unknown Source) at java.io.BufferedReader.readLine(Unknown Source) at net.sf.colossus.server.SocketServerThread.run(SocketServerThread.java:59) Nov 25, 2007 1:21:28 AM net.sf.colossus.util.Log event INFO: Legion Gr07[Angel, Centaur, Ogre, Ogre, Ogre, Centaur] is eliminated Nov 25, 2007 1:21:28 AM net.sf.colossus.util.Log event INFO: Legion Gr12[Titan, Cyclops, Centaur, Centaur] is eliminated Nov 25, 2007 1:21:28 AM net.sf.colossus.util.Log event INFO: lom dies Nov 25, 2007 1:21:28 AM net.sf.colossus.util.Log event INFO: Game over -- Blue wins at 1195982488765 8. To answer your questions below (which you answered yourself somewhat): No, the masterboard does not get closed explicitly from the GUI. The Flee dialog seems to terminate properly when the Flee button is clicked. 9. I've looked at some of the game code (I didn't mention I'm a java developer) and didn't see anything obvious to pursue. I'm not too familiar with what all could raise a SocketException - I assume if it were something like a malformed message between client and server, another exception would occur. Also, I suppose it could be improper thread synchronization, with the game phase or related date getting out of sync. Thanks, GL ---------------------------------------------------------------------- Comment By: General Lom (general_lom) Date: 2007-11-26 00:55 Message: Logged In: YES user_id=1902564 Originator: NO I have additional info: 1. This problem seems 100% reproducible. 2. It happens when the client player flees the first battle; this is easier to reproduce than an entire battle sequence, and eliminates numerous considerations. 3. I can reproduce it using two separate computers / IP addresses within my local home network. 4. I can *not* seem to reproduce it with two runs of Colossus from the same computer/IP. 5. It's clear that the connection between client and server gets lost, the question is exactly when and why. After the flee, the server's map is updated by removal of the legion that fled, and the Event Viewer window is similarly updated. On the client, these don't happen; the map still shows the two legions engaged on the battle location. 6. On one run in which there was a server muster pending after engagement resolution, the server error ("Connection reset") did not appear until after the one engagement was resolved and the muster was attempted, by clicking on the mustering legion. 7. Here's the server log tail from that case; the client log shows nothing except the "Connection reset" exception as well (source location is SocketClientThread:80): INFO: Phase advances to Fight Nov 25, 2007 1:20:13 AM net.sf.colossus.util.Log event INFO: Legion Gr10 (Laurel) flees from legion Bu08 (Moon) Nov 25, 2007 1:20:13 AM net.sf.colossus.util.Log event INFO: Blue earns 12.0 points Nov 25, 2007 1:20:13 AM net.sf.colossus.util.Log event INFO: Legion Gr10[Gargoyle, Gargoyle] is eliminated Nov 25, 2007 1:20:13 AM net.sf.colossus.util.Log event INFO: tellEngagementResultHandling, winner = Bu08 Nov 25, 2007 1:21:05 AM net.sf.colossus.util.Log event INFO: Phase advances to Muster Nov 25, 2007 1:21:28 AM net.sf.colossus.util.Log error SEVERE: Connection reset java.net.SocketException: Connection reset at java.net.SocketInputStream.read(Unknown Source) at sun.nio.cs.StreamDecoder.readBytes(Unknown Source) at sun.nio.cs.StreamDecoder.implRead(Unknown Source) at sun.nio.cs.StreamDecoder.read(Unknown Source) at java.io.InputStreamReader.read(Unknown Source) at java.io.BufferedReader.fill(Unknown Source) at java.io.BufferedReader.readLine(Unknown Source) at java.io.BufferedReader.readLine(Unknown Source) at net.sf.colossus.server.SocketServerThread.run(SocketServerThread.java:59) Nov 25, 2007 1:21:28 AM net.sf.colossus.util.Log event INFO: Legion Gr07[Angel, Centaur, Ogre, Ogre, Ogre, Centaur] is eliminated Nov 25, 2007 1:21:28 AM net.sf.colossus.util.Log event INFO: Legion Gr12[Titan, Cyclops, Centaur, Centaur] is eliminated Nov 25, 2007 1:21:28 AM net.sf.colossus.util.Log event INFO: lom dies Nov 25, 2007 1:21:28 AM net.sf.colossus.util.Log event INFO: Game over -- Blue wins at 1195982488765 8. To answer your questions below (which you answered yourself somewhat): No, the masterboard does not get closed explicitly from the GUI. The Flee dialog seems to terminate properly when the Flee button is clicked. 9. I've looked at some of the game code (I didn't mention I'm a java developer) and didn't see anything obvious to pursue. I'm not too familiar with what all could raise a SocketException - I assume if it were something like a malformed message between client and server, another exception would occur. Also, I suppose it could be improper thread synchronization, with the game phase or related date getting out of sync. Thanks, GL ---------------------------------------------------------------------- Comment By: General Lom (general_lom) Date: 2007-11-26 00:54 Message: Logged In: YES user_id=1902564 Originator: NO I have additional info: 1. This problem seems 100% reproducible. 2. It happens when the client player flees the first battle; this is easier to reproduce than an entire battle sequence, and eliminates numerous considerations. 3. I can reproduce it using two separate computers / IP addresses within my local home network. 4. I can *not* seem to reproduce it with two runs of Colossus from the same computer/IP. 5. It's clear that the connection between client and server gets lost, the question is exactly when and why. After the flee, the server's map is updated by removal of the legion that fled, and the Event Viewer window is similarly updated. On the client, these don't happen; the map still shows the two legions engaged on the battle location. 6. On one run in which there was a server muster pending after engagement resolution, the server error ("Connection reset") did not appear until after the one engagement was resolved and the muster was attempted, by clicking on the mustering legion. 7. Here's the server log tail from that case; the client log shows nothing except the "Connection reset" exception as well (source location is SocketClientThread:80): INFO: Phase advances to Fight Nov 25, 2007 1:20:13 AM net.sf.colossus.util.Log event INFO: Legion Gr10 (Laurel) flees from legion Bu08 (Moon) Nov 25, 2007 1:20:13 AM net.sf.colossus.util.Log event INFO: Blue earns 12.0 points Nov 25, 2007 1:20:13 AM net.sf.colossus.util.Log event INFO: Legion Gr10[Gargoyle, Gargoyle] is eliminated Nov 25, 2007 1:20:13 AM net.sf.colossus.util.Log event INFO: tellEngagementResultHandling, winner = Bu08 Nov 25, 2007 1:21:05 AM net.sf.colossus.util.Log event INFO: Phase advances to Muster Nov 25, 2007 1:21:28 AM net.sf.colossus.util.Log error SEVERE: Connection reset java.net.SocketException: Connection reset at java.net.SocketInputStream.read(Unknown Source) at sun.nio.cs.StreamDecoder.readBytes(Unknown Source) at sun.nio.cs.StreamDecoder.implRead(Unknown Source) at sun.nio.cs.StreamDecoder.read(Unknown Source) at java.io.InputStreamReader.read(Unknown Source) at java.io.BufferedReader.fill(Unknown Source) at java.io.BufferedReader.readLine(Unknown Source) at java.io.BufferedReader.readLine(Unknown Source) at net.sf.colossus.server.SocketServerThread.run(SocketServerThread.java:59) Nov 25, 2007 1:21:28 AM net.sf.colossus.util.Log event INFO: Legion Gr07[Angel, Centaur, Ogre, Ogre, Ogre, Centaur] is eliminated Nov 25, 2007 1:21:28 AM net.sf.colossus.util.Log event INFO: Legion Gr12[Titan, Cyclops, Centaur, Centaur] is eliminated Nov 25, 2007 1:21:28 AM net.sf.colossus.util.Log event INFO: lom dies Nov 25, 2007 1:21:28 AM net.sf.colossus.util.Log event INFO: Game over -- Blue wins at 1195982488765 8. To answer your questions below (which you answered yourself somewhat): No, the masterboard does not get closed explicitly from the GUI. The Flee dialog seems to terminate properly when the Flee button is clicked. 9. I've looked at some of the game code (I didn't mention I'm a java developer) and didn't see anything obvious to pursue. I'm not too familiar with what all could raise a SocketException - I assume if it were something like a malformed message between client and server, another exception would occur. Also, I suppose it could be improper thread synchronization, with the game phase or related date getting out of sync. Thanks, GL ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-11-05 12:48 Message: Logged In: YES user_id=1717697 Originator: NO Very strange. From the logs it basically looks as if both sides get the "the network connection was ended from the other side". I.e. a network problem, e.g. firewall or similar closed connection because it thinks the session is over. One thing makes me suspicious, that in client side the optionTrigger for board and battleboard location are run just before it ends (see below). Those are usually done when the board is closed due to user request. Is it possible that the other user (the client) has closed his battlemap when the battle was nearly over? Because, if one does so, this closes both battle and main board (after a confirmation window "do you really want to quit?") If he just did "let's close the board, battle is mostly over" (e.g. instead of a strikeback which can't effect anything anyway) and did not read the dialog carefully, this indeed would cause a somewhat similar behavior. Although, when I tried that now, I did not get the reset message in the client. But this does not mean this can't be the reason - the order in which things are shutdown is random, sometimes one gets the exception and sometimes not. If, at the other hand, I kill my server, my client ONLY gets the exception, no "save location" triggers. >From the client log you submitted: Nov 3, 2007 9:39:09 PM net.sf.colossus.util.Log event INFO: optionTrigger PickCarryLocation Y : 341 Nov 3, 2007 9:42:05 PM net.sf.colossus.util.Log event INFO: optionTrigger BattleMapLocation X : 347 Nov 3, 2007 9:42:05 PM net.sf.colossus.util.Log event INFO: optionTrigger BattleMapLocation Y : 16 Nov 3, 2007 9:42:05 PM net.sf.colossus.util.Log event INFO: optionTrigger MasterBoardScreenLocation X : 294 Nov 3, 2007 9:42:05 PM net.sf.colossus.util.Log event INFO: optionTrigger MasterBoardScreenLocation Y : 27 java.net.SocketException: Connection reset --- Does it happen only if you play against that particular player? (=> does it happen if you play with someone else? does it happen if he plays with someone else?) One detail which does not fit into the puzzle is, that you mentioned once "happens also in flee situations" - and there the scenario of above does not apply)-: The flee or concede dialogs should not cause the "big boards" to die. Regards, Clemens ---------------------------------------------------------------------- Comment By: General Lom (general_lom) Date: 2007-11-04 10:27 Message: Logged In: YES user_id=1902564 Originator: NO Here is a fresh server log / client log pair. It looks somewhat different from the first server log (no illegally leaving carry mode etc.) maybe because in this game the client player won. Client is named Bllyboy in this log, not Owner. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ server log Java Web Start Console, started Sat Nov 03 21:30:41 PDT 2007 Java 2 Runtime Environment: Version 1.6.0_02 by Sun Microsystems Inc. Logging to file: c:\Temp\javaws.log Nov 3, 2007 9:30:42 PM net.sf.colossus.util.Log event INFO: Start for Colossus version 20070906 at 1194150642843 Nov 3, 2007 9:30:42 PM net.sf.colossus.util.Log event INFO: Loading options from C:\Documents and Settings\thomas/.colossus/Colossus-server.cfg Nov 3, 2007 9:31:05 PM net.sf.colossus.util.Log event INFO: Starting new game Nov 3, 2007 9:31:05 PM net.sf.colossus.util.Log event INFO: Add Human player <By color>0 Nov 3, 2007 9:31:05 PM net.sf.colossus.util.Log event INFO: Add Network player <By client>1 Nov 3, 2007 9:31:05 PM net.sf.colossus.util.Log event INFO: Got client connection from /127.0.0.1 Nov 3, 2007 9:31:05 PM net.sf.colossus.util.Log event INFO: Decremented waitingForClients to 1 Nov 3, 2007 9:32:35 PM net.sf.colossus.util.Log event INFO: Got client connection from /70.171.171.158 Nov 3, 2007 9:32:35 PM net.sf.colossus.util.Log event INFO: Decremented waitingForClients to 0 Nov 3, 2007 9:32:35 PM net.sf.colossus.util.Log event INFO: optionTrigger Auto play : false Nov 3, 2007 9:32:35 PM net.sf.colossus.util.Log event INFO: optionTrigger Player type : net.sf.colossus.client.Human Nov 3, 2007 9:32:35 PM net.sf.colossus.util.Log event INFO: optionTrigger Variant : Default Nov 3, 2007 9:32:35 PM net.sf.colossus.util.Log event INFO: optionTrigger EventExpire : 5 Nov 3, 2007 9:32:35 PM net.sf.colossus.util.Log event INFO: optionTrigger Log debug messages : true Nov 3, 2007 9:32:35 PM net.sf.colossus.util.Log event INFO: optionTrigger ViewMode : Only own legions Nov 3, 2007 9:32:35 PM net.sf.colossus.util.Log event INFO: optionTrigger Run network client : false Nov 3, 2007 9:32:35 PM net.sf.colossus.util.Log event INFO: optionTrigger Autosave : true Nov 3, 2007 9:32:35 PM net.sf.colossus.util.Log event INFO: optionTrigger GetPlayersLocation Y : 35 Nov 3, 2007 9:32:35 PM net.sf.colossus.util.Log event INFO: optionTrigger GetPlayersLocation X : 490 Nov 3, 2007 9:32:35 PM net.sf.colossus.util.Log event INFO: <By color>0 gets tower 600 Nov 3, 2007 9:32:35 PM net.sf.colossus.util.Log event INFO: Bllyboy gets tower 300 Nov 3, 2007 9:32:36 PM net.sf.colossus.util.Log event INFO: optionTrigger Recruit events : true Nov 3, 2007 9:32:36 PM net.sf.colossus.util.Log event INFO: optionTrigger Split events : true Nov 3, 2007 9:32:36 PM net.sf.colossus.util.Log event INFO: optionTrigger Teleport events : true Nov 3, 2007 9:32:36 PM net.sf.colossus.util.Log event INFO: optionTrigger Summon events : true Nov 3, 2007 9:32:36 PM net.sf.colossus.util.Log event INFO: optionTrigger Acquire events : true Nov 3, 2007 9:32:36 PM net.sf.colossus.util.Log event INFO: optionTrigger Engagement won events : true Nov 3, 2007 9:32:36 PM net.sf.colossus.util.Log event INFO: optionTrigger Engagement lost events : true Nov 3, 2007 9:32:36 PM net.sf.colossus.util.Log event INFO: optionTrigger Mulligans : true Nov 3, 2007 9:32:36 PM net.sf.colossus.util.Log event INFO: optionTrigger Movement rolls : true Nov 3, 2007 9:32:36 PM net.sf.colossus.util.Log event INFO: optionTrigger Turn change info : true Nov 3, 2007 9:32:36 PM net.sf.colossus.util.Log event INFO: optionTrigger Player change info : false Nov 3, 2007 9:32:36 PM net.sf.colossus.util.Log event INFO: optionTrigger Auto-scroll to end : true Nov 3, 2007 9:32:36 PM net.sf.colossus.util.Log event INFO: optionTrigger Hide undone events : false Nov 3, 2007 9:32:36 PM net.sf.colossus.util.Log event INFO: optionTrigger Maximum number of turns to display : 3 Nov 3, 2007 9:32:36 PM net.sf.colossus.util.Log event INFO: optionTrigger Event ViewerLocation X : 0 Nov 3, 2007 9:32:36 PM net.sf.colossus.util.Log event INFO: optionTrigger Event ViewerLocation Y : 0 Nov 3, 2007 9:32:36 PM net.sf.colossus.util.Log event INFO: optionTrigger Event ViewerSize X : 228 Nov 3, 2007 9:32:36 PM net.sf.colossus.util.Log event INFO: optionTrigger Event ViewerSize Y : 277 Nov 3, 2007 9:32:40 PM net.sf.colossus.util.Log event INFO: Bllyboy chooses color Red Nov 3, 2007 9:32:43 PM net.sf.colossus.util.Log event INFO: optionTrigger PickColorLocation X : 29 Nov 3, 2007 9:32:43 PM net.sf.colossus.util.Log event INFO: optionTrigger PickColorLocation Y : 464 Nov 3, 2007 9:32:43 PM net.sf.colossus.util.Log event INFO: Blue chooses color Blue Nov 3, 2007 9:32:45 PM net.sf.colossus.util.Log event INFO: optionTrigger PickMarkerLocation X : 276 Nov 3, 2007 9:32:45 PM net.sf.colossus.util.Log event INFO: optionTrigger PickMarkerLocation Y : 469 Nov 3, 2007 9:32:45 PM net.sf.colossus.util.Log event INFO: Blue selects initial marker Nov 3, 2007 9:32:45 PM net.sf.colossus.util.Log event INFO: First Titan recruited Nov 3, 2007 9:32:45 PM net.sf.colossus.util.Log event INFO: First Angel recruited Nov 3, 2007 9:32:45 PM net.sf.colossus.util.Log event INFO: First Ogre recruited Nov 3, 2007 9:32:45 PM net.sf.colossus.util.Log event INFO: First Centaur recruited Nov 3, 2007 9:32:45 PM net.sf.colossus.util.Log event INFO: First Gargoyle recruited Nov 3, 2007 9:32:45 PM net.sf.colossus.util.Log event INFO: Bllyboy selects initial marker Nov 3, 2007 9:32:45 PM net.sf.colossus.util.Log event INFO: Last Titan recruited Nov 3, 2007 9:32:55 PM net.sf.colossus.util.Log event INFO: optionTrigger SplitLegionLocation X : 359 Nov 3, 2007 9:32:55 PM net.sf.colossus.util.Log event INFO: optionTrigger SplitLegionLocation Y : 426 Nov 3, 2007 9:32:55 PM net.sf.colossus.util.Log event INFO: 4 creatures are split off from legion Bu02 (Bat) into new legion Bu05 (Egg) Nov 3, 2007 9:32:56 PM net.sf.colossus.util.Log event INFO: Phase advances to Move Nov 3, 2007 9:32:56 PM net.sf.colossus.util.Log event INFO: Blue rolls a 5 for movement Nov 3, 2007 9:33:17 PM net.sf.colossus.util.Log event INFO: Legion Bu02 (Bat) in 600 moves to Swamp hex 42 entering on Bottom