C2C SVN Changelog

SVN7631

Missing Types, UnitArtStyles and ArtInfos are no longer displayed as errors in the Release and Final_Release builds.



I now accept the offical line that hiding errors is better then detecting and fixing them.
Until this changes this is my last commit here because it means that most of the work i did here is useless.
 
@alberts2

Your work at turn time reduction and memory usage will be great. You already show us that you have ability to do that so we waiting for more :)
 
SVN7631

Missing Types, UnitArtStyles and ArtInfos are no longer displayed as errors in the Release and Final_Release builds.



I now accept the offical line that hiding errors is better then detecting and fixing them.
Until this changes this is my last commit here because it means that most of the work i did here is useless.

Please don't stop what you have been doing! Please! :please:

Both DH and you can work this out, it's just a matter of information and detail from both sides.

JosEPh :sad:
 
SVN7631
Missing Types, UnitArtStyles and ArtInfos are no longer displayed as errors in the Release and Final_Release builds.

Removing them from the final release - I agree with. Because some players (who usually, only download final releases) are not used to errors popping up and panic. So final version 35, 36 etc. No error messages.

But for the SVN versions they should be included. After all people playing the SVN are testers and should expect error messages and if not displayed, they may not be fixed. Yes at times they can be a pain popping up every time you load (until fixed). But if you do not like that - do not use the SVN.

Difficult if those complaining are the modders.:eek:

But I vote for putting them back in the SVN versions.
 
7632 updates

- Fix Bison movie. Was always a BEAR not a BISON apparently.
- Minor tweaks to bear trainer buildings.

7633 updates

- Fix various animal Spawn locations.
 
SVN7631

Missing Types, UnitArtStyles and ArtInfos are no longer displayed as errors in the Release and Final_Release builds.



I now accept the offical line that hiding errors is better then detecting and fixing them.
Until this changes this is my last commit here because it means that most of the work i did here is useless.

I was hoping you wouldn't feel this way about DH's confusion on the subject. Obviously it's far more valuable for us to know that something is incorrect when it is. (And after more clearly reading all the posts on the matter I don't think he's trying to say he'd rather legitimate errors were ignored but rather that the programming should not have been adjusted such that the case in question becomes an error and that there may have been some checks and corrections in the loading process that have been removed that shouldn't have been (NOT your fault!))

His frustration may be quite rational as well as it stems from WoC being tweaked by AIAndy/n47(more pointing towards this one since she was a bit hasty with her implementations and had to leave almost as soon as she'd begun) long before you started trying to sort out the problems (even though they did help to advance certain things about the loading structure) they left us with. WoC may well have done things originally in a slightly different order of events and from what I can see that may be the main issue here.

See... in their wake we desperately needed someone with your know-how because it's not good to have a master level programmer come in and manipulate a bunch of stuff then leave while it's still broken. We were left a bit high and dry by that. Often I have felt like the only person who actually understands what you're doing for us - the value of it - among those of us on the team. Then again, for me, if something in the code is beyond my ability I'm in awe of, inspired by, and incredibly thankful for the person who fully grasps and is able to work on those things, particularly of the individual with such skill that's ALSO willing to donate their assistance to the mod (I fully realize anyone who can code at this level should be coding for a LOT of pay for their time and only works here out of love for the mod and what we're trying to achieve here!) Unfortunately, not all those who do have your understanding and skill have also had your patient perfectionism which is a golden quality I'm learning every week to value and nurture in myself more and more.


To make a long post short... go ahead and steam it off bud... I think we can iron this out without having to get rid of (or push out) the most skilled member of the current team to do it.

AND DH: we don't have anyone that can sort this out BUT Alberts. If he drops it all at this point you'll never have the fix you're looking for. Face it... what you're trying to do is no longer supported by the current code structure that precedes Alberts entirely and is in-fact a very real error the way its setup now. It can lead to a host of possible crashes throughout the code because we have a defined building class with a bad definition for its default building. As soon as a spot in the code asks for the default building of that building class we're going to have the game freeze up. It may USED to have worked properly to fill in a dummy or a blank or disable the building class with a bad reference rather than allow it to remain in the building class vector but that's not how it is now and as Alberts said, it'll take time to repair that problem. So you can't be mad at him for revealing to you a problem he didn't create right?
 
