Re: [Freecol-developers] FreeCol 1.0
On Thu, 21 Apr 2022 18:09:51 + Stian Grenborgen wrote: > We have made great progress on FreeCol since our last release, and should > make an official release rather soon. > > I think releasing the game as 1.0 will show the level of maturity our game > has reached ... and also signify the awesome new additions to the game: All this is true and great progress, but we have always said 1.0 will be fully Col1 compatible (at least in classic mode). I do not think we are there yet. A look at the WWC1D? wiki page will show that we do not even know how compatible we are:-). We *should* indeed do a release though, whatever the number it gets. It is overdue. I was not pushing hard there lately as (apart from the usual time crunches) the worst blocker bug was the total breakage (some self-inflicted:-P) of the TradeRouteInputPanel. Which just got fixed this week, bravo Stian. The next worst one I know is the queue of AI ships (BR#3228) which I hope to look at one the weekend (long weekend in .au, hooray), but letting AI fail block release is a bad idea. However I probably should do a quick review of the state of the bug list to see if we have other bad enough bugs to be considered release blockers. I will try to do the review this evening. Cheers, Mike Pope pgpdOvjGTqSgf.pgp Description: OpenPGP digital signature ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
[Freecol-developers] FreeCol 1.0
Hi, We have made great progress on FreeCol since our last release, and should make an official release rather soon. I think releasing the game as 1.0 will show the level of maturity our game has reached ... and also signify the awesome new additions to the game: 1. Very high quality graphics from Misiulo. 2. Finally some ingame music, with several great tracks from Alexander. 3. Support for high-DPI screens, customizable font size and high resolution versions of existing graphics. 4. Support for animations, smooth map scrolling and other improvements to the graphics engine. 5. (Ongoing) improvements of the User Interface. 6. Lots of bug fixes and improvements since the last release in 2015. The terrain graphics should, preferably, all be completely updated before the 1.0 release -- but I think it's much better than the original graphics already. Are there any missing pieces before you are comfortable with releasing version 1.0? Best wishes, Stian Grenborgen ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers
[Freecol-developers] Nightly Builds and Github
Hi, I have some questions that you have probably discussed before, but I could not find any answers when searching the mailing list: 1. I am wondering how the mirroring to Github is configured. Is it performed manually? We could probably do it automatically using a server hook. 2. How are the nightly builds on Github assembled? Is that also performed manually? I could configure Github Action for making automated builds on Github, but then I would need admin rights on the Github FreeCol organization. Another alternative would be using a separate server for making builds and updating the mirror. I have a server where I plan on running the meta server before we make our next proper release. We could place other stuff there as well, if needed. Best wishes, Stian Grenborgen ___ Freecol-developers mailing list Freecol-developers@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/freecol-developers