Nov 3, 2007 9:33:23 PM net.sf.colossus.util.Log event INFO: Legion Bu05 (Egg) in 600 moves to Brush hex 38 entering on Bottom Nov 3, 2007 9:33:24 PM net.sf.colossus.util.Log event INFO: Phase advances to Fight Nov 3, 2007 9:33:24 PM net.sf.colossus.util.Log event INFO: Phase advances to Muster Nov 3, 2007 9:33:26 PM net.sf.colossus.util.Log event INFO: optionTrigger PickRecruitLocation X : 471 Nov 3, 2007 9:33:26 PM net.sf.colossus.util.Log event INFO: optionTrigger PickRecruitLocation Y : 421 Nov 3, 2007 9:33:26 PM net.sf.colossus.util.Log event INFO: Legion Bu05 (Egg) in Brush hex 38 recruits Gargoyle with 1 Gargoyle Nov 3, 2007 9:33:28 PM net.sf.colossus.util.Log event INFO: Bllyboy's turn, number 1 Nov 3, 2007 9:33:39 PM net.sf.colossus.util.Log event INFO: 4 creatures are split off from legion Rd07 (Salamander) into new legion Rd08 (Shield) Nov 3, 2007 9:33:44 PM net.sf.colossus.util.Log event INFO: Phase advances to Move Nov 3, 2007 9:33:44 PM net.sf.colossus.util.Log event INFO: Bllyboy rolls a 6 for movement Nov 3, 2007 9:33:51 PM net.sf.colossus.util.Log event INFO: Legion Rd07 (Salamander) in 300 tower teleports (Angel) to Tower hex 600 entering on Bottom Nov 3, 2007 9:33:55 PM net.sf.colossus.util.Log event INFO: Legion Rd08 (Shield) in 300 moves to Plains hex 110 entering on Left Nov 3, 2007 9:33:57 PM net.sf.colossus.util.Log event INFO: Phase advances to Fight Nov 3, 2007 9:33:58 PM net.sf.colossus.util.Log event INFO: Phase advances to Muster Nov 3, 2007 9:33:59 PM net.sf.colossus.util.Log event INFO: Legion Rd07 (Salamander) in Tower hex 600 recruits Ogre with nothing Nov 3, 2007 9:34:05 PM net.sf.colossus.util.Log event INFO: Legion Rd08 (Shield) in Plains hex 110 recruits Centaur with 1 Centaur Nov 3, 2007 9:34:09 PM net.sf.colossus.util.Log event INFO: Blue's turn, number 2 Nov 3, 2007 9:34:17 PM net.sf.colossus.util.Log event INFO: Phase advances to Move Nov 3, 2007 9:34:17 PM net.sf.colossus.util.Log event INFO: Blue rolls a 5 for movement Nov 3, 2007 9:34:25 PM net.sf.colossus.util.Log event INFO: Legion Bu02 (Bat) in 42 moves to Marsh hex 41 entering on Right Nov 3, 2007 9:34:28 PM net.sf.colossus.util.Log event INFO: Legion Bu05 (Egg) in 38 moves to Plains hex 1 entering on Right Nov 3, 2007 9:34:30 PM net.sf.colossus.util.Log event INFO: Phase advances to Fight Nov 3, 2007 9:34:30 PM net.sf.colossus.util.Log event INFO: Phase advances to Muster Nov 3, 2007 9:34:32 PM net.sf.colossus.util.Log event INFO: Legion Bu02 (Bat) in Marsh hex 41 recruits Ogre with 1 Ogre Nov 3, 2007 9:34:33 PM net.sf.colossus.util.Log event INFO: Legion Bu05 (Egg) in Plains hex 1 recruits Centaur with 1 Centaur Nov 3, 2007 9:34:34 PM net.sf.colossus.util.Log event INFO: Bllyboy's turn, number 2 Nov 3, 2007 9:34:38 PM net.sf.colossus.util.Log event INFO: Phase advances to Move Nov 3, 2007 9:34:38 PM net.sf.colossus.util.Log event INFO: Bllyboy rolls a 3 for movement Nov 3, 2007 9:34:44 PM net.sf.colossus.util.Log event INFO: Legion Rd07 (Salamander) in 600 moves to Marsh hex 36 entering on Right Nov 3, 2007 9:34:47 PM net.sf.colossus.util.Log event INFO: Legion Rd08 (Shield) in 110 moves to Marsh hex 13 entering on Right Nov 3, 2007 9:34:48 PM net.sf.colossus.util.Log event INFO: Phase advances to Fight Nov 3, 2007 9:34:49 PM net.sf.colossus.util.Log event INFO: Phase advances to Muster Nov 3, 2007 9:34:50 PM net.sf.colossus.util.Log event INFO: First Troll recruited Nov 3, 2007 9:34:50 PM net.sf.colossus.util.Log event INFO: Legion Rd07 (Salamander) in Marsh hex 36 recruits Troll with 2 Ogres Nov 3, 2007 9:34:52 PM net.sf.colossus.util.Log event INFO: Blue's turn, number 3 Nov 3, 2007 9:35:04 PM net.sf.colossus.util.Log event INFO: Phase advances to Move Nov 3, 2007 9:35:04 PM net.sf.colossus.util.Log event INFO: Blue rolls a 6 for movement Nov 3, 2007 9:35:17 PM net.sf.colossus.util.Log event INFO: Legion Bu05 (Egg) in 1 moves to Desert hex 7 entering on Bottom Nov 3, 2007 9:35:18 PM net.sf.colossus.util.Log event INFO: Phase advances to Fight Nov 3, 2007 9:35:18 PM net.sf.colossus.util.Log event INFO: Phase advances to Muster Nov 3, 2007 9:35:18 PM net.sf.colossus.util.Log event INFO: Bllyboy's turn, number 3 Nov 3, 2007 9:35:21 PM net.sf.colossus.util.Log event INFO: Phase advances to Move Nov 3, 2007 9:35:21 PM net.sf.colossus.util.Log event INFO: Bllyboy rolls a 3 for movement Nov 3, 2007 9:35:26 PM net.sf.colossus.util.Log event INFO: Legion Rd08 (Shield) in 13 moves to Woods hex 16 entering on Left Nov 3, 2007 9:35:36 PM net.sf.colossus.util.Log event INFO: Legion Rd07 (Salamander) in 36 moves to Tundra hex 2000 entering on Left Nov 3, 2007 9:35:38 PM net.sf.colossus.util.Log event INFO: Phase advances to Fight Nov 3, 2007 9:35:38 PM net.sf.colossus.util.Log event INFO: Phase advances to Muster Nov 3, 2007 9:35:42 PM net.sf.colossus.util.Log event INFO: Legion Rd07 (Salamander) in Tundra hex 2000 recruits Troll with 1 Troll Nov 3, 2007 9:35:44 PM net.sf.colossus.util.Log event INFO: First Warbear recruited Nov 3, 2007 9:35:44 PM net.sf.colossus.util.Log event INFO: Legion Rd08 (Shield) in Woods hex 16 recruits Warbear with 3 Centaurs Nov 3, 2007 9:35:45 PM net.sf.colossus.util.Log event INFO: Blue's turn, number 4 Nov 3, 2007 9:35:47 PM net.sf.colossus.util.Log event INFO: Phase advances to Move Nov 3, 2007 9:35:47 PM net.sf.colossus.util.Log event INFO: Blue rolls a 6 for movement Nov 3, 2007 9:35:55 PM net.sf.colossus.util.Log event INFO: Legion Bu05 (Egg) in 7 moves to Marsh hex 13 entering on Right Nov 3, 2007 9:36:00 PM net.sf.colossus.util.Log event INFO: Legion Bu02 (Bat) in 41 moves to Desert hex 7 entering on Bottom Nov 3, 2007 9:36:03 PM net.sf.colossus.util.Log event INFO: Phase advances to Fight Nov 3, 2007 9:36:03 PM net.sf.colossus.util.Log event INFO: Phase advances to Muster Nov 3, 2007 9:36:06 PM net.sf.colossus.util.Log event INFO: Legion Bu05 (Egg) in Marsh hex 13 recruits Ogre with 1 Ogre Nov 3, 2007 9:36:08 PM net.sf.colossus.util.Log event INFO: Bllyboy's turn, number 4 Nov 3, 2007 9:36:12 PM net.sf.colossus.util.Log event INFO: Phase advances to Move Nov 3, 2007 9:36:12 PM net.sf.colossus.util.Log event INFO: Bllyboy rolls a 3 for movement Nov 3, 2007 9:36:14 PM net.sf.colossus.util.Log event INFO: Legion Rd07 (Salamander) in 2000 moves to Brush hex 10 entering on Bottom Nov 3, 2007 9:36:15 PM net.sf.colossus.util.Log event INFO: Legion Rd08 (Shield) in 16 moves to Hills hex 23 entering on Left Nov 3, 2007 9:36:17 PM net.sf.colossus.util.Log event INFO: Phase advances to Fight Nov 3, 2007 9:36:18 PM net.sf.colossus.util.Log event INFO: Phase advances to Muster Nov 3, 2007 9:36:18 PM net.sf.colossus.util.Log event INFO: Blue's turn, number 5 Nov 3, 2007 9:36:20 PM net.sf.colossus.util.Log event INFO: Phase advances to Move Nov 3, 2007 9:36:20 PM net.sf.colossus.util.Log event INFO: Blue rolls a 3 for movement Nov 3, 2007 9:36:23 PM net.sf.colossus.util.Log event INFO: Legion Bu02 (Bat) in 7 moves to Brush hex 10 entering on Bottom Nov 3, 2007 9:36:26 PM net.sf.colossus.util.Log event INFO: Phase advances to Fight Nov 3, 2007 9:36:29 PM net.sf.colossus.util.Log event INFO: optionTrigger ConcedeLocation X : 335 Nov 3, 2007 9:36:29 PM net.sf.colossus.util.Log event INFO: optionTrigger ConcedeLocation Y : 421 Nov 3, 2007 9:36:31 PM net.sf.colossus.util.Log event INFO: optionTrigger NegotiateLocation X : 354 Nov 3, 2007 9:36:31 PM net.sf.colossus.util.Log event INFO: optionTrigger NegotiateLocation Y : 421 Nov 3, 2007 9:36:31 PM net.sf.colossus.util.Log event INFO: Bu02 (Bat) (Blue) attacks Rd07 (Salamander) (Bllyboy) in Brush hex 10 Nov 3, 2007 9:36:41 PM net.sf.colossus.util.Log event INFO: Gargoyle moves from X0 to F2 Nov 3, 2007 9:36:53 PM net.sf.colossus.util.Log event INFO: Gargoyle undoes move and returns to X0 Nov 3, 2007 9:36:55 PM net.sf.colossus.util.Log event INFO: Angel moves from X0 to F2 Nov 3, 2007 9:36:57 PM net.sf.colossus.util.Log event INFO: Gargoyle moves from X0 to E3 Nov 3, 2007 9:36:59 PM net.sf.colossus.util.Log event INFO: Troll moves from X0 to E4 Nov 3, 2007 9:37:01 PM net.sf.colossus.util.Log event INFO: Troll moves from X0 to C5 Nov 3, 2007 9:37:02 PM net.sf.colossus.util.Log event INFO: Ogre moves from X0 to D6 Nov 3, 2007 9:37:03 PM net.sf.colossus.util.Log event INFO: Ogre moves from X0 to E5 Nov 3, 2007 9:37:04 PM net.sf.colossus.util.Log event INFO: Ogre moves from X0 to F4 Nov 3, 2007 9:37:11 PM net.sf.colossus.util.Log event INFO: Battle phase advances to Fight Nov 3, 2007 9:37:11 PM net.sf.colossus.util.Log event INFO: Battle phase advances to Strikeback Nov 3, 2007 9:37:11 PM net.sf.colossus.util.Log event INFO: Blue's battle turn, number 1 Nov 3, 2007 9:37:11 PM net.sf.colossus.util.Log event INFO: Battle phase advances to Move Nov 3, 2007 9:37:19 PM net.sf.colossus.util.Log event INFO: Angel moves from X3 to E2 Nov 3, 2007 9:37:23 PM net.sf.colossus.util.Log event INFO: Gargoyle moves from X3 to D3 Nov 3, 2007 9:37:27 PM net.sf.colossus.util.Log event INFO: Centaur moves from X3 to C2 Nov 3, 2007 9:37:29 PM net.sf.colossus.util.Log event INFO: Ogre moves from X3 to A2 Nov 3, 2007 9:37:31 PM net.sf.colossus.util.Log event INFO: Ogre moves from X3 to B1 Nov 3, 2007 9:37:33 PM net.sf.colossus.util.Log event INFO: Battle phase advances to Fight Nov 3, 2007 9:37:36 PM net.sf.colossus.util.Log event INFO: Gargoyle in D3 strikes Gargoyle in Brambles hex E3 with strike number 4 : 2134: 1 hit Nov 3, 2007 9:37:36 PM net.sf.colossus.util.Log event INFO: Critter Gargoyle in Brambles hex E3: 0 + 1 => 1; 0 excess Nov 3, 2007 9:37:37 PM net.sf.colossus.util.Log event INFO: Angel in E2 strikes Angel in Plains hex F2 with strike number 4 : 666315: 4 hits Nov 3, 2007 9:37:37 PM net.sf.colossus.util.Log event INFO: Critter Angel in Plains hex F2: 0 + 4 => 4; 0 excess Nov 3, 2007 9:37:37 PM net.sf.colossus.util.Log event INFO: Battle phase advances to Strikeback Nov 3, 2007 9:37:40 PM net.sf.colossus.util.Log event INFO: Gargoyle in E3 strikes Angel in Plains hex E2 with strike number 5 : 3612: 1 hit Nov 3, 2007 9:37:40 PM net.sf.colossus.util.Log event INFO: Critter Angel in Plains hex E2: 0 + 1 => 1; 0 excess Nov 3, 2007 9:37:41 PM net.sf.colossus.util.Log event INFO: Angel in F2 strikes Angel in Plains hex E2 with strike number 4 : 521532: 2 hits Nov 3, 2007 9:37:41 PM net.sf.colossus.util.Log event INFO: Critter Angel in Plains hex E2: 1 + 2 => 3; 0 excess Nov 3, 2007 9:37:41 PM net.sf.colossus.util.Log event INFO: Bllyboy's battle turn, number 2 Nov 3, 2007 9:37:41 PM net.sf.colossus.util.Log event INFO: Battle phase advances to Move Nov 3, 2007 9:37:44 PM net.sf.colossus.util.Log event INFO: Troll moves from C5 to B3 Nov 3, 2007 9:37:47 PM net.sf.colossus.util.Log event INFO: Troll moves from E4 to D4 Nov 3, 2007 9:37:49 PM net.sf.colossus.util.Log event INFO: Ogre moves from F4 to E4 Nov 3, 2007 9:37:51 PM net.sf.colossus.util.Log event INFO: Ogre moves from D6 to B4 Nov 3, 2007 9:37:53 PM net.sf.colossus.util.Log event INFO: Ogre moves from E5 to D5 Nov 3, 2007 9:37:56 PM net.sf.colossus.util.Log event INFO: Battle phase advances to Fight Nov 3, 2007 9:37:57 PM net.sf.colossus.util.Log event INFO: Angel in F2 strikes Angel in Plains hex E2 with strike number 4 : 623622: 2 hits Nov 3, 2007 9:37:57 PM net.sf.colossus.util.Log event INFO: Critter Angel in Plains hex E2: 3 + 2 => 5; 0 excess Nov 3, 2007 9:37:58 PM net.sf.colossus.util.Log event INFO: Gargoyle in E3 strikes Angel in Plains hex E2 with strike number 5 : 6412: 1 hit Nov 3, 2007 9:37:58 PM net.sf.colossus.util.Log event INFO: Critter Angel in Plains hex E2: 5 + 1 => 6; 0 excess Nov 3, 2007 9:37:58 PM net.sf.colossus.util.Log event INFO: Critter Angel in Plains hex E2 is now dead: (hits=6 > power=6) Nov 3, 2007 9:38:00 PM net.sf.colossus.util.Log event INFO: Troll in D4 strikes Gargoyle in Plains hex D3 with strike number 5 : 36223353: 2 hits Nov 3, 2007 9:38:00 PM net.sf.colossus.util.Log event INFO: Critter Gargoyle in Plains hex D3: 0 + 2 => 2; 0 excess Nov 3, 2007 9:38:01 PM net.sf.colossus.util.Log event INFO: Troll in B3 strikes Ogre in Plains hex A2 with strike number 4 : 14136255: 4 hits Nov 3, 2007 9:38:01 PM net.sf.colossus.util.Log event INFO: Critter Ogre in Plains hex A2: 0 + 4 => 4; 0 excess Nov 3, 2007 9:38:01 PM net.sf.colossus.util.Log event INFO: Battle phase advances to Strikeback Nov 3, 2007 9:38:05 PM net.sf.colossus.util.Log event INFO: Ogre in A2 strikes Troll in Plains hex B3 with strike number 4 : 252333: 1 hit Nov 3, 2007 9:38:05 PM net.sf.colossus.util.Log event INFO: Critter Troll in Plains hex B3: 0 + 1 => 1; 0 excess Nov 3, 2007 9:38:10 PM net.sf.colossus.util.Log event INFO: Gargoyle in D3 strikes Troll in Plains hex D4 with strike number 3 : 2333: 3 hits Nov 3, 2007 9:38:10 PM net.sf.colossus.util.Log event INFO: Critter Troll in Plains hex D4: 0 + 3 => 3; 0 excess Nov 3, 2007 9:38:11 PM net.sf.colossus.util.Log event INFO: Angel in E2 strikes Gargoyle in Brambles hex E3 with strike number 4 : 666412: 4 hits Nov 3, 2007 9:38:11 PM net.sf.colossus.util.Log event INFO: Critter Gargoyle in Brambles hex E3: 1 + 4 => 4; 1 excess Nov 3, 2007 9:38:11 PM net.sf.colossus.util.Log event INFO: Critter Gargoyle in Brambles hex E3 is now dead: (hits=4 > power=4) Nov 3, 2007 9:38:11 PM net.sf.colossus.util.Log event INFO: 1 carry available Nov 3, 2007 9:38:13 PM net.sf.colossus.util.Log event INFO: Critter Angel in Plains hex F2: 4 + 1 => 5; 0 excess Nov 3, 2007 9:38:13 PM net.sf.colossus.util.Log event INFO: optionTrigger PickCarryLocation X : 558 Nov 3, 2007 9:38:13 PM net.sf.colossus.util.Log event INFO: optionTrigger PickCarryLocation Y : 473 Nov 3, 2007 9:38:13 PM net.sf.colossus.util.Log event INFO: 1 hit carries to Angel in Plains hex F2 Nov 3, 2007 9:38:13 PM net.sf.colossus.util.Log event INFO: Blue's battle turn, number 2 Nov 3, 2007 9:38:13 PM net.sf.colossus.util.Log event INFO: Battle phase advances to Move Nov 3, 2007 9:38:17 PM net.sf.colossus.util.Log event INFO: Ogre moves from B1 to B2 Nov 3, 2007 9:38:21 PM net.sf.colossus.util.Log event INFO: Centaur moves from C2 to C3 Nov 3, 2007 9:38:27 PM net.sf.colossus.util.Log event INFO: Battle phase advances to Fight Nov 3, 2007 9:38:28 PM net.sf.colossus.util.Log event INFO: Ogre in A2 strikes Troll in Plains hex B3 with strike number 4 : 566211: 3 hits Nov 3, 2007 9:38:28 PM net.sf.colossus.util.Log event INFO: Critter Troll in Plains hex B3: 1 + 3 => 4; 0 excess Nov 3, 2007 9:38:30 PM net.sf.colossus.util.Log event INFO: Ogre in B2 strikes Troll in Plains hex B3 with strike number 5 : 316242: 1 hit Nov 3, 2007 9:38:30 PM net.sf.colossus.util.Log event INFO: Critter Troll in Plains hex B3: 4 + 1 => 5; 0 excess Nov 3, 2007 9:38:31 PM net.sf.colossus.util.Log event INFO: Centaur in C3 strikes Troll in Plains hex D4 with strike number 2 : 432: 3 hits Nov 3, 2007 9:38:31 PM net.sf.colossus.util.Log event INFO: Critter Troll in Plains hex D4: 3 + 3 => 6; 0 excess Nov 3, 2007 9:38:32 PM net.sf.colossus.util.Log event INFO: Gargoyle in D3 strikes Troll in Plains hex D4 with strike number 3 : 2661: 2 hits Nov 3, 2007 9:38:32 PM net.sf.colossus.util.Log event INFO: Critter Troll in Plains hex D4: 6 + 2 => 8; 0 excess Nov 3, 2007 9:38:32 PM net.sf.colossus.util.Log event INFO: Critter Troll in Plains hex D4 is now dead: (hits=8 > power=8) Nov 3, 2007 9:38:32 PM net.sf.colossus.util.Log event INFO: Battle phase advances to Strikeback Nov 3, 2007 9:38:40 PM net.sf.colossus.util.Log event INFO: Troll in D4 strikes Gargoyle in Plains hex D3 with strike number 6 : 56425426: 2 hits Nov 3, 2007 9:38:40 PM net.sf.colossus.util.Log event INFO: Critter Gargoyle in Plains hex D3: 2 + 2 => 4; 0 excess Nov 3, 2007 9:38:40 PM net.sf.colossus.util.Log event INFO: Critter Gargoyle in Plains hex D3 is now dead: (hits=4 > power=4) Nov 3, 2007 9:38:45 PM net.sf.colossus.util.Log event INFO: Troll in B3 strikes Ogre in Brambles hex B2 with strike number 4 : 53433636: 4 hits Nov 3, 2007 9:38:45 PM net.sf.colossus.util.Log event INFO: Critter Ogre in Brambles hex B2: 0 + 4 => 4; 0 excess Nov 3, 2007 9:38:45 PM net.sf.colossus.util.Log event INFO: Bllyboy's battle turn, number 3 Nov 3, 2007 9:38:45 PM net.sf.colossus.util.Log event INFO: Battle phase advances to Move Nov 3, 2007 9:38:50 PM net.sf.colossus.util.Log event INFO: Angel moves from F2 to D3 Nov 3, 2007 9:38:51 PM net.sf.colossus.util.Log event INFO: Ogre moves from E4 to D4 Nov 3, 2007 9:38:52 PM net.sf.colossus.util.Log event INFO: Ogre moves from D5 to C4 Nov 3, 2007 9:38:57 PM net.sf.colossus.util.Log event INFO: Battle phase advances to Fight Nov 3, 2007 9:38:59 PM net.sf.colossus.util.Log event INFO: Angel in D3 strikes Centaur in Plains hex C3 with strike number 4 : 366135: 3 hits Nov 3, 2007 9:38:59 PM net.sf.colossus.util.Log event INFO: Critter Centaur in Plains hex C3: 0 + 3 => 3; 0 excess Nov 3, 2007 9:38:59 PM net.sf.colossus.util.Log event INFO: Critter Centaur in Plains hex C3 is now dead: (hits=3 > power=3) Nov 3, 2007 9:39:01 PM net.sf.colossus.util.Log event INFO: Troll in B3 strikes Ogre in Brambles hex B2 