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From: SourceForge.net <no...@so...> - 2011-03-04 19:55:16
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Bugs item #2880938, was opened at 2009-10-17 14:57 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2880938&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: Works For Me Priority: 3 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: crash when loading Initial Comment: Multiple times I noticed that when loading a saved game (vs computer AI) the gameboard freezes. It happens mostly when loading a game saved at the end of the "split-fase". Suddenly after loading the saved game all the markers dissapear from the gamebord and no menues works. All I can do is to press ctrl+alt+del. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2011-03-04 21:55 Message: That it happens mostly at split phase, would fit with the suspicion that its a deadlock caused by the EDT thread(s); in split, the markers lookup list is recreated, and access to that list is protected with a synchronized block. Should check, is that synchronized access at all places really needed? ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2011-02-15 22:02 Message: I've seen cases of deadlocks in EDT (under different circumstances) in Java 1.6.0_xx recently (for example 3177305 Can not pick color to start game). Though I have to admit I do not have any good idea how to troubleshoot this... ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2010-01-06 07:37 Message: This exact same thing is happening on my XP and Ubuntu machines, so it doesn't seem to be environment, or at least is something common to both. I've not (knowingly) touched any java settings, so they should both be at default. (XP's java is 1.6.0_17 and Ubu's is 1.6.0_16). I'm emailing cleka with the files that replicate the problems for me in hopes they help. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2009-11-30 11:38 Message: The user who reported this problem has informed me that it might have been caused by his PC, lots of other problems as well, now reinstalling the computer and problem did not appear any more. If nobody else ever reports similar issue, this can be closed when next release is done. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2009-11-10 20:06 Message: The player who has submitted that had tried some things I instructed him. It seems the GUI client gets frozen/locked in some EDT stuff (markers update? Even Java console does not react to anything) and does not send the "caught up" reply. Then he had to reinstall his PC for some reason and since then haven't heard anything from him... Change to prio 3 since it seems to happen only to him (environment problem?) -Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2009-10-17 20:16 Message: There must be something special with your environment (your computer, java installation, ,,,) or how you split or something. How do you srart Colossus (clicking the pink icon, or downloading it and running run.bat or the run script, or ... ) ? Please tell which Colossus version, operating system (Win98, XP, Linux, ...), Java version (all what "Help - About" says). Is the crash reproducable, i,e, a certain file always crashes (and some other file not) ? Please send the saved game file that crashes during load by mail to me. My mail is "cleka", then the magic at sign, and then users.sourceforge.net. Otherwise there's nothing I or we can do; under normal circumstances loading just works fine, -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2880938&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2011-03-04 19:52:31
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Bugs item #3184301, was opened at 2011-02-17 02:32 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3184301&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: GUI Group: None >Status: Closed Resolution: Fixed Priority: 3 Private: No Submitted By: BrentNZ (salient) Assigned to: Clemens Katzer (cleka) Summary: "Pick Entry Side" when not required Initial Comment: Playing the Infinite variant requires you to "Pick Entry Side" when you have two different ways of getting to the hex. It should only ask if there is going to be a fight in the hex (ie an enemy stack is present). ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2011-03-04 21:52 Message: This can be closed, because the correction is now visible in newest Public Build / Latest release. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2011-02-21 22:41 Message: Corrected in r4997. Leaving open until next release (probably 0.12.1), as usual. ---------------------------------------------------------------------- Comment By: BrentNZ (salient) Date: 2011-02-18 05:21 Message: It happened multiple times in the game, but only when returning to the hex in which you started. (Eg hex 11 to hex 11 on a 6, hex 2 to 2 on a 6, and hex 3000 to 3000 on a 6 offers all 3 sides). I had thought I had seen it once when moving to a fresh hex, but I cannot reproduce it. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2011-02-17 21:20 Message: I am not able to reproduce that effect. For which hex/roll did this happen to you? I tried in infinite from plains 15 with a 4, that can go to tundra 5000 two ways. No dialog to pick entry side came up. (And I have no auto* option on, I checked). Did this happen "just once" to you? (Perhaps there was on client side some incomplete data cleanup e.g. when player died, so somewhere was still "marked" that a legion is in that hex, but server side it is not and due to that no battle happens. I remember something we had earlier "some case with something like that, can't recall exact details). Did any player die before this happened?. Can you reproduce it? If so, please send me the save game file. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2011-02-17 09:21 Message: Indeed, should be asked only if entry side is relevant due to engagement happening then. Did you try any other variant, is it broken there as well, or really only in Infinite? (that would be strange). Need to be checked. I hope my recent change with cancelling when no entry side given did not break this.... -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3184301&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2011-03-04 19:52:31
