What needs fixing before we release V34

@Reisk@:
You should know that this mod is about 90% less buggy now than it was when it started. We began from a base of AND which had a LOT of little bug issues itself. My point is, debugging and fixing things is just AS important to the team as adding what we feel, personally, is valuable new content.

In many cases, the one who added an element or changed things to generate the bug (which is always a simple oversight in the way something has been done) is the best qualified to fix that bug. No one modder has 100% understanding of what every other modder on the team is doing or has done. Many times, this leads some bugs to a delay in getting resolved because we may be simply trying to figure out first how the bug got introduced - then turning the fix over to the culprit particularly when we aren't very familiar with that portion of the mod ourselves.

Also too, it's like inhaling and exhaling. Inhaling, which in a best case scenario takes place at the end of a release cycle, you spend time fixing until you can't find anything more to fix or what you know remains you know you don't know how to address.

(And that happens a lot for most of us. There's numerous bugs I've tried to address that proved mysterious to me where others were able to either fix them because they repaired something they knew was bugged about their own recent inclusion or a better programmer tracked down the problem.) Bugs can take place in the code, in python, and many mysterious and tough to pin down ones may be introduced in simple XML.

Exhaling, during the beginning-mid segments of the release cycle, you usually start addressing your modding projects that you wanted to work on. In short - adding what you want to bring to the mod.

It's a cycle of modding we all go through. After adding content, we debug that content as much as we can. But then along the way unexpected bug reports come in and we need to address those but during an adding cycle it's very difficult to get to those right away. At least for a code modder. This is because your code set is in the middle of changes that until wrapped up cannot be run. Thus, your ability to respond is frozen until your project is complete.

Once you're complete enough to run you adjustments and have playtested and self-debugged your adjustments of all problems you can find and have merged it in with all the updates the rest of the group has made to the SVN file set since you began your project and added your project to the mix to allign your files with the current SVN, THEN, as in right now for me, you can get back around to addressing everything you've had to shelve until that point.

You fix all you can and once you're out of things to repair you get back to your list of things to adjust or develop on further. In the meantime, we've discussed so many adjustments and modifications to make to existing projects and project goals that if you haven't added more to your plate to do than you've gotten done during this cycle you probably aren't doing it right. lol

We've paused everything to address all bugs we can find as a team before but it leads to much of the team being frozen and has shown us that keeping everyone moving on their own projects is important to the morale of the team and to the continuing life of the project. And it doesn't make debugging any easier either.

I don't know if you've been around for many cycles here but you'll find that we do, as a group, try to address all or at least the vast majority of our known issues before releases. That's the shift that's taking place right now as we prepare for v34's release.

And I'm spending far too much time yackin' about it and not enough time fixin' stuff! ;)
 
... really raises a question of their motives of doing the entire mod. Who are they doing what they are doing and why ? ...

To be honest I am making a mod I want to play. If others like it then good but it is not high on my priorities to please others.

I am more than wiling to help the other modders to get their ideas into the game because they help me get mine working. For the same reason I encourage others to fix things that they think wrong.

This is a hobby not work. It is my choice what I work on and when. It does not help that there are 5 urgent non trivial things I think need fixing some of which have not been reported as bugs.
 
@alberts2

You know what needs fixing, the barbarians that pop-up and try to invade your cities. That is very much needed. I dont think i have have any in 50 games now?? And inline with that, WHY does the Barbarian cities always (well not always) but MOST of the time stay at POP 1??? that is useless stuff.(This is not the revolutions area either, just the normal Barbarians cities that pop-up.
 
Oh by the way, did you guys get that advisor screen-merge fixed that i sent the picture about ?

That would be me, or maybe MrAzure. I don't think so. While trying to fix the Colonist problem (ie merge Platyping's fix in) I found some deeper problems that are proving time consuming to identify the cause of and fix. Some of the python modules are not being activated and so far when I try and track it down I end up with none of the python modules activated at all!
 
@alberts2

You know what needs fixing, the barbarians that pop-up and try to invade your cities. That is very much needed. I dont think i have have any in 50 games now?? And inline with that, WHY does the Barbarian cities always (well not always) but MOST of the time stay at POP 1??? that is useless stuff.(This is not the revolutions area either, just the normal Barbarians cities that pop-up.

I have that pop 1 issue on my list. I'm almost certain it's stemming from barbarians attempting no control over their crime and disease levels. I think the easy way to resolve that will be to eliminate property based auto-buildings in Barb cities. As a result of fixing that, we should see barb cities being overall more effective in general which could lead to some more units coming out of them. I don't think it's a complete fix to that though. For that we'd simply need more spawning.
 
To be honest I am making a mod I want to play. If others like it then good but it is not high on my priorities to please others.

I can understand this, and pretty much suspected it. It is boring fixing things rather than adding things, and it is very boring sitting on your hands waiting for others to fix things. But to be honest it is this attitude that is eventually going to make most people to forget about the mod.

Edit---I had more to say and didn't mean to be as harsh, but CFC really hates the android browser and locked up my tablet. By the time I got on my PC to edit this, my thought were less organized and I no longer felt like editing it. ;)
 
:) My reason is a paraphrase of the main (only?) reason to mod any game:lol:. The attitude is the suggested one also.

edit The attitude is necessary to survive the attacks on the mod. Some from well meaning people who say you "should do things this way" others from people who call your mod ridiculous in the same paragraph to much worse.

You have to remember that without the modder(s) there is no mod. Players don't come into the equation unless maybe they are friends.
 