with strike number 4 : 14432424: 4 hits Nov 3, 2007 9:39:01 PM net.sf.colossus.util.Log event INFO: Critter Ogre in Brambles hex B2: 4 + 4 => 6; 2 excess Nov 3, 2007 9:39:01 PM net.sf.colossus.util.Log event INFO: Critter Ogre in Brambles hex B2 is now dead: (hits=6 > power=6) Nov 3, 2007 9:39:01 PM net.sf.colossus.util.Log event INFO: 2 carries available Nov 3, 2007 9:39:02 PM net.sf.colossus.util.Log event INFO: Critter Ogre in Plains hex A2: 4 + 2 => 6; 0 excess Nov 3, 2007 9:39:02 PM net.sf.colossus.util.Log event INFO: Critter Ogre in Plains hex A2 is now dead: (hits=6 > power=6) Nov 3, 2007 9:39:02 PM net.sf.colossus.util.Log event INFO: 2 hits carry to Ogre in Plains hex A2 Nov 3, 2007 9:39:02 PM net.sf.colossus.util.Log event INFO: Battle phase advances to Strikeback Nov 3, 2007 9:39:27 PM net.sf.colossus.util.Log event INFO: Ogre in A2 strikes Troll in Plains hex B3 with strike number 4 : 521443: 3 hits Nov 3, 2007 9:39:27 PM net.sf.colossus.util.Log event INFO: Critter Troll in Plains hex B3: 5 + 3 => 8; 0 excess Nov 3, 2007 9:39:27 PM net.sf.colossus.util.Log event INFO: Critter Troll in Plains hex B3 is now dead: (hits=8 > power=8) Nov 3, 2007 9:39:31 PM net.sf.colossus.util.Log event INFO: Centaur in C3 strikes Ogre in Plains hex D4 with strike number 2 : 541: 2 hits Nov 3, 2007 9:39:31 PM net.sf.colossus.util.Log event INFO: Critter Ogre in Plains hex D4: 0 + 2 => 2; 0 excess Nov 3, 2007 9:39:31 PM net.sf.colossus.util.Log event INFO: Bllyboy earns 72.0 points Nov 3, 2007 9:39:31 PM net.sf.colossus.util.Log event INFO: Legion Bu02[] is eliminated Nov 3, 2007 9:39:31 PM net.sf.colossus.util.Log event INFO: optionTrigger BattleMapLocation X : 222 Nov 3, 2007 9:39:31 PM net.sf.colossus.util.Log event INFO: optionTrigger BattleMapLocation Y : 4 Nov 3, 2007 9:39:32 PM net.sf.colossus.util.Log event INFO: tellEngagementResultHandling, winner = Rd07 Nov 3, 2007 9:40:09 PM net.sf.colossus.util.Log error SEVERE: Connection reset java.net.SocketException: Connection reset at java.net.SocketInputStream.read(Unknown Source) at sun.nio.cs.StreamDecoder.readBytes(Unknown Source) at sun.nio.cs.StreamDecoder.implRead(Unknown Source) at sun.nio.cs.StreamDecoder.read(Unknown Source) at java.io.InputStreamReader.read(Unknown Source) at java.io.BufferedReader.fill(Unknown Source) at java.io.BufferedReader.readLine(Unknown Source) at java.io.BufferedReader.readLine(Unknown Source) at net.sf.colossus.server.SocketServerThread.run(SocketServerThread.java:59) Nov 3, 2007 9:40:09 PM net.sf.colossus.util.Log event INFO: Legion Rd07[Angel, Ogre, Ogre, Ogre] is eliminated Nov 3, 2007 9:40:09 PM net.sf.colossus.util.Log event INFO: Legion Rd08[Titan, Gargoyle, Centaur, Centaur, Centaur, Warbear] is eliminated Nov 3, 2007 9:40:09 PM net.sf.colossus.util.Log event INFO: Bllyboy dies Nov 3, 2007 9:40:09 PM net.sf.colossus.util.Log event INFO: Game over -- Blue wins at 1194151209937 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Java Web Start Console, started Sat Nov 03 21:31:11 GMT-06:00 2007 Java 2 Runtime Environment: Version 1.5.0_11 by Sun Microsystems Inc. Logging to file: c:\javalog Nov 3, 2007 9:31:28 PM net.sf.colossus.util.Log event INFO: Start for Colossus version 20070906 at 1194147088966 Nov 3, 2007 9:31:29 PM net.sf.colossus.util.Log event INFO: Loading options from C:\Documents and Settings\Owner/.colossus/Colossus-server.cfg Nov 3, 2007 9:32:22 PM net.sf.colossus.util.Log event INFO: Loading options from C:\Documents and Settings\Owner/.colossus/Colossus-Owner.cfg Nov 3, 2007 9:32:22 PM net.sf.colossus.util.Log event INFO: Loading options from C:\Documents and Settings\Owner/.colossus/Colossus-Owner.cfg Nov 3, 2007 9:32:33 PM net.sf.colossus.util.Log event INFO: Loading options from C:\Documents and Settings\Owner/.colossus/Colossus-Bllyboy.cfg Nov 3, 2007 9:32:33 PM net.sf.colossus.util.Log event INFO: Couldn't read options from C:\Documents and Settings\Owner/.colossus/Colossus-Bllyboy.cfg Nov 3, 2007 9:32:33 PM net.sf.colossus.util.Log event INFO: Loading options from C:\Documents and Settings\Owner/.colossus/Colossus-Bllyboy.cfg Nov 3, 2007 9:32:33 PM net.sf.colossus.util.Log event INFO: Couldn't read options from C:\Documents and Settings\Owner/.colossus/Colossus-Bllyboy.cfg Nov 3, 2007 9:32:42 PM net.sf.colossus.util.Log event INFO: Loading options from C:\Documents and Settings\Owner/.colossus/Colossus-Bllyboy.cfg Nov 3, 2007 9:32:43 PM net.sf.colossus.util.Log event INFO: optionTrigger Auto play : false Nov 3, 2007 9:32:43 PM net.sf.colossus.util.Log event INFO: optionTrigger Player type : net.sf.colossus.client.Network Nov 3, 2007 9:32:43 PM net.sf.colossus.util.Log event INFO: optionTrigger Variant : Default Nov 3, 2007 9:32:43 PM net.sf.colossus.util.Log event INFO: optionTrigger EventExpire : 5 Nov 3, 2007 9:32:43 PM net.sf.colossus.util.Log event INFO: optionTrigger Log debug messages : true Nov 3, 2007 9:32:43 PM net.sf.colossus.util.Log event INFO: optionTrigger ViewMode : Only own legions Nov 3, 2007 9:32:43 PM net.sf.colossus.util.Log event INFO: optionTrigger Run network client : false Nov 3, 2007 9:32:43 PM net.sf.colossus.util.Log event INFO: optionTrigger Autosave : true Nov 3, 2007 9:32:43 PM net.sf.colossus.util.Log event INFO: optionTrigger GetPlayersLocation Y : 35 Nov 3, 2007 9:32:43 PM net.sf.colossus.util.Log event INFO: optionTrigger GetPlayersLocation X : 490 Nov 3, 2007 9:32:44 PM net.sf.colossus.util.Log event INFO: optionTrigger Recruit events : true Nov 3, 2007 9:32:44 PM net.sf.colossus.util.Log event INFO: optionTrigger Split events : true Nov 3, 2007 9:32:44 PM net.sf.colossus.util.Log event INFO: optionTrigger Teleport events : true Nov 3, 2007 9:32:44 PM net.sf.colossus.util.Log event INFO: optionTrigger Summon events : true Nov 3, 2007 9:32:44 PM net.sf.colossus.util.Log event INFO: optionTrigger Acquire events : true Nov 3, 2007 9:32:44 PM net.sf.colossus.util.Log event INFO: optionTrigger Engagement won events : true Nov 3, 2007 9:32:44 PM net.sf.colossus.util.Log event INFO: optionTrigger Engagement lost events : true Nov 3, 2007 9:32:44 PM net.sf.colossus.util.Log event INFO: optionTrigger Mulligans : true Nov 3, 2007 9:32:44 PM net.sf.colossus.util.Log event INFO: optionTrigger Movement rolls : true Nov 3, 2007 9:32:44 PM net.sf.colossus.util.Log event INFO: optionTrigger Turn change info : true Nov 3, 2007 9:32:44 PM net.sf.colossus.util.Log event INFO: optionTrigger Player change info : false Nov 3, 2007 9:32:44 PM net.sf.colossus.util.Log event INFO: optionTrigger Auto-scroll to end : true Nov 3, 2007 9:32:44 PM net.sf.colossus.util.Log event INFO: optionTrigger Hide undone events : false Nov 3, 2007 9:32:44 PM net.sf.colossus.util.Log event INFO: optionTrigger Maximum number of turns to display : 3 Nov 3, 2007 9:32:44 PM net.sf.colossus.util.Log event INFO: optionTrigger Event ViewerLocation X : 0 Nov 3, 2007 9:32:44 PM net.sf.colossus.util.Log event INFO: optionTrigger Event ViewerLocation Y : 0 Nov 3, 2007 9:32:45 PM net.sf.colossus.util.Log event INFO: optionTrigger Event ViewerSize X : 228 Nov 3, 2007 9:32:45 PM net.sf.colossus.util.Log event INFO: optionTrigger Event ViewerSize Y : 284 Nov 3, 2007 9:32:47 PM net.sf.colossus.util.Log event INFO: optionTrigger PickColorLocation X : 14 Nov 3, 2007 9:32:47 PM net.sf.colossus.util.Log event INFO: optionTrigger PickColorLocation Y : 340 Nov 3, 2007 9:32:49 PM net.sf.colossus.util.Log event INFO: optionTrigger PickMarkerLocation X : 244 Nov 3, 2007 9:32:49 PM net.sf.colossus.util.Log event INFO: optionTrigger PickMarkerLocation Y : 345 Nov 3, 2007 9:33:47 PM net.sf.colossus.util.Log event INFO: optionTrigger SplitLegionLocation X : 305 Nov 3, 2007 9:33:47 PM net.sf.colossus.util.Log event INFO: optionTrigger SplitLegionLocation Y : 310 Nov 3, 2007 9:34:07 PM net.sf.colossus.util.Log event INFO: optionTrigger PickRecruitLocation X : 383 Nov 3, 2007 9:34:07 PM net.sf.colossus.util.Log event INFO: optionTrigger PickRecruitLocation Y : 305 Nov 3, 2007 9:38:47 PM net.sf.colossus.util.Log event INFO: optionTrigger PickStrikePenaltyLocation X : 131 Nov 3, 2007 9:38:47 PM net.sf.colossus.util.Log event INFO: optionTrigger PickStrikePenaltyLocation Y : 341 Nov 3, 2007 9:39:09 PM net.sf.colossus.util.Log event INFO: optionTrigger PickCarryLocation X : 431 Nov 3, 2007 9:39:09 PM net.sf.colossus.util.Log event INFO: optionTrigger PickCarryLocation Y : 341 Nov 3, 2007 9:42:05 PM net.sf.colossus.util.Log event INFO: optionTrigger BattleMapLocation X : 347 Nov 3, 2007 9:42:05 PM net.sf.colossus.util.Log event INFO: optionTrigger BattleMapLocation Y : 16 Nov 3, 2007 9:42:05 PM net.sf.colossus.util.Log event INFO: optionTrigger MasterBoardScreenLocation X : 294 Nov 3, 2007 9:42:05 PM net.sf.colossus.util.Log event INFO: optionTrigger MasterBoardScreenLocation Y : 27 java.net.SocketException: Connection reset at java.net.SocketInputStream.read(Unknown Source) at sun.nio.cs.StreamDecoder$CharsetSD.readBytes(Unknown Source) at sun.nio.cs.StreamDecoder$CharsetSD.implRead(Unknown Source) at sun.nio.cs.StreamDecoder.read(Unknown Source) at java.io.InputStreamReader.read(Unknown Source) at java.io.BufferedReader.fill(Unknown Source) at java.io.BufferedReader.readLine(Unknown Source) at java.io.BufferedReader.readLine(Unknown Source) at net.sf.colossus.client.SocketClientThread.run(SocketClientThread.java:80) ---------------------------------------------------------------------- Comment By: General Lom (general_lom) Date: 2007-10-25 09:58 Message: Logged In: YES user_id=1902564 Originator: NO >I have never seen the "illegally called leaveCarryMode() " message before. Well we wouldn't want this to be easy now would we :) >So it's a 2 player networked game, not an AI ? Is "Owner" the name of the other player? Yes, and I think so. Will confirm when I get a client log. >But you did run the server, player Player name "Blue" and color Blue and and he just a client, player named "Owner" and color "Black" ? Yes this is the server log, with player on server as Blue and client as Black. I'll confirm "Owner" was his name. >Would be good to get logfile from other side too. I'll get a log ASAP. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-10-24 09:50 Message: Logged In: YES user_id=1717697 Originator: NO ---clip--- INFO: Owner chooses color Black ... INFO: Blue chooses color Blue ... INFO: tellEngagementResultHandling, winner = Bk03 Oct 23, 2007 8:51:11 PM net.sf.colossus.util.Log error SEVERE: Owner illegally called leaveCarryMode() Oct 23, 2007 8:51:11 PM net.sf.colossus.util.Log error SEVERE: Owner illegally called doneWithStrikes() Oct 23, 2007 8:51:17 PM net.sf.colossus.util.Log event INFO: Phase advances to Muster Oct 23, 2007 8:51:22 PM net.sf.colossus.util.Log error SEVERE: Owner illegally called doneWithStrikes() Oct 23, 2007 8:51:24 PM net.sf.colossus.util.Log error SEVERE: Connection reset java.net.SocketException: Connection reset at java.net.SocketInputStream.read(Unknown Source) at sun.nio.cs.StreamDecoder.readBytes(Unknown Source) ---clap--- Urghh. I have never seen the "illegally called leaveCarryMode() " message before. (in logs, I mean; of course I have seen it in the code). So it's a 2 player networked game, not an AI ? Is "Owner" the name of the other player? But you did run the server, player Player name "Blue" and color Blue and and he just a client, player named "Owner" and color "Black" ? Would be good to get logfile from other side too. -Clemens ---------------------------------------------------------------------- Comment By: General Lom (general_lom) Date: 2007-10-24 09:39 Message: Logged In: YES user_id=1902564 Originator: NO I had a strange Java/Java Web Start installation problem that was preventing any console output from appearing. I've fixed that, and have gotten a log of a full short game illustrating the problem. Your theory is correct -- client's connection is getting reset after some SEVERE errors, and a popup windos saying "Blue wins" on the server. Here's the full server log, thanks for your patience. Java Web Start 1.6.0_02 Using JRE version 1.6.0_02 Java HotSpot(TM) Client VM User home directory = C:\Documents and Settings\thomas ---------------------------------------------------- c: clear console window f: finalize objects on finalization queue g: garbage collect h: display this help message m: print memory usage o: trigger logging p: reload proxy configuration q: hide console r: reload policy configuration s: dump system and deployment properties t: dump thread list v: dump thread stack 0-5: set trace level to <n> ---------------------------------------------------- Oct 23, 2007 8:44:13 PM net.sf.colossus.util.Log event INFO: Start for Colossus version 20070906 at 1193197453671 Oct 23, 2007 8:44:13 PM net.sf.colossus.util.Log event INFO: Loading options from C:\Documents and Settings\thomas/.colossus/Colossus-server.cfg Oct 23, 2007 8:44:30 PM net.sf.colossus.util.Log event INFO: Starting new game Oct 23, 2007 8:44:30 PM net.sf.colossus.util.Log event INFO: Add Human player <By color>0 Oct 23, 2007 8:44:30 PM net.sf.colossus.util.Log event INFO: Add Network player <By client>1 Oct 23, 2007 8:44:30 PM net.sf.colossus.util.Log event INFO: Got client connection from /127.0.0.1 Oct 23, 2007 8:44:30 PM net.sf.colossus.util.Log event INFO: Decremented waitingForClients to 1 Oct 23, 2007 8:44:58 PM net.sf.colossus.util.Log event INFO: Got client connection from /70.171.171.158 Oct 23, 2007 8:44:58 PM net.sf.colossus.util.Log event INFO: Decremented waitingForClients to 0 Oct 23, 2007 8:44:58 PM net.sf.colossus.util.Log event INFO: optionTrigger Auto play : false Oct 23, 2007 8:44:58 PM net.sf.colossus.util.Log event INFO: optionTrigger Player type : net.sf.colossus.client.Human Oct 23, 2007 8:44:58 PM net.sf.colossus.util.Log event INFO: optionTrigger Variant : Default Oct 23, 2007 8:44:58 PM net.sf.colossus.util.Log event INFO: optionTrigger EventExpire : 5 Oct 23, 2007 8:44:58 PM net.sf.colossus.util.Log event INFO: optionTrigger Log debug messages : true Oct 23, 2007 8:44:58 PM net.sf.colossus.util.Log event INFO: optionTrigger ViewMode : Only own legions Oct 23, 2007 8:44:58 PM net.sf.colossus.util.Log event INFO: optionTrigger Run network client : false Oct 23, 2007 8:44:58 PM net.sf.colossus.util.Log event INFO: optionTrigger Autosave : true Oct 23, 2007 8:44:58 PM net.sf.colossus.util.Log event INFO: optionTrigger GetPlayersLocation Y : 210 Oct 23, 2007 8:44:58 PM net.sf.colossus.util.Log event INFO: optionTrigger GetPlayersLocation X : 576 Oct 23, 2007 8:44:58 PM net.sf.colossus.util.Log event INFO: <By color>0 gets tower 300 Oct 23, 2007 8:44:58 PM net.sf.colossus.util.Log event INFO: Owner gets tower 600 Oct 23, 2007 8:44:59 PM net.sf.colossus.util.Log event INFO: optionTrigger Recruit events : true Oct 23, 2007 8:44:59 PM net.sf.colossus.util.Log event INFO: optionTrigger Split events : true Oct 23, 2007 8:44:59 PM net.sf.colossus.util.Log event INFO: optionTrigger Teleport events : true Oct 23, 2007 8:44:59 PM net.sf.colossus.util.Log event INFO: optionTrigger Summon events : true Oct 23, 2007 8:44:59 PM net.sf.colossus.util.Log event INFO: optionTrigger Acquire events : true Oct 23, 2007 8:44:59 PM net.sf.colossus.util.Log event INFO: optionTrigger Engagement won events : true Oct 23, 2007 8:44:59 PM net.sf.colossus.util.Log event INFO: optionTrigger Engagement lost events : true Oct 23, 2007 8:44:59 PM net.sf.colossus.util.Log event INFO: optionTrigger Mulligans : true Oct 23, 2007 8:44:59 PM net.sf.colossus.util.Log event INFO: optionTrigger Movement rolls : true Oct 23, 2007 8:44:59 PM net.sf.colossus.util.Log event INFO: optionTrigger Turn change info : true Oct 23, 2007 8:44:59 PM net.sf.colossus.util.Log event INFO: optionTrigger Player change info : false Oct 23, 2007 8:44:59 PM net.sf.colossus.util.Log event INFO: optionTrigger Auto-scroll to end : true Oct 23, 2007 8:44:59 PM net.sf.colossus.util.Log event INFO: optionTrigger Hide undone events : false Oct 23, 2007 8:44:59 PM net.sf.colossus.util.Log event INFO: optionTrigger Maximum number of turns to display : 3 Oct 23, 2007 8:44:59 PM net.sf.colossus.util.Log event INFO: optionTrigger Event ViewerLocation X : 0 Oct 23, 2007 8:44:59 PM net.sf.colossus.util.Log event INFO: optionTrigger Event ViewerLocation Y : 0 Oct 23, 2007 8:44:59 PM net.sf.colossus.util.Log event INFO: optionTrigger Event ViewerSize X : 228 Oct 23, 2007 8:44:59 PM net.sf.colossus.util.Log event INFO: optionTrigger Event ViewerSize Y : 277 Oct 23, 2007 8:45:05 PM net.sf.colossus.util.Log event INFO: optionTrigger PickColorLocation X : -6 Oct 23, 2007 8:45:05 PM net.sf.colossus.util.Log event INFO: optionTrigger PickColorLocation Y : 464 Oct 23, 2007 8:45:05 PM net.sf.colossus.util.Log event INFO: Blue chooses color Blue Oct 23, 2007 8:45:07 PM net.sf.colossus.util.Log event INFO: optionTrigger PickMarkerLocation X : 276 Oct 23, 2007 8:45:07 PM net.sf.colossus.util.Log event INFO: optionTrigger PickMarkerLocation Y : 469 Oct 23, 2007 8:45:10 PM net.sf.colossus.util.Log event INFO: Owner chooses color Black Oct 23, 2007 8:45:11 PM net.sf.colossus.util.Log event INFO: Owner selects initial marker Oct 23, 2007 8:45:12 PM net.sf.colossus.util.Log event INFO: First Titan recruited Oct 23, 2007 8:45:12 PM net.sf.colossus.util.Log event INFO: First Angel recruited Oct 23, 2007 8:45:12 PM net.sf.colossus.util.Log event INFO: First Ogre recruited Oct 23, 2007 8:45:12 PM net.sf.colossus.util.Log event INFO: First Centaur recruited Oct 23, 2007 8:45:12 PM net.sf.colossus.util.Log event INFO: First Gargoyle recruited Oct 23, 2007 8:45:12 PM net.sf.colossus.util.Log event INFO: Blue selects initial marker Oct 23, 2007 8:45:12 PM net.sf.colossus.util.Log event INFO: Last Titan recruited Oct 23, 2007 8:45:23 PM net.sf.colossus.util.Log event INFO: 4 creatures are split off from legion Bk03 (Die) into new legion Bk02 (Eye) Oct 23, 2007 8:45:25 PM net.sf.colossus.util.Log event INFO: Phase advances to Move Oct 23, 2007 8:45:25 PM net.sf.colossus.util.Log event INFO: Owner rolls a 4 for movement Oct 23, 2007 8:45:38 PM net.sf.colossus.util.Log event INFO: Legion Bk02 (Eye) in 600 moves to Marsh hex 41 entering on Right Oct 23, 2007 8:45:39 PM net.sf.colossus.util.Log event INFO: Legion Bk03 (Die) in 600 moves to Plains hex 133 entering on Right Oct 23, 2007 8:45:40 PM net.sf.colossus.util.Log event INFO: Phase advances to Fight Oct 23, 2007 8:45:41 PM net.sf.colossus.util.Log event INFO: Phase advances to Muster Oct 23, 2007 8:45:43 PM net.sf.colossus.util.Log event INFO: First Lion recruited Oct 23, 2007 8:45:43 PM net.sf.colossus.util.Log event INFO: Legion Bk03 (Die) in Plains hex 133 recruits Lion with 2 Centaurs Oct 23, 2007 8:45:45 PM net.sf.colossus.util.Log event INFO: Legion Bk02 (Eye) in Marsh hex 41 recruits Ogre with 1 Ogre Oct 23, 2007 8:45:46 PM net.sf.colossus.util.Log event INFO: Blue's turn, number 1 Oct 23, 2007 8:45:56 PM net.sf.colossus.util.Log event INFO: optionTrigger SplitLegionLocation X : 359 Oct 23, 2007 8:45:56 PM net.sf.colossus.util.Log event INFO: optionTrigger SplitLegionLocation Y : 426 Oct 23, 2007 8:45:56 PM net.sf.colossus.util.Log event INFO: 4 creatures are split off from legion Bu02 (Bat) into new legion B... [truncated message content] |