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Bugs item #3184700, was opened at 2011-02-17 12:18 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3184700&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: GUI Group: None >Status: Closed Resolution: Fixed Priority: 5 Private: No Submitted By: Clemens Katzer (cleka) Assigned to: Clemens Katzer (cleka) Summary: Wrong phase when selecting creature to move Initial Comment: One user on the game server reported the following: Occasionally when I am engaged in an encounter and waiting for the other player to commit their move by clicking "done", I click on one of my units to select it for movement prematurely and get a pop-up dialog that says "Wrong Phase". The other evening while playing against several players on-line, I engaged in a small battle in the woods terrain -- two centaurs vs. two centaurs, I think. I was the attacker. On that particular instance, after the "Wrong Phase" error dialog popped up, I found that I was unable to select one of my centaurs to move it onto the board. I tried everything I could think of but could not select the creature and move it onto the board. Eventually I had to complete movement with my other creature and finish movement, leaving my unit off board (it was of course eliminated according to the rules.) I lost the battle, which I had expected to result in mutual annihilation. It wasn't a major battle and didn't affect the outcome of the game, but if you assume that the condition is not limited to exactly the circumstances in which it occurred, it is easy to foresee scenarios in which the inability to move a unit onto the battle board could easily affect the outcome of a major battle and/or the game. The wrong phase itself would not be so alarming, but that it prevents the creature forever to move is really bad. Needs investigation. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2011-03-04 21:52 Message: This can be closed, because the correction is now visible in newest Public Build / Latest release. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2011-02-21 22:57 Message: Fixed in r4999. The problem occured because the strike+strikeback phase of defenders first move phase in practice do really happen, they just are over immediately because client's doAutoStrikes does doneWithStrikes because there are no striked possible. If the attacker clicks his creatures repeatedly (prematurely), in that short timewindow when it's "his" turn the "isMyBattlePhase()" was true, and this caused a "actOnMisclick()". Which called leaveCarryMove, which in turn sends a DoneWithStrikePhase() to server, which is the reason for the wrong phase. This correction now skips the leaveCarryMode() if it's is not really in carry mode. The "can't move the one creature later on" appeared on server side as a "null move": moved from e.g. X1 to X1. I have not found any explanation how this could happen. So that part could in theory still happen. Anyway I will consider/set this to this fixed (the "wrong phase" message should not happen any more) and close it when it's visible in next release. (if the "can't move" thing happens again, new bug item should be created with the exact circumstances.) ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3184700&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2011-03-04 19:52:31
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Bugs item #2884952, was opened at 2009-10-23 22:50 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2884952&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: GUI Group: None >Status: Closed Resolution: Fixed Priority: 3 Private: No Submitted By: Clemens Katzer (cleka) Assigned to: Clemens Katzer (cleka) Summary: GetPlayers: disabled player names Initial Comment: If one has played a variant with e.g. 12 players and changes to one with 6, the names and types in the now disabled (greyed out) player combo boxes still have some influence. Whether they should be set to None or kept for potential future use, may be a matter of taste; but what is not ok is following: 1) the validation for duplicate player names refuses to play, if e.g. disabled player7 is "Tom" and one of the enabled players is Tom as well. 2) When one then sets e.g. player 4, 5 and 6 to None, and starts the game, game will anyway start with 6 players - using 7, 8 and 9 as the other 3 players. This is in r4597, but most likely also still/ already in release 0.9.3. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2011-03-04 21:52 Message: This can be closed, because the correction is now visible in newest Public Build / Latest release. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2010-09-09 20:14 Message: Both problems resolved in r4924. Inactive names and types are "kept for potential future use". Keeping open until visible in a release, as uusal... ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2884952&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2011-02-25 20:49:23
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Bugs item #2988969, was opened at 2010-04-18 15:17 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2988969&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: General Group: None Status: Open Resolution: None Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Clemens Katzer (cleka) Summary: Webstart does not work Initial Comment: When starting 0.10.3 (revision 4798) through webstart, I get the setup dialog where I choose Player 1 as human and Player 2 as SimpleAI. Then press New Game. I then get a MasterBoard window and a modal dialog for choosing a color. That one works and I pick "any" color. Then the legion selection pops up. The game freezes. (Noted through redraw events not being handled on both windows.) Since I can't do anything, it's kind of critical. I use Java 1.5.0 on Ubuntu 8.04, although I don't think that has much to do with it. I can't give any more clues yet, I'll have to download the sources for that. