Author Topic: [(p) fixed] bugs/works that needs to be fixed/done before release:  (Read 4348 times)

titi

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This is a collection of things that needs to be done to get a proper release:

- update all language files ( Will be done after beta release )

--------------------------------------------------
Solved things:

-(DONE,lets see if its lowered enough) Battlemachines range attack is too strong, maybe less splash?
-(DONE) - update evil_dragon to use particles to glow instead of real light sources
-(DONE) give magic behemoth more HP
-(DONE) update worker models for selection bug
(SOLVED)-Crash with libcurl    
 details here: http://pastebin.com/Qt2ZM1Pk

(SOLVED)-Everything is black when disabeling fog of war via lua

« Last Edit: 21 January 2011, 12:25:04 by titi »
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softcoder

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Re: bugs/works that needs to be fixed/done before release:
« Reply #1 on: 10 January 2011, 04:58:49 »
- libcurl crash (hopefully) fixed.
- lua bug fixed

other items are for others?

claymore

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Re: bugs/works that needs to be fixed/done before release:
« Reply #2 on: 11 January 2011, 16:23:39 »
Also, can this one be dealt with to keep the ubuntu packager happy? http://sourceforge.net/tracker/?func=detail&aid=3085838&group_id=300350&atid=1266776

tomreyn

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Re: bugs/works that needs to be fixed/done before release:
« Reply #3 on: 11 January 2011, 19:02:32 »
Also, can this one be dealt with to keep the ubuntu packager happy? http://sourceforge.net/tracker/?func=detail&aid=3085838&group_id=300350&atid=1266776

That's partially fixed, I've removed all thumbs.db off the subversion trunk in r1508.

We need yet to  run 'fromdos' recursively on it, as (also) recommended by bojo42. I suggest we do this shortly before releasing 3.4.0 and before final testing.
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olaus

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Re: bugs/works that needs to be fixed/done before release:
« Reply #4 on: 11 January 2011, 20:51:55 »

don't know how easy this one is reproducible on other systems but it is quite annoying:
------------------------
when i marked about a dozen fighting units with ctrl-1 and then selected 1 there was also one worker in the group even he was half a screen away.

megaglest 3.3.7.2 under linux
http://sourceforge.net/tracker/?func=detail&aid=3139945&group_id=300350&atid=1266776
------------------------

also in every game there are some pieces of gold which just don't make workers start mining on a right-click.

titi

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Re: bugs/works that needs to be fixed/done before release:
« Reply #5 on: 11 January 2011, 22:34:04 »
Both are well known problems :/ . The gold thing might be possible to fix, did not really tried yet.

The worker selected outside selection rectangle is also known and i tried to fix it already, but no luck yet. If anyone has an idea?
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Pizza90

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Re: bugs/works that needs to be fixed/done before release:
« Reply #6 on: 12 January 2011, 01:07:56 »
I can't help to fix this problem sorry, but i had the same problem of olaus. I didnt use the keyboard but to reproduce the bug i just selected the units and then waited some workers that was working close to them and sometimes happened.

I also reported it here with pictures: https://forum.megaglest.org/index.php?topic=6428.0 (sorry i didnt know it was a known bug before to read this here).

*update* I got an idea(but im not a developer so it may be a bullsh...t  :) ): When selecting the units example: 4 archers and 1 worker and then you click for attack the units would be forced to attack so at that point only the units with an attack option would attack while the rest would not move. Vice versa when you would select for example 4 workers to harvest the wood and an archer would get selected for error, you could click "harvest" and force the units to harvest, so the workers could go to harvest and the archer would not since he can't harvest. Dont know if this is a possible thing to do or if this could fix it but i tried to help :D
« Last Edit: 12 January 2011, 01:24:27 by Pizza90 »
I translated Megaglest in italian and i keep the translation updated.

tomreyn

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Re: bugs/works that needs to be fixed/done before release:
« Reply #7 on: 16 January 2011, 20:25:14 »
Titi + softcoder recently made some progress with the drawbox selection bug. My hope is this will get fixed for 3.4.0, but it depends on the original model author if I understood it correctly.