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From: SourceForge.net <no...@so...> - 2007-12-28 04:39:06
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Bugs item #1813362, was opened at 2007-10-15 00:53 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1813362&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: General Group: None Status: Open Resolution: None Priority: 5 Private: No Submitted By: Steven Zwanger (szwanger) Assigned to: Clemens Katzer (cleka) Summary: Battle hangs game, perhaps due to Java 1.5 ? Initial Comment: I've been playing the Beelzebub variant, and frequently when I start a combat, I can't move any pieces onto the battleboard; when I click on a piece, I just get the error chime (I'm using Windows). Saving and loading the game doesn't work; it just quits when I try that, though I am attaching such a saved game. So far I've only noticed this when the location is Ruins or Tower. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2007-12-28 06:38 Message: Logged In: YES user_id=1717697 Originator: NO I made a "trunk build" from latest version where the code involved above check some things and prints more info to the log. Can you please run the Colossus from via this web start link: http://colossus.sf.net/trunk-head/Colossus-trunk-head.jnlp (you could find that link from http://sourceforge.net/projects/colossus => Wiki => left side "ExperimentalBuilds" => .... Trunk builds We now have a separate JNLP file Colossus-head-trunk.jnlp for running the latest ... Make sure it really says "downloading..." (and does not take old from cache), - you can tell the difference by the fact, that the new one has a "Settings" menu. This new one writes some more stuff to the log, perhaps the changes even fix it, or perhaps it throws the NPEs then somewhere else :) Regards, Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-12-27 11:36 Message: Logged In: YES user_id=1717697 Originator: NO 1) Which "Look & Feel" do you use? can you switch to another one Window => Look & Feel => [Metal | CDE/Motif/Windows] and see whether it happens there too? I always use the default "Metal". (I notice there are some swing.plaf.gtk.GTKStyle and SynthLookAndFeel stuff in the exception, which I have never seen... I don't think its the reason but just to be sure.) 2) Do you have something special like 2 CPU's or dual-core CPU or something? The code in question gets a null name for the creature name / id, which is pretty strange; I could in theory imagine this caused be by some method be executed faster than others, which would not happen if all is done sequentially on same CPU... 3) I will build in some more debug output, and you could then use the "trunkBuild" from the wiki page - perhaps we find out more then. I'll let you know when it's available. -Clemens ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2007-12-27 11:01 Message: Logged In: NO I'm still having problems with battles hanging. This time I'm using Kubuntu 7.10 with Java 1.6.0_03 and the 12/24 build. The battle window shows up with the new turn markers at the top ( which are a nice ), but none of the creatures appear. The log window shows nothing interesting( which you might want to fix ), but the Java console gives the following error: INFO: Phase advances to Fight Dec 27, 2007 8:49:35 AM net.sf.colossus.server.Battle <init> INFO: Bk10 (Skull) (augustinku) attacks Rd11 (Sword) (Red) in Brush hex 113 Exception in thread "Client Brown" java.lang.NullPointerException at net.sf.colossus.client.BattleChit.getCreatureName(BattleChit.java:148 ) at net.sf.colossus.client.BattleChit.getName(BattleChit.java:157) at com.sun.java.swing.plaf.gtk.GTKStyle.getInsets(GTKStyle.java:274) at javax.swing.plaf.synth.SynthStyle.installDefaults(SynthStyle.java:876 ) at javax.swing.plaf.synth.SynthLookAndFeel.updateStyle(SynthLookAndFeel. java:256) at javax.swing.plaf.synth.SynthPanelUI.updateStyle(SynthPanelUI.java:70) at javax.swing.plaf.synth.SynthPanelUI.installDefaults(SynthPanelUI.java :57) at javax.swing.plaf.basic.BasicPanelUI.installUI(BasicPanelUI.java:39) at javax.swing.plaf.synth.SynthPanelUI.installUI(SynthPanelUI.java:37) at javax.swing.JComponent.setUI(JComponent.java:673) at javax.swing.JPanel.setUI(JPanel.java:136) at javax.swing.JPanel.updateUI(JPanel.java:109) at javax.swing.JPanel.<init>(JPanel.java:69) at javax.swing.JPanel.<init>(JPanel.java:92) at javax.swing.JPanel.<init>(JPanel.java:100) at net.sf.colossus.client.Chit.<init>(Chit.java:79) at net.sf.colossus.client.Chit.<init>(Chit.java:68) at net.sf.colossus.client.BattleChit.<init>(BattleChit.java:58) at net.sf.colossus.client.Client.addBattleChit(Client.java:1926) at net.sf.colossus.client.Client.placeNewChit(Client.java:1892) at net.sf.colossus.client.SocketClientThread.callMethod(SocketClientThre ad.java:226) at net.sf.colossus.client.SocketClientThread.parseLine(SocketClientThrea d.java:117) at net.sf.colossus.client.SocketClientThread.run(SocketClientThread.java :88) Exception in thread "Client Blue" java.lang.NullPointerException at net.sf.colossus.client.BattleChit.getCreatureName(BattleChit.java:148 ) at net.sf.colossus.client.BattleChit.getName(BattleChit.java:157) at com.sun.java.swing.plaf.gtk.GTKStyle.getInsets(GTKStyle.java:274) at javax.swing.plaf.synth.SynthStyle.installDefaults(SynthStyle.java:876 ) at javax.swing.plaf.synth.SynthLookAndFeel.updateStyle(SynthLookAndFeel. java:256) at javax.swing.plaf.synth.SynthPanelUI.updateStyle(SynthPanelUI.java:70) at javax.swing.plaf.synth.SynthPanelUI.installDefaults(SynthPanelUI.java :57) at javax.swing.plaf.basic.BasicPanelUI.installUI(BasicPanelUI.java:39) at javax.swing.plaf.synth.SynthPanelUI.installUI(SynthPanelUI.java:37) at javax.swing.JComponent.setUI(JComponent.java:673) at javax.swing.JPanel.setUI(JPanel.java:136) at javax.swing.JPanel.updateUI(JPanel.java:109) at javax.swing.JPanel.<init>(JPanel.java:69) at javax.swing.JPanel.<init>(JPanel.java:92) at javax.swing.JPanel.<init>(JPanel.java:100) at net.sf.colossus.client.Chit.<init>(Chit.java:79) at net.sf.colossus.client.Chit.<init>(Chit.java:68) at net.sf.colossus.client.BattleChit.<init>(BattleChit.java:58) at net.sf.colossus.client.Client.addBattleChit(Client.java:1926) at net.sf.colossus.client.Client.placeNewChit(Client.java:1892) at net.sf.colossus.client.SocketClientThread.callMethod(SocketClientThre ad.java:226) at net.sf.colossus.client.SocketClientThread.parseLine(SocketClientThrea d.java:117) at net.sf.colossus.client.SocketClientThread.run(SocketClientThread.java :88) Exception in thread "Client Gold" java.lang.NullPointerException at net.sf.colossus.client.BattleChit.getCreatureName(BattleChit.java:148 ) at net.sf.colossus.client.BattleChit.getName(BattleChit.java:157) at com.sun.java.swing.plaf.gtk.GTKStyle.getInsets(GTKStyle.java:274) at javax.swing.plaf.synth.SynthStyle.installDefaults(SynthStyle.java:876 ) at javax.swing.plaf.synth.SynthLookAndFeel.updateStyle(SynthLookAndFeel. java:256) at javax.swing.plaf.synth.SynthPanelUI.updateStyle(SynthPanelUI.java:70) at javax.swing.plaf.synth.SynthPanelUI.installDefaults(SynthPanelUI.java :57) at javax.swing.plaf.basic.BasicPanelUI.installUI(BasicPanelUI.java:39) at javax.swing.plaf.synth.SynthPanelUI.installUI(SynthPanelUI.java:37) at javax.swing.JComponent.setUI(JComponent.java:673) at javax.swing.JPanel.setUI(JPanel.java:136) at javax.swing.JPanel.updateUI(JPanel.java:109) at javax.swing.JPanel.<init>(JPanel.java:69) at javax.swing.JPanel.<init>(JPanel.java:92) at javax.swing.JPanel.<init>(JPanel.java:100) at net.sf.colossus.client.Chit.<init>(Chit.java:79) at net.sf.colossus.client.Chit.<init>(Chit.java:68) at net.sf.colossus.client.BattleChit.<init>(BattleChit.java:58) at net.sf.colossus.client.Client.addBattleChit(Client.java:1926) at net.sf.colossus.client.Client.placeNewChit(Client.java:1892) at net.sf.colossus.client.SocketClientThread.callMethod(SocketClientThre ad.java:226) at net.sf.colossus.client.SocketClientThread.parseLine(SocketClientThrea d.java:117) at net.sf.colossus.client.SocketClientThread.run(SocketClientThread.java :88) Exception in thread "Client Green" java.lang.NullPointerException at net.sf.colossus.client.BattleChit.getCreatureName(BattleChit.java:148 ) at net.sf.colossus.client.BattleChit.getName(BattleChit.java:157) at com.sun.java.swing.plaf.gtk.GTKStyle.getInsets(GTKStyle.java:274) at javax.swing.plaf.synth.SynthStyle.installDefaults(SynthStyle.java:876 ) at javax.swing.plaf.synth.SynthLookAndFeel.updateStyle(SynthLookAndFeel. java:256) at javax.swing.plaf.synth.SynthPanelUI.updateStyle(SynthPanelUI.java:70) at javax.swing.plaf.synth.SynthPanelUI.installDefaults(SynthPanelUI.java :57) at javax.swing.plaf.basic.BasicPanelUI.installUI(BasicPanelUI.java:39) at javax.swing.plaf.synth.SynthPanelUI.installUI(SynthPanelUI.java:37) at javax.swing.JComponent.setUI(JComponent.java:673) at javax.swing.JPanel.setUI(JPanel.java:136) at javax.swing.JPanel.updateUI(JPanel.java:109) at javax.swing.JPanel.<init>(JPanel.java:69) at javax.swing.JPanel.<init>(JPanel.java:92) at javax.swing.JPanel.<init>(JPanel.java:100) at net.sf.colossus.client.Chit.<init>(Chit.java:79) at net.sf.colossus.client.Chit.<init>(Chit.java:68) at net.sf.colossus.client.BattleChit.<init>(BattleChit.java:58) at net.sf.colossus.client.Client.addBattleChit(Client.java:1926) at net.sf.colossus.client.Client.placeNewChit(Client.java:1892) at net.sf.colossus.client.SocketClientThread.callMethod(SocketClientThre ad.java:226) at net.sf.colossus.client.SocketClientThread.parseLine(SocketClientThrea d.java:117) at net.sf.colossus.client.SocketClientThread.run(SocketClientThread.java :88) Exception in thread "Client Red" java.lang.NullPointerException at net.sf.colossus.client.BattleChit.getCreatureName(BattleChit.java:148 ) at net.sf.colossus.client.BattleChit.getName(BattleChit.java:157) at com.sun.java.swing.plaf.gtk.GTKStyle.getInsets(GTKStyle.java:274) at javax.swing.plaf.synth.SynthStyle.installDefaults(SynthStyle.java:876 ) at javax.swing.plaf.synth.SynthLookAndFeel.updateStyle(SynthLookAndFeel. java:256) at javax.swing.plaf.synth.SynthPanelUI.updateStyle(SynthPanelUI.java:70) at javax.swing.plaf.synth.SynthPanelUI.installDefaults(SynthPanelUI.java :57) at javax.swing.plaf.basic.BasicPanelUI.installUI(BasicPanelUI.java:39) at javax.swing.plaf.synth.SynthPanelUI.installUI(SynthPanelUI.java:37) at javax.swing.JComponent.setUI(JComponent.java:673) at javax.swing.JPanel.setUI(JPanel.java:136) at javax.swing.JPanel.updateUI(JPanel.java:109) at javax.swing.JPanel.<init>(JPanel.java:69) at javax.swing.JPanel.<init>(JPanel.java:92) at javax.swing.JPanel.<init>(JPanel.java:100) at net.sf.colossus.client.Chit.<init>(Chit.java:79) at net.sf.colossus.client.Chit.<init>(Chit.java:68) at net.sf.colossus.client.BattleChit.<init>(BattleChit.java:58) at net.sf.colossus.client.Client.addBattleChit(Client.java:1926) at net.sf.colossus.client.Client.placeNewChit(Client.java:1892) at net.sf.colossus.client.SocketClientThread.callMethod(SocketClientThre ad.java:226) at net.sf.colossus.client.SocketClientThread.parseLine(SocketClientThrea d.java:117) at net.sf.colossus.client.SocketClientThread.run(SocketClientThread.java :88) Exception in thread "Client augustinku" java.lang.NullPointerException at net.sf.colossus.client.BattleChit.getCreatureName(BattleChit.java:148 ) at net.sf.colossus.client.BattleChit.getName(BattleChit.java:157) at com.sun.java.swing.plaf.gtk.GTKStyle.getInsets(GTKStyle.java:274) at javax.swing.plaf.synth.SynthStyle.installDefaults(SynthStyle.java:876 ) at javax.swing.plaf.synth.SynthLookAndFeel.updateStyle(SynthLookAndFeel. java:256) at javax.swing.plaf.synth.SynthPanelUI.updateStyle(SynthPanelUI.java:70) at javax.swing.plaf.synth.SynthPanelUI.installDefaults(SynthPanelUI.java :57) at javax.swing.plaf.basic.BasicPanelUI.installUI(BasicPanelUI.java:39) at javax.swing.plaf.synth.SynthPanelUI.installUI(SynthPanelUI.java:37) at javax.swing.JComponent.setUI(JComponent.java:673) at javax.swing.JPanel.setUI(JPanel.java:136) at javax.swing.JPanel.updateUI(JPanel.java:109) at javax.swing.JPanel.<init>(JPanel.java:69) at javax.swing.JPanel.<init>(JPanel.java:92) at javax.swing.JPanel.<init>(JPanel.java:100) at net.sf.colossus.client.Chit.<init>(Chit.java:79) at net.sf.colossus.client.Chit.<init>(Chit.java:68) at net.sf.colossus.client.BattleChit.