Hm... Lurked for a bit, just decided to join, and forgive me if I'm out of turn here, but: Do you use branches in your SVN?

Granted, I don't have much experience with version control on a project this size, but in theory it would allow you to work on your new feature, checking your changes into SVN periodically, without worrying whether they're complete since it's in a separate branch. That would also, if any urgent bugs come up, let you jump back to the main branch and take a look at those. Now, if you're talking about losing your place by switching between projects like that, then I totally understand, I can have the same problem. And if you already do this on some level, that's fine. Just offering some advice. :)

I should also mention that, though I don't have a lot of free time at the moment, I am considering jumping in and looking at the code to get my feet wet. I've never modded for Civ IV before, but I have some experience with Python and XML. Some rather limited experience with C++ as well, but from what I've read while lurking, the DLLs frankly sound a little scary ;)
 
I should also mention that, though I don't have a lot of free time at the moment, I am considering jumping in and looking at the code to get my feet wet. I've never modded for Civ IV before, but I have some experience with Python and XML. Some rather limited experience with C++ as well, but from what I've read while lurking, the DLLs frankly sound a little scary ;)

C2C needs ALL the python modders it can get its hands on, so give it a try!!:)
 
Well, I don't have any unique ideas of my own since I'm very new to the mod, but I wouldn't be against trying to hunt down a few bugs. Is there a bugtracker for this mod besides the rather messy Bugs forum? Something like Bugzilla or Mantis that I may have missed?
 
We did try a bug tracker for awhile. MrAzure set it up. Perhaps it was not well enough explained both the why and the how since it fell out of use.

We have used branches but not much. People of varying ages and computer knowledge do the work. Introducing one concept at a time and getting that working well takes time. We may be at the stage where we could introduce one or the other. Branches are a problem because they need much more organisation than we have:D. I do miss the bug tracker and I was one of the slow ones to catch on to it ;)

If you are interested then some of the Python screens need to be updated quite a bit to meet C2C requirements. MrAzure has done one or two but I think we only have one of those actually in C2C. Platyping has done a lot of improvements but uses a different starting point so we need to be selective and careful if and when we merge his stuff in.
 
Well, I was thinking just one branch per modder. No need to make dozens of branches, just remember your personal one and reuse it. But if that's overcomplicated for what you're doing that's cool. Just trying to see a compromise so both features and bugs can get worked on at the same time.

As for what I'd like to work on? I'm not sure just yet. Looking at this thread, I wouldn't mind looking at the naval blockade issue, but I don't want to hold up the release either. My time's pretty limited for this, probably just a few hours per week. So I may not want to jump in until after the V34 release. I will take some time to try to familiarize myself with the basics of Civ IV modding first.

That said, I did create a Sourceforge account, if someone wants to give me access. It's also under singularity125. :)
 
Well, I was thinking just one branch per modder. No need to make dozens of branches, just remember your personal one and reuse it. But if that's overcomplicated for what you're doing that's cool. Just trying to see a compromise so both features and bugs can get worked on at the same time.

We currently have a folder in the modules area for that. basically you keep your own stuff in there with it turned off by default on the SVN then when you have it working you turn it on and every one has access.

As for what I'd like to work on? I'm not sure just yet. Looking at this thread, I wouldn't mind looking at the naval blockade issue, but I don't want to hold up the release either. My time's pretty limited for this, probably just a few hours per week. So I may not want to jump in until after the V34 release. I will take some time to try to familiarize myself with the basics of Civ IV modding first.

the naval blockade problem is C or dll programming.

That said, I did create a Sourceforge account, if someone wants to give me access. It's also under singularity125. :)

We usually mentor people having someone between the new modder and the SVN while they get used to the environment.
 
Hm... still curious to take a look, but yeah, my C is rusty. What about those screens? I don't know anything about civ specific modding, I assume you mean stuff like the military advisor screen or something? I can look at those, but would probably need a brief description of what needs to be changed to make it compatible with C2C, perhaps an example of one that's already compatible.

Also, what version of Python is being used? 2.x or 3.x?
 
Python 2

Frankly speaking, I will suggest the Volcano event.
That stuff is simpler to fix :D
 
We did try a bug tracker for awhile. MrAzure set it up. Perhaps it was not well enough explained both the why and the how since it fell out of use.

We have used branches but not much. People of varying ages and computer knowledge do the work. Introducing one concept at a time and getting that working well takes time. We may be at the stage where we could introduce one or the other. Branches are a problem because they need much more organisation than we have:D. I do miss the bug tracker and I was one of the slow ones to catch on to it ;)

If you are interested then some of the Python screens need to be updated quite a bit to meet C2C requirements. MrAzure has done one or two but I think we only have one of those actually in C2C. Platyping has done a lot of improvements but uses a different starting point so we need to be selective and careful if and when we merge his stuff in.

I think it was a pain to check, because you had to check the BUG section on the forum and the Bug Tracker in its own program. It was just easier to see bugs on the forum.
 
I think it was a pain to check, because you had to check the BUG section on the forum and the Bug Tracker in its own program. It was just easier to see bugs on the forum.

This is only the case if someone makes sure that all bugs are also put in the first post of the thread and then marks them as done. Otherwise things just get lost. Something a bug tracker is good at stopping.
 
I think a tracker could help alot because in the forum many things can get lost.
We already have a bug tracker in the Sourceforge Project but we need the rights to use it. I write a PM to Koshling and ask if he can give all modders the rights to use it.

Also Branches can help alot if you know how to use them right. But i think Branches arent really good in SVN newer version-control like Git has better support for them.
 
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