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From: SourceForge.net <no...@so...> - 2011-02-15 20:30:32
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Feature Requests item #700479, was opened at 2003-03-09 22:26 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=700479&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: David desJardins (daviddesj) Assigned to: Nobody/Anonymous (nobody) Summary: too easy to end phase Initial Comment: By far my biggest problem with Colossus is that it's too easy to accidentally end a phase. I think this has happened to me at least once in every game I've played. I would much much much prefer a button to click on to end the phase, and disabling the 'd' key. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2011-02-15 22:30 Message: With the "recent" adding of "Really done?" confirmations if legions remain not moved/split/recruited, I guess this discussion can be considered obsolete, can it ? -Clemens ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2007-07-24 15:56 Message: Logged In: NO > Does the new version let you disable the "d" key? No. I thought you refer to pressing D it could bounce, and hence asked for the button. hmm... and someone else, ATOH, would even like to have different keys for different phases. Perhaps we should make the keys customizable :) -Cle. ---------------------------------------------------------------------- Comment By: David desJardins (daviddesj) Date: 2007-07-24 00:29 Message: Logged In: YES user_id=718698 Originator: YES Does the new version let you disable the "d" key? I will try it. Just adding a different way to end the turn doesn't solve the problem, as it's still easy to accidentally type "d" (e.g., when intending to send a chat message). ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2007-07-24 00:13 Message: Logged In: YES user_id=1717697 Originator: NO David (dJ), now that there is the button and menu bar item to end the phase, can we consider this here as "solved" ? ---------------------------------------------------------------------- Comment By: Dranathi (dranathi) Date: 2007-03-05 15:45 Message: Logged In: YES user_id=1735321 Originator: NO Would adding an option to toggle the display of a "phase done" confirmation dialog also be helpful? ---------------------------------------------------------------------- Comment By: David Ripton (dripton) Date: 2003-03-10 17:49 Message: Logged In: YES user_id=9425 Adding an option to disable hotkeys is trivial, though without a toolbar probably too painful to be useful. Adding a toolbar is pretty easy. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=700479&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2011-02-15 20:25:54
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Feature Requests item #678199, was opened at 2003-01-31 18:07 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=678199&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: Ben Bishop (benbishop) Assigned to: Nobody/Anonymous (nobody) Summary: battelands need visual clues Initial Comment: I'd love to see a bit of work done on the battle dynamics. Specifically, can the legion market be displayed on the side (and orientation) where the player is entering? The window title has the legion IDs, but unless the titan is present I some times have trouble telling which side is which after the first move or two (watching AI's battle). There have been solitaire games where one of the AIs attack me, the board pops up and I'm expecting it to be a battle between AI's and discover I'm involved -- the legion marker would make that much more obvious (you could even highlight it to indicate who's turn it is) Could the dead creatures be placed to the side (with X's over them, I guess) to show what has been killed (i.e. the battle 'dead pile') A playing option to have a message box popup indicating (a) the winning side (if any), (b) the point total awarded , with an OK button would permit a non-AI to see what was left after a battle. I'm not sure how this would work with Network play (do all players have to OK out? Lastly, a specific _turn log_ would be useful -- to see what has happened since the last time your turn came up in case you would like to know what happened in the AI battles while you went off to get something; being able to do it _after the fact_ is important -- turning on the existing game log only seems to track _future_ actions. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2011-02-15 22:25 Message: Markers are now shown. Engagement Result dialog exists - and it keeps now all results, even from those that happened before dialog was openend. What has happened on masterboard (all all major battle actions, like recruit/summon/acquire/way of resolvement) are visible in EventViewer. ==> only thing missing is the dead creatures place on the side. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=678199&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2011-02-15 20:20:35
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Feature Requests item #1924254, was opened at 2008-03-24 13:13 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=1924254&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Closed Priority: 5 Private: No Submitted By: Clemens Katzer (cleka) Assigned to: Clemens Katzer (cleka) Summary: Score of opponent with flee or without Initial Comment: In "[ 503862 ] Legion value" user "benbishop" suggested/requested: > I also agree -- but more than what the legion > is worth -- it should show the score of the > opponent with you fleeing and without. Creating own request item for this by itself, because I close the other item as it's main subject is fulfilled. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2011-02-15 22:20 Message: Well actually it shows what the flee give in points and what opponents total score will be then. Doubling the flee (adding same amount once more) is not big math to do, and a dialog telling those things would be clumsy IMHO. Thus I consider this as "well, not really soooo needed." Thus... as said: Closed. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2011-02-15 22:18 Message: Done already while ago => Closing this. ---------------------------------------------------------------------- Comment By: BrentNZ (salient) Date: 2010-01-23 03:31 Message: This is a great idea. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=1924254&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2011-02-15 20:18:13
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Feature Requests item #1924254, was opened at 2008-03-24 13:13 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=1924254&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None >Status: Closed Priority: 5 Private: No Submitted By: Clemens Katzer (cleka) Assigned to: Clemens Katzer (cleka) Summary: Score of opponent with flee or without Initial Comment: In "[ 503862 ] Legion value" user "benbishop" suggested/requested: > I also agree -- but more than what the legion > is worth -- it should show the score of the > opponent with you fleeing and without. Creating own request item for this by itself, because I close the other item as it's main subject is fulfilled. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2011-02-15 22:18 Message: Done already while ago => Closing this. ---------------------------------------------------------------------- Comment By: BrentNZ (salient) Date: 2010-01-23 03:31 Message: This is a great idea. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=1924254&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2011-02-15 20:17:25