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2011-02-25 22:49 Message: We've heard now at least one other case where game freezes, though it seems not to be related to webstart there. It freezes in EDT (GUI thread), randomly in usually one of the pick-something dialogs. Seems related to synchronzed blocks executed in GUI code, and that computer where it freezes has two gui related threads (the normal one plus some EventQueueMonitor); might be due to quadcore and/or the fact that Citrix is involved. Please report whether your problem still exists - or have you given up? BR, Clemens ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2010-10-08 10:34 Message: We also have had problems for some time now getting web start to start up colossus properly. both on windows and on mac. it used to work, and i thought it might have been my mac os upgrade, but a friend with windows started having the same problem. it seems to be some sort of permissions issue. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2010-05-17 10:30 Message: Does the problem still exist? If yes, please contact me by email. -Clemens ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2010-04-18 17:46 Message: downloaded sources and didn't have a problem when not using webstart. Both behaviours are repeatable, but I don't know how to debug webstart. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2988969&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2011-02-25 20:45:02
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Bugs item #3033654, was opened at 2010-07-23 19:28 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3033654&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: GUI Group: None >Status: Closed Resolution: Fixed Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Clemens Katzer (cleka) Summary: Battleboard Window Initial Comment: Moving / resizing Battleboard - does not save position or window adjustments ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2011-02-25 22:45 Message: Visible in 0.12.0, thus closing it now. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2010-09-02 22:02 Message: Right. Actually there was code to restore the location but it never saved it... Corrected in r4922, now remembering both location and size. Leaving open until next release, as usual. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3033654&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2011-02-25 20:43:56
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Support Requests item #3160220, was opened at 2011-01-17 21:54 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=201939&aid=3160220&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: Craig Norborg (cnorborg) Assigned to: Nobody/Anonymous (nobody) Summary: Registration failed (NULL reply from server) Initial Comment: Trying to register on "play-colossus.net", when I enter my info I get the error message "Registration failed (NULL reply from server)". I do get an email with a confirmation code, but never get a box to put it in? Tried several times. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2011-02-25 22:43 Message: Could you try whether this still happens with 0.12.0 ? Try name and see what happens. Please let me know whether there was trouble or not, and which user you created, then I can delete it again. Thx & BR, Clemens ---------------------------------------------------------------------- Comment By: Craig Norborg (cnorborg) Date: 2011-01-17 23:13 Message: Tried again, this time it gave me the box to put in the registration code, which I did. Then I got the same error again and then prompted me for the code again... However, I just tried to log in and it appears to have succeeded as I can log in. Still getting the error, but at least it works... ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2011-01-17 22:57 Message: Uh. I thought I had fixed that. But sure enough, it happened to me now as well several times. This is a "timing" related problem; and as I see now from code I fixed it for login but not for registration case. After I fixed it (and installed new jar file on server), registration now works for me. Can you please retry? BR, Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=201939&aid=3160220&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2011-02-25 20:42:03
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Support Requests item #3043368, was opened at 2010-08-12 02:04 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=201939&aid=3043368&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. >Category: None Group: None >Status: Closed Priority: 5 Private: No Submitted By: https://www.google.com/accounts () Assigned to: Nobody/Anonymous (nobody) Summary: Can't start a new game Initial Comment: I downloaded the zip file and launched Colossus.jar. I get as far as the Game Setup screen. Then, when I click New Game, I get this error: Could not create server side socket. Configure networking in OS, or check that no previous Colossus instance got stuck and is blocking the socket. Got IOException: java.io.IOException: Unable to establish loopback connection I tried rebooting and that didn't help. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2011-02-25 22:42 Message: No response to my questions, can't reach that google account adress somehow - can't do anything for it, thus closing it. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2011-02-15 12:29 Message: Hello, is this still an isse? Is it tracked/handled via some other way? I tried to contact you via the SF "Send me a messge" method but that did not work. Please contact me (e.g. a mail to my SF email alias: my user id, i.e. cleka, then the magic a-like character, and then users , sourceforge, net. Use your imagination to create a valid email from above :) Or write something here how I can contact you... If I don't hear anything from you within, let's say, 4 weeks, I will close it because there's nothing I can do to it. BR, Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2010-08-12 08:43 Message: This happens already the very first time, right? I.e. never before run Colossus? Which operating system and version? The message sounds like as if the network configuration/settings on your computer are unusual / different from what most computers have by default nowadays. In particular, normally there is defined an address "localhost" with IP address 127.0.0.1. Colossus uses a socket even if playing locally. Thus it requests a "server socket" from the operating system to listen for "clients to connect there" and this requesting failed. Is your computer connected to internet or did you download somewhere else and copied it with USB stick or something? One thing you can try, is starting the Web Client. This will not require a server socket, but just a "I want to connect to some server process somewhere else". Does this work? -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=201939&aid=3043368&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2011-02-25 20:33:59
