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    2.7 Lobby + Bots Available & Early Testing Phase

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    • C Offline
      Cernel Moderators Lobby Moderators @LaFayette
      last edited by

      @lafayette

      Joining the lobby, I don't see my name on the right bar (nor anyone else's, but I assume I'm the only one in the lobby at the moment).

      Fixed.

      Hosting via the "Host Game" button is not showing in the lobby list (as I only see the 6 automated hosts in there).

      Fixed.

      I cannot enter the automated host.

      Not fixed.

      I get

      error in call: Remote method call, method name: speakerAdded remote name: _ChatControl_games.strategy.engine.framework.ui.ServerStartup.CHAT_NAME  IllegalArgumentException: argument type mismatch
      

      Faling [sic], it prompts me to report to TripleA but also fails to do so.

      Fixed.

      This is the report I just made:
      https://github.com/triplea-game/triplea/issues/14358

      I'm in the new lobby at the moment. I've just tried to type in the lobby chat, but I see nothing in there other than

      Welcome to the TripleA lobby!
      Please no politics, stay respectful, be welcoming, have fun.
      
      Donation Drive
      https://forums.triplea-game.org/category/41/donation-drive-2025-26
      

      Fixed.

      Summarising, everything I reported the last 24 hours was fixed except the fact that I still cannot enter bots.

      Other issues (not necessarily problems):

      If I join as "Cernel" while already being in lobby as "Cernel", I only see one "Cernel" in lobby. I think it was better the previous behaviour, where the second "Cernel" would be named "Cernel (1)", then "Cernel (2)" and so on. Alternatively, having that joining with a new "Cernel" has everyone already in lobby named as "Cernel" being booted out already, assuring that only the latest joining "Cernel" remains in lobby. The reason you want to join again as "Cernel", beside testing, is that sometime you get ghosted, so you join again (and you are called "Cernel (1)" while there is in lobby the ghost called "Cernel").

      On the other hand, I have joined the lobby as "Cernel", hosted a game, then joined again the lobby as "Cernel" and joined my game hosted by the previous "Cernel". In this case, the second "Cernel" was actually "Cernel (1)" inside the host only.

      I can right-click my name and slap myself. I'm not seeing why.

      I can right-click my name and ignore myself LOL. This disallows me from seeing what I write in chat, which I don't think is a good thing.

      I can mute myself. I guess this is the virtual version of biting your tongue but still LOL.

      I can disconnect myself. Not sure about this.

      I can ban myself, apparently. I don't think this is good. I remember of a guy who asked to be banned from TripleA because he was too addicted, but I don't think we want virtual seppuku.

      In my opinion, I think it is better only to have the "Show Player Info" option when right clicking yourself. By "yourself" I mean only the user itself. For example, if I join a second time as "Cernel (1)", that is not myself as the previous "Cernel" (so "Cernel" should be able fully to interact with "Cernel (1)" and vice versa as if they are two different users).

      This is not really an issue: it is just how it goes: as always, you (or at least I) cannot host while being on a VPN. I forgot to disable the VPN before hosting, so it failed. Then I disabled the VPN without closing the lobby first, and (of course) this made my connection to the lobby fail.

      This is the error report I made when I got the error because I disconnected the VPN while being in lobby (I don't think this is a problem.):
      https://github.com/triplea-game/triplea/issues/14356

      I assume it is still not possible to host with a VPN? If it is possible, I would be interested in trying it out (as it's a bit annoying having to remember to disable it each time), but I need information on what exactly I have to do to make myself able to host via VPN, but only if it does not require too much effort (meaning without having to do things like contacting anyone providing the VPN or giving away my information other than my IP).

      LaFayetteL 1 Reply Last reply Reply Quote 2
      • LaFayetteL Offline
        LaFayette Admin @Cernel
        last edited by

        @Cernel Helpful feedback, I think some of those other lesser issues might be quick fixes. I updated the bots to the latest, looks to have resolve the inability to connect.

        re: VPN, I think there was a service that is available that can be configured for hosting via VPN. Overall, the efforts/focus I hope will quickly shift to implementing a TripleA 'relay', that will be a massive simplification and change how networking is done.

        C 1 Reply Last reply Reply Quote 2
        • C Offline
          Cernel Moderators Lobby Moderators @LaFayette
          last edited by Cernel

          @LaFayette said:

          I updated the bots to the latest, looks to have resolve the inability to connect.

          Joined the automated host successfully and played the first turn successfully but got these errors in the chat:

          Bot-Bot-us-west-103:  [ERROR] Failed to save game to file: /home/bot/triplea/savedGames/autoSave/autosave_Bot-Bot-us-west-103_autosaveBeforeBattle.tsvg
          Bot-Bot-us-west-103:  [ERROR] Failed to save game to file: /home/bot/triplea/savedGames/autoSave/autosave_Bot-Bot-us-west-103_autosaveAfterBattle.tsvg
          Bot-Bot-us-west-103:  [ERROR] Failed to save game to file: /home/bot/triplea/savedGames/autoSave/autosave_Bot-Bot-us-west-103_autosaveBeforeEndTurn.tsvg
          Bot-Bot-us-west-103:  [ERROR] Failed to save game to file: /home/bot/triplea/savedGames/autoSave/autosave_Bot-Bot-us-west-103_autosaveAfterCombatMove.tsvg
          Bot-Bot-us-west-103:  [ERROR] Failed to save game to file: /home/bot/triplea/savedGames/autoSave/autosave_Bot-Bot-us-west-103_autosaveBeforeBattle.tsvg
          Bot-Bot-us-west-103:  [ERROR] Failed to save game to file: /home/bot/triplea/savedGames/autoSave/autosave_Bot-Bot-us-west-103_autosaveAfterBattle.tsvg
          Bot-Bot