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Feature Requests item #2937612, was opened at 2010-01-23 04:03 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=2937612&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: BrentNZ (salient) Assigned to: Nobody/Anonymous (nobody) Summary: Concede dialog changes Initial Comment: During a recent game I was typing in the chat window, and the Concede dialog came up. I was just typing a C at the time and conceded the battle - this had a severe impact on the game. Can we please have a "Are you sure" prompt for Conceding, or some other way to stop this from happening (eg get rid of the keyboard shortcut letter for conceding). The concede dialog is barely required, because the Concede option is available on the battlelands prior to moving onto the board anyway. The only thing that the Concede dialog gives is the ability for the conceder to keep the opponents stack secret from the other players, which seldom has an effect when the computer is keeping track of the known creatures in each stack. (If this is regarded as vital, then could it not be merged with the Agreement dialog ?). I'd be keen to get rid of the concede dialog altogether. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2011-02-15 22:17 Message: We could really add a dialog to ask "Are you sure" here. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2010-01-23 09:12 Message: As first aid, I have now removed the keyboard shortcuts for Concede and Don't concede; because I want to make next release this weekend, if possible. The concede dialog is offered first to attacker,and only if that one does not, then it is presented to defender (if defender has lords ; otherwise it's a flee dialog). This conede chance to attacker prior anything else is (IIRC) needed both because keep to be able to keep it secret (just attack with a garbage stack to see whether a certain enemy stack has the titan AND get rid of the crap to free a marker), and even more: once it goes to battleboard, defender is entitled to recruit or something; and/or; I think it's then first "his" right to concede, and/or, he might leave some creatures offboard, thus allowing him to free space for mustering. Not sure about the details, but from rules point of view the existing dialogs have a justification why they are there ;-) ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2010-01-23 07:03 Message: You also sometimes want to concede rather than risk killing a character. So the option is needed. Still, I agree there should be an are you sure. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=2937612&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2011-02-15 20:15:37
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Feature Requests item #2937615, was opened at 2010-01-23 04:07 Message generated for change (Settings changed) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=2937615&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: BrentNZ (salient) Assigned to: Nobody/Anonymous (nobody) Summary: "Done" for engagements not required Initial Comment: There is no reason to have a "Done" required for the end of the engagements phase. It just allows an accidental double click to lose all your musters. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2011-02-15 22:15 Message: Closing this, since it's done and visible in release (actually already earlier). ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2010-06-11 20:45 Message: Release 0.10.4 will bring the change that no Done to finish the engagements phase is needed at all. The AutoDone option is removed (since for Recruit it's the same - nothing to do at all, no Done needed). ---------------------------------------------------------------------- Comment By: BrentNZ (salient) Date: 2010-01-27 00:25 Message: If there are no engagements there is no "Done" required. There is nothing you can do except press "Done". If (as you put it) "perhaps somebody wants to look over everything once more before the game goes on", They can do that at the Muster stage (whose "done" is very useful as you can re-assess your mustering, perhaps after a quick look at the caretaker's stacks). The only point would be if "Auto-Done" is turned on, and there are no musters. In which case, instead of the "Done" engagements, how about not acting on the "Auto-done" for Mustering if there were engagements, and are no mustering ? Alternatively (and probably easier to code), Never do the "Auto-done" on mustering if there are no musters (or have it as a separate option). Still, now that there is the prompt for missed musters, it's not so important. Cheers, Brent. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2010-01-25 07:12 Message: I really don't think a pause at the end of the engagement phase is necessary. There isn't anything you can undo at that point and it is still your turn, so the game can't advance before you have a chance to look around. There might be and issue where someone wants an auto done for the muster phase but not for the engagement phase. I can't think of a good reason why someone would want that though. -- Bruno ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2010-01-23 22:41 Message: Somehow true but somehow... Now the situation is improved in 2 respects: the confirmation to accidentally be done with unhandled recruits is implemented; if the attacking player dies, server does the Done for him automatically (just in case he would be so angry that he would want to let the others suffer and not pressing Done ;-); The case you had that "player killed == he is kicked out" should not be normal behavior. Anyway above solves that as well. Finally, there is an option "Auto Done" which does the Done to finish the engagement phase (and the recruit if there is nothing to recruit at all, IIRC) automatically. The reasoning behind this "give a chance to not have it automatically done" is somewhat like "perhaps somebody wants to look over everything once more before the game goes on (especially with all the AIs...) -- Not sure. Is it silly? Should this be Done with engagements phase really be automated? ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=2937615&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2011-02-15 20:13:53
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Feature Requests item #2981252, was opened at 2010-04-02 21:32 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=2981252&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: skip mustering phase if there is none to muster Initial Comment: It seems like that some of the slow down in play is when players have nothing to muster, they don't press done for the mustering phase. This can be eliminated by automatically skipping the phase if the player has nothing to muster. Or have a dialog telling the player that there is nothing to muster. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2011-02-15 22:13 Message: yeah, as said... Closing this :) ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2011-02-15 22:13 Message: That is implemented, probably already 0.11.0 but for sure 0.12.0 which is now out. => Closing this. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2010-06-11 20:38 Message: This is now done, will be visible in release 0.10.4. (Since 0.10.3, there was the option "AutoDone" which would take care of this, but now it's changed to be always like that). Leaving open until 0.10.4 is out. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2010-04-02 22:37 Message: Maybe it is a good time to review the defaults of all of the auto play options? A lot of them only need to be off only for corner cases and having them on speeds up and simplifies play for new players which is probably a good thing. As long as they have a way to find out about the options. I was looking for in game help for the options when I looked at this question and didn't see the detailed help that is on the web site. Is there some way to get at the information in the game currently? Would that be a useful addition? Bruno ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2010-04-02 22:28 Message: The problem is that users that don't know it won't use it. Perhaps this behavior should be the default setting. Or default behavior without any option for it. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2010-04-02 21:44 Message: It looks like setting the auto done preference will take care of this. You might want to withdraw after seeing the outcome of the last engagement being fought during a turn, so this should be an option rather than something that always happens. Bruno ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=2981252&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2011-02-15 20:13:33
