incremental patch discussion

Great, thanks. Here are the rest of the easy xml bugs I noted:

Heavy Carryall does not have bCanMoveAllTerrain set
Slave: 2 movement points and move on desert same as worker
DV22: Ecaz diplomacy music mixed up
AHR59: Master Scytale should be Spiritual, not Industrious.
Rename wind trap water feature to water access
AHR60: The Tleilaxu religious shrine is intended to also give +1hammer to (settled) great prophets in all cities
Wrong sounds: catapult sound on artillery, ocean sound on scout, tank sound on suspensor; probably need to triage all and test

No solution yet regarding the Fremen all-terrain settlers, but some active discussion at this thread.
 
Ok, I can pick these up. I might wait a couple of days to see what more comes up before posting another little patch.
 
hey guys,

well ive been following the reports here, im sorry to say that according to this, 1.6.2 sounds unstable,

i will make my own tests of course, but still, its better we work with 1.6.1 for now.


i still want to advance to bbai and the cool other features, so my offer is:

1. create an sdk core files from bbai code only
2. add to it the following:
-jcultorecontrol
-jimprovementlimit
-influence driven war
-dale combat mod
3. car accelerator mod

and of course the new stuff made by caphelo kom13 and david.

then to add bug 4 mod.

thus leaving revolution code, out totally.

all of the mod i mentioned are most stable and we have them now inside 1.6.1.


what do you think guys?
 
i still want to advance to bbai and the cool other features, so my offer is:
1. create an sdk core files from bbai code only
2. add to it the following:
-jcultorecontrol ...
I wish we knew where the CTD bug is. It would be bad to put in this work, and find that the newer sdk still crashes. For example there could be some bad interaction between the new BBAI code and the DW specific code. It is painful, but is there any way to use the debugger and find out what is actually crashing? Refar's guide shows how to create a debug version and attach the debugger.
 
Here is the current spreadsheet of issues.

I have added all the recent feedback, and subtracted the easy xml bugs from a couple of posts back. Although I appreciate that the "old timers" have used the unique ID's such as "AHR55", I have not tried to convince all the new posters to use this; so I have just used DA for the prefix in most cases.
 
humm i saw that you wrote that 1.6 and 1.6.1 has huge fatal error,
so maybe the prob isnt with 1.6.2,

ive been following the revdcm reports on its form, noone reported a ctd.

perhaps theres indeed an interaction between some sdk code, but im am un sure.

maybe when 1.6.1 will be 100% ctd free, then we should test 1.6.2 with all the patches.
 
Do any of the 1.6.1 patches (a-d) have the MercenaryUtils.py fix in them?
I just checked patch d, which ought to include the others, and it doesn't.
 
Reason to make 1.6.1e? :P
Yep, good find God-Emperror, perhaps i will fix tech icons (no-orange-blob campaign- i found alot of good material to distinct tech tree icons) today evening so perhaps david will issue 1.6.1e with Mercenary fix and some graphic improvement added.
 
humm i saw that you wrote that 1.6 and 1.6.1 has huge fatal error.

Sorry, you misread. 1.6 has a huge fatal error, which is incomplete removal of the badlands terrain. 1.6.1 has this bug fixed, and nobody has reported a fatal error. Ahriman installed 1.6 + 1.6.1d which is not a correct sequence.
 
Most people would assume that 1.6.1d would include the same fixes as in 1.6.1. Its unfortunate that they weren't included. I thnik this should be our goal for the future: you should only ever have to install 2 things, the base version (eg 1.6) and the latest patch.

So whichever 1.6.2 we use should have all the fixes from 1.6.1 and 1.6.1b->d.
 
Most people would assume that 1.6.1d would include the same fixes as in 1.6.1. Its unfortunate that they weren't included. I thnik this should be our goal for the future: you should only ever have to install 2 things, the base version (eg 1.6) and the latest patch.

I agree. I am sorry that 1.6 had such a major bug. In my own defense, I withdrew the 1.6 executable from circulation completely, and I am relatively sure that you are the only person in the world who kept a local copy of 1.6. So everybody else will start with 1.6.1 and nobody will run into your problem.

So whichever 1.6.2 we use should have all the fixes from 1.6.1 and 1.6.1b->d.

There is already something labeled 1.6.2. If deliverator releases more stuff, I guess he will probably use 1.6.1e,f,g,... I usually cut patches on Friday night my time, so I will probably release 1.6.3 on Friday.

One key lesson for everybody is that any release note you give, should specifically list which releases it can go on top of, or whether the previous installation must be deleted. For example, 1.6.1b,c,d go on top of 1.6.1 (not 1.6); 1.6.2 requires deleting the previous installation.
 
In my own defense, I withdrew the 1.6 executable from circulation completely, and I am relatively sure that you are the only person in the world who kept a local copy of 1.6

Ahh, I had forgotten that, fair point. I'm special!

There is already something labeled 1.6.2
Yes, but its broken. If there is a fixed 1.6.2b, it should include the 1.6.1d as well as whatever 1.6.2.

One key lesson for everybody is that any release note you give, should specifically list which releases it can go on top of, or whether the previous installation must be deleted

Agreed. This will also apply to the music patch; IIRC the music patch changes some Eras file, so any patch that changes the era files could have compatibility or installation order-sensitivity issues.
 
I don't know how to debug the crashes in 1.6.2, and I guess you don't either. So we may be a little stuck. Rather than doing many small merges, is it possible to take the current 1.6.1 sdk code and merge only BBAI? I believe the latest version is 0.81m. If that doesn't crash, you could release it as an experimental 1.6.4. Or if you finish before Friday, you could use 1.6.3 and I will use 1.6.4.

I think we should avoid three dot releases (three numbers and a letter or four numbers) unless there is a good reason; it gets confusing. I think deliverator's very small patches on 1.6.1 were fine; but I'd vote against a 1.6.2b, for example. Numbers are cheap, and it's easy enough to coordinate two dot releases like 1.6.4 or even up to 1.6.20. We just need to make sure the upgrade path is clear for each one.
 
IIRC the music patch changes some Eras file, so any patch that changes the era files could have compatibility or installation order-sensitivity issues.

That is true. Fortunately now that we have stabilized the era names, the era file is unlikely to change. The era file is now the only xml in the music patch, so it should be stable across many releases.
 
i agree on the 1.6.1.1.1.1.1.1 releases we should stack some patches then - 1.6.3.


well, i can try that, sure merging bbai, but, as i mentioned - the bbai changes the code written
by koma and caphelo did, thats where i had the problem.

im working on a new sdk for my old mod, overlord, and ill make test with it aswell to check out the revdcm 2.6.
basically im using the same code as in dune wars.

so on the weekend i think i will retry a merge of bbai 081 with oyr dune sdk.

bummer huh...
 
I am working on a 1.6.1e patch which will include Koma's homeworld fix and some other XML fixes.

I'm trying to fix the corporation gamefonts but the iTGAIndex field doesn't seem to be behaving.
 
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