Getting ready for 0.4.5
Re: Getting ready for 0.4.5
Hi Vezzra,
Can you give an approximative date for the 1st release candidate?
Late July, August?
Next week?
Can you give an approximative date for the 1st release candidate?
Late July, August?
Next week?
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Re: Getting ready for 0.4.5
The main issue that needed to be resolved for 0.4.5 has been that on Windows, if there was Python installed, this Python installation had been invoked instead of the bundled one. This should be fixed now.Dilvish wrote:I don't think I got that python issue quite totally wrapped up, will try to look at it again very soon, but it seems that all the 'real' python3 problems related to the cmake process and the col_bld_gen.py script and are fixed, so I don't know if this last little bit really matters.
Agreed.We are still getting in some more article submissions & I think it would be worthwhile to give just a bit more time for those. Although, I guess since they don't need C++ changes it would probably be fine to continue adding them to a release branch if we go ahead and start that.
I intend to try to incorporate your suggestion, but if I don't get around to it soon, I will merge the PR as it is now.If you are too busy to make any more changes to that galaxy creation PR re min systems, please go ahead and merge it as-is for 0.4.5.
Re: Getting ready for 0.4.5
Well, next weeks Monday builds will still be regular test builds. If all open issues can be solved quickly enough, we can probably commence with release candidate builds the following week (Monday 20th). I don't expect to be able to do it sooner (unless Geoff and/or Dilvish have other ideas ).Ouaz wrote:Can you give an approximative date for the 1st release candidate?
Highly speculative, so take it with a grain of salt...
Re: Getting ready for 0.4.5
Yes, it basically needs to be done, currently there are several effects that give something the exact same stealth overall as standard detection rates, which is really not ideal, but the macros and stacking of it all are just, well, weird. And some of the techs say they do one thing but do something else entirely (one of the Makes the Game Work techs says it increases the stealth of all planets, but instead has effects that do stuff to buildings, but that doesn't seem to actually do anything in game anyway).Vezzra wrote:The damage control revision wasn't part of the list anyway, as adjusting the AI for it will probably be non-trivial. Regarding the item about stealth:MatGB wrote:Both the damage control and stealth fixes are bigger than I planned and I keep getting sidetracked, I'm going to abandone damage control before Release, but figuring out where all the stealth bonuses planets and species get come from is proving to be more annoying than anything else. All I want to do before release is make sure no planet ever has a stealth stat in a multiple of ten...if I understood you correctly, you still want to do that for 0.4.5, so I shall leave that open, right?Some basic tweaks to stealth for balance purposes (Mat) - mentioned here
[/quote]That means, these items:Sorry, everything else I was doing are, I think, done....can be closed, correct?[*]Some very minor balancing tweaks (Mat) - mentioned here
[*]Sort the asteroid line out (Mat) - mentioned here
Basically, I mean "minor balancing tweaks" is an ongoing task I'll continue with until we get to 1.0, but I think Asteroids are OK with the changes at the moment.
Re damage control, some of what I've planned doesn't affect the AI, other bits really do, I'd hoped to get the stuff that doesn't matter done but, well, it's unlikely to be unless I get a spurt of productivity sometime soon.
Mat Bowles
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
Re: Getting ready for 0.4.5
I am just reminded that Mat had proposed a few more default key bindings which seemed good, but which probably need some C++ work to actually make them defaults, so I'll take a quick look at that.
As far as #155 and #175, let's just see how those go, I don't think we need to hold anything up for them. (And 155 may wind up requiring AI adjustment)
If I provided any code, scripts or other content here, it's released under GPL 2.0 and CC-BY-SA 3.0
Re: Getting ready for 0.4.5
How long do you think it will take you to get that done? Can you give that priority?MatGB wrote:Yes, it basically needs to be done, currently there are several effects that give something the exact same stealth overall as standard detection rates, which is really not ideal, but the macros and stacking of it all are just, well, weird. And some of the techs say they do one thing but do something else entirely (one of the Makes the Game Work techs says it increases the stealth of all planets, but instead has effects that do stuff to buildings, but that doesn't seem to actually do anything in game anyway).