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Feature Requests item #2981252, was opened at 2010-04-02 21:32 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=2981252&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: https://www.google.com/accounts () Assigned to: Nobody/Anonymous (nobody) Summary: skip mustering phase if there is none to muster Initial Comment: It seems like that some of the slow down in play is when players have nothing to muster, they don't press done for the mustering phase. This can be eliminated by automatically skipping the phase if the player has nothing to muster. Or have a dialog telling the player that there is nothing to muster. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2011-02-15 22:13 Message: That is implemented, probably already 0.11.0 but for sure 0.12.0 which is now out. => Closing this. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2010-06-11 20:38 Message: This is now done, will be visible in release 0.10.4. (Since 0.10.3, there was the option "AutoDone" which would take care of this, but now it's changed to be always like that). Leaving open until 0.10.4 is out. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2010-04-02 22:37 Message: Maybe it is a good time to review the defaults of all of the auto play options? A lot of them only need to be off only for corner cases and having them on speeds up and simplifies play for new players which is probably a good thing. As long as they have a way to find out about the options. I was looking for in game help for the options when I looked at this question and didn't see the detailed help that is on the web site. Is there some way to get at the information in the game currently? Would that be a useful addition? Bruno ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2010-04-02 22:28 Message: The problem is that users that don't know it won't use it. Perhaps this behavior should be the default setting. Or default behavior without any option for it. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2010-04-02 21:44 Message: It looks like setting the auto done preference will take care of this. You might want to withdraw after seeing the outcome of the last engagement being fought during a turn, so this should be an option rather than something that always happens. Bruno ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=2981252&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2011-02-15 20:12:05
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Feature Requests item #2937616, was opened at 2010-01-23 04:09 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=2937616&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: BrentNZ (salient) Assigned to: Nobody/Anonymous (nobody) Summary: Muster discard "Are you sure" Initial Comment: If you press "Done" on mustering, and have at least one stack that hasn't mustered (that could), then pop up an "Are you sure ?" dialog. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2011-02-15 22:12 Message: Closing since it's visible in release (already quite a while ago). ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2010-06-11 20:41 Message: Revision 4853 committs the patch from David Partridge (thanks!) which brings this confirmations (optionally) for split, move and muster. => Will be visible to public in upcoming release 0.10.4. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2010-01-23 22:34 Message: First simple version (just tells how many legions are undone) implemented in r4674. Could be made nicer with legion names, hexes, lands, current content... ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2010-01-23 07:06 Message: I am pretty sure I have asked for this as well. It isn't that hard to miss a legion. -- Bruno ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=2937616&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2011-02-15 20:09:40
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Feature Requests item #2985571, was opened at 2010-04-11 22:59 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=2985571&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: Nobody/Anonymous (nobody) Assigned to: Clemens Katzer (cleka) Summary: Ever reveal idea Initial Comment: For legions where ever reveal would show opponent's titan, mark it with a small star or something, so that you don't have to right click tons of legions to find it. If it would show titan with ?, mark it with "?." ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2011-02-15 22:09 Message: Moving this to feature requests. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2010-11-19 20:52 Message: Well, yeah, one could do that, however other things (like: solve the problem that the recruit chit hides the legion height) would be more needed. It's not needed to click "tons of legions": 1) On the Game Status window, click any of the player's names. This displays another small window which shows LOTs of information about that player - among other things, all his legions (within the limits of what is known, of course). They are ordered by value, Titan legion always first. 2) Also, instead of clicking, just have Auto Inspector window open, and simply move the mouse over legions - that legions content is shown in Auto Inspector. Handy both for own and opponents legions. 3) There is a feature "legion flyouts". Holding shift or ctrl key shows some small popups over each legion (the one for all, the other only for own legions). But this seems to not reliably work for all users, sometimes it does, sometimes not.... :-/ -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=2985571&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2011-02-15 20:04:47
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Bugs item #2939582, was opened at 2010-01-25 19:50 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2939582&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: Scott Blum (dragonsinth) Assigned to: Clemens Katzer (cleka) Summary: Loading saved game locks UI Initial Comment: In both the release and beta versions of Colossus, I cannot successfully load saved games anymore. The game *appears* to lead successfully, and according to the title bar, the game advances to the appropriate turn and player, e.g. "Red Turn 10: Split Stacks". However, at that point the UI locks up, and the Java process continually consumes CPU until externally killed. I have attached an example of a save game I cannot load, but the problem is pervasive for me. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2011-02-15 22:04 Message: Closing this, since the user reports it did not happen any more recently. Probably some other corrections eliminated this problem as well. ---------------------------------------------------------------------- Comment By: Scott Blum (dragonsinth) Date: 2011-02-08 19:19 Message: I have not encountered this problem in more recent builds. Thanks! ---------------------------------------------------------------------- Comment By: Scott Blum (dragonsinth) Date: 2011-02-08 19:19 Message: This bug tracker item has been closed, since it is very old and probably not relevant any more. Colossus has been changed so much internally, that the problem situation most likely does not exist any more; but even if it would still exist, it would be hard to fix with the given info, because attached saved games don't work nowadays any more. Should someone again come over this bug situation, now a new bug tracker item should be created with a recent Colossus version. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2011-02-08 13:34 Message: Does this problem still exist? ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2010-01-25 20:34 Message: I don't see any pics attachments, just the cfg file? ---------------------------------------------------------------------- Comment By: Scott Blum (dragonsinth) Date: 2010-01-25 20:26 Message: Update: there appears to be a race condition when loading up the game from the Game Setup dialog! Here are three interesting facts: 1) One time out of about 20 tries, the game did start successfully. 2) If I start a New Game, then I load the old game from the menu, it starts successfully. 