Re: [Warzone-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[7707] trunk/src/structure.c
On Thu, Jun 11, 2009 at 7:09 AM, bugs buggybuginato...@gmail.com wrote: The main issue I see, is that we don't have enough testers--which is why I think we should release often, and, I don't think we test things on skirmish mp campaign. This is why we should have at least 3-4 savegames that we can use to do quick tests. For SP game, we need savegames that involve all the transition types (expand, limbo..etc) the games does. We badly need an 'autogame' for campaign. It doesn't have to be very fancy, just a 'let me win' for each level or send off a transport full of trucks when that is required. This will test all the transitions. As with so many other things, I guess it will have to wait until the lua branch work is done. (wink, wink) - Per ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[7707] trunk/src/structure.c
On Wed, Jun 10, 2009 at 7:50 PM, sen...@users.sourceforge.net wrote: Revision: 7707 http://warzone2100.svn.sourceforge.net/warzone2100/?rev=7707view=rev Author: sendai Date: 2009-06-10 17:50:14 + (Wed, 10 Jun 2009) Log Message: --- Do not bother to process visibility for off-world mission structures, since this leads us to iterate over tiles on the wrong map. This closes ticket:503. I want to add that this is the second bug introduced by r7097 today. Please be extremely careful when making logical changes to how objects are iterated. Due to the insane way that map data is swapped between missions, it is very easy to make very hard to trace bugs in this code. - Per ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev
Re: [Warzone-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[7707] trunk/src/structure.c
On 6/10/09, Per Inge Mathisen per.mathxx...@gmail.com wrote: On Wed, Jun 10, 2009 at 7:50 PM, sendxx...@users.sourceforge.net wrote: Revision: 7707 http://warzone2100.svn.sourceforge.net/warzone2100/?rev=7707view=rev Author: sendai Date: 2009-06-10 17:50:14 + (Wed, 10 Jun 2009) Log Message: --- Do not bother to process visibility for off-world mission structures, since this leads us to iterate over tiles on the wrong map. This closes ticket:503. I want to add that this is the second bug introduced by r7097 today. Please be extremely careful when making logical changes to how objects are iterated. Due to the insane way that map data is swapped between missions, it is very easy to make very hard to trace bugs in this code. The main issue I see, is that we don't have enough testers--which is why I think we should release often, and, I don't think we test things on skirmish mp campaign. This is why we should have at least 3-4 savegames that we can use to do quick tests. For SP game, we need savegames that involve all the transition types (expand, limbo..etc) the games does. For skirmish MP games, I guess the best thing to do is use 'autogame', and while not perfect, I think it is the best we are going to have, short of having to play the game ourselves. (Though, this don't find the issues that involve more than 2-3 MP players...) ___ Warzone-dev mailing list Warzone-dev@gna.org https://mail.gna.org/listinfo/warzone-dev