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Topic: Feature freeze?

kaputtnik
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Joined: 2013-02-18, 19:48
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OS: Archlinux
Version: current master
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Location: Germany
Posted at: 2015-10-07, 21:02

There are some really great enhancements to widelands. So the question is to provide a pre-release version and work only on bugs of this pre-release state of widelands. Doing so would lead in a new release of widelands which would become awesome and new players get the advantages of the new improvements.

Otherwise there will be an everlasting "please play trunk" advice ... i fear...


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einstein13
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Joined: 2013-07-28, 23:01
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Location: Poland
Posted at: 2015-10-07, 21:59

Yes, I would like to see the freeze too.

Many features are added and there is great number of players who don't want to use "unstable" and "unofficial" builds. Some of them can be really irritated that (for example) AI can't use ships, maps are different than build 18 and some buildings should look in other way (and many, many things more!).


einstein13
calculations & maps packages: http://wuatek.no-ip.org/~rak/widelands/
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GunChleoc
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Joined: 2013-10-07, 14:56
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Posted at: 2015-10-08, 08:13

I agree it has been a long time since the last release. I would really like to get the merging of the tribes into the release though. There is 1 problem left with the code that SirVer has to look at when he finds the time, because I can't solve it.


Busy indexing nil values

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Tino

Joined: 2009-02-20, 16:05
Posts: 252
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Location: Somewhere in Germany...
Posted at: 2015-10-08, 08:50

There is a pretty detailled plan for a release: https://wl.widelands.org/wiki/ReleasingWidelands/

But there is still a long list of open an confirmed bugs: https://launchpad.net/widelands/+milestone/build19-rc1

But of course some can be rescheduled to build20. Perhaps we can target a christmas release? Or another "-half"-build like "build9-half". I think this was when a started playing and trying to build my own binaries....


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edwardecl

Joined: 2010-08-31, 14:42
Posts: 8
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Pry about Widelands
Posted at: 2015-10-08, 15:16

I played build 18 thinking it was a good idea to play a "stable" release. Problem is unless you are playing it multiplayer it's pointless because the AI is broken making the trees the real opponent in the game, not only that the performance drops over time on large maps to the point where it takes 2 mins to save the game and >5 mins to load and it locks up for 10 seconds every time a soldier goes out to occupy a building.

The unstable builds have that all fixed and in my opinion that makes it more stable then the stable release. I've not had the unstable version crash in more than 20 hours of play, just some minor audio problems.

The one thing I did notice though in the recent builds at least is you can't send workers away from buildings permanently like you could with build 18. If you stopped a building and removed the worker they did not come back until you started it again, in the unstable build they instantly come back. Also the graphs slow the game down significantly when you open them on a longer game.

Edited: 2015-10-08, 15:17

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kaputtnik
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Joined: 2013-02-18, 19:48
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Posted at: 2015-10-08, 18:55

Tino wrote:

But there is still a long list of open an confirmed bugs: https://launchpad.net/widelands/+milestone/build19-rc1

But of course some can be rescheduled to build20.

Thanks for the filtering. I feel that some of them are in progress or not valid anymore. May the developers could make a chat meeting (jabber/xmpp) and run through all these bugs to decide if it is a main stopper for a new release. If it is not: Assign it to build 20.


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Tibor

Joined: 2009-03-23, 22:24
Posts: 1377
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Posted at: 2015-10-08, 18:57

Tino wrote:

But there is still a long list of open an confirmed bugs: https://launchpad.net/widelands/+milestone/build19-rc1

Is it possible to filter out "fix commited" items? This list does not look that bad, I believe...


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GunChleoc
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Joined: 2013-10-07, 14:56
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Posted at: 2015-10-09, 08:24

Tibor wrote:

Is it possible to filter out "fix commited" items? This list does not look that bad, I believe...

There are stats on top. Todo:

  • 3 New
  • 36 Incomplete
  • 30 Confirmed
  • 5 Triaged
  • 20 In Progress

And these are already dealt with:

  • 1 Invalid
  • 285 Fix Committed
  • 1 Fix Released

Busy indexing nil values

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Tibor

Joined: 2009-03-23, 22:24
Posts: 1377
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Location: Slovakia
Posted at: 2015-10-09, 20:12

I would like to get a list of open bugs sorted by importance, not only summary statistics...


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king_of_nowhere
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Joined: 2014-09-15, 17:35
Posts: 1668
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Posted at: 2015-10-10, 08:43

yeah, it feels strange to think that the build i've been using for the best part of a year are "unofficial". The current AI is pretty crappy, but it's surprising how different it is from the old AI. I remember a map with a big stone wall in the middle, and it took 5 hours to open it, and after those 5 hours the AI still hadn't made or upgraded a single soldier. Stopped buildings didn't receive wares, the atlantean labyrinth was much less reliable and it used to kick out soldier it could have promoted, the four different terrain types were separated... i can't think of any more differences, but i remember playing online with 18 and findiing several small differences that required me to adapt.

yes, we should bring everyone up to date.


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