3) In either case, once I'm in a valid "game is running" state, I can successfully load any saved game and have it start with 100% success. It only hangs when loading from the Game Setup screen. ---------------------------------------------------------------------- Comment By: Scott Blum (dragonsinth) Date: 2010-01-25 20:21 Message: There is NO engagement dialog; and the same failure to start occurs even when I go back and load an autosave that occurs at the start of my own turn. I have attached my configuration file, and the windows that come up at start for me are: Main, Game Status, Engagement Status, Log Window. The only stuff I can see in the log window is this: cancelDummy was set... Canceling connection accepting key. Closing server socket Client Black confirmed catch up. Remaining: 4 Client Brown confirmed catch up. Remaining: 3 Client Blue confirmed catch up. Remaining: 2 Client Red confirmed catch up. Remaining: 1 ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2010-01-25 20:09 Message: Ah, and to verify the "loading procedure in general": When it's your turn, e.g. split phase, do one split and save the game under a own choosen name (Save as), like "test". Then try to load that save game test.xml ; Does that work? -Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2010-01-25 20:04 Message: Ugh. That would be a severe problem. Hoever... it's strange. Same save game file works for me ... ;-/ In fact the game you have there is an autodsave game at the begin of the AI player. So when I load it, immediately the AI starts an engagement, I am offered the "flee" dialog, and if I don't flee, battle starts. Actually, depending on the case (probably AI's roll) the AI attacks either "my" titan legion or first another; the non-Titan legion produces a flee dialog; being titan legion attacked, there is no dialog (shouldn't there be a concede dialog?) Can you verify, when you have loaded, is there any dialog for the flee? Or is there a 2nd icon for the battle board ? Otherwise, can you provide log files / stuff from Java Web Start console? (and/or: in some other game with same user name ("Scott") enable under Window => Log window the log window. Say File -> New Game. Colossus rememebrs which windows are open, so upon next loading the log window should be open from quite early on. Post what is there at the end. If you can't copy-paste there, the Java GUI thread (EDT) is hanging, then we really have a problem :) So tell me what is written there.... Regards, Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2939582&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2011-02-15 20:02:53
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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: 2011-02-15 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...> - 2011-02-15 20:00:33
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Bugs item #2847849, was opened at 2009-08-31 19:47 Message generated for change (Settings changed) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2847849&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: AI Group: None Status: Open >Resolution: Remind Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Clemens Katzer (cleka) Summary: RationalAI hangs during combat Initial Comment: The recently added Rational AI has a tendency to stall to death when attempting to enter its legion onto the battlelands. I have had seven different battles with the RationalAI and only had one that made it past the first turn. I am able to deploy my legion, and then when it comes time for the AI to deploy creatures, it makes no moves and the game stalls, requiring a CTRL-ALT-DEL to end process. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2011-02-15 22:00 Message: Hello, did you still encounter this problem in the recent past? Lot of changes were done in meanwhile... If I don't hear anything, I will assume this is not resolved and close it in near future. BR; Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2010-01-19 09:06 Message: That is strange. According to the stacktrace, the OoM exception does not occur during the permutation generation itself, but even before, during reading and decoding of the manifest file... 1) Anything special in your computer, like exotic languages installed? 2) How do you start Colossus: - clicking JNLP icon on web page - run.bat (from cmdline or clicking it in a file explorer) - directly clicking the jar file in a file explorer Only the first two start Colossus the right way, passing it the argument to set the maximum heap space to 256 MB. Without that, the default is probably 64 MB. 3) When did that happen - early in the game or rather late? 4) Do you remember, had you played several games in the same JVM? Like, started Colossus, played one, File Close or New Game to get back to Game Setup dialog to start next one, next one, next one ... ? In the latter scenario, it might be that from previous games still some objects were not cleaned up by garbage collection, filling up the heap... Hmmm.... -Clemens ---------------------------------------------------------------------- Comment By: Donald J. Bailey (djbailey) Date: 2010-01-19 05:20 Message: In a game tonight, Rational AI crashed at the start of a battle. Standard game. 5 AIs and me. rational AI was attacked in the brush. Woooah! A Fatal JVM error was caught while processing in client Gold the input line: === setupBattleMove ~ Gold ~ 1 === Stack trace: java.lang.OutOfMemoryError: Java heap space at java.lang.StringCoding$CharsetSD.decode(StringCoding.java:183) at java.lang.StringCoding.decode(StringCoding.java:228) at java.lang.String.<init>(String.java:405) at java.util.jar.Attributes.read(Attributes.java:401) at java.util.jar.Manifest.read(Manifest.java:219) at java.util.jar.Manifest.<init>(Manifest.java:52) at java.util.jar.JarFile.getManifestFromReference(JarFile.java:158) at java.util.jar.JarFile.getManifest(JarFile.java:145) at sun.misc.URLClassPath$JarLoader$1.getManifest(URLClassPath.java:624) at java.net.URLClassLoader.defineClass(URLClassLoader.java:221) at java.net.URLClassLoader.access$100(URLClassLoader.java:56) at java.net.URLClassLoader$1.run(URLClassLoader.java:195) at java.security.AccessController.doPrivileged(Native Method) at java.net.URLClassLoader.findClass(URLClassLoader.java:188) at java.lang.ClassLoader.loadClass(ClassLoader.java:317) at sun.misc.Launcher$AppClassLoader.loadClass(Launcher.java:280) at java.lang.ClassLoader.loadClass(ClassLoader.java:252) at java.lang.ClassLoader.loadClassInternal(ClassLoader.java:375) at net.sf.colossus.ai.SimpleAI.findMoveOrder(SimpleAI.java:2334) at net.sf.colossus.ai.SimpleAI.battleMove(SimpleAI.java:2258) at net.sf.colossus.client.Client.setupBattleMove(Client.java:2062) at net.sf.colossus.client.SocketClientThread.callMethod(SocketClientThread.java:979) at net.sf.colossus.client.SocketClientThread.parseLine(SocketClientThread.java:634) at net.sf.colossus.client.SocketClientThread.readAndParseUntilDone(SocketClientThread.java:428) at net.sf.colossus.client.SocketClientThread.run(SocketClientThread.java:373) Game might be unstable or hang from now on... ---------------------------------------------------------------------- Comment By: Craig Lish (clish) Date: 2009-09-21 03:36 Message: I've played a stupid amount of human vs 3 RationalAI lately and never see it lock up. (No network player, though. Abyssal6 variant. Java 1.6.0_14-b08 on WinXP.) It does take quite a long time sometimes to figure out how to throw 7 creatures onto an empty board -- the less hazards the longer it can take. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2009-09-10 14:20 Message: Hm, "refuses to deploy". AFAIK there is no mechanism the AI could "refuse". Sounds more like a crash - the game hangs due to a Java Exception. Would you be able to run it with Java Web Start Console open, or from commandline, so you would notice some error output written to there? (BTW, we recently noticed some OutOfMemory Exceptions (=crashes) but that would be with the "ExperimentalAI" (which was in fact added recently)). ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2009-09-08 23:38 Message: I also have seen AI stall on many combats. Currently stalled on "SimpleAI" attacking "HumanHaterRationalAI" with build 0.9.2. I have waited minutes on some occasions. The stall I see is one legion not placing units, it can be defender or attacker, but usually defending AI refuses to deploy when I am attacking. My OS is Ubuntu 8.04 (Hardy Heron) ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2009-08-31 22:25 Message: I personally haven't seen *any* AI stalled in past months, so without more info and communication with you it is impossible to do anything for this case. Are you sure it's stalled? Did you wait 30 secs at least? That's the default time AI has time to think anyway. > requiring a CTRL-ALT-DEL to end process. Have you tried File => Quit ? When first attempt does not work, try it a 2nd time. Colossus should terminate then, showing first a message box somewhat like "Whoooah. Clean Exit did not work. Doing it now the hard way with System.exit()" or somewhat like that. Also, please provide more concrete information, which Colossus version, Java version (Help => About tells this); also tell Variant and the settings in GetPlayers dialog (or provide the Colossus-server.cf config file). > The recently added Rational AI ... Besides, "RationalAI" has not been added recently. ExperimentalAI had been added. How you know it's RationalAI - do you start the game with RationalAI's only? (you can see what type it is by clicking on the player name in Game Status dialog). And I would appreciate if you at least sign with some nickname. Anonymous bug reports are somewhat frustrating. -Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2847849&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2011-02-15 19:57:04