<init>(BattleChit.java:58) at net.sf.colossus.client.Client.addBattleChit(Client.java:1926) at net.sf.colossus.client.Client.placeNewChit(Client.java:1892) at net.sf.colossus.client.SocketClientThread.callMethod(SocketClientThre ad.java:226) at net.sf.colossus.client.SocketClientThread.parseLine(SocketClientThrea d.java:117) at net.sf.colossus.client.SocketClientThread.run(SocketClientThread.java :88) ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-11-14 14:21 Message: Logged In: YES user_id=1717697 Originator: NO Hi, could you do some experiment whether your fault is related to changing the focus to some other window, as in this one: [ 824435 ] Unable to resolve battles in network games http://sourceforge.net/tracker/index.php?func=detail&aid=824435&group_id=1939&atid=101939 -Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-11-01 11:29 Message: Logged In: YES user_id=1717697 Originator: NO So, unless someone where it fails can run it from commandline and submit a copy paste of whats printed there, or use Java Web Start Console to get that output, there's not much we can do. The person who submitted as nobody: if you don't want to post your name or email here, or have no login id on sourceforge, you could also mail me directly -- my id and after that the "at" and the domain users.sourceforge.net - then we could discuss this more easily -- if you wish so. -Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-11-01 11:26 Message: Logged In: YES user_id=1717697 Originator: NO As said earlier: saving during battle and restore I don't expect to work properly. I have taken the saved game from other bug, and cleaned it (remove the line 1214, about the battle), and then I can load it, and the AIs happily fight. I have attached that cleaned xml file. I tried it with: newest SVN sources in Java 1.4.2, with last public build (20070906) with JRE 1.5.0_07, with last public build (20070906) with JRE 1.6.0 (cmdline it says: C:\Temp>java -version java version "1.6.0" Java(TM) SE Runtime Environment (build 1.6.0-b105) Java HotSpot(TM) Client VM (build 1.6.0-b105, mixed mode) ) - and all of them start nicely fighting, battle cleans up and it's augustinku's turn to split stacks. As said, attached the cleaned saved file. File Added: battlehangscleaned.xml ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-11-01 11:11 Message: Logged In: YES user_id=1717697 Originator: NO copying an update from the duplicate bug report to here: ---clip--- I've attached a save game file that hangs my machine. If I try to load the save game from the initial dialog, nothing happens. If I start a new game and then load the save game, it loads and hangs on the battle between two AIs. ---clap--- File Added: battlehangs.xml ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-11-01 11:05 Message: Logged In: YES user_id=1717697 Originator: NO ** Someone else ("nobody") reported in a new bug report ** "[ 1823753 ] Battle Hangs on Linux" the probably same issue: I've fought a few battles successfully, but once I ran into the battle hang, I keep getting it consistently. When the battle window opens, it asks me whether I want to concede and then nothing happens. The contents of both legions aren't displayed as usual. The cursor in the main window is spinning and the cursor in the battle window is normal. The log window didn't show anything interesting. I think it said battle started. I'm guessing it's some type of deadlock or race condition, since I've fought a few battles successfully. It's a single player game with 5 AIs. I tried against all human hater AIs and against all Milvang AIs and the bug still hapens. I've also tried playing without any of the additional windows like the caretaker and log window, but the bug remains. I'm running the 2007-09-06 build using Kubuntu 7.04 and Java 1.5.09. Linux ubuntu 2.6.20-16-generic #2 SMP Sun Sep 23 18:31:23 UTC 2007 x86_64 GNU/Linux ** Somewhat later: If I attack, I get the concede dialog. Then the game hangs. If I'm attacked, I don't get a flee dialog and the game hangs. If an AI attacks an AI the battle window appears and the game hangs. *** I am closing the other as duplicate. ---------------------------------------------------------------------- Comment By: Steven Zwanger (szwanger) Date: 2007-10-17 16:37 Message: Logged In: YES user_id=1913099 Originator: YES This problem hasn't happened again since my last post, but as soon as it does, I'll report what I find. >Did you get the usual "Flee" or "Propose/Fight" dialogs and >answer them? Yes. I have played Colossus earlier -- in fact, this version (20070906) is the only version I've played. I haven't reinstalled Java or upgraded anything on the PC. >Is it a difference whether you attack or are attacked? I think it's happened both ways, but I'm not positive. >I suppose you are playing against AIs ? Yes ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-10-17 11:19 Message: Logged In: YES user_id=1717697 Originator: NO Maybe the first thing to try is whether something is told in log window. During game startup, mark the checkbox "Log debug messages" (in Game Setup, Options tab, top middle checkbox). Then, when game started, in "Window" menu select "Log Window". A log window should appear somewhere. (it must be open before the problem happens; messages are not added there while it's closed...). So, next time when you can't move it in, let's see whether there is something printed in log window indicating why. What puzzles me is, that I normally don't get the error sound when I click wrong location or something; rather, only then, when I click on one window, while some other modal dialog ( i.e. one which demands response before anything else may continue) is still open and waiting for an answer. Did you get the usual "Flee" or "Propose/Fight" dialogs and answer them? Have you played Colossus earlier and now it stopped working due to new Colossus version, or changes on the PC (upgrades, reinstall, different java version than before, ...) - what is different now? Or is this the first time you try it at all ? Is it a difference whether you attack or are attacked? I suppose you are playing against AIs ? -Clemens ---------------------------------------------------------------------- Comment By: Steven Zwanger (szwanger) Date: 2007-10-17 01:41 Message: Logged In: YES user_id=1913099 Originator: YES I will try this with Autosave. I have since noticed this happening with other variants, and other battleboards such as Brush. I think it's always my first battle in the game. I am using Win98, Java 1.5.0_02, Colossus build 20070906, 128 MB RAM, and I run Colossus from a .jnlp file. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-10-16 11:10 Message: Logged In: YES user_id=1717697 Originator: NO Hmmm, interesting case... Well, saving during the middle of a battle is not working well anyway, as far as I know. You say "frequently" - so it's kind of semi-reproducible :) Well, once you have that, that game is broken, i.e. you can't continue it anyway, right? Is it the first battle in Ruins or Tower, or sometimes the first and sometime the third? It might be "if there has been a battle in some other land type before, it goes ok, otherwise not" or vice versa? Could you play in future with auto-save on (in the Game Setup is a checkbox). (you should clean the auto-save directory then every then and now ;-) (if you don't know, you can find out what the auto-save directory is on your disk, just when you use the Load game functionality - in the top of the dialog box is a directory pulldown combobox, so there you can see the directory tree....) This auto-save on creates an automatic save file at the begin of each phase (or something like that). And when the problem now happens again: Quit the game. Start Colossus again. NOW: PUT AUTOSAVE OFF NOW. Otherwise it creates always more, so it's hard to remember which was the "original last one" ... Next try to reload the last file, previous last file, third last file, etc, until you have found the one where you are just in "select first engagement now" phase. When the battle starts then, does it now hang too? If so, would be great -- then it would be a reproducible situation. Also, please tell which OS (Win 95, 98, 2000, XP) and which Java version (and Colossus build - I guess the latest?) you use (In Colossus, "Help => About" tells Java and Colossus version - and the "home directory" - the autosaves are in that directory, under .colossus/saves/ ... ), And how much memory you have? Do you use the WebStart or run from commandline? -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1813362&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2007-12-28 04:37:00
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Bugs item #1739439, was opened at 2007-06-19 03:15 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1739439&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: Brett Lentz (wakko666) Assigned to: David Ripton (dripton) Summary: Game unplayable on newer JREs Initial Comment: When using Sun's JRE 6, the game will not create a playable fight. I can play on the mainboard just fine, but whenever a fight occurs, it spawns the battle board, but doesn't spawn any of the creature tiles. When in this state, the game is responsive. It hasn't hung. I can click on any of the menus, or right-click any of the stacks on the mainboard and receive their contents. The battle board just seems to not get populated with the needed creatures. It shows the terrain, but no creatures. I don't have this problem with JRE 1.4. So, it seems like the only difference is connected with the new JRE. If you need additional log output, please let me know. I can duplicate this problem very easily. The last log messages are always similar to this: Brown's turn, number 4 2 creatures are split off from legion Br06 (Hourglass) into new legion Br03 (Chest) Legion Br03[Gargoyle, Gargoyle] is eliminated Legion Br03 (Chest) recombined into legion Br06 (Hourglass) Phase advances to Move Brown rolls a 6 for movement Legion Br06 (Hourglass) in 135 moves to Brush hex 134 entering on Left Phase advances to Fight Br06 (Hourglass) (Brown) attacks Rd04 (Gong) (blentz) in Brush hex 134 ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2007-12-28 06:36 Message: Logged In: YES user_id=1717697 Originator: NO The symptoms sounds very much the same as described in the recent entry by "Nobody" 2007-12-27 01:01 in 1813362 Battle hangs game, perhaps due to Java 1.5 ? http://sourceforge.net/tracker/index.php?func=detail&aid=1813362&group_id=1939&atid=101939 (the original creator of that bug informed me that this last entry was NOT from him.) ---clip--- ... , but none of the creatures appear. The log window shows nothing interesting( which you might want to fix ), but the Java console gives the following error: INFO: Phase advances to Fight Dec 27, 2007 8:49:35 AM net.sf.colossus.server.Battle <init> INFO: Bk10 (Skull) (augustinku) attacks Rd11 (Sword) (Red) in Brush hex 113 Exception in thread "Client Brown" java.lang.NullPointerException at net.sf.colossus.client.BattleChit.getCreatureName(BattleChit.java:148 ) at net.sf.colossus.client.BattleChit.getName(BattleChit.java:157) at com.sun.java.swing.plaf.gtk.GTKStyle.getInsets(GTKStyle.java:274) at javax.swing.plaf.synth.SynthStyle.installDefaults(SynthStyle.java:876 ) at javax.swing.plaf.synth.SynthLookAndFeel.updateStyle(SynthLookAndFeel. java:256) ---clap--- Please read what I wrote there. In short, I suspect that the "GTK Style" is causing this. Check/compare which you use, and/or try another one. I made a "trunk build" from latest version where the code involved above check some things and prints more info to the log. Can you please run the Colossus from via this web start link: http://colossus.sf.net/trunk-head/Colossus-trunk-head.jnlp (you could find that link from http://sourceforge.net/projects/colossus => Wiki => left side "ExperimentalBuilds" => .... Trunk builds We now have a separate JNLP file Colossus-head-trunk.jnlp for running the latest ... Make sure it really says "downloading..." (and does not take old from cache), - you can tell the difference by the fact, that the new one has a "Settings" menu. This new one writes some more stuff to the log, perhaps the changes even fix it, or perhaps it throws the NPEs then somewhere else :) --- Summary: 1) check which Look&Feels your users use, try to use a different one, 2) try the experimental build above. Regards, Clemens ---------------------------------------------------------------------- Comment By: Brett Lentz (wakko666) Date: 2007-12-28 04:04 Message: Logged In: YES user_id=846608 Originator: YES Finally had a chance to narrow down the problem a little more. On my Fedora 8 workstation, the game works fine if I run javaws as root, but it does not work when run with a normal user's account. I do have NFS home directories, so that may be a complicating factor as well. ---------------------------------------------------------------------- Comment By: Peter Becker (peterbecker) Date: 2007-06-21 02:22 Message: Logged In: YES user_id=41603 Originator: NO I can confirm that it works with Sun JRE 1.6.0_00 under Kubuntu 7.04, too. I deliberately tried the Webstart version, too. ---------------------------------------------------------------------- Comment By: David Ripton (dripton) Date: 2007-06-20 05:56 Message: Logged In: YES user_id=9425 Originator: NO Works fine for me Java 6 / 1.6 (also 5 / 1.5), on Gentoo Linux, on x86. $ java -version java version "1.6.0_01" Java(TM) SE Runtime Environment (build 1.6.0_01-b06) Java HotSpot(TM) Server VM (build 1.6.0_01-b06, mixed mode) ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-06-19 13:36 Message: Logged In: YES user_id=1717697 Originator: NO Works fine with Java 1.6.0 on WinXP. C:\>java -version java version "1.6.0" Java(TM) SE Runtime Environment (build 1.6.0-b105) Java HotSpot(TM) Client VM (build 1.6.0-b105, mixed mode, sharing) ---------------------------------------------------------------------- Comment By: Brett Lentz (wakko666) Date: 2007-06-19 03:26 Message: Logged In: YES user_id=846608 Originator: YES Some additional info: $ javaws -verbose http://colossus.sourceforge.net/Colossus.jnlp Java(TM) Web Start 1.6.0_01 Launching: /usr/java/jre1.6.0_01/bin/java /usr/java/jre1.6.0_01/bin/java -Xbootclasspath/a:/usr/java/jre1.6.0_01/lib/javaws.jar:/usr/java/jre1.6.0_01/lib/deploy.jar -classpath /usr/java/jre1.6.0_01/lib/deploy.jar -Djava.security.policy=file:/usr/java/jre1.6.0_01/lib/security/javaws.policy -DtrustProxy=true -Xverify:remote -Djnlpx.home=/usr/java/jre1.6.0_01/bin -Djnlpx.remove=false -Djnlpx.splashport=59008 -Djnlpx.jvm=/usr/java/jre1.6.0_01/bin/java com.sun.javaws.Main http://colossus.sourceforge.net/Colossus.jnlp ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1739439&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2007-12-28 02:04:31
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Bugs item #1739439, was opened at 2007-06-18 17:15 Message generated for change (Comment added) made by wakko666 You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1739439&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: Works For Me Priority: 5 Private: No Submitted By: Brett Lentz (wakko666) Assigned to: David Ripton (dripton) Summary: Game unplayable on newer JREs Initial Comment: When using Sun's JRE 6, the game will not create a playable fight. I can play on the mainboard just fine, but whenever a fight occurs, it spawns the battle board, but doesn't spawn any of the creature tiles. When in this state, the game is responsive. It hasn't hung. I can click on any of the menus, or right-click any of the stacks on the mainboard and receive their contents. The battle board just seems to not get populated with the needed creatures. It shows the terrain, but no creatures. I don't have this problem with JRE 1.4. So, it seems like the only difference is connected with the new JRE. If you need additional log output, please let me know. I can duplicate this problem very easily. The last log messages are always similar to this: Brown's turn, number 4 2 creatures are split off from legion Br06 (Hourglass) into new legion Br03 (Chest) Legion Br03[Gargoyle, Gargoyle] is eliminated Legion Br03 (Chest) recombined into legion Br06 (Hourglass) Phase advances to Move Brown rolls a 6 for movement Legion Br06 (Hourglass) in 135 moves to Brush hex 134 entering on Left Phase advances to Fight Br06 (Hourglass) (Brown) attacks Rd04 (Gong) (blentz) in Brush hex 134 ---------------------------------------------------------------------- >Comment By: Brett Lentz (wakko666) Date: 2007-12-27 18:04 Message: Logged In: YES user_id=846608 Originator: YES Finally had a chance to narrow down the problem a little more. On my Fedora 8 workstation, the game works fine if I run javaws as root, but it does not work when run with a normal user's account. I do have NFS home directories, so that may be a complicating factor as well. ---------------------------------------------------------------------- Comment By: Peter Becker (peterbecker) Date: 2007-06-20 16:22 Message: Logged In: YES user_id=41603 Originator: NO I can confirm that it works with Sun JRE 1.6.0_00 under Kubuntu 7.04, too. I deliberately tried the Webstart version, too. ---------------------------------------------------------------------- Comment By: David Ripton (dripton) Date: 2007-06-19 19:56 Message: Logged In: YES user_id=9425 Originator: NO Works fine for me Java 6 / 1.6 (also 5 / 1.5), on Gentoo Linux, on x86. $ java -version java version "1.6.0_01" Java(TM) SE Runtime Environment (build 1.6.0_01-b06) Java HotSpot(TM) Server VM (build 1.6.0_01-b06, mixed mode) ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-06-19 03:36 Message: Logged In: YES user_id=1717697 Originator: NO Works fine with Java 1.6.0 on WinXP. C:\>java -version java version "1.6.0" Java(TM) SE Runtime Environment (build 1.6.0-b105) Java HotSpot(TM) Client VM (build 1.6.0-b105, mixed mode, sharing) ---------------------------------------------------------------------- Comment By: Brett Lentz (wakko666) Date: 2007-06-18 17:26 Message: Logged In: YES user_id=846608 Originator: YES Some additional info: $ javaws -verbose http://colossus.sourceforge.net/Colossus.jnlp Java(TM) Web Start 1.6.0_01 Launching: /usr/java/jre1.6.0_01/bin/java /usr/java/jre1.6.0_01/bin/java -Xbootclasspath/a:/usr/java/jre1.6.0_01/lib/javaws.jar:/usr/java/jre1.6.0_01/lib/deploy.jar -classpath /usr/java/jre1.6.0_01/lib/deploy.jar -Djava.security.policy=file:/usr/java/jre1.6.0_01/lib/security/javaws.policy -DtrustProxy=true -Xverify:remote -Djnlpx.home=/usr/java/jre1.6.0_01/bin -Djnlpx.remove=false -Djnlpx.splashport=59008 -Djnlpx.jvm=/usr/java/jre1.6.0_01/bin/java com.sun.javaws.Main http://colossus.sourceforge.net/Colossus.jnlp ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1739439&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2007-12-27 18:36:17
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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: Open 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: 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...> - 2007-12-27 18:27:50
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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: David Ripton (dripton) 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: 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...> - 2007-12-27 17:33:30