Another thing I'd like to see changed/improved for 3.4.0 is the *** IN PROGRESS *** indicator for games which is currently written into the serverTitle field of game announcements sent to the master server. This seems quite dirty to me, it should really go to a separate field. I think this can be backwards compatible with 3.7.2, too.
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olaus

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Re: bugs/works that needs to be fixed/done before release:
« Reply #8 on: 19 January 2011, 00:04:23 »
Titi + softcoder recently made some progress with the drawbox selection bug. My hope is this will get fixed for 3.4.0, but it depends on the original model author if I understood it correctly.

if it's not possible to get fixed the work-around proposed by pizza90 would also be ok (let the fighting units attack and the worker ignore the order). this might anyway be a good feature because even without this bug it might happen, that there's a worker in a bunch of fighters.

2nd work-around-idea: give the worker a weak attack with his wood-axe. magics initiate does 100+-40 damage with a range of 4 (thou limited to 5 shots before needing to regenerate because it uses energy). but that's more damage than a swordman (80)!

titi

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Re: bugs/works that needs to be fixed/done before release:
« Reply #9 on: 19 January 2011, 13:26:59 »
1.) the problem of pizza90 is already fixed! Its just not checked in yet, because it needs changes in the data ( not in the code! )
But maybe I should really check in these changes to stop the discussion on this.
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titi

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Re: bugs/works that needs to be fixed/done before release:
« Reply #10 on: 20 January 2011, 12:04:25 »
updated the first post
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tomreyn

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Re: bugs/works that needs to be fixed/done before release:
« Reply #11 on: 20 January 2011, 13:41:04 »
1.) the problem of pizza90 is already fixed! Its just not checked in yet, because it needs changes in the data ( not in the code! )
But maybe I should really check in these changes to stop the discussion on this.

Awesome! :-) I'm really looking forward to try this.

Another glitch I'd like to see fixed:
In the options menu, in the video section, you can select the resolution. When you click the right hand side button you would expect to increase the resolution, i.e. higher numbers. However, you actually decrease it this way. This is non-intuitive to me, and should be reversed.

Similar to this, in the custom game menu, you have the map filter. By default, the map filter is disabled, allowing up to 8 player maps. If you started hosting a game and had 5 network slots open and people have already connected, then a newbie server host will eventually click on the button right to the 'Map filter', switching to a 2 player map filter, and disconnecting any previously connected users. This happened several times to me until I learnt I need to click on the left button instead to switch to an 8 player filter and decrease it further from there.

So my suggestion is to reverse the order of entries on this option, too. Start with '-', then the first click on the button to the right switches to '8' players, the next one to '6' players and so on. I think this is much more intuitive and will make it less annoying to join a newbie hosted game. ;-)

Some other glitch: when there is a channel operator in the lobby's IRC channel the game will display them as, e.g., @tomreyn. When a user clicks on this nicknames' button, @tomreyn is written to the chat window. But it should really be just "tomreyn" then. To fix, I'd recommend not to add the leading @ character in the first place (not even in the user list).

While we're at it, the IRC client view should say something like "please stand by while you are being connected to the chat".
« Last Edit: 20 January 2011, 18:28:09 by tomreyn »
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softcoder

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Re: bugs/works that needs to be fixed/done before release:
« Reply #12 on: 20 January 2011, 21:25:27 »
IRC related items are in svn

tomreyn

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Re: bugs/works that needs to be fixed/done before release:
« Reply #13 on: 23 January 2011, 16:56:38 »
It would seem that a custom glest.ini with a high screen resolution made it into at least the 3.4 beta2 linux64 binary packs (I have not checked the other binary archives). The default glest.ini should have a low screen resolution (such as 800x600) for both Windows and Linux, so that the game doesn't fail to start.

Regarding the data package, this contains some Thumbs.db files and even a Linux binary.

While playing with romans_beta and other factions today, hosted by ultifd, all players got disconnected from the server simultaneously. On my clients' screen some error showed up - I assume on the other peoples' screen, too. We were not doing debug logging.
« Last Edit: 23 January 2011, 19:15:36 by tomreyn »
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olaus

