[Freecol-developers] FreeCol 1.0 release imminent

2023-01-02 Thread Stian Grenborgen
Hi everyone,

We've finally reached the set release date for FreeCol 1.0, and there does not 
seem to be any release blockers.

I'm working on preparing the news / release notes:

https://sourceforge.net/p/freecol/git/ci/f862818de9ba40b85c06e7952157a7c4868bdb9a/tree/www.freecol.org/_posts/2023-01-02-freecol-1.0.0-released.html
https://github.com/FreeCol/freecol/blob/f862818de9ba40b85c06e7952157a7c4868bdb9a/www.freecol.org/_posts/2023-01-02-freecol-1.0.0-released.html

Please do tell if you have any suggestions on how to improve the 
text/presentation.


Best wishes,
Stian Grenborgen

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Re: [Freecol-developers] FreeCol 1.0

2022-04-23 Thread Michael T. Pope
On Fri, 22 Apr 2022 20:29:39 +0930
"Michael T. Pope"  wrote:
> .. only one that I consider release blocking,
> which is Marcin's REF immediate surrender problem in #3246.  So that is
> now my high priority weekend job.

I think we are good for release following git.c9eedcf.  The REF is now
more stubborn, and when it does surrender the log will say why. 

> The AI ship fail (3247 == 3228) is "would be nice".  Perhaps I am too used
> to the AI failing.  Next on the list.

Will look at this soon.  But first, the release notes could do with some
updates, and I have scrounged up an old mac laptop so I can test the mac
build.

Who wants to actually do the release?:-)  The "current" procedure is
actually documented.

Cheers,
Mike Pope



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Re: [Freecol-developers] FreeCol 1.0

2022-04-23 Thread Stian Grenborgen
> [Mike:]
> 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:-).

Well, I used to say feature complete rather than full compatibility. Most of 
the remaining differences are minor, design decisions in FreeCol (like how we 
handle negotiations) and/or easy to fix. I could focus on those issues, but I 
think other issues should have a higher priority.

It's possible that we are scaring away potential users, and contributors, by 
marketing the game as beta quality. As a minimum, I will remove the beta tag on 
SourceForge.net after our next release.


How about we continue doing minor releases, and release the game as 1.0 on 
January 2nd, 2023 to celebrate the 20 years anniversary since FreeCol's first 
release? Then we have a hard deadline everyone can work towards.


Best wishes,
Stian Grenborgen

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Re: [Freecol-developers] FreeCol 1.0

2022-04-23 Thread Stian Grenborgen
> How about that, we are in pretty good shape.  I have looked through the
> bugs back to 0.11.6, and found only one that I consider release blocking,
> which is Marcin's REF immediate surrender problem in #3246.  So that is
> now my high priority weekend job.

Great :-)


> The AI ship fail (3247 == 3228) is "would be nice".  Perhaps I am too used
> to the AI failing.  Next on the list.

Bernat is working on that one. I can fix the issue if he abandons it.


> Finally I have some graphics BRs for Stian:-).  Are #3216 and #3209 fixed?
> And did your recent work include fixing the river selection panel #2926?

I believe #3216 has been fixed, although I have not tested it on Windows yet.

#3209 has already been fixed.

I have postponed #2926 as I am not sure how I would like to handle river 
styles. We will probably need to reduce the number of styles in order to have 
high quality animated rivers. In addition, I would prefer the style and 
direction of flow to be determined automatically. If so, the panel will 
disappear.


Best wishes,
Stian Grenborgen

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Re: [Freecol-developers] FreeCol 1.0

2022-04-22 Thread D Blakeley via Freecol-developers
 Well if you guys don't call it the big 1.0 then it would be good to see the 
big 0.12.0 stable release finally out there. People are still downloading the 
ancient 0.11.6 stable release due to them thinking the nightly releases are 
scary mega unstable programs lol. However in their attempt to be 'safe' they 
end up with a super old version of the game that's missing a lot of the 
features the latest builds have. So whatever you call it I'll just be happy to 
see that old 0.11.6 build gone from all the download pages and replaced with a 
new stable one.
As for whether it's ready to be called 1.0 that's up to you guys but I would 
agree that waiting until Misiulo has finished the rest of the graphics is best 
otherwise it looks like a bit of a unfinished jumble of 2D and 3D terrain. Also 
I find myself wondering whether preserving all the old 2D art stuff as a 
optional mod would be handy for those that don't like the new stuff when it's 
all done for 1.0.
Speaking of mods, Mazim's finally completed his popular New Nations mod that 
not only adds more nations but also allows people to play 12 player Col games 
(which is a handy line when I'm marketing the game heh) so it would be good to 
finally add that into the included mods area before any such big release so 
people don't have to keep digging through his thread for it 
separately:https://sourceforge.net/p/freecol/discussion/141200/thread/658935e76f/?page=1#0a18

I already added all of Mazim's best maps from his collection into FreeCol's 
releases a while back so that's all good now.
So yeah.. nothing else really comes to mind from me. :)

Regards
Blake
On Friday, 22 April 2022, 01:55:52 pm ACST, Michael T. Pope 
 wrote:  
 
 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
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Re: [Freecol-developers] FreeCol 1.0

2022-04-22 Thread Michael T. Pope
On Fri, 22 Apr 2022 13:54:05 +0930
"Michael T. Pope"  wrote:
> I will try to do the review this evening.

How about that, we are in pretty good shape.  I have looked through the
bugs back to 0.11.6, and found only one that I consider release blocking,
which is Marcin's REF immediate surrender problem in #3246.  So that is
now my high priority weekend job.

The AI ship fail (3247 == 3228) is "would be nice".  Perhaps I am too used
to the AI failing.  Next on the list.

There are quite a few bugs stuck in a needinfo state, if anyone wants to
take a shot at improving the release quality:

3243: Gameplay bugs
3229: modifications reset after save
3225: too much lumber
3222: Colony population displayed incorrectly when spying
3217: Colony gains production bonus incorrectly
3188: Cannot establish mission w/ captured missionary?
3183: Labor Advisor window got a glitch. (freecol-nightly-2020-02-27)
3167: Ship cannot return from Europe
3162: Error "The server can not do that." when trying to haggle
3155: Wrong Starting Units
3151: Royal expeditionary land forces not increasing
3149: H - go to city command failure
3146: Suffered a big savegame corruption error
3134: User Interface Issues
3081: Master Gunsmith Doesnt have connections
3062: Map Explored Regions Error
3035: Broken key mapping for closing panels
3025: Incorrect saves (map editor)
3012: Turn report exclusions not working

I suspect several of these are actually fixed, or moot, or both.

Finally I have some graphics BRs for Stian:-).  Are #3216 and #3209 fixed?
And did your recent work include fixing the river selection panel #2926?

Cheers,
Mike Pope


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Re: [Freecol-developers] FreeCol 1.0

2022-04-21 Thread Michael T. Pope
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


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[Freecol-developers] FreeCol 1.0

2022-04-21 Thread Stian Grenborgen
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

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