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Bugs item #3147905, was opened at 2010-12-30 03:02 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3147905&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: General Group: None Status: Open Resolution: None Priority: 7 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Clemens Katzer (cleka) Summary: Battle phase - lose creatures Initial Comment: I seems when there is a lag, there is a bug when you battle. as defender, I was placing legions on the board, and all of a sudden the ones not on the board where crossed out and dropped, I was not asked to verify leaving legions off the map, they were just gone and my movement roll was completed. This has happened three times in three different matches in the past week. example game 11316 Gardner ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2011-02-15 21:57 Message: That is strange, in game 11316 were only 4 engagements and all 4 of them were resolved by flee. Thus at least from that game log I can't find anything related to the mentioned problem. BR, Clemens ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2010-12-30 12:13 Message: That's really odd. I can't imagine how that can happen. Will need deeper investigation. Good that you provide a game nr. Raising priority as this is a serious bug. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3147905&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2011-02-15 19:49:54
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Bugs item #2968452, was opened at 2010-03-11 08:12 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2968452&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: Game Server Group: None Status: Open Resolution: None Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Clemens Katzer (cleka) >Summary: Game Server: Game starting sometimes fails Initial Comment: We have been trying to get a game started, but after clicking enroll then start nothing happens... ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2011-02-15 21:49 Message: Renamed this from "Unable to start game" to "Game Server: Game starting sometimes fails". Occasionally, probably depending on network delays / lost connections, game starting fails due to at least one remote client not connecting in time. Informing other involved players about who joined, who did not, etc., was added, also improved logging. Needs more investigation what exactly causes it that sometimes some clients do not manage to connect? ---------------------------------------------------------------------- Comment By: Tommygun () Date: 2010-03-11 09:10 Message: Ok logged in now. I started this thread. The game number was 1547. For some reason, it shows us as being in this running game, but the board never showed up. Other players are drmmrguy(host), Skarlok, and me Tommygun. We launched that game around 1 AM EST. At this time, it shows all of us being in a running game... we have logged in and out many times with no luck. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2010-03-11 08:58 Message: Please provide exact details, such as: - When did this happen (and which time zone are you) [ or copy some lines from the Chat, so I can search them from Server side chatlog to match server's time to it ] - Which game number - Which players - Who tried to press Start. - Did the webclient display in the bottom something at all? - Did the status column of the game change at all? - Which Colossus version(s) you use? Because, this game starting in general works fine, so there must be some specific reason why in few cases it fails, and that I could figure out only if I can look up details and circumstances from the log. And it would increase my motivation if you identify yourself, e.g. signing here with your Game Server username... BR, Clemens ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2968452&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2011-02-15 19:44:22
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Bugs item #3083576, was opened at 2010-10-08 11:10 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3083576&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Rules Group: None >Status: Closed >Resolution: Out of Date Priority: 5 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Clemens Katzer (cleka) Summary: Tower Teleport Does Not Work Initial Comment: Two games in a row now, with preferences set to allow Tower Teleport for sure, Tower Teleport was not allowed for Titans at least when in a tower and 6's were rolled, after turn 1 at least. Actually, this is very odd. I just ran a 6 player hotseat game for a test, and Tower Teleport worked for the first couple of turns, and I don't know when or if it would stop working in that case, but it most definitely repeatedly has been a problem late in our games of late, and in fact, it kind of ruins the game rather because this is a very important capability people rely on of course. I wish I could provide a log, but alas, I cannot find anything. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2011-02-15 21:44 Message: It is very likely that this was caused by the "client side might have 'true' values in client side cfg file, and if server side (Game Options) is is set false, it was merely not transmitted at all. Correction to that (if that causes this) was already implemented while ago, but it was not visible yet in the Release which was available for public use by the time this tracker was created. Thus I will close this item here now, I think it's almost certain that that change fixed this problem. If similar problem still occurs, a new tracker item can/should be created. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2010-10-08 17:52 Message: Were those games "problem late in our games of late" also hotseat/local? Or hosted by somebody else, or run on the Public Game server? I agree, there is clearly something wrong; normally Help => About should tell where the log files are written, but even to me (Java 1.6 , java web start, Colossus names as log directory something like C:/Program Files/Firefox/%h which is probably not a valid name, might not be writable, and is not a good place anyway. This needs investigation. Could you run it from commandline with the run.bat or run script, with a logging.properties file? Besides, it seems client side does not write anything to log related to "do I search for normal moves only or also teleport moves?". Would need to add logging for this logic, and/or check which loglevels need to be set. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3083576&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2011-02-15 19:40:52
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Bugs item #2983547, was opened at 2010-04-08 03:34 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2983547&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: TexasTim65 (texastim65) Assigned to: Clemens Katzer (cleka) Summary: Closing Battle Board exits Game Initial Comment: In MP games more than once I've seen a player accidentally click the X to close the battle board when they are not involved in the battle instead of minimizing it. This causes their client to be disconnected from the server/game. It would be nice to do one of the following: A) Disable the X entirely on the battle board. B) Allow the battle board to be exited if the player is not involved in the combat without disconnecting from the game. C) Remind the user that 'Closing this window will disconnect you from the game. Are you sure you want do this?' with a yes/no response. Tim ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2011-02-15 21:40 Message: Improvements to this were already implemented in 0.11.0: - if not involved player closed battle board, nothing happens - if involved player closes battleboard, he gets a popup confirmation explaining that this will effect in a concede - but not withdraw as earlier. If Titan in in that legion, it's naturally same as withdraw. So B) and C) are fulfilled. ==> Closing this tracker item. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=2983547&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2011-02-15 19:32:32
