Windows testing

Freeciv builds other than releases, for people to test.
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dunnoob
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Re: Windows testing

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cazfi wrote:You can add it back in the ruleset.
Dunno, I don't want to stick to somehing best summarized as legacy counter-AI cheating, IMO the AIs are supposed to be as smart as human players at some point in time. And humans are supposed to survive in games where not all enemies are stupid AIs. ;)
cazfi wrote:It's just not needed any more for the buoy intentional functionality of giving information about the enemy ship moves.
Does this modification also affect the "park battleship on fish or whales" strategy?

FreeCol has an obvious KISS solution for this business: When a unit of another player or native tribe fortifies on your territory you lose that tile. It visibly does not more belong to your territory, and if you want to work on it you have to claim it again (after the fortified enemy removed itself or was killed.)

Related FreeCol detail where it's IMO better than Freeciv: Building a road initially adds the affected tiles to the territory of the builder. To disown these additional tiles a unit of another player has to fortify on the tile, or the building player/tribe has to defeated.
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Re: Windows testing

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Re: Windows testing

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Re: Windows testing

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cazfi wrote:2.5.4+r33261/
WFM, starting a new gameloss test now; see bug #24780, which actually means "works" wrt r33261. ;)
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Re: Windows testing

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Re: Windows testing

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Build from current S2_5 ongoing (I'm uploading installers one by one):
http://download.gna.org/freeciv/package ... .4+r33360/

- This uses new msys1 environment where (lib)curl has been updated. Freeciv uses libcurl to communicate with the metaserver and to download modpacks (freeciv-mp-<gui> utilities).

We hope to release freeciv-2.5.5 coming weekend, so this is the final test for content of that release.
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Re: Windows testing

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Very brief test on Windows 10 (Home 32-bit): with Gtk2 and Qt packages, metaserver communication works (from client and server), and downloading modpacks works.
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Re: Windows testing

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S2_6 build with the new msys1 environment: http://download.gna.org/freeciv/package ... ha+r33382/

It's 1/2 months before S2_6 network protocol will be frozen, and then on the builds will be networking compatible with each other (client from any build later than protocol freeze will work on server from any buildl later than protocol freeze)
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Re: Windows testing

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Random 2.5.5 observations, because I just quit a fresh en game to test the de migration nit: That still triggered an intro music at quit, but didn't freeze, quit worked. Starting de (gtk2) I accidentally clicked on load saved game before adjusting the window size, instead of the other way around, that (apparently = I didn't wait long) froze my complete GUI. Good old Ctrl-Alt-Del worked to revive the load saved game proceedings, but just in case I killed it + explorer shell + open browser + open media player.

Expected behaviour: No intro music on quit. Start window size + position matching what it was at quit (unless it's unreasonable, of course), and initial (game start) window size matching the start (client) window size.

At the moment (not only 2.5.5, any gtk2 client back to 2011 or even longer) clicking on start in the client opens an in Windows terminology "maximized window", that's almost full screen, and I have to click on its "un-maximize" button to get a normal (smaller) window in the last known good initial window size. I always end up at roughly the same ideal size + position: upper right = upper right of physical screen, some space at the left to see the left part of the desktop, some space at the bottom to see the taskbar (+ the RX/TX row of the "mobile partner" software if I'm online over mobile broadband).
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Re: Windows testing

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cazfi wrote:S2_6 build with the new msys1 environment: http://download.gna.org/freeciv/package ... ha+r33382/
WFM (gtk2)
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