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Bugs item #1859016, was opened at 2007-12-27 09:33 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=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: David Ripton (dripton) 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! ---------------------------------------------------------------------- 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...> - 2007-12-27 10:46:01
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Bugs item #1671955, was opened at 2007-03-01 21:25 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1671955&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: Accepted Priority: 5 Private: No Submitted By: pet3graphics (pet3graphics) >Assigned to: Clemens Katzer (cleka) Summary: Memory Leak Still There Initial Comment: I remember a post about a memory leak from quite soom time ago... Well, it's still there. I was playing ExtTitan against a mix of Milvang & Hauman Hater AI's and kept getting knocked out early (about 5 or 6 times in a row). I kept choosing to start a new game and after the last knock out, I noticed the computer acting slow. I checked the task manager and java was taking up about 5 or 6 times the memory that an initial start up game would take. Normally, (when I've actually checked), an initial strat up game would take up approx 25 to 35 megs in memory. After getting knocked out and starting over so many times, the task manager had java using close to 200 megs. No big deal... just close Colussus and restart it... memory usage back to normal, but it's still a "bug". ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2007-12-27 12:46 Message: Logged In: YES user_id=1717697 Originator: NO Yes, during my recent changes to the overall control flow I noticed that when a game finished, basically no sockets were closed, and all the major objects (socketThreads, clients, masterboards) and thus all the data they refer to where not released. Our current working version contains my improvements to that. A lot of them is now released; the memory usage still grows, but much slower. I intend to work on that occasionally, but not as main issue by itself. -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1671955&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2007-12-27 10:41:48
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Bugs item #1858867, was opened at 2007-12-27 12:41 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=1858867&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: GUI Group: None Status: Open Resolution: None Priority: 3 Private: No Submitted By: Clemens Katzer (cleka) Assigned to: Peter Becker (peterbecker) Summary: No legion flyouts (shift key) when Steal Focus is enabled Initial Comment: The legion flyouts do not appear on pressing the shift key, if "Steal Focus" is enabled. At least not on WinXP SP2, Java 1.4.2., last public build or any of recent repository builds. -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1858867&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2007-12-27 10:38:44
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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: Open 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: 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...> - 2007-12-27 10:32:38
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Bugs item #576738, was opened at 2002-07-03 06:52 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=576738&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: Duplicate Priority: 8 Private: No Submitted By: Nobody/Anonymous (nobody) >Assigned to: Clemens Katzer (cleka) Summary: PickEntrySide broken in Windows Initial Comment: OK, I have no idea how you're going to repro this one but its a doozy. I'm running version 20020628 on WinXP, my friend is running version 20020617 on Win9x. I tried to save the game but "save game" didnt save anything :(. Apparently I needed to "save game as". Perhaps that should be filed as a separate bug...... anyway..... Playing TitanExt, networked game with 1 human, 1 network, 2 AI (one of which is dead). I have a split stack on Plains 29. In one is two lions, in the other my titan, 2 lions, a griffon and a warlock. I roll a 4 meaning I can go to tundra 4000 or attack my friends stack in jungle 33, and I have to move one stack because they are split. Both hexes are hilighted as they should be, however, whenever I tried to move either stack to tundra 4000, when I clicked on the tundra, all the stacks that I haven't moved lit up with the white border (as though I were just clicking somewhere on the board that wasn't a valid move). I took an after the fact screen shot but I doubt that would help you, I wish that my save game had taken :(. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2007-12-27 12:32 Message: Logged In: YES user_id=1717697 Originator: NO I don't think PickEntrySide is broken on Windows; it works pretty fine for me. I would rather guess that this is the same case as this: [ 1737239 ] Illegal Move which is caused by if remote player uses different OS or java version; valid entry sides are stored in a hash or set, so for different implementations taking the first out of two valid sides might yield into different item. But that bug is now most likely fixed, too. Thus this here can be closed. ---------------------------------------------------------------------- Comment By: David Ripton (dripton) Date: 2002-07-09 04:42 Message: Logged In: YES user_id=9425 Reproduced it. Win98, server on 1.4.1, client on 1.4.0. Player rolled a 4 with two legions below an empty middle ring. Neither could move up. I suspect it's because there was a choice of entry sides, and the PickEntrySide dialog is broken on Windows. (I think it works correctly on Linux.) Auto pick entry side was off. Possibly turning it on is a workaround. But I'll fix the bug. ---------------------------------------------------------------------- Comment By: David Ripton (dripton) Date: 2002-07-03 07:14 Message: Logged In: YES user_id=9425 "Save game" works. It's just that the file goes to a somewhat unexpected place by default: $user.home/Colossus/saves $user.home is $HOME in Unix, c:\windows or c:\windows\profiles\$username in Win9x, c:\Documents and Settings\$username in Win2k/XP. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=576738&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2007-12-27 10:19:49
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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: Pending 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: 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...> - 2007-12-27 10:16:35
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Bugs item #1341698, was opened at 2005-10-29 18:55 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1341698&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: Pending >Resolution: Out of Date Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) >Assigned to: Clemens Katzer (cleka) Summary: Defender disappears Initial Comment: I was attacked by an AI enemy's only stack (so it had their Titan) and I was successful in killing the Titan. Once back to the map screen, my legion had disappeared! ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2007-12-27 12:16 Message: Logged In: YES user_id=1717697 Originator: NO I have never seen cases like that before, there is a good chance that that what he saw was totally normal (mutual elimination on backstrike), and so much changed since then, so I suggest we close this if nobody speaks up against it. I put it to pending, so it will get closed after few weeks if nothing happens otherwise. -Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-06-08 16:35 Message: Logged In: YES user_id=1717697 Originator: NO well, this is totally possible - you might have killed that titan, and (or also not, does actually not matter) all of the other creatures in his legion. But if the AI on the backstrike did still kill all of your remaining creatures, this is a mutual and nothing of your legion would remain to go back to the masterboard. Are you sure that there was no chance that he killed all your creatures? ( too many creatures, some of them not in contact, or some of them more hitpoints left than all nearby creatures together in theory can sum up to, ...) The AI's backstrike happen so fast and then immediately the battle board disappears that it's hard to track. Anyway hard to say without log or something... ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1341698&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2007-12-27 10:13:10
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Bugs item #676285, was opened at 2003-01-28 21:33 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=676285&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: Network Group: None Status: Open >Resolution: Out of Date Priority: 5 Private: No Submitted By: Ben Bishop (benbishop) >Assigned to: Clemens Katzer (cleka) Summary: Failure during network play? Initial Comment: I'll attach the save file, and I'll be including the last move information from the log. Standard game, 3 player, 1 AI, 2 human. Turn 17 -- IU move and have 3 battles, I selected to fight the one against the other human and it immediately marked the human as dead (I was attacking a 3 Cyc stack) and the resulting game is hung in 'resolve conflict' -- it is highlighting the other two conflicts, but won't let me select select them to play it out (not that I should since the game is effectively over). The log from my last move (I'm bbishop, gtrask is the other player): bbishop's turn, number 17 5 creatures are split off from legion Rd02 (Eagle) into new legion Rd12 (Torch) Legion Rd12 (Torch) [Behemoth, Behemoth, Cyclops, Cyclops, Cyclops] is eliminated Legion Rd12 (Torch) recombined into legion Rd02 (Eagle) 3 creatures are split off from legion Rd02 (Eagle) into new legion Rd01 (Cross) Phase advances to Move bbishop rolls a 5 for movement Legion Rd03 (Fist) in 40 moves to Brush hex 137 entering on Right Legion Rd08 (Shield) in 35 moves to Jungle hex 40 entering on Left Legion Rd11 (Sword) in 28 moves to Hills hex 23 entering on Right Legion Rd11 (Sword) undoes its move Legion Rd02 (Eagle) in 122 moves to Marsh hex 117 entering on Left Legion Rd01 (Cross) in 122 moves to Plains hex 20 entering on Left Legion Rd05 (Heart) in 37 moves to Marsh hex 41 entering on Right Legion Rd04 (Gong) in 38 moves to Hills hex 37 entering on Left Legion Rd11 (Sword) in 28 moves to Hills hex 23 entering on Right Phase advances to Fight Error: java.net.SocketException: Connection reset by peer: JVM_recv in socket input stream read Legion Pu04 (Eggplant) [Angel, Cyclops, Cyclops, Cyclops, Behemoth] is eliminated Legion Pu08 (Inkwell) [Titan, Cyclops, Gargoyle, Centaur, Centaur, Centaur, Lion] is eliminated Legion Pu02 (Castle) [Minotaur, Troll, Troll, Troll] is eliminated Legion Pu01 (Carriage) [Behemoth, Gorgon, Gargoyle, Gargoyle] is eliminated Legion Pu11 (Pomegranate) [Behemoth, Gorgon, Cyclops, Cyclops, Cyclops, Gorgon] is eliminated Legion Pu06 (Grapes) [Angel, Minotaur, Troll, Ogre, Ogre, Troll] is eliminated Legion Pu07 (Helmet) [Cyclops, Lion] is eliminated bbishop earns 27.0 points Legion Pu03 (Circlet) [Cyclops, Cyclops, Cyclops] is eliminated gtrask dies ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2007-12-27 12:13 Message: Logged In: YES user_id=1717697 Originator: NO Have you still encountered such problems recently, let's say since summer 2007 ? If not, I suggest we close this bug report. -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=676285&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2007-12-27 10:05:36
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Bugs item #949404, was opened at 2004-05-06 22:04 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=949404&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: Pending >Resolution: Fixed Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) >Assigned to: Clemens Katzer (cleka) Summary: Engagement Results screen won't appear Initial Comment: My email: ry...@fo... I'm running on WinXP Pro 2002 SP1 with Java Web Start 1.4.2_01. My screen resolution is 1280 x 1024 x 32bit with using an ATI Radeon 9800. Selecting the "Engagement Results" checkbox from the graphics window doesn't do anything except check the box in the menu. The bug showed up in the 3/16 build--the 2/24 build didn't have this problem. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2007-12-27 12:05 Message: Logged In: YES user_id=1717697 Originator: NO This should now be working as expected: - It's visible when game starts (= was enabled, not matter hidden or not) in previous game with that user name; - you can hide it, it will come back on next engagement; - if it's hidden, you can get it back by from the menu first disable and then enable again; - and it collects all results from beginning on. I am setting this to Pending; i.e. if nobody speaks up in near future, sourceforge tracker robot will set it to Closed after a few weeks. -Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-04-16 14:51 Message: Logged In: YES user_id=1717697 Originator: NO Since r2643 (April 11, 2007) engagement result window is now initially shown, when enabled - even if it is empty. OK, if you "Done" it, it will disappear until next engagement (or it might be "until next own engagement"? - there is some logic in when it jumps to "last engagement" - this might play a role here - I didn't look into that). Not sure if it looks pretty this way, but this way it at least a) collects the eng. events from beginning on, even if own player is not involved in first battles, b) when you start, you notice whether or not you would have the engagement viewer, so you can turn it on if you want (not need to check from Graphics menu first whether you need to turn it on and when looking you notice "all right, it is checked but just not visible yet" ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2004-05-08 00:30 Message: Logged In: NO Oh, that must have been a change in the behavior... that actually seems to work... It seems to me that after an engagement has happened, selecting "show engagement results" should at least show the results of past engagements. -- ryan ---------------------------------------------------------------------- Comment By: Ben Bishop (benbishop) Date: 2004-05-07 20:05 Message: Logged In: YES user_id=14669 In my experience, selecting 'engagement results' just means that the next time there is an engagement the results will be displayed -- it doesn't appear to turn on.off display of result history, only from that point on (which I think is a flaw -- IMO it should just be a viewer on an engagements result list) ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=949404&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2007-12-27 09:57:07
