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Re: [glob2-devel] Release


From: Leo Wandersleb
Subject: Re: [glob2-devel] Release
Date: Sat, 30 Dec 2006 14:28:53 +0100
User-agent: Thunderbird 1.5.0.7 (X11/20060928)

i know how it works and so i put bug in "". it only looks like a bug for new 
players and those who used to play glob2 before.
and in the end there actually is a bug: a game  that crashes due to connection 
problems can not be restored because the worker count after completion is not 
in the savegame neither is it taken from actual default values. this is a 
blocker as crashes of the game will be normal until we come up with a net 
rewrite.

please don't take me wrong: i love this new feature. it is great. but it needs 
fine tuning or at least explanation and a serious bug fix. without the bug 
beeing fixed, we would have to switch it off again. at least for net games.

greetings, leo wandersleb

donkyhotay wrote:
The whole "remember units" thing may be a little confusing but isn't a
bug. If someone wants to change it go ahead but here is what is going on
and why it is the way it is. When an order is placed (flag/building) all
information relating to that building is passed at that time including
how many units are going to be working on the building after it is
complete. Since all this is part of the same order when the building is
placed if there is a change made after the building is placed but before
it is completely built then the amount of workers assigned after the
building is complete will be the older variable. The way to fix this of
course is to program the game to send out a new order to change the
workers when the building is complete. I looked into this when I
originally programmed this however I didn't see any efficient way of
specifying exactly which building to apply the orders too. Having the
system target it and go back would work but I could see potential for
problems in the future with it. Anyways as I said at the beginning if
someone can come up with a way for it to assign the units when the
building is completed rather then placed then go ahead and do it.

On Sat, 2006-12-30 at 02:05 +0100, Leo Wandersleb wrote:
Stéphane Magnenat wrote:
Today I noticed a scroll bug in the map editor, which is fixed. It is strange, in a way it looks like if the map editor was commited with some part half finished, as this bug was very easy to stop, just pass a parameter that looked there eaxctly for that, but was not used.

I'm a bit afraid no one play with current cvs, and thus I'm afraid we release a broken version. Could you people test it ? Thanks !
As I am maybe the one who plays the most on yog: i had one game with cvs what was pretty 
cool with the "remember units" feature. but some also take this for a bug: i 
assigned 5! how comes now only 1 is collecting food.
we know that here is still a "bug" that makes this behaviour less transparent for the 
player: suply-worker-count gets assigned when construction starts. maybe "someone" can 
aply the change in suply-workers not only to the default but also to all buildings currently beeing 
built for this to be very clearly a transparent feature.
to not confuse people we should switch off this feature as long as no default 
values are set. having 3 supliers for my l1 tower and only 1 upgrader when 
checking back is confusing for newbies

Next thing: I can't run glob2_cvs now
damn! i just didn't do the syncdata :)

Bug: obviously someone tried to allow to set worker count while units still get 
trained inside. so the worker count gets displayed but it is not setable.

also my part is not finished yet: random map generation supports repetetive 
maps. as i had difficulties bringing in an aprobriate control (slider, ...) 
random maps now are always 4 times the same sub map.

greetings, leo wandersleb


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