v0.4.3 Release Preparations
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Re: v0.4.3 Release Preparations
I expect to make the requested updates in the random seed button patch tonight. Just letting you know.
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- Geoff the Medio
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Re: v0.4.3 Release Preparations
Nothing else comes to mind.Vezzra wrote:Is there anything else you want to get done before [RC1]?
Re: v0.4.3 Release Preparations
Well, then, unless anyone raises objections the upcoming monday builds will be 0.4.3 RC1. I'll update the version strings, any volunteers for the changelog?Geoff the Medio wrote:Nothing else comes to mind.Vezzra wrote:Is there anything else you want to get done before [RC1]?
Re: v0.4.3 Release Preparations
Crap, I think nobody thought of commenting out the Super-Tester Takeover building. Question: In case RC1 already turns out to be sufficiently bug-free and stable, should we just live with it, make a new build for the release, or put out RC2 nonetheless?
Re: v0.4.3 Release Preparations
Good Catch! It's really Geoff's call, but I would think that we would want to comment out the building for the stable release, and that a bit of delay at this point could be acceptable. There's nothing to say that RC1 has to last a whole week -- when would be the next reasonably convenient time for you to put out an RC2 (if that winds up being the call)?Vezzra wrote:Crap, I think nobody thought of commenting out the Super-Tester Takeover building. Question: In case RC1 already turns out to be sufficiently bug-free and stable, should we just live with it, make a new build for the release, or put out RC2 nonetheless?
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Re: v0.4.3 Release Preparations
I'm not particularly concerned about having testing stuff be available in releases, as long as it's optional, though I recognize the various other do find it objectionable. This case is less of an issue than previously, though, as it used to be that AIs would randomly be assigned super testers as a species, while now they won't, and won't build the takeover building.
Re: v0.4.3 Release Preparations
Unfortunately, it turned out I omitted a key "--" in that last minute sitrep coding, which resulted in only half the sitreps (of any given kind) getting sorted (In my previous testing I guess I had singletons and a big group that still wound up altogether). So it was giving things like
p.s. the modified sitrep wording shown above is not part of what I committed (it seems that should probably wait until after 0.4.3), I just committed the fix on sorting of sitreps in the list.
when it should have given (and now gives)
I just committed the fix for that.p.s. the modified sitrep wording shown above is not part of what I committed (it seems that should probably wait until after 0.4.3), I just committed the fix on sorting of sitreps in the list.
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Re: v0.4.3 Release Preparations
One other thing I just got done in addition to the sitrep sorting fix above, was fixing a smallish bug with the AI which was causing it to prematurely terminate its 'Secure a Location" missions -- like for a colony mission in a system that had an armed enemy, it would have a military fleet go in and clear the system, but then consider its 'Secure' mission complete (and possibly then leave for another mission) even if the colonization mission hadn't finished yet, which would sometimes cause it problems like losing a colony ship. It was a fairly small revision to the AI code, & I've been testing it a bit & it seems fine, but I wasn't sure if I should go ahead and commit it or let it wait until after 0.4.3 -- please let me know.
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Re: v0.4.3 Release Preparations
Sounds like we'll need an RC2 anyway, so go ahead...Dilvish wrote:It was a fairly small revision to the AI code, & I've been testing it a bit & it seems fine, but I wasn't sure if I should go ahead and commit it or let it wait until after 0.4.3 -- please let me know.
Comment out the super testers while you're at it?
Re: v0.4.3 Release Preparations
Testing of RC1 seems pretty good. The new icons have a nice polished look. The random button is nice. The AI at aggressive is beatable if you play smart and will eat you if you play stupid - which is good.
Minor (non-blocking) notes:
Minor (non-blocking) notes:
- Snowflakes' detection range (150) seems a bit OP
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Re: v0.4.3 Release Preparations
Yep, I noticed that too and wanted to submit a bug report today - which isn't necessary anymoreDilvish wrote:Unfortunately, it turned out I omitted a key "--" in that last minute sitrep coding, which resulted in only half the sitreps (of any given kind) getting sorted
Well, getting this kind of bugfixing done is what RCs are for, so I'd say, go ahead and commit it.Dilvish wrote:It was a fairly small revision to the AI code, & I've been testing it a bit & it seems fine, but I wasn't sure if I should go ahead and commit it or let it wait until after 0.4.3 -- please let me know.
Re: v0.4.3 Release Preparations
Two notes on 6257:
- speed modifiers still dont show/work (Infrastructure Ecology and Lighthouse). Mentioned here: viewtopic.php?f=28&t=7635
- the sitrep has a new sorting. Was there a reason?
I prefered the old way where all corresponding events were grouped, ie. colonizations, invasions, discoveries, etc. Now it's all mixed around by whatever order.
- speed modifiers still dont show/work (Infrastructure Ecology and Lighthouse). Mentioned here: viewtopic.php?f=28&t=7635
- the sitrep has a new sorting. Was there a reason?
I prefered the old way where all corresponding events were grouped, ie. colonizations, invasions, discoveries, etc. Now it's all mixed around by whatever order.
Re: v0.4.3 Release Preparations
Hm, I hadn't noticed any problems in my test games so far, so I can't comment much on that - concerning Infrastructure Ecology, did you take into account that your fleets need to be close to one of your systems to get the bonus?MiniMe wrote:Two notes on 6257:
- speed modifiers still dont show/work (Infrastructure Ecology and Lighthouse). Mentioned here: viewtopic.php?f=28&t=7635
viewtopic.php?p=62539#p62539- the sitrep has a new sorting. Was there a reason?
That's a bug, see above.I prefered the old way where all corresponding events were grouped, ie. colonizations, invasions, discoveries, etc. Now it's all mixed around by whatever order.
Last edited by Vezzra on Wed Jul 24, 2013 9:39 am, edited 2 times in total.
Re: v0.4.3 Release Preparations
Agreed, provided all open bug reports and pending issues that should be fixed before 0.4.3 have been addressed. Speaking of which, you haven't committed the small bugfix for the AI yet - currently I'm assuming that this should go in before 0.4.3, so I'll have to wait with RC2 until that's done anyway.Dilvish wrote:There's nothing to say that RC1 has to last a whole week
It might also be reasonable to wait at least a few days to see if other issues turn up, instead of making a new RC every time a bug is fixed. But of course we don't have to wait for Monday every time
Basically anytime you want (well, let's say any day you want, in the evening - not at 4AM when I'm soundly asleep ), except Friday evening and Saturday.when would be the next reasonably convenient time for you to put out an RC2 (if that winds up being the call)?
That said, unless specifically requested otherwise, I'd aim for Monday evening for the next RC build. Just let me know...
Re: v0.4.3 Release Preparations
The fleets are parked in my system. One of the planets has a Lighthouse.Vezzra wrote:Hm, I hadn't noticed any problems in my test games so far, so I can't comment much on that - concerning Infrastructure Ecology, did you take into account that your fleets need to be close to one of your systems to get the bonus?MiniMe wrote:Two notes on 6257:
- speed modifiers still dont show/work (Infrastructure Ecology and Lighthouse). Mentioned here: viewtopic.php?f=28&t=7635
As explained in the other thread (screenshot), the "Lighthouse +20" bonus is added, but most of the time there is a "Unknown -20" malus as well.
This malus only shows when there is a Lighthouse.
Thanks for the link to the sitrep discussion, must have missed that.
Edit: posted a save-game in the other thread.