Not being informed of errors during runtime while developing is rather counter productive, they help people fix things.

As for release version suppressing/handling non-essential errors I can understand, just make a simply configuration toggle than can get set for a release build, (or set by an individual who wants to skip the feedback)
 
I was hoping you wouldn't feel this way about DH's confusion on the subject. Obviously it's far more valuable for us to know that something is incorrect when it is. (And after more clearly reading all the posts on the matter I don't think he's trying to say he'd rather legitimate errors were ignored but rather that the programming should not have been adjusted such that the case in question becomes an error and that there may have been some checks and corrections in the loading process that have been removed that shouldn't have been (NOT your fault!))

His frustration may be quite rational as well as it stems from WoC being tweaked by AIAndy/n47(more pointing towards this one since she was a bit hasty with her implementations and had to leave almost as soon as she'd begun) long before you started trying to sort out the problems (even though they did help to advance certain things about the loading structure) they left us with. WoC may well have done things originally in a slightly different order of events and from what I can see that may be the main issue here.

See... in their wake we desperately needed someone with your know-how because it's not good to have a master level programmer come in and manipulate a bunch of stuff then leave while it's still broken. We were left a bit high and dry by that. Often I have felt like the only person who actually understands what you're doing for us - the value of it - among those of us on the team. Then again, for me, if something in the code is beyond my ability I'm in awe of, inspired by, and incredibly thankful for the person who fully grasps and is able to work on those things, particularly of the individual with such skill that's ALSO willing to donate their assistance to the mod (I fully realize anyone who can code at this level should be coding for a LOT of pay for their time and only works here out of love for the mod and what we're trying to achieve here!) Unfortunately, not all those who do have your understanding and skill have also had your patient perfectionism which is a golden quality I'm learning every week to value and nurture in myself more and more.


To make a long post short... go ahead and steam it off bud... I think we can iron this out without having to get rid of (or push out) the most skilled member of the current team to do it.

AND DH: we don't have anyone that can sort this out BUT Alberts. If he drops it all at this point you'll never have the fix you're looking for. Face it... what you're trying to do is no longer supported by the current code structure that precedes Alberts entirely and is in-fact a very real error the way its setup now. It can lead to a host of possible crashes throughout the code because we have a defined building class with a bad definition for its default building. As soon as a spot in the code asks for the default building of that building class we're going to have the game freeze up. It may USED to have worked properly to fill in a dummy or a blank or disable the building class with a bad reference rather than allow it to remain in the building class vector but that's not how it is now and as Alberts said, it'll take time to repair that problem. So you can't be mad at him for revealing to you a problem he didn't create right?

I'am sorry about this but it is the way to go. I fully understand both sides and this makes me :confused::crazyeye::mad::( because at the moment i don't have the time to fix it all in a perfect way.
 
I'am sorry about this but it is the way to go. I fully understand both sides and this makes me :confused::crazyeye::mad::( because at the moment i don't have the time to fix it all in a perfect way.

It shouldn't have to be fixed right away. We've existed with many modules being non-optional up to now and can wait for a fix. It's NOT an immediate need!

This story in a nutshell is like this: A man walks into a lit room and finds it's empty and safe. The light goes out and he continues to go about his business happy that he can assume its safe. The light comes back on and a monster is standing in the corner of the room. The man then turns off the light because obviously it created a monster.
 
This story in a nutshell is like this: A man walks into a lit room and finds it's empty and safe. The light goes out and he continues to go about his business happy that he can assume its safe. The light comes back on and a monster is standing in the corner of the room. The man then turns off the light because obviously it created a monster.

Nice, and simple to the point!!:p
 
7635 More Difficult Handicap System, collaborated by SO, Rwn and BlueGenie plus TB for showing me how to put this in the game.

So the option is visible now? Cool :D
 
7637
uploaded missing directory and files

7638
fixed German Trench Infantry
 
This story in a nutshell is like this: A man walks into a lit room and finds it's empty and safe. The light goes out and he continues to go about his business happy that he can assume its safe. The light comes back on and a monster is standing in the corner of the room. The man then turns off the light because obviously it created a monster.

From my perspective it was more like "Start playing C2C, set up for game. ERROR you have chosen a Nation to Play! Continue or Exit?"
 
Back
Top Bottom