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Bugs item #3188169, was opened at 2011-02-21 15:42 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3188169&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: Deleted >Resolution: Invalid Priority: 3 Private: No Submitted By: Patrick Bauer (sewerstarfish) Assigned to: Clemens Katzer (cleka) Summary: Combat Die error Initial Comment: Version 0.12.0 Build 2011-02-15T19:52:59 by katzer from revision4995 AI is getting extra hits. Have .gif of a Titan striking my Titan and scoring 6 hits though die roll indicates only 4 hits. Had another example when AI scored more hits than total attack strength. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2011-02-25 22:33 Message: Looks this can be considered "done".... ---------------------------------------------------------------------- Comment By: Patrick Bauer (sewerstarfish) Date: 2011-02-22 01:21 Message: Oh fer crying out loud, I know better --- must have been in a late night stupor and thought the AI Titan had died. Sorry for the post. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2011-02-21 22:29 Message: Frankly said, I believe this is rather a misperception on your side than a bug. More precisely, the first 2 hits were most likely done in the AI's titan strikeback and the other 4 then in the strike phase of AI's move phase. Your creatures are highlighted, which indicates that it's now your turn to strike back, At least this is how it could be... Do you know the exact sequence in a battle? In every of the 7 turns happens the following: Defender moves Defender strikes (and possibly rangestrikes) Attacker does strikeback Attacker moves Attacker strikes (and possibly rangestrikes) Defender strikes back. (of course in first battle turn defenders strike + attackers strikeback do not happen.) Did you notice that the dice rolls part of the battle board has a scroll bar? So can scroll back to see which strikes had happened before. The AI's strikeback strikes, perhaps move (in this case nothing could be moved), and own strike happen so quickly that one usually can't see all except the last. Precisely due to that reason somebody has added those scrollbars actually not very long ago... If such a situation happens again, please check it - I am quite certain that you would find there displayed the "strikeback" phase's strikes before that what is visible at the end. Best Regards, Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3188169&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2011-02-25 08:15:02
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Feature Requests item #3174884, was opened at 2011-02-07 12:10 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=3174884&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Priority: 3 Private: No Submitted By: Clemens Katzer (cleka) Assigned to: Nobody/Anonymous (nobody) Summary: Scaling of long creature names makes them unreadable Initial Comment: Long creature names on chits are scaled so small (so that whole name fits) that they are not readable any more. This happens especially in DinoTitan, because the names are long and the board is big, so one uses a rather "high" scaling value already to make board fit to screen. Solution ideas: 1) Wrap into two lines 2) Limit how small they get scaled, truncating what does not fit / show min 50% of the characters (Winged S" is still better to recognize than Winged Serpent in 3 point font size :o) 3) Add tooltips showing the name (when mouse if over chit) ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2011-02-25 10:15 Message: One more idea came to my mind: define in variant data an "abbreviaton" or "short name" for creature, and display on chit that one. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=3174884&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2011-02-21 23:21:24
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Bugs item #3188169, was opened at 2011-02-21 08:42 Message generated for change (Comment added) made by sewerstarfish You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3188169&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: General Group: None Status: Open Resolution: None Priority: 3 Private: No Submitted By: Patrick Bauer (sewerstarfish) Assigned to: Clemens Katzer (cleka) Summary: Combat Die error Initial Comment: Version 0.12.0 Build 2011-02-15T19:52:59 by katzer from revision4995 AI is getting extra hits. Have .gif of a Titan striking my Titan and scoring 6 hits though die roll indicates only 4 hits. Had another example when AI scored more hits than total attack strength. ---------------------------------------------------------------------- >Comment By: Patrick Bauer (sewerstarfish) Date: 2011-02-21 18:21 Message: Oh fer crying out loud, I know better --- must have been in a late night stupor and thought the AI Titan had died. Sorry for the post. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2011-02-21 15:29 Message: Frankly said, I believe this is rather a misperception on your side than a bug. More precisely, the first 2 hits were most likely done in the AI's titan strikeback and the other 4 then in the strike phase of AI's move phase. Your creatures are highlighted, which indicates that it's now your turn to strike back, At least this is how it could be... Do you know the exact sequence in a battle? In every of the 7 turns happens the following: Defender moves Defender strikes (and possibly rangestrikes) Attacker does strikeback Attacker moves Attacker strikes (and possibly rangestrikes) Defender strikes back. (of course in first battle turn defenders strike + attackers strikeback do not happen.) Did you notice that the dice rolls part of the battle board has a scroll bar? So can scroll back to see which strikes had happened before. The AI's strikeback strikes, perhaps move (in this case nothing could be moved), and own strike happen so quickly that one usually can't see all except the last. Precisely due to that reason somebody has added those scrollbars actually not very long ago... If such a situation happens again, please check it - I am quite certain that you would find there displayed the "strikeback" phase's strikes before that what is visible at the end. Best Regards, Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3188169&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2011-02-21 20:57:24
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Bugs item #3184700, was opened at 2011-02-17 12:18 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3184700&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: GUI Group: None Status: Open >Resolution: Fixed Priority: 5 Private: No Submitted By: Clemens Katzer (cleka) Assigned to: Clemens Katzer (cleka) Summary: Wrong phase when selecting creature to move Initial Comment: One user on the game server reported the following: Occasionally when I am engaged in an encounter and waiting for the other player to commit their move by clicking "done", I click on one of my units to select it for movement prematurely and get a pop-up dialog that says "Wrong Phase". The other evening while playing against several players on-line, I engaged in a small battle in the woods terrain -- two centaurs vs. two centaurs, I think. I was the attacker. On that particular instance, after the "Wrong Phase" error dialog popped up, I found that I was unable to select one of my centaurs to move it onto the board. I tried everything I could think of but could not select the creature and move it onto the board. Eventually I had to complete movement with my other creature and finish movement, leaving my unit off board (it was of course eliminated according to the rules.) I lost the battle, which I had expected to result in mutual annihilation. It wasn't a major battle and didn't affect the outcome of the game, but if you assume that the condition is not limited to exactly the circumstances in which it occurred, it is easy to foresee scenarios in which the inability to move a unit onto the battle board could easily affect the outcome of a major battle and/or the game. The wrong phase itself would not be so alarming, but that it prevents the creature forever to move is really bad. Needs investigation. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2011-02-21 22:57 Message: Fixed in r4999. The problem occured because the strike+strikeback phase of defenders first move phase in practice do really happen, they just are over immediately because client's doAutoStrikes does doneWithStrikes because there are no striked possible. If the attacker clicks his creatures repeatedly (prematurely), in that short timewindow when it's "his" turn the "isMyBattlePhase()" was true, and this caused a "actOnMisclick()". Which called leaveCarryMove, which in turn sends a DoneWithStrikePhase() to server, which is the reason for the wrong phase. This correction now skips the leaveCarryMode() if it's is not really in carry mode. The "can't move the one creature later on" appeared on server side as a "null move": moved from e.g. X1 to X1. I have not found any explanation how this could happen. So that part could in theory still happen. Anyway I will consider/set this to this fixed (the "wrong phase" message should not happen any more) and close it when it's visible in next release. (if the "can't move" thing happens again, new bug item should be created with the exact circumstances.) ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3184700&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2011-02-21 20:41:27
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Bugs item #3184301, was opened at 2011-02-17 02:32 Message generated for change (Settings changed) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3184301&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: GUI Group: None Status: Open >Resolution: Fixed >Priority: 3 Private: No Submitted By: BrentNZ (salient) Assigned to: Clemens Katzer (cleka) Summary: "Pick Entry Side" when not required Initial Comment: Playing the Infinite variant requires you to "Pick Entry Side" when you have two different ways of getting to the hex. It should only ask if there is going to be a fight in the hex (ie an enemy stack is present). ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2011-02-21 22:41 Message: Corrected in r4997. Leaving open until next release (probably 0.12.1), as usual. ---------------------------------------------------------------------- Comment By: BrentNZ (salient) Date: 2011-02-18 05:21 Message: It happened multiple times in the game, but only when returning to the hex in which you started. (Eg hex 11 to hex 11 on a 6, hex 2 to 2 on a 6, and hex 3000 to 3000 on a 6 offers all 3 sides). I had thought I had seen it once when moving to a fresh hex, but I cannot reproduce it. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2011-02-17 21:20 Message: I am not able to reproduce that effect. For which hex/roll did this happen to you? I tried in infinite from plains 15 with a 4, that can go to tundra 5000 two ways. No dialog to pick entry side came up. (And I have no auto* option on, I checked). Did this happen "just once" to you? (Perhaps there was on client side some incomplete data cleanup e.g. when player died, so somewhere was still "marked" that a legion is in that hex, but server side it is not and due to that no battle happens. I remember something we had earlier "some case with something like that, can't recall exact details). Did any player die before this happened?. Can you reproduce it? If so, please send me the save game file. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2011-02-17 09:21 Message: Indeed, should be asked only if entry side is relevant due to engagement happening then. Did you try any other variant, is it broken there as well, or really only in Infinite? (that would be strange). Need to be checked. I hope my recent change with cancelling when no entry side given did not break this.... -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3184301&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2011-02-21 20:29:37
