more or less complete testing (aka huge bug report :))
Posted: Sat Feb 10, 2018 11:24 am
This is my test of version 2.6, beta1. GTK3 client, Windows version.
Most of these are not new, already there in 2.5.9 / GTK2. I didn't re-test everything in 2.6, but if the changelog didn't forget them, then they're still there.
Problems found follow, in no particular order.
It is to me as a player, however i'm normally a coder. And, sorry, no time to dig into such a huge code base, the ruleset is already much :/
Of course if I missed something or if some have a workaround, please let me know
1.
Creamy backgrounds have mysteriously disappeared. The overall interface of 2.6 looks like a regression...
2.
Version 2.6 seems to mix its settings with previous version (i.e. located at same place and reused).
I think they should be separate, even if the ability to access old saved games seems fine (even if this is in server rather than client).
3.
Events that ought not be forgotten go in popups in my message settings, which is fine.
However, said popups block the view of underlying battles, making me miss all the action.
Not only that, but each one comes on top of others and messages are thus read in the reverse order.
4.
Cities automatically redone (any old how, like expected from an ai) for every change.
Only the change should be redone, which is what original game did. Or at least, should depend on some setting somewhere.
Already signaled. See here : http://forum.freeciv.org/f/viewtopic.php?f=9&t=89863
5.
"Not responding" giving freeze of animation with blur screen.
Already signaled. See here : http://forum.freeciv.org/f/viewtopic.php?f=8&t=89868
6.
Used tileset not present in saved games.
Result : wrong tileset used when switching from square to/from hex games, forcing to change it manually.
Perhaps client and server should communicate on this.
7.
Missing messages :
Game: You sell %s in %s (now landlocked) for %d gold.
Something to say why a move can't be done. In several situations there is none (e.g. not enough moves for a settler to found a city).
8.
Path finding should not travel thru huts (which triggers accidental hut events). Nor should it go thru ships if these don't have free space (else goto option fails miserably).
9.
When the city is overcrowded, population is shown in a way that's much too tight. Starts around pop 40, awful with very large (80). Makes selecting them a pain.
And during all that time, there is unused space between pop and city name...
Most of these are not new, already there in 2.5.9 / GTK2. I didn't re-test everything in 2.6, but if the changelog didn't forget them, then they're still there.
Problems found follow, in no particular order.
It is to me as a player, however i'm normally a coder. And, sorry, no time to dig into such a huge code base, the ruleset is already much :/
Of course if I missed something or if some have a workaround, please let me know
1.
Creamy backgrounds have mysteriously disappeared. The overall interface of 2.6 looks like a regression...
2.
Version 2.6 seems to mix its settings with previous version (i.e. located at same place and reused).
I think they should be separate, even if the ability to access old saved games seems fine (even if this is in server rather than client).
3.
Events that ought not be forgotten go in popups in my message settings, which is fine.
However, said popups block the view of underlying battles, making me miss all the action.
Not only that, but each one comes on top of others and messages are thus read in the reverse order.
4.
Cities automatically redone (any old how, like expected from an ai) for every change.
Only the change should be redone, which is what original game did. Or at least, should depend on some setting somewhere.
Already signaled. See here : http://forum.freeciv.org/f/viewtopic.php?f=9&t=89863
5.
"Not responding" giving freeze of animation with blur screen.
Already signaled. See here : http://forum.freeciv.org/f/viewtopic.php?f=8&t=89868
6.
Used tileset not present in saved games.
Result : wrong tileset used when switching from square to/from hex games, forcing to change it manually.
Perhaps client and server should communicate on this.
7.
Missing messages :
Game: You sell %s in %s (now landlocked) for %d gold.
Something to say why a move can't be done. In several situations there is none (e.g. not enough moves for a settler to found a city).
8.
Path finding should not travel thru huts (which triggers accidental hut events). Nor should it go thru ships if these don't have free space (else goto option fails miserably).
9.
When the city is overcrowded, population is shown in a way that's much too tight. Starts around pop 40, awful with very large (80). Makes selecting them a pain.
And during all that time, there is unused space between pop and city name...