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Bugs item #1769985, was opened at 2007-08-08 14:49 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1769985&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: Fixed Priority: 5 Private: No Submitted By: Ben Bishop (benbishop) Assigned to: Nobody/Anonymous (nobody) Summary: Auto quit when game over never changes Initial Comment: I inadvertantly chose "Auto quit when game over" in options. Loading a saved game, however, seems to overwrite the option settings, at which point there is no way to switch back to it not auto quitting. Note that I didn't find the 'auto quit' option in the save file, but in the user profile; so it seems that if you change auto quit it doesn't immediately save the change to the profile. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2007-12-27 11:57 Message: Logged In: YES user_id=1717697 Originator: NO Public build is now available which contains correction to those, as discussed earlier. I will set this bug report to Pending, so if you don't report "the problem is still there!" within some while, the sourceforge robot will set this to Closed after a few weeks. Regards, Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-09-10 23:44 Message: Logged In: YES user_id=1717697 Originator: NO Interesting side effect... should now be fixed, but it might take a while to next public build :-/ ---------------------------------------------------------------------- Comment By: Ben Bishop (benbishop) Date: 2007-09-10 21:49 Message: Logged In: YES user_id=14669 Originator: YES Since this was added to the new public buiold, the list of player (and player types) on the start screen now default to 'none' rather than the prior values. It appears that information is not getting saved as part of the configuration. ---------------------------------------------------------------------- Comment By: Ben Bishop (benbishop) Date: 2007-09-10 21:49 Message: Logged In: YES user_id=14669 Originator: YES Since this was added to the new public buiold, the list of player (and player types) on the start screen now default to 'none' rather than the prior values. It appears that information is not getting saved as part of the configuration. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-08-14 23:51 Message: Logged In: YES user_id=1717697 Originator: NO Fixed with revision 2709. GetPlayers dialog saves server side options now back to cfg file when one loads a game (not only when starting a new game). ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-08-10 00:12 Message: Logged In: YES user_id=1717697 Originator: NO Yes, there is something fishy here, but you as user could see only half of the truth :) What actually happened here is: "When one _loads_ a game from GetPlayers menu, the changed options are in effect for the starting/loaded game, but they are not stored back to settings file, and thus, when one comes next time to that dialog (which initializes itself from the file), they are back to what they were before". A little bit more detailed explanation, for those who are interested.... : Changes to server side settings ( = the options in the GetPlayers dialog before starting the game) are stored to the settings file only when one presses "New Game"; but not when one presses "Load Game" ( = that is the actual bug here). Have you tried whether it actually quits when game over when the "did not take the change" happened ? Because it would not do so, I believe. I made some tests where I print the value of Auto quit to the screen when the actual game starts; what happens is, that when you e.g. change auto quit to false and then press load game, the auto quit false is indeed in effect for that game, but since it was not stored to the server cfg file, then when you try next time "New Game" (e.g. from File menu) there it is back to true again. So, to resolve your problem, you have to change it, press once "New Game" ( this write changes back), and when you after that next time come to the GetPlayers dialog where you can set the options, it's state has changed. BTW; when you press QUIT on that dialog it does not save any changed options either. And basically this behavior should be likewise for all other settings in that dialog, only in others it's more easy to notice what is the "actually in effect value" of that setting. (yes, I just tried it - for view mode and expire option happens just the same). BTW2, the value of "Auto quit when game over" in user profile ( = "Colossus-<playername>.cf") is totally bogus - there is nothing in client side that reads this setting. The actual place where this value is stored is the Colossus-server.cfg file. (why it is transferred then to the client, and that one saves it? Don't know ... just by accident, I guess... *shrug* ;-) Could be cleaned as well, when one is up to fix this here... Still, the behavior you describe is a bug - it's not reasonable that the changed options do not take effect when one presses Load, but one can have them effect by first New Game and then restart and press Load. -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1769985&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2007-12-27 09:49:32
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Bugs item #1715752, was opened at 2007-05-09 17:27 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1715752&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: 5 Private: No Submitted By: Clemens Katzer (cleka) >Assigned to: Clemens Katzer (cleka) Summary: Autoquit hangs when Log window and -g Initial Comment: When - log window is in use and - Autoquit is active (with -q or from saved options) and - game was started with -g (no PlayerSelection, go straight ahead to play), then the "Autoquit when game over" hangs (= does not return to cmdline). This is in newest r2677, but I verified that this is already the case in 20061119 build. It does not matter - whether -q is given cmdline or had it been set earlier and now read from options, - whether nr of AIs and humans is cmdline or read from options file, and - whether log window is activated in running game or was read from user options. Can be reproduced like this: 1) Start a game from commandline: java -Djava.util.logging.config.file=logging.properties -Xmx128M -jar Colossus.jar -q -g -i 2 -u 1 2) (Select color and marker if necessary), Set log window to on in graphics menu. Put the manual player to Autoplay, and do first split and Done to get the autoplay running. In newer versions one can get the same effect with only AIs, when the forceWindow property is in use (to force even an AI to get a board window, and thus a log window). When game is over, all windows disappear, but commandline window does not return to a prompt. Pressing Ctrl-C does not effect anything, Ctrl-Break prints a long list of stuff - thread infos (?). Some parts in that to me look like that there is something with the logging, waiting for a lock: "Brown" prio=5 tid=0x034bc9b8 nid=0x164c in Object.wait() [0x07f4f000..0x07f4fd68] at java.lang.Object.wait(Native Method) - waiting on <0x10a45e40> (a java.util.logging.LogManager$Cleaner) at java.lang.Thread.join(Unknown Source) - locked <0x10a45e40> (a java.util.logging.LogManager$Cleaner) at java.lang.Thread.join(Unknown Source) at java.lang.Shutdown.runHooks(Unknown Source) at java.lang.Shutdown.sequence(Unknown Source) at java.lang.Shutdown.exit(Unknown Source) - locked <0x181df230> (a java.lang.Class) at java.lang.Runtime.exit(Unknown Source) at java.lang.System.exit(Unknown Source) at net.sf.colossus.server.Game.dispose(Game.java:1682) at net.sf.colossus.server.Game.setGameOver(Game.java:669) - locked <0x10a67a80> (a net.sf.colossus.server.Game) at net.sf.colossus.server.Game.checkForVictory(Game.java:650) at net.sf.colossus.server.Player.die(Player.java:747) - locked <0x10b49798> (a net.sf.colossus.server.Player) at net.sf.colossus.server.Battle.checkForElimination(Battle.java:913) Full cut&paste of cmdline window as attachment. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2007-12-27 11:49 Message: Logged In: YES user_id=1717697 Originator: YES After all the changes to main control flow, which thread starts what etc, this problem is now gone. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1715752&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2007-12-27 09:44:37
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Bugs item #1789116, was opened at 2007-09-06 06:28 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1789116&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: Duplicate >Priority: 1 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Clemens Katzer (cleka) Summary: illegal move: 29 plain to 2000 tundra Initial Comment: during my recent 2 games, legions at 29 plain cannot move to 2000 tundra when rolling a 4 it keeps saying "illegal move" ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2007-12-27 11:44 Message: Logged In: YES user_id=1717697 Originator: NO Closing this, as it is duplicate to [1737239] Illegal Move and here is no real contact mentioned anyway. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-09-06 10:34 Message: Logged In: YES user_id=1717697 Originator: NO Same thing has been reported before: 1737239 Illegal Move http://sourceforge.net/tracker/index.php?func=detail&aid=1737239&group_id=1939&atid=101939 Seems this is not reproducable, depends on the users PC, java version, or other things. So please report all those things: - Your operating system, - Java version (e.g. in Colossus Help => About), - which variant, - how many human/AI/network players (local only, or remote server), - do you have "Auto pick entry side" option active (Autoplay menu), - does it happen every time when you try this move or only occasionally? (or course once it happens in one game, from then on always, but in another, new game (totally QUIT the whole application between!!), would it happen on first attempt immediately again?) TIP: You can reproduce the plain 29 situation very easily - before game start, set in the startup menu the "unlimited mulligans", then when needed press "M" until you get the roll that let's you go to the plain 29 and next time as long until you get a four to go to tundra. The only way we can fix this, if a person on whose PC this happens. is willing to help on this - send in logfile, run a specialized version which prints more debug output (e.g. in the part of code which decides whether it is a illegal move or not, make it tell more concrete "which fact makes it illegal" and such. I have now made improvements on this "illegal move" message so that it tells a concrete reason (wrong entry side, target hex not in list of hexes etc.), i.e. why does the server consider this illegal. If David does a new build soon, one would get some more clue what is the issue here - in general. But from then on, we would need to refine it - make it print more detailed info in this parts of code which are involved, and we can't always make a new public build to get more debugging output ... So, if I would build such a special version for you, and send you a jar or zip file (1-2 MB), are you willing to run it (e.g. from commandline) ? If you are not willing to reveal your name/email here, could you email me directly -- my name (cleka) and then the at and then users.sourceforge.net ? Regards, -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1789116&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2007-12-27 09:43:13
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Bugs item #1737239, was opened at 2007-06-14 17:41 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1737239&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: Pending >Resolution: Fixed Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Clemens Katzer (cleka) Summary: Illegal Move Initial Comment: Hello, Playing the June 2007 update I encountered an "Illegal Move" message box when trying to move on a die 4 from plains #29 to the tundra. I've never seen this before, but it happened twice in this game. When I click on the group it shows what they should be able to build in the tundra, but won't let me move. It will allow me to move to the abyss (by the way we were playing the Abyss6 version). I've only seen it in this one game, so maybe it is just a fluke. Thanks, Bill waw...@ho... ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2007-12-27 11:43 Message: Logged In: YES user_id=1717697 Originator: NO Now we have a new public build and this should be fixed. Please report in case you still get that error message. I set this to Pending, so the sourceforge tracker system will close it, if there is nothing else done to it in next 6 (?) weeks or so. -Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-11-27 09:37 Message: Logged In: YES user_id=1717697 Originator: NO Yes, I believe it does not depend on the map. As said, my last changes to it (revision 2717, 04.10.2007) should fix that, but we do not have a public build yet. There's some stuff ongoing with the battle map, not sure if we wait for that to complete or do a build soon nevertheless... I'll ask. -Clemens ---------------------------------------------------------------------- Comment By: General Lom (general_lom) Date: 2007-11-27 07:04 Message: Logged In: YES user_id=1902564 Originator: NO I have seen a similar error on the regular map. when rolling a 4 on an up square to the top circle. Game complains that entry is Right but I can only enter to the Left, or perhaps vice versa. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-10-04 10:05 Message: Logged In: YES user_id=1717697 Originator: NO While ago I modified the sources so that they tell more concrete reason why the server considers this illegal. Now Bill got the error again, and server rejects it because of the entry side: "Illegal move: EntrySide 'Left' is not valid, valid are [Right]" See attached picture. In the code, there is some optimization, "if the target hex is free", then don't bother to find all sides, just take the first. This is done both on client and server side. The list which sides would be valid is calculated based on in iterator over a HashSet of moves. Now, my suspicion is, that different java versions (or implementation, or memory situation, ...) make it happen that the one hashmap stores the elements in a different order than the other one, so it is kind of random which is choosen as the first. This theory is confirmed by the fact that this happened in a networked game. I will now remove the "optimization" on the server side, so it will always give back to the method which compare the entry side, all valid sides, not just the first one (if target is free). If my theory is right, the error should not happen afterwards anymore. -Clemens File Added: IllegalMove-EntrySides.jpg ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1737239&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2007-12-27 09:39:31
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Bugs item #1809483, was opened at 2007-10-08 17:05 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1809483&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: Java Group: None Status: Open Resolution: None Priority: 5 Private: No Submitted By: Dranathi (dranathi) Assigned to: David Ripton (dripton) Summary: Race condition in Main thread Initial Comment: Repeatable error debugging current uild using eclipse 3.2. Appears to be a Race condition when the Auto Inspector window defaults to be open. Main thread is racing the client thread. and is destroyed by an array out of bounds exception. I have a screen capture of the exception. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2007-12-27 11:39 Message: Logged In: YES user_id=1717697 Originator: NO Can you try whether this still happens with the newest revision (any version after my merge). I did pretty much changes in starting threads, waiting for them, autoinspector now started after (and only if) board is up, etc., so there are good chances this is gone now. -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1809483&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2007-12-27 09:36:31
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Bugs item #1813362, was opened at 2007-10-15 00:53 Message generated for change (Settings changed) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1813362&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. >Category: General Group: None Status: Open Resolution: None Priority: 5 Private: No Submitted By: Steven Zwanger (szwanger) Assigned to: Clemens Katzer (cleka) Summary: Battle hangs game, perhaps due to Java 1.5 ? Initial Comment: I've been playing the Beelzebub variant, and frequently when I start a combat, I can't move any pieces onto the battleboard; when I click on a piece, I just get the error chime (I'm using Windows). Saving and loading the game doesn't work; it just quits when I try that, though I am attaching such a saved game. So far I've only noticed this when the location is Ruins or Tower. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2007-12-27 11:36 Message: Logged In: YES user_id=1717697 Originator: NO 1) Which "Look & Feel" do you use? can you switch to another one Window => Look & Feel => [Metal | CDE/Motif/Windows] and see whether it happens there too? I always use the default "Metal". (I notice there are some swing.plaf.gtk.GTKStyle and SynthLookAndFeel stuff in the exception, which I have never seen... I don't think its the reason but just to be sure.) 2) Do you have something special like 2 CPU's or dual-core CPU or something? The code in question gets a null name for the creature name / id, which is pretty strange; I could in theory imagine this caused be by some method be executed faster than others, which would not happen if all is done sequentially on same CPU... 3) I will build in some more debug output, and you could then use the "trunkBuild" from the wiki page - perhaps we find out more then. I'll let you know when it's available. -Clemens ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2007-12-27 11:01 Message: Logged In: NO I'm still having problems with battles hanging. This time I'm using Kubuntu 7.10 with Java 1.6.0_03 and the 12/24 build. The battle window shows up with the new turn markers at the top ( which are a nice ), but none of the creatures appear. The log window shows nothing interesting( which you might want to fix ), but the Java console gives the following error: INFO: Phase advances to Fight Dec 27, 2007 8:49:35 AM net.sf.colossus.server.Battle <init> INFO: Bk10 (Skull) (augustinku) attacks Rd11 (Sword) (Red) in Brush hex 113 Exception in thread "Client Brown" java.lang.NullPointerException at net.sf.colossus.client.BattleChit.getCreatureName(BattleChit.java:148 ) at net.sf.colossus.client.BattleChit.getName(BattleChit.java:157) at com.sun.java.swing.plaf.gtk.GTKStyle.getInsets(GTKStyle.java:274) at javax.swing.plaf.synth.SynthStyle.installDefaults(SynthStyle.java:876 ) at javax.swing.plaf.synth.SynthLookAndFeel.updateStyle(SynthLookAndFeel. java:256) at javax.swing.plaf.synth.SynthPanelUI.updateStyle(SynthPanelUI.java:70) at javax.swing.plaf.synth.SynthPanelUI.installDefaults(SynthPanelUI.java :57) at javax.swing.plaf.basic.BasicPanelUI.installUI(BasicPanelUI.java:39) at javax.swing.plaf.synth.SynthPanelUI.installUI(SynthPanelUI.java:37) at javax.swing.JComponent.setUI(JComponent.java:673) at javax.swing.JPanel.setUI(JPanel.java:136) at javax.swing.JPanel.updateUI(JPanel.java:109) at javax.swing.JPanel.