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Bugs item #3188169, was opened at 2011-02-21 15:42 Message generated for change (Settings changed) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3188169&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: General Group: None Status: Open Resolution: None >Priority: 3 Private: No Submitted By: Patrick Bauer (sewerstarfish) Assigned to: Clemens Katzer (cleka) Summary: Combat Die error Initial Comment: Version 0.12.0 Build 2011-02-15T19:52:59 by katzer from revision4995 AI is getting extra hits. Have .gif of a Titan striking my Titan and scoring 6 hits though die roll indicates only 4 hits. Had another example when AI scored more hits than total attack strength. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2011-02-21 22:29 Message: Frankly said, I believe this is rather a misperception on your side than a bug. More precisely, the first 2 hits were most likely done in the AI's titan strikeback and the other 4 then in the strike phase of AI's move phase. Your creatures are highlighted, which indicates that it's now your turn to strike back, At least this is how it could be... Do you know the exact sequence in a battle? In every of the 7 turns happens the following: Defender moves Defender strikes (and possibly rangestrikes) Attacker does strikeback Attacker moves Attacker strikes (and possibly rangestrikes) Defender strikes back. (of course in first battle turn defenders strike + attackers strikeback do not happen.) Did you notice that the dice rolls part of the battle board has a scroll bar? So can scroll back to see which strikes had happened before. The AI's strikeback strikes, perhaps move (in this case nothing could be moved), and own strike happen so quickly that one usually can't see all except the last. Precisely due to that reason somebody has added those scrollbars actually not very long ago... If such a situation happens again, please check it - I am quite certain that you would find there displayed the "strikeback" phase's strikes before that what is visible at the end. Best Regards, Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3188169&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2011-02-21 13:42:25
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Bugs item #3188169, was opened at 2011-02-21 08:42 Message generated for change (Tracker Item Submitted) made by sewerstarfish You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3188169&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: Patrick Bauer (sewerstarfish) Assigned to: Clemens Katzer (cleka) Summary: Combat Die error Initial Comment: Version 0.12.0 Build 2011-02-15T19:52:59 by katzer from revision4995 AI is getting extra hits. Have .gif of a Titan striking my Titan and scoring 6 hits though die roll indicates only 4 hits. Had another example when AI scored more hits than total attack strength. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3188169&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2011-02-18 03:21:05
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Bugs item #3184301, was opened at 2011-02-17 13:32 Message generated for change (Comment added) made by salient You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3184301&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: GUI Group: None Status: Open Resolution: None Priority: 5 Private: No Submitted By: BrentNZ (salient) Assigned to: Clemens Katzer (cleka) Summary: "Pick Entry Side" when not required Initial Comment: Playing the Infinite variant requires you to "Pick Entry Side" when you have two different ways of getting to the hex. It should only ask if there is going to be a fight in the hex (ie an enemy stack is present). ---------------------------------------------------------------------- >Comment By: BrentNZ (salient) Date: 2011-02-18 16:21 Message: It happened multiple times in the game, but only when returning to the hex in which you started. (Eg hex 11 to hex 11 on a 6, hex 2 to 2 on a 6, and hex 3000 to 3000 on a 6 offers all 3 sides). I had thought I had seen it once when moving to a fresh hex, but I cannot reproduce it. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2011-02-18 08:20 Message: I am not able to reproduce that effect. For which hex/roll did this happen to you? I tried in infinite from plains 15 with a 4, that can go to tundra 5000 two ways. No dialog to pick entry side came up. (And I have no auto* option on, I checked). Did this happen "just once" to you? (Perhaps there was on client side some incomplete data cleanup e.g. when player died, so somewhere was still "marked" that a legion is in that hex, but server side it is not and due to that no battle happens. I remember something we had earlier "some case with something like that, can't recall exact details). Did any player die before this happened?. Can you reproduce it? If so, please send me the save game file. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2011-02-17 20:21 Message: Indeed, should be asked only if entry side is relevant due to engagement happening then. Did you try any other variant, is it broken there as well, or really only in Infinite? (that would be strange). Need to be checked. I hope my recent change with cancelling when no entry side given did not break this.... -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3184301&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2011-02-17 19:20:42
