Re: [Warzone-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[7707] trunk/src/structure.c

2009-06-11 Thread Per Inge Mathisen
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

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Re: [Warzone-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[7707] trunk/src/structure.c

2009-06-10 Thread Per Inge Mathisen
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

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Re: [Warzone-dev] [Warzone2100-commits] SF.net SVN: warzone2100:[7707] trunk/src/structure.c

2009-06-10 Thread bugs buggy
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...)

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