Which means, as far as 0.4.5 is concerned, I can close these items. OP edited accordingly.Basically, I mean "minor balancing tweaks" is an ongoing task I'll continue with until we get to 1.0, but I think Asteroids are OK with the changes at the moment.
Re: Getting ready for 0.4.5
Feel free to edit the OP to add that to the list if so inclined.Dilvish wrote:I am just reminded that Mat had proposed a few more default key bindings which seemed good, but which probably need some C++ work to actually make them defaults, so I'll take a quick look at that.
Alright, so we won't tag them with the "next release" milestone.As far as #155 and #175, let's just see how those go, I don't think we need to hold anything up for them. (And 155 may wind up requiring AI adjustment)
This means we have 6 items still open, the 2 items on the list of the OP, the key bindings proposed by Mat you referred to above, and the 3 PRs on github which have been tagged with the "next release" milestone. Looks promising
Re: Getting ready for 0.4.5
The key bindings for Mat are done, and there are now just 2 PRs open with the 'next release milestone-- yours and vinceles which also appears to be on the verge of being done. As for the two items in the OP, regarding the happiness one, I noted in that thread that due to xenophobe happiness trouble we've been hearing about I think the shipbuilding part of that needs to be put off. I just now fixed the recolonizing sitrep to also take happiness into account.Vezzra wrote:This means we have 6 items still open, the 2 items on the list of the OP, the key bindings proposed by Mat you referred to above, and the 3 PRs on github which have been tagged with the "next release" milestone. Looks promising
So it seems we're down to 3 or 4 items now.
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Re: Getting ready for 0.4.5
I have a branch on my github fork with a functional but partially-completed feature of saving window positions to the OptionsDB which I'd really like to get finished before 0.4.5. I'm sure it'll be done in time but I thought I'd give a heads-up since I haven't created a PR for it yet (I was waiting on another PR to be merged, will create one soon).
Unless stated otherwise, code and scripts provided by me are released under GNU GPL 2.0 (or later) and other content is released under CC BY-SA 3.0.
Re: Getting ready for 0.4.5
175 needs more work, so it may miss the deadline, but it is not a blocker, it can go in after 0.4.5
192 is ready, just in about an hour I'll have it compiled and tested, stay tuned I'll update the PR with a comment about its readiness...
EDIT: and 192 was user-asked-for (in the general UI list)...
All the patches I'll provide for freeorion will be released under the GPL v2 or later license.
Let's unleash the dyson forest powa!
Let's unleash the dyson forest powa!
Re: Getting ready for 0.4.5
Perhaps I'm a bit impatient this morning, it compiled and ran fine for me, the code looked fine, so I've merged it...vincele wrote:192 is ready, just in about an hour I'll have it compiled and tested, stay tuned I'll update the PR with a comment about its readiness...
If I provided any code, scripts or other content here, it's released under GPL 2.0 and CC-BY-SA 3.0
Re: Getting ready for 0.4.5
OK, here it is the evening, so impatience is for going to bedDilvish wrote:Perhaps I'm a bit impatient this morning, it compiled and ran fine for me, the code looked fine, so I've merged it...
All the patches I'll provide for freeorion will be released under the GPL v2 or later license.
Let's unleash the dyson forest powa!
Let's unleash the dyson forest powa!
Re: Getting ready for 0.4.5
The code needs a rewrite since there have been conflicting changes that have been made to trunk. Do not wait for it, I won't have sufficient time to properly redo it.vincele wrote:175 needs more work, so it may miss the deadline, but it is not a blocker, it can go in after 0.4.5
All the patches I'll provide for freeorion will be released under the GPL v2 or later license.
Let's unleash the dyson forest powa!
Let's unleash the dyson forest powa!
Re: Getting ready for 0.4.5
Stealth, at a basic level, is fixed ready for the Release, hopefully I found all the clashing effects and commented out the unneccessary bits until we decide what we're doing with it moving forward.
Fix for planetary stealth effects ensuring they don't clash with dete… · freeorion/freeorion@efd3a5b
So, apart from stringtable checking, as far as I'm concerned we're good.
Fix for planetary stealth effects ensuring they don't clash with dete… · freeorion/freeorion@efd3a5b
So, apart from stringtable checking, as far as I'm concerned we're good.
Mat Bowles
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.