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Bugs item #3184301, was opened at 2011-02-17 02:32 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3184301&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. >Category: GUI Group: None Status: Open Resolution: None Priority: 5 Private: No Submitted By: BrentNZ (salient) Assigned to: Clemens Katzer (cleka) Summary: "Pick Entry Side" when not required Initial Comment: Playing the Infinite variant requires you to "Pick Entry Side" when you have two different ways of getting to the hex. It should only ask if there is going to be a fight in the hex (ie an enemy stack is present). ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2011-02-17 21:20 Message: I am not able to reproduce that effect. For which hex/roll did this happen to you? I tried in infinite from plains 15 with a 4, that can go to tundra 5000 two ways. No dialog to pick entry side came up. (And I have no auto* option on, I checked). Did this happen "just once" to you? (Perhaps there was on client side some incomplete data cleanup e.g. when player died, so somewhere was still "marked" that a legion is in that hex, but server side it is not and due to that no battle happens. I remember something we had earlier "some case with something like that, can't recall exact details). Did any player die before this happened?. Can you reproduce it? If so, please send me the save game file. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2011-02-17 09:21 Message: Indeed, should be asked only if entry side is relevant due to engagement happening then. Did you try any other variant, is it broken there as well, or really only in Infinite? (that would be strange). Need to be checked. I hope my recent change with cancelling when no entry side given did not break this.... -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3184301&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2011-02-17 10:18:05
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Bugs item #3184700, was opened at 2011-02-17 12:18 Message generated for change (Tracker Item Submitted) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3184700&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: GUI Group: None Status: Open Resolution: None Priority: 5 Private: No Submitted By: Clemens Katzer (cleka) Assigned to: Clemens Katzer (cleka) Summary: Wrong phase when selecting creature to move Initial Comment: One user on the game server reported the following: Occasionally when I am engaged in an encounter and waiting for the other player to commit their move by clicking "done", I click on one of my units to select it for movement prematurely and get a pop-up dialog that says "Wrong Phase". The other evening while playing against several players on-line, I engaged in a small battle in the woods terrain -- two centaurs vs. two centaurs, I think. I was the attacker. On that particular instance, after the "Wrong Phase" error dialog popped up, I found that I was unable to select one of my centaurs to move it onto the board. I tried everything I could think of but could not select the creature and move it onto the board. Eventually I had to complete movement with my other creature and finish movement, leaving my unit off board (it was of course eliminated according to the rules.) I lost the battle, which I had expected to result in mutual annihilation. It wasn't a major battle and didn't affect the outcome of the game, but if you assume that the condition is not limited to exactly the circumstances in which it occurred, it is easy to foresee scenarios in which the inability to move a unit onto the battle board could easily affect the outcome of a major battle and/or the game. The wrong phase itself would not be so alarming, but that it prevents the creature forever to move is really bad. Needs investigation. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3184700&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2011-02-17 07:21:15
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Bugs item #3184301, was opened at 2011-02-17 02:32 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3184301&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: BrentNZ (salient) Assigned to: Clemens Katzer (cleka) Summary: "Pick Entry Side" when not required Initial Comment: Playing the Infinite variant requires you to "Pick Entry Side" when you have two different ways of getting to the hex. It should only ask if there is going to be a fight in the hex (ie an enemy stack is present). ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2011-02-17 09:21 Message: Indeed, should be asked only if entry side is relevant due to engagement happening then. Did you try any other variant, is it broken there as well, or really only in Infinite? (that would be strange). Need to be checked. I hope my recent change with cancelling when no entry side given did not break this.... -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3184301&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2011-02-17 00:32:51
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Bugs item #3184301, was opened at 2011-02-17 13:32 Message generated for change (Tracker Item Submitted) made by salient You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3184301&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: BrentNZ (salient) Assigned to: Clemens Katzer (cleka) Summary: "Pick Entry Side" when not required Initial Comment: Playing the Infinite variant requires you to "Pick Entry Side" when you have two different ways of getting to the hex. It should only ask if there is going to be a fight in the hex (ie an enemy stack is present). ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3184301&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2011-02-16 00:02:22