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Bugs item #3160863, was opened at 2011-01-18 16:50 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3160863&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: illegal call to engage() message due to slow server response Initial Comment: >From 10809 Jan 14, 2011 10:57:57 PM net.sf.colossus.game.Engagement <init> INFO: A new engagement: hex Hills hex 18 attacker Bk07 defender Gr10 Jan 14, 2011 10:57:57 PM net.sf.colossus.server.GameServerSide engage WARNING: illegal call to Game.engage(): engagement ongoing: A new engagement: hex Hills hex 18 attacker Bk07 defender Gr10 Jan 14, 2011 10:58:00 PM net.sf.colossus.server.GameServerSide handleConcession INFO: Legion Gr10 flees from legion Bk07 Similar like in previous case (with move), the update of display for the engagement takes so long that in meanwhile player clicked it once more. So perhaps should set a flag that "engagement selection still pending" and give visual feedback and do not send same (or any) request to server before response for pending one has arrived. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2011-02-15 21:32 Message: Closing this, because the correction is now visible in today's release 0.12.0. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2011-01-18 16:50 Message: Lowering priority ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3160863&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2011-02-15 19:32:07
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Bugs item #3160858, was opened at 2011-01-18 16:44 Message generated for change (Settings changed) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3160858&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: Move failed messages due to delayed server response Initial Comment: In game 10808: INFO: Legion Rd09 (Spiral) in Brush hex 102 moves to Desert hex 139 entering on RIGHT Jan 14, 2011 8:41:59 PM net.sf.colossus.server.Server doMove SEVERE: Move failed, reason List for normal moves [] + of Rd09 Spiral from Desert hex 139 does not contain 'Desert hex 139' Jan 14, 2011 8:41:59 PM net.sf.colossus.server.Server doMove SEVERE: Move failed, reason List for normal moves [] + of Rd09 Spiral from Desert hex 139 does not contain 'Desert hex 139' When a legion moves, client side gui is updated only after server response has arrived (and says its ok). In this case, I guess, the player has attempted within that delay twice more to move it. So probably should have some state/flag on client side that "move is still in progress", and some visual indicator for that, (hourglass cursor? white box in target hex, ...) and if flag set, instead of just forwarding it to server, give a beep and some explanative message (e.g. in status bar?). Arrival of response updates display and clears flag. Should there be a timeout, if that response would never come, what then? ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2011-02-15 21:32 Message: Closing this, because the correction is now visible in today's release 0.12.0. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3160858&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2011-02-15 19:31:21
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Bugs item #3133960, was opened at 2010-12-10 03:56 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3133960&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: 7 Private: No Submitted By: BrentNZ (salient) Assigned to: Clemens Katzer (cleka) Summary: Conceding battle leads to hung game Initial Comment: I conceded a battle with one creature left to try to speed things up since the AI takes so long to decide which of its troops to send against me. Nothing seemed to happen. The opponent then moved and rolled his attacks, but I was not offered strike-backs. Trying to close the window resulted in it telling me that I had "alrady" conceded, but it was waiting for the opponent to finish his turn. Conceding again did not do anything. The game had to be abandoned because there appeared to be nothing else possible. You should be allowed to concede at any time - not just on your turn. You may wish to concede before strike-backs so as to not kill a weak creature to make room in the stack for an Angel or new recruit. I am sure that the rules state that you may concede at any time during the battle. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2011-02-15 21:31 Message: Closing this, because the correction is now visible in today's release 0.12.0. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2011-02-15 18:34 Message: Fixed in r4988. See also Feature Request 3182336 "Concede of non-phasing player". ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2011-01-18 17:04 Message: Might or might be similar case as https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3160873&group_id=1939 (perhaps the AI got illegal strike, no target messages forever...?) At least in the other case there is a log which gives some clue what happened. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2010-12-10 19:24 Message: "Any time" was very poor wording on AH's part. Some actions are considered by most people to be indivisible (e.g. rolling the dice for a strike) and in the end the ruling was made that you can't interrupt a single strike. Was you start rolling dice, you need to complete that strike before anyone gets to concede. Another issue is that checking with your opponent to see if they want to concede before doing every action in a battle gets very tiresome. In face to face you can mostly avoid that, but remote play you'd need to wait to make sure you opponent had a chance to act. In practice there are only a few places where you need to concede right then as the nonphasing player (since you don't typically kill your opponent's pieces when it isn't your action). So the ruling was made that the nonphasing player only gets to concede at these points not before every action the phasing player does. And the last issue is that there can races or anti-races to concede. It isn't particularly fair in remote games to let the person who gets to see the updated information first get to concede first. In the pathological cases where this happens, the more natural person to get priority to concede is the nonphasing player. So the ruling is that the phasing player can typically only attempt to concede. The nonphasing player has the option to concede instead in response. The timing of all of this is described at: http://wolff.to/titan/errata.html in the complete sequence of play section near the end. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2010-12-10 09:55 Message: yes, conceding should be possible at "almost" any moment; however, I think, there are some constraints; namely, if you concede during other player's turn, HE might opt to concede instead/as well and then his wish has priority. (Or something like that). Also I am not sure, whether conceding "to prevent killing a weak creature" is allowed: it *might* indeed be, that the ongoing strike+strikeback round must be completed. Bruno might be able to tell more precisely. I agree that the current behavior (=hang) is a bug. Last time I checked it, however it worked - inactive player conceded, and when active player completed his strikes, battle was over and cleaned up properly. At least it did not hang. Needs investigation. Raising priority since this has really bad impact when it happens. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3133960&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2011-02-15 19:31:03
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Bugs item #3160873, was opened at 2011-01-18 16:55 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3160873&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: 7 Private: No Submitted By: Clemens Katzer (cleka) Assigned to: Clemens Katzer (cleka) Summary: Concede hangs game Initial Comment: One player conceded, and game was stuck because the other player got then "no target in hex B2" messages; SEVERE: No target in hex B3 in Server.strike() Probably could not click done either [would Forced done have helped?]