<init>(JPanel.java:69) at javax.swing.JPanel.<init>(JPanel.java:92) at javax.swing.JPanel.<init>(JPanel.java:100) at net.sf.colossus.client.Chit.<init>(Chit.java:79) at net.sf.colossus.client.Chit.<init>(Chit.java:68) at net.sf.colossus.client.BattleChit.<init>(BattleChit.java:58) at net.sf.colossus.client.Client.addBattleChit(Client.java:1926) at net.sf.colossus.client.Client.placeNewChit(Client.java:1892) at net.sf.colossus.client.SocketClientThread.callMethod(SocketClientThre ad.java:226) at net.sf.colossus.client.SocketClientThread.parseLine(SocketClientThrea d.java:117) at net.sf.colossus.client.SocketClientThread.run(SocketClientThread.java :88) Exception in thread "Client Blue" java.lang.NullPointerException at net.sf.colossus.client.BattleChit.getCreatureName(BattleChit.java:148 ) at net.sf.colossus.client.BattleChit.getName(BattleChit.java:157) at com.sun.java.swing.plaf.gtk.GTKStyle.getInsets(GTKStyle.java:274) at javax.swing.plaf.synth.SynthStyle.installDefaults(SynthStyle.java:876 ) at javax.swing.plaf.synth.SynthLookAndFeel.updateStyle(SynthLookAndFeel. java:256) at javax.swing.plaf.synth.SynthPanelUI.updateStyle(SynthPanelUI.java:70) at javax.swing.plaf.synth.SynthPanelUI.installDefaults(SynthPanelUI.java :57) at javax.swing.plaf.basic.BasicPanelUI.installUI(BasicPanelUI.java:39) at javax.swing.plaf.synth.SynthPanelUI.installUI(SynthPanelUI.java:37) at javax.swing.JComponent.setUI(JComponent.java:673) at javax.swing.JPanel.setUI(JPanel.java:136) at javax.swing.JPanel.updateUI(JPanel.java:109) at javax.swing.JPanel.<init>(JPanel.java:69) at javax.swing.JPanel.<init>(JPanel.java:92) at javax.swing.JPanel.<init>(JPanel.java:100) at net.sf.colossus.client.Chit.<init>(Chit.java:79) at net.sf.colossus.client.Chit.<init>(Chit.java:68) at net.sf.colossus.client.BattleChit.<init>(BattleChit.java:58) at net.sf.colossus.client.Client.addBattleChit(Client.java:1926) at net.sf.colossus.client.Client.placeNewChit(Client.java:1892) at net.sf.colossus.client.SocketClientThread.callMethod(SocketClientThre ad.java:226) at net.sf.colossus.client.SocketClientThread.parseLine(SocketClientThrea d.java:117) at net.sf.colossus.client.SocketClientThread.run(SocketClientThread.java :88) Exception in thread "Client Gold" java.lang.NullPointerException at net.sf.colossus.client.BattleChit.getCreatureName(BattleChit.java:148 ) at net.sf.colossus.client.BattleChit.getName(BattleChit.java:157) at com.sun.java.swing.plaf.gtk.GTKStyle.getInsets(GTKStyle.java:274) at javax.swing.plaf.synth.SynthStyle.installDefaults(SynthStyle.java:876 ) at javax.swing.plaf.synth.SynthLookAndFeel.updateStyle(SynthLookAndFeel. java:256) at javax.swing.plaf.synth.SynthPanelUI.updateStyle(SynthPanelUI.java:70) at javax.swing.plaf.synth.SynthPanelUI.installDefaults(SynthPanelUI.java :57) at javax.swing.plaf.basic.BasicPanelUI.installUI(BasicPanelUI.java:39) at javax.swing.plaf.synth.SynthPanelUI.installUI(SynthPanelUI.java:37) at javax.swing.JComponent.setUI(JComponent.java:673) at javax.swing.JPanel.setUI(JPanel.java:136) at javax.swing.JPanel.updateUI(JPanel.java:109) at javax.swing.JPanel.<init>(JPanel.java:69) at javax.swing.JPanel.<init>(JPanel.java:92) at javax.swing.JPanel.<init>(JPanel.java:100) at net.sf.colossus.client.Chit.<init>(Chit.java:79) at net.sf.colossus.client.Chit.<init>(Chit.java:68) at net.sf.colossus.client.BattleChit.<init>(BattleChit.java:58) at net.sf.colossus.client.Client.addBattleChit(Client.java:1926) at net.sf.colossus.client.Client.placeNewChit(Client.java:1892) at net.sf.colossus.client.SocketClientThread.callMethod(SocketClientThre ad.java:226) at net.sf.colossus.client.SocketClientThread.parseLine(SocketClientThrea d.java:117) at net.sf.colossus.client.SocketClientThread.run(SocketClientThread.java :88) Exception in thread "Client Green" java.lang.NullPointerException at net.sf.colossus.client.BattleChit.getCreatureName(BattleChit.java:148 ) at net.sf.colossus.client.BattleChit.getName(BattleChit.java:157) at com.sun.java.swing.plaf.gtk.GTKStyle.getInsets(GTKStyle.java:274) at javax.swing.plaf.synth.SynthStyle.installDefaults(SynthStyle.java:876 ) at javax.swing.plaf.synth.SynthLookAndFeel.updateStyle(SynthLookAndFeel. java:256) at javax.swing.plaf.synth.SynthPanelUI.updateStyle(SynthPanelUI.java:70) at javax.swing.plaf.synth.SynthPanelUI.installDefaults(SynthPanelUI.java :57) at javax.swing.plaf.basic.BasicPanelUI.installUI(BasicPanelUI.java:39) at javax.swing.plaf.synth.SynthPanelUI.installUI(SynthPanelUI.java:37) at javax.swing.JComponent.setUI(JComponent.java:673) at javax.swing.JPanel.setUI(JPanel.java:136) at javax.swing.JPanel.updateUI(JPanel.java:109) at javax.swing.JPanel.<init>(JPanel.java:69) at javax.swing.JPanel.<init>(JPanel.java:92) at javax.swing.JPanel.<init>(JPanel.java:100) at net.sf.colossus.client.Chit.<init>(Chit.java:79) at net.sf.colossus.client.Chit.<init>(Chit.java:68) at net.sf.colossus.client.BattleChit.<init>(BattleChit.java:58) at net.sf.colossus.client.Client.addBattleChit(Client.java:1926) at net.sf.colossus.client.Client.placeNewChit(Client.java:1892) at net.sf.colossus.client.SocketClientThread.callMethod(SocketClientThre ad.java:226) at net.sf.colossus.client.SocketClientThread.parseLine(SocketClientThrea d.java:117) at net.sf.colossus.client.SocketClientThread.run(SocketClientThread.java :88) Exception in thread "Client Red" java.lang.NullPointerException at net.sf.colossus.client.BattleChit.getCreatureName(BattleChit.java:148 ) at net.sf.colossus.client.BattleChit.getName(BattleChit.java:157) at com.sun.java.swing.plaf.gtk.GTKStyle.getInsets(GTKStyle.java:274) at javax.swing.plaf.synth.SynthStyle.installDefaults(SynthStyle.java:876 ) at javax.swing.plaf.synth.SynthLookAndFeel.updateStyle(SynthLookAndFeel. java:256) at javax.swing.plaf.synth.SynthPanelUI.updateStyle(SynthPanelUI.java:70) at javax.swing.plaf.synth.SynthPanelUI.installDefaults(SynthPanelUI.java :57) at javax.swing.plaf.basic.BasicPanelUI.installUI(BasicPanelUI.java:39) at javax.swing.plaf.synth.SynthPanelUI.installUI(SynthPanelUI.java:37) at javax.swing.JComponent.setUI(JComponent.java:673) at javax.swing.JPanel.setUI(JPanel.java:136) at javax.swing.JPanel.updateUI(JPanel.java:109) at javax.swing.JPanel.<init>(JPanel.java:69) at javax.swing.JPanel.<init>(JPanel.java:92) at javax.swing.JPanel.<init>(JPanel.java:100) at net.sf.colossus.client.Chit.<init>(Chit.java:79) at net.sf.colossus.client.Chit.<init>(Chit.java:68) at net.sf.colossus.client.BattleChit.<init>(BattleChit.java:58) at net.sf.colossus.client.Client.addBattleChit(Client.java:1926) at net.sf.colossus.client.Client.placeNewChit(Client.java:1892) at net.sf.colossus.client.SocketClientThread.callMethod(SocketClientThre ad.java:226) at net.sf.colossus.client.SocketClientThread.parseLine(SocketClientThrea d.java:117) at net.sf.colossus.client.SocketClientThread.run(SocketClientThread.java :88) Exception in thread "Client augustinku" java.lang.NullPointerException at net.sf.colossus.client.BattleChit.getCreatureName(BattleChit.java:148 ) at net.sf.colossus.client.BattleChit.getName(BattleChit.java:157) at com.sun.java.swing.plaf.gtk.GTKStyle.getInsets(GTKStyle.java:274) at javax.swing.plaf.synth.SynthStyle.installDefaults(SynthStyle.java:876 ) at javax.swing.plaf.synth.SynthLookAndFeel.updateStyle(SynthLookAndFeel. java:256) at javax.swing.plaf.synth.SynthPanelUI.updateStyle(SynthPanelUI.java:70) at javax.swing.plaf.synth.SynthPanelUI.installDefaults(SynthPanelUI.java :57) at javax.swing.plaf.basic.BasicPanelUI.installUI(BasicPanelUI.java:39) at javax.swing.plaf.synth.SynthPanelUI.installUI(SynthPanelUI.java:37) at javax.swing.JComponent.setUI(JComponent.java:673) at javax.swing.JPanel.setUI(JPanel.java:136) at javax.swing.JPanel.updateUI(JPanel.java:109) at javax.swing.JPanel.<init>(JPanel.java:69) at javax.swing.JPanel.<init>(JPanel.java:92) at javax.swing.JPanel.<init>(JPanel.java:100) at net.sf.colossus.client.Chit.<init>(Chit.java:79) at net.sf.colossus.client.Chit.<init>(Chit.java:68) at net.sf.colossus.client.BattleChit.<init>(BattleChit.java:58) at net.sf.colossus.client.Client.addBattleChit(Client.java:1926) at net.sf.colossus.client.Client.placeNewChit(Client.java:1892) at net.sf.colossus.client.SocketClientThread.callMethod(SocketClientThre ad.java:226) at net.sf.colossus.client.SocketClientThread.parseLine(SocketClientThrea d.java:117) at net.sf.colossus.client.SocketClientThread.run(SocketClientThread.java :88) ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-11-14 14:21 Message: Logged In: YES user_id=1717697 Originator: NO Hi, could you do some experiment whether your fault is related to changing the focus to some other window, as in this one: [ 824435 ] Unable to resolve battles in network games http://sourceforge.net/tracker/index.php?func=detail&aid=824435&group_id=1939&atid=101939 -Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-11-01 11:29 Message: Logged In: YES user_id=1717697 Originator: NO So, unless someone where it fails can run it from commandline and submit a copy paste of whats printed there, or use Java Web Start Console to get that output, there's not much we can do. The person who submitted as nobody: if you don't want to post your name or email here, or have no login id on sourceforge, you could also mail me directly -- my id and after that the "at" and the domain users.sourceforge.net - then we could discuss this more easily -- if you wish so. -Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-11-01 11:26 Message: Logged In: YES user_id=1717697 Originator: NO As said earlier: saving during battle and restore I don't expect to work properly. I have taken the saved game from other bug, and cleaned it (remove the line 1214, about the battle), and then I can load it, and the AIs happily fight. I have attached that cleaned xml file. I tried it with: newest SVN sources in Java 1.4.2, with last public build (20070906) with JRE 1.5.0_07, with last public build (20070906) with JRE 1.6.0 (cmdline it says: C:\Temp>java -version java version "1.6.0" Java(TM) SE Runtime Environment (build 1.6.0-b105) Java HotSpot(TM) Client VM (build 1.6.0-b105, mixed mode) ) - and all of them start nicely fighting, battle cleans up and it's augustinku's turn to split stacks. As said, attached the cleaned saved file. File Added: battlehangscleaned.xml ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-11-01 11:11 Message: Logged In: YES user_id=1717697 Originator: NO copying an update from the duplicate bug report to here: ---clip--- I've attached a save game file that hangs my machine. If I try to load the save game from the initial dialog, nothing happens. If I start a new game and then load the save game, it loads and hangs on the battle between two AIs. ---clap--- File Added: battlehangs.xml ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-11-01 11:05 Message: Logged In: YES user_id=1717697 Originator: NO ** Someone else ("nobody") reported in a new bug report ** "[ 1823753 ] Battle Hangs on Linux" the probably same issue: I've fought a few battles successfully, but once I ran into the battle hang, I keep getting it consistently. When the battle window opens, it asks me whether I want to concede and then nothing happens. The contents of both legions aren't displayed as usual. The cursor in the main window is spinning and the cursor in the battle window is normal. The log window didn't show anything interesting. I think it said battle started. I'm guessing it's some type of deadlock or race condition, since I've fought a few battles successfully. It's a single player game with 5 AIs. I tried against all human hater AIs and against all Milvang AIs and the bug still hapens. I've also tried playing without any of the additional windows like the caretaker and log window, but the bug remains. I'm running the 2007-09-06 build using Kubuntu 7.04 and Java 1.5.09. Linux ubuntu 2.6.20-16-generic #2 SMP Sun Sep 23 18:31:23 UTC 2007 x86_64 GNU/Linux ** Somewhat later: If I attack, I get the concede dialog. Then the game hangs. If I'm attacked, I don't get a flee dialog and the game hangs. If an AI attacks an AI the battle window appears and the game hangs. *** I am closing the other as duplicate. ---------------------------------------------------------------------- Comment By: Steven Zwanger (szwanger) Date: 2007-10-17 16:37 Message: Logged In: YES user_id=1913099 Originator: YES This problem hasn't happened again since my last post, but as soon as it does, I'll report what I find. >Did you get the usual "Flee" or "Propose/Fight" dialogs and >answer them? Yes. I have played Colossus earlier -- in fact, this version (20070906) is the only version I've played. I haven't reinstalled Java or upgraded anything on the PC. >Is it a difference whether you attack or are attacked? I think it's happened both ways, but I'm not positive. >I suppose you are playing against AIs ? Yes ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-10-17 11:19 Message: Logged In: YES user_id=1717697 Originator: NO Maybe the first thing to try is whether something is told in log window. During game startup, mark the checkbox "Log debug messages" (in Game Setup, Options tab, top middle checkbox). Then, when game started, in "Window" menu select "Log Window". A log window should appear somewhere. (it must be open before the problem happens; messages are not added there while it's closed...). So, next time when you can't move it in, let's see whether there is something printed in log window indicating why. What puzzles me is, that I normally don't get the error sound when I click wrong location or something; rather, only then, when I click on one window, while some other modal dialog ( i.e. one which demands response before anything else may continue) is still open and waiting for an answer. Did you get the usual "Flee" or "Propose/Fight" dialogs and answer them? Have you played Colossus earlier and now it stopped working due to new Colossus version, or changes on the PC (upgrades, reinstall, different java version than before, ...) - what is different now? Or is this the first time you try it at all ? Is it a difference whether you attack or are attacked? I suppose you are playing against AIs ? -Clemens ---------------------------------------------------------------------- Comment By: Steven Zwanger (szwanger) Date: 2007-10-17 01:41 Message: Logged In: YES user_id=1913099 Originator: YES I will try this with Autosave. I have since noticed this happening with other variants, and other battleboards such as Brush. I think it's always my first battle in the game. I am using Win98, Java 1.5.0_02, Colossus build 20070906, 128 MB RAM, and I run Colossus from a .jnlp file. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-10-16 11:10 Message: Logged In: YES user_id=1717697 Originator: NO Hmmm, interesting case... Well, saving during the middle of a battle is not working well anyway, as far as I know. You say "frequently" - so it's kind of semi-reproducible :) Well, once you have that, that game is broken, i.e. you can't continue it anyway, right? Is it the first battle in Ruins or Tower, or sometimes the first and sometime the third? It might be "if there has been a battle in some other land type before, it goes ok, otherwise not" or vice versa? Could you play in future with auto-save on (in the Game Setup is a checkbox). (you should clean the auto-save directory then every then and now ;-) (if you don't know, you can find out what the auto-save directory is on your disk, just when you use the Load game functionality - in the top of the dialog box is a directory pulldown combobox, so there you can see the directory tree....) This auto-save on creates an automatic save file at the begin of each phase (or something like that). And when the problem now happens again: Quit the game. Start Colossus again. NOW: PUT AUTOSAVE OFF NOW. Otherwise it creates always more, so it's hard to remember which was the "original last one" ... Next try to reload the last file, previous last file, third last file, etc, until you have found the one where you are just in "select first engagement now" phase. When the battle starts then, does it now hang too? If so, would be great -- then it would be a reproducible situation. Also, please tell which OS (Win 95, 98, 2000, XP) and which Java version (and Colossus build - I guess the latest?) you use (In Colossus, "Help => About" tells Java and Colossus version - and the "home directory" - the autosaves are in that directory, under .colossus/saves/ ... ), And how much memory you have? Do you use the WebStart or run from commandline? -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=1813362&group_id=1939 |