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RSW version 0.88

Posted: Sun Aug 19, 2007 8:14 am
by drwr
This release mainly focuses on fixing some longstanding bugs, along with a handful of small gui improvements.
Version 0.88

* Fixed "Your turn" status update.

* Show fleet and world one-line notes in several of the order
pop-up menus.

* Added new "Connect to" menu item on world popup menu which
allows user to add unknown worlds and connections to the map,
presumably based on intelligence from his or her allies, to
support menu-based orders to visit those worlds.

* Allow user to order fleets into a black hole via the popup
menus. (Prompt "are you sure?") Fix client exception that occurs
as a result of this action.

* Pop up a dialog when attempting to send a message to no
recipients via the client.

* Fixed client exception when the window is closed while
communication is still in process.

* Fixed server exception when sending a message to a withdrawn
player.

* Fixed support for international characters in messages, etc.

* Further small improvements to client message gui.

* Faster synchronization handshake between client and server when
sending messages.

Posted: Sun Aug 19, 2007 10:38 pm
by FishSpeaker
Awesome.

Posted: Wed Aug 22, 2007 8:59 am
by Sigesti
Weird thing that happened.

From a previous turn, I had a fleet moving from one world to another. To get there, it had to pass through another world.

It was kind of like this
Fleet 1 go to 89 by way of 14, 20, 89
I also had it so that when it got to 89, it would unload some metal.

However, when I deleted the Fleet 1 go to 89 etc, it kept on trying to add the command to unload the 1 metal. It got stuck in an infinite loop that I couldn't kill, eventually causing me to restart.

Posted: Wed Aug 22, 2007 9:37 am
by drwr
Ah, curses! This is another longstanding bug that I have yet to track down. There seems to be something just a tiny bit wrong in the delete-order code, so that every once in a while, after you delete an order it goes haywire.

This error is not at all repeatable, though, so I haven't been able to reproduce it in a controlled environment, and I haven't yet been able to figure out what's going wrong.

So, I'll keep poking at it. Let me know if you have any insights. In the meantime, restarting the client will certainly restore correct behavior.

David

Posted: Wed Aug 22, 2007 9:39 am
by drwr
I also had it so that when it got to 89, it would unload some metal.
Incidentally, although this isn't related to the bug you're reporting, I should point out that unloading always takes place before moving, so if you order a fleet to move and unload in the same turn, it will unload the metal onto the world that it left, not the world that it arrives at. This is true no matter what sequence you enter the orders in yourself.

David