. So eventually player's only chance was to withdraw totally. >From 10812: INFO: Battle phase advances to Move ... Jan 14, 2011 11:49:21 PM net.sf.colossus.server.BattleServerSide concede INFO: Rd11 concedes the battle Jan 14, 2011 11:49:50 PM net.sf.colossus.server.Server allRequestPingIfNeeded INFO: Last ping round is 30 secs ago - doing another. ... Jan 14, 2011 11:49:57 PM net.sf.colossus.server.BattleServerSide doMove INFO: Ogre moves from C2 to C3 Jan 14, 2011 11:49:59 PM net.sf.colossus.server.BattleServerSide doMove INFO: Cyclops moves from D3 to C4 Jan 14, 2011 11:50:03 PM net.sf.colossus.server.BattleServerSide doMove INFO: Angel moves from X3 to D4 Jan 14, 2011 11:50:07 PM net.sf.colossus.server.BattleServerSide doMove INFO: Titan moves from A1 to D3 Jan 14, 2011 11:50:09 PM net.sf.colossus.server.BattleServerSide$BattlePhaseAdvancer advancePhaseInternal INFO: Battle phase advances to Fight Jan 14, 2011 11:50:10 PM net.sf.colossus.server.Server strike SEVERE: No target in hex B3 in Server.strike() Jan 14, 2011 11:50:10 PM net.sf.colossus.server.Server strike SEVERE: No target in hex B3 in Server.strike() <repeated hundreds of time> Jan 14, 2011 11:50:50 PM net.sf.colossus.server.Server strike SEVERE: No target in hex B3 in Server.strike() Jan 14, 2011 11:50:50 PM net.sf.colossus.server.Server readFromChannel INFO: EOF on channel for client Forthright setting isGone true Jan 14, 2011 11:50:50 PM net.sf.colossus.server.GameServerSide handlePlayerWithdrawal FINE: Player Forthright withdraws from the game. Jan 14, 2011 11:50:50 PM net.sf.colossus.server.PlayerServerSide die INFO: Player 'Forthright' is dying, killed by Juliard ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2011-02-15 21:31 Message: Closing this, because the correction is now visible in today's release 0.12.0. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2011-02-15 18:32 Message: Fixed in r4988. See also Feature Request 3182336 "Concede of non-phasing player". ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3160873&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2011-02-15 16:34:03
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Bugs item #3133960, was opened at 2010-12-10 03:56 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3133960&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: General Group: None Status: Open >Resolution: Fixed Priority: 7 Private: No Submitted By: BrentNZ (salient) Assigned to: Clemens Katzer (cleka) Summary: Conceding battle leads to hung game Initial Comment: I conceded a battle with one creature left to try to speed things up since the AI takes so long to decide which of its troops to send against me. Nothing seemed to happen. The opponent then moved and rolled his attacks, but I was not offered strike-backs. Trying to close the window resulted in it telling me that I had "alrady" conceded, but it was waiting for the opponent to finish his turn. Conceding again did not do anything. The game had to be abandoned because there appeared to be nothing else possible. You should be allowed to concede at any time - not just on your turn. You may wish to concede before strike-backs so as to not kill a weak creature to make room in the stack for an Angel or new recruit. I am sure that the rules state that you may concede at any time during the battle. ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2011-02-15 18:34 Message: Fixed in r4988. See also Feature Request 3182336 "Concede of non-phasing player". ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2011-01-18 17:04 Message: Might or might be similar case as https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3160873&group_id=1939 (perhaps the AI got illegal strike, no target messages forever...?) At least in the other case there is a log which gives some clue what happened. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2010-12-10 19:24 Message: "Any time" was very poor wording on AH's part. Some actions are considered by most people to be indivisible (e.g. rolling the dice for a strike) and in the end the ruling was made that you can't interrupt a single strike. Was you start rolling dice, you need to complete that strike before anyone gets to concede. Another issue is that checking with your opponent to see if they want to concede before doing every action in a battle gets very tiresome. In face to face you can mostly avoid that, but remote play you'd need to wait to make sure you opponent had a chance to act. In practice there are only a few places where you need to concede right then as the nonphasing player (since you don't typically kill your opponent's pieces when it isn't your action). So the ruling was made that the nonphasing player only gets to concede at these points not before every action the phasing player does. And the last issue is that there can races or anti-races to concede. It isn't particularly fair in remote games to let the person who gets to see the updated information first get to concede first. In the pathological cases where this happens, the more natural person to get priority to concede is the nonphasing player. So the ruling is that the phasing player can typically only attempt to concede. The nonphasing player has the option to concede instead in response. The timing of all of this is described at: http://wolff.to/titan/errata.html in the complete sequence of play section near the end. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2010-12-10 09:55 Message: yes, conceding should be possible at "almost" any moment; however, I think, there are some constraints; namely, if you concede during other player's turn, HE might opt to concede instead/as well and then his wish has priority. (Or something like that). Also I am not sure, whether conceding "to prevent killing a weak creature" is allowed: it *might* indeed be, that the ongoing strike+strikeback round must be completed. Bruno might be able to tell more precisely. I agree that the current behavior (=hang) is a bug. Last time I checked it, however it worked - inactive player conceded, and when active player completed his strikes, battle was over and cleaned up properly. At least it did not hang. Needs investigation. Raising priority since this has really bad impact when it happens. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3133960&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2011-02-15 16:33:01
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Bugs item #3160873, was opened at 2011-01-18 16:55 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3160873&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: General Group: None Status: Open >Resolution: Fixed Priority: 7 Private: No Submitted By: Clemens Katzer (cleka) Assigned to: Clemens Katzer (cleka) Summary: Concede hangs game Initial Comment: One player conceded, and game was stuck because the other player got then "no target in hex B2" messages; SEVERE: No target in hex B3 in Server.strike() Probably could not click done either [would Forced done have helped?]. So eventually player's only chance was to withdraw totally. >From 10812: INFO: Battle phase advances to Move ... Jan 14, 2011 11:49:21 PM net.sf.colossus.server.BattleServerSide concede INFO: Rd11 concedes the battle Jan 14, 2011 11:49:50 PM net.sf.colossus.server.Server allRequestPingIfNeeded INFO: Last ping round is 30 secs ago - doing another. ... Jan 14, 2011 11:49:57 PM net.sf.colossus.server.BattleServerSide doMove INFO: Ogre moves from C2 to C3 Jan 14, 2011 11:49:59 PM net.sf.colossus.server.BattleServerSide doMove INFO: Cyclops moves from D3 to C4 Jan 14, 2011 11:50:03 PM net.sf.colossus.server.BattleServerSide doMove INFO: Angel moves from X3 to D4 Jan 14, 2011 11:50:07 PM net.sf.colossus.server.BattleServerSide doMove INFO: Titan moves from A1 to D3 Jan 14, 2011 11:50:09 PM net.sf.colossus.server.BattleServerSide$BattlePhaseAdvancer advancePhaseInternal INFO: Battle phase advances to Fight Jan 14, 2011 11:50:10 PM net.sf.colossus.server.Server strike SEVERE: No target in hex B3 in Server.strike() Jan 14, 2011 11:50:10 PM net.sf.colossus.server.Server strike SEVERE: No target in hex B3 in Server.strike() <repeated hundreds of time> Jan 14, 2011 11:50:50 PM net.sf.colossus.server.Server strike SEVERE: No target in hex B3 in Server.strike() Jan 14, 2011 11:50:50 PM net.sf.colossus.server.Server readFromChannel INFO: EOF on channel for client Forthright setting isGone true Jan 14, 2011 11:50:50 PM net.sf.colossus.server.GameServerSide handlePlayerWithdrawal FINE: Player Forthright withdraws from the game. Jan 14, 2011 11:50:50 PM net.sf.colossus.server.PlayerServerSide die INFO: Player 'Forthright' is dying, killed by Juliard ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2011-02-15 18:32 Message: Fixed in r4988. See also Feature Request 3182336 "Concede of non-phasing player". ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3160873&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2011-02-15 15:08:36