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Bugs item #3182956, was opened at 2011-02-16 13:02 Message generated for change (Tracker Item Submitted) made by salient You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3182956&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: GUI Group: None Status: Open Resolution: None Priority: 5 Private: No Submitted By: BrentNZ (salient) Assigned to: Clemens Katzer (cleka) Summary: Highlighting lost when applying Drift damage Initial Comment: During a battle in a Mantio (that includes drift hexes), creatures that had multiple targets and were awaiting me to choose their order, lost their highlighting. This seemed to occur when damage was allocated to a non-native creature in a drift hex. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3182956&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2011-02-15 20:38:20
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Feature Requests item #844665, was opened at 2003-11-18 22:25 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=844665&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None >Status: Closed Priority: 5 Private: No Submitted By: Willem Siemelink (siemelink) Assigned to: David Ripton (dripton) Summary: Colored Angels and Legion Markers Initial Comment: In my copy of titan all the angels have the colour of legion markers. I'd like to have that here in Colossus too please. Another idea I quite like is that after I've beaten Red I'd like his legion markers to show up in my colour. If an opponent has multiple colours that is confusing after all. All too often I ignore my own legions because they have the wrong colour. Willem. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2011-02-15 22:38 Message: yeah, well... "Closing this" :) ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2011-02-15 22:37 Message: In fact we have this option now (both for Angels and Markers), "unfortunately" as fixed behavior, not optional (that would require extra work and due to that just never happened). ==> Closing this. ---------------------------------------------------------------------- Comment By: David Ripton (dripton) Date: 2004-01-22 05:47 Message: Logged In: YES user_id=9425 I like these, as options not fixed behavior. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=844665&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2011-02-15 20:37:52
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Feature Requests item #844665, was opened at 2003-11-18 22:25 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=844665&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: Willem Siemelink (siemelink) Assigned to: David Ripton (dripton) Summary: Colored Angels and Legion Markers Initial Comment: In my copy of titan all the angels have the colour of legion markers. I'd like to have that here in Colossus too please. Another idea I quite like is that after I've beaten Red I'd like his legion markers to show up in my colour. If an opponent has multiple colours that is confusing after all. All too often I ignore my own legions because they have the wrong colour. Willem. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2011-02-15 22:37 Message: In fact we have this option now (both for Angels and Markers), "unfortunately" as fixed behavior, not optional (that would require extra work and due to that just never happened). ==> Closing this. ---------------------------------------------------------------------- Comment By: David Ripton (dripton) Date: 2004-01-22 05:47 Message: Logged In: YES user_id=9425 I like these, as options not fixed behavior. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=844665&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2011-02-15 20:35:37
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Feature Requests item #1072863, was opened at 2004-11-25 01:48 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=1072863&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None >Status: Closed Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: Internet play Initial Comment: Downloaded the program two days ago and been playing non-stop since. Still discovering everything and each complaint/comment I can come up with gets resolved with a little more research into the windows you already provide. Good job! So how long before we get internet play? :) Greg Ellis ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2011-02-15 22:35 Message: Public Game Server went online end of december 2009. ==> Closing this. ---------------------------------------------------------------------- Comment By: rob roth (rrothberg) Date: 2005-02-23 19:22 Message: Logged In: YES user_id=563697 It's had internet play for a several years now, read the docs! ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2005-01-03 09:55 Message: Logged In: NO Sorry no login. Its been months and I just don't remember it or want to go the the trouble to track it down so I can post a paragraph. It is already there. Once we designated players as network We had the option of an over the internet game. That button brought up a three entry box with name, IP address, and port. I changed the name to mine and put in the IP the hosting player sent me. It worked great. Though we could not figure out how to save a game to continue later. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=1072863&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2011-02-15 20:33:31
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Feature Requests item #1290682, was opened at 2005-09-14 08:16 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=1290682&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None >Status: Closed Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Nobody/Anonymous (nobody) Summary: Chat for network play Initial Comment: I see that you list "simple chat" enabled for this release, but for the life of me i have no idea how to access/use it. Could you either write documentation on it or make it more prominent in the next release? No chat tends for a dull game. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2011-02-15 22:33 Message: When playing via Public Game Server, there is now a chat, and it's easy to find :) At the time of creation of this ticket, I have no idea which chat was meant then. Having a chat in the game itself ( = not via game server) will probably never happen. => Closing this. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=1290682&group_id=1939 |