Joel, you sent me a test build before Christmas whcih I wasn't able 
to have a go at as I traveled the day after. I now can't find the 
email. If you still want me to have a look at it, can you resend it?

Also, should I start a new game, or can I load a current one?

--- In [email protected], "benw_h" <[EMAIL PROTECTED]> wrote:
>
> Sounds good - I'll give it some 'real life' testing then!
> 
> --- In [email protected], Joel Uckelman <uckelman@> 
> wrote:
> >
> > Thus spake "benw_h":
> > > Just a post to let you know that the Heap errors in Vassal 
> continue. I 
> > > reported these a couple of months ago, and since then have made 
> the 
> > > following changes:
> > > 
> > > Increased initial and max heap sizes (it would be great if 
Vassal 
> > > didn't overide these with each new itteration)
> > > Reduced colours (even to 8 in many cases)
> > > Reduced screen size and resolution
> > > Changed all pictures to pngs
> > > Changed the order on prototypes to handle the rotation 
redrawing 
> bug
> > > Removed all old iterations of images from the files
> > > 
> > > Still no joy with 3.0.13. Heap problems occur after about 1 
hour 
> if you 
> > > move and rotate and mask a lot of pieces. I'm really hoping 
> someone 
> > > makes some progress on this one soon, as it will rescue me from 
> binning 
> > > many many hours of work. Any unknown Christmas presents out 
> there?!
> > > 
> > 
> > Yes. All the work to solve the problems you're having is done, 
> except
> > for error handling, which has been a PITA.
> > 
> > From here on, we're going to be changing the release structure---
> more on
> > that later. This stuff will feature in the first 'nightly' build 
I 
> do.
> > This could be as soon as tomorrow evening (if I roll high), but 
in 
> any
> > case shouldn't be later than the end of the coming week, barring 
> things
> > like my being hit by a truck or my house burning down.
> > 
> > -- 
> > J.
> >
>


Reply via email to