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Feature Requests item #3182336, was opened at 2011-02-15 17:08 Message generated for change (Tracker Item Submitted) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=3182336&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None Status: Open Priority: 5 Private: No Submitted By: Clemens Katzer (cleka) Assigned to: Nobody/Anonymous (nobody) Summary: Concede of non-phasing player Initial Comment: Concede of non-phasing player should be implemented properly. Details: In r4988 (for 0.12.0), I changed the behavior of what happens when non-phasing player concedes the battle. Until then, this frequently did lead to hung games, e.g. when player lost connection or closed board, or conceded. Example, if phasing player had still mandatory strikes, he could not finish them because server rejected them (creature was set dead), but he could not be "Done" because Client did still "see" mandatory strikes. Getting that properly implemented that concede handled according to rules AND not having the risk of game get hung is pretty hard, so for now I rather made the non-phasing's concede effect immediately. Eventually this should be implemented properly, but right now I do not have the time for it, and hung games are IMHO more frustrating than minor deviations from rules for a rare use case (which 98 % of users are not even aware of). ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=351939&aid=3182336&group_id=1939 |
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From: SourceForge.net <no...@so...> - 2011-02-15 14:58:19
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Bugs item #3176758, was opened at 2011-02-09 22:38 Message generated for change (Comment added) made by cleka You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3176758&group_id=1939 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: None Group: None >Status: Closed >Resolution: Fixed Priority: 5 Private: No Submitted By: Dave (rebhuhn) Assigned to: Nobody/Anonymous (nobody) Summary: null pointer exception Initial Comment: Exception in thread "AWT-EventQueue-0" java.lang.NullPointerException at net.sf.colossus.client.SocketClientThread.doMove(SocketClientThread.java:1495) at net.sf.colossus.client.Client.doMove(Client.java:2544) at net.sf.colossus.gui.ClientGUI.doMove(ClientGUI.java:2992) at net.sf.colossus.gui.MasterBoard.actOnHex(MasterBoard.java:2256) at net.sf.colossus.gui.MasterBoard.access$15(MasterBoard.java:2242) at net.sf.colossus.gui.MasterBoard$MasterBoardMouseHandler.mousePressed(MasterBoard.java:2166) at java.awt.Component.processMouseEvent(Unknown Source) at javax.swing.JComponent.processMouseEvent(Unknown Source) at java.awt.Component.processEvent(Unknown Source) at java.awt.Container.processEvent(Unknown Source) at java.awt.Component.dispatchEventImpl(Unknown Source) at java.awt.Container.dispatchEventImpl(Unknown Source) at java.awt.Component.dispatchEvent(Unknown Source) at java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source) at java.awt.LightweightDispatcher.processMouseEvent(Unknown Source) at java.awt.LightweightDispatcher.dispatchEvent(Unknown Source) at java.awt.Container.dispatchEventImpl(Unknown Source) at java.awt.Window.dispatchEventImpl(Unknown Source) at java.awt.Component.dispatchEvent(Unknown Source) at java.awt.EventQueue.dispatchEvent(Unknown Source) at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source) at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source) at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source) at java.awt.EventDispatchThread.pumpEvents(Unknown Source) at java.awt.EventDispatchThread.pumpEvents(Unknown Source) at java.awt.EventDispatchThread.run(Unknown Source) Exception in thread "AWT-EventQueue-0" java.lang.NullPointerException at net.sf.colossus.gui.ClientGUI.doMove(ClientGUI.java:2983) at net.sf.colossus.gui.MasterBoard.actOnHex(MasterBoard.java:2256) at net.sf.colossus.gui.MasterBoard.access$15(MasterBoard.java:2242) at net.sf.colossus.gui.MasterBoard$MasterBoardMouseHandler.mousePressed(MasterBoard.java:2166) at java.awt.Component.processMouseEvent(Unknown Source) at javax.swing.JComponent.processMouseEvent(Unknown Source) at java.awt.Component.processEvent(Unknown Source) at java.awt.Container.processEvent(Unknown Source) at java.awt.Component.dispatchEventImpl(Unknown Source) at java.awt.Container.dispatchEventImpl(Unknown Source) at java.awt.Component.dispatchEvent(Unknown Source) at java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source) at java.awt.LightweightDispatcher.processMouseEvent(Unknown Source) at java.awt.LightweightDispatcher.dispatchEvent(Unknown Source) at java.awt.Container.dispatchEventImpl(Unknown Source) at java.awt.Window.dispatchEventImpl(Unknown Source) at java.awt.Component.dispatchEvent(Unknown Source) at java.awt.EventQueue.dispatchEvent(Unknown Source) at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source) at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source) at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source) at java.awt.EventDispatchThread.pumpEvents(Unknown Source) at java.awt.EventDispatchThread.pumpEvents(Unknown Source) at java.awt.EventDispatchThread.run(Unknown Source) Exception in thread "AWT-EventQueue-0" java.lang.NullPointerException at net.sf.colossus.gui.ClientGUI.doMove(ClientGUI.java:2983) at net.sf.colossus.gui.MasterBoard.actOnHex(MasterBoard.java:2256) at net.sf.colossus.gui.MasterBoard.access$15(MasterBoard.java:2242) at net.sf.colossus.gui.MasterBoard$MasterBoardMouseHandler.mousePressed(MasterBoard.java:2166) at java.awt.Component.processMouseEvent(Unknown Source) at javax.swing.JComponent.processMouseEvent(Unknown Source) at java.awt.Component.processEvent(Unknown Source) at java.awt.Container.processEvent(Unknown Source) at java.awt.Component.dispatchEventImpl(Unknown Source) at java.awt.Container.dispatchEventImpl(Unknown Source) at java.awt.Component.dispatchEvent(Unknown Source) at java.awt.LightweightDispatcher.retargetMouseEvent(Unknown Source) at java.awt.LightweightDispatcher.processMouseEvent(Unknown Source) at java.awt.LightweightDispatcher.dispatchEvent(Unknown Source) at java.awt.Container.dispatchEventImpl(Unknown Source) at java.awt.Window.dispatchEventImpl(Unknown Source) at java.awt.Component.dispatchEvent(Unknown Source) at java.awt.EventQueue.dispatchEvent(Unknown Source) at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source) at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source) at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source) at java.awt.EventDispatchThread.pumpEvents(Unknown Source) at java.awt.EventDispatchThread.pumpEvents(Unknown Source) at java.awt.EventDispatchThread.run(Unknown Source) Feb 9, 2011 12:28:09 PM net.sf.colossus.server.LegionServerSide moveToHex ---------------------------------------------------------------------- >Comment By: Clemens Katzer (cleka) Date: 2011-02-15 16:58 Message: Revision 4987 should fix this. Closing it immediately since it's more obvious in current develop version, and will make a new release very soon anyway. ---------------------------------------------------------------------- Comment By: Clemens Katzer (cleka) Date: 2011-02-15 09:19 Message: When I try this, first thing after clicking legion to teleport onto is, it asks me for the entry side. I think it will for teleport always ask that, EXCEPT if teleporting into a tower. Did you teleport into the tower? If one closes the entry side dialog with the "x" e.g. to look target legion first, the closing of the dialog already causes the NPE. (fixed that now; that closing pick teleporting lord or pick entry side dialogue with "x" abort the move instead of causing NPE in SocketClientThread.). You can't actually right click a legion while entry side dialog is up (its a modal dialog). Teleporting into a tower, in a local game it's that fast, you practically don't have enough time to click legion before the server response arrives, and after that right click any other legion did not do any harm in my tests. Thus I fix the two "cancel dialog" problems, and begin of move phase clear the list of pending moves (just in case, so that legion can be moved in such a case, should it still happen again), and hope this covers it. ---------------------------------------------------------------------- Comment By: Dave (rebhuhn) Date: 2011-02-10 01:10 Message: Somehow the first part of the text was deleted. Lastest release (as of Feb 9, 2011), playing DinoTitan, 5 AIs, 1 human. Rolled a 6, split the Titan stack and attempted to do a Titan Teleport. Immediately after clicking on the stack to teleport onto, did a right click to try and look at the stack. Received this null pointer exception. Attempts to move the Titan stack returned the "already moved" error from doMove in ClientGUI. This condition persisted for the rest of the game. ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=101939&aid=3176758&group_id=1939 |