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what did the romans ever do for us?
« Reply #14 on: 24 January 2011, 20:55:39 »
i was just checking my techtree-tool on the romans:

http://rupp.de/glest/mg_factions_340b/romans_beta_overview.html

... and wondered about some stuff:
- how does a battering ram 445 damage to air units? how does it move at 220? isn't it anyway more a siege engine not capable of doing damage to units (unless one decides to wait in front of the 40 foot pole) and just to buildings?
- why does the longbowman do splash damage? (that might be something for the fire archer who doesn't)
- what's the use of the fire archer, he looks worse in all stats than the longbowman and is more expensive
- why should someone built a ballista compared to a longbowman? it does the same damage, can't move and is more expensive?
- anyway, the longbowman is too strong


ultifd

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Re: bugs/works that needs to be fixed/done before release:
« Reply #15 on: 24 January 2011, 22:47:20 »
Nice stats! Cool tool...although sometimes the images are incorrect?
Err... We're going to discuss this here? Anyways they think that because the units are much slower to produce, it would then be ok for the units to be more powerful...
Fire archers are actually better later, because they would have 2000 hp...and no splash (right?) so they wouldn't harm your own units.
Longbowmans do seem to be pretty good, I should use them to back up my other units.
Battering rams, not sure but their max speed is actually 228. :/ pretty useful, although be careful with mixing them with catapults...
Ballistas are actually pretty good ;) Think about it, if you put them behind defense towers...

softcoder

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Re: bugs/works that needs to be fixed/done before release:
« Reply #16 on: 25 January 2011, 01:03:56 »
I noticed the html generator is sometimes not producing the right icon... its duplicating the last one or something (see turtle formation and wartime mechanic)?

tomreyn

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Re: bugs/works that needs to be fixed/done before release:
« Reply #17 on: 25 January 2011, 02:26:10 »
This was already discussed, (though not in detail), so this is mostly a reminder:
Let's please remove *IN PROGRESS* off the serverTitle column and instead add a new column to the end. This is backwards compatible with 3.3.7.x since the game ignores any additional columns. Alternatively, we have an option of switching depending on the version of the connecting client.

I suggest the following implementation: add an additional column state with fields of type integer. The values can be:
  • (empty/unset): for backwards compatibility
  • 1: waiting for players
  • 2: waiting for start of game (all players ready)
  • 3: game is in progress
  • 4: game has finished

I'll happily code the masterserver part of this if we can have this go into 3.4.0 (I think it really should because what we currently have is bad design).

Optionally, we could also integrate the country flags into the game. On the server side, this would only require exporting the two letter country code (which is already written to the database for every server now) to the machine readable server list, too. A two minutes change. On the client, it would mean integrating the flag images and loading an image file whose file name is based on the lower case equivalent of the value of the country server list field (which contains two letter country codes such as US, DE, FR).
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MuwuM

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Re: bugs/works that needs to be fixed/done before release:
« Reply #18 on: 25 January 2011, 17:10:25 »
i think we should add this staus value ... i will see this evening how it could work best.

softcoder

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Re: bugs/works that needs to be fixed/done before release:
« Reply #19 on: 26 January 2011, 00:54:26 »
Already done and in svn.

MuwuM

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Re: bugs/works that needs to be fixed/done before release:
« Reply #20 on: 26 January 2011, 15:26:29 »
thanks... that save me time ;-)

tomreyn

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Re: bugs/works that needs to be fixed/done before release:
« Reply #21 on: 26 January 2011, 15:50:01 »
One more improvement I think would be nice to have for 3.4.0 is to make the table header of the in-game server list more readable. Currently "Available Servers" in light green and and the table header in light blue are somewhat hard to read as soon as the background animation stops on top of a light cloud. On a side note, I don't think these colors were a really good choice. ;)

So my suggestion is to pick the same color for both lines of text (heading an table heading), and to pick a dark color for it, such as one of the variants of brown which can be found on the buttons and the scroll bar. Or a darker grey.
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Omega

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Re: bugs/works that needs to be fixed/done before release:
« Reply #22 on: 26 January 2011, 18:09:25 »
To make text readable, I recommend light colors with a black outline, like GAE has. It's pretty much universally readable on any surface, and thus the style used for movie subtitles and captions, text in many ads, games, etc;
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titi

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Re: bugs/works that needs to be fixed/done before release:
« Reply #23 on: 27 January 2011, 13:05:21 »
colors for a max of 2 or 3 servers? no  ;D
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Omega

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Re: bugs/works that needs to be fixed/done before release:
« Reply #24 on: 27 January 2011, 14:07:36 »
Colors aren't important. Nobody cares about that, it's the visibility. Having a black outline around text makes it easier to read, so even if some mod changes the background image, whether it be a dark image, a light image, or some random contrast of colors, you can still read the text. Text is useless if not readable. I did encounter this problem in Military at the moment, because the white text doesn't fare well with the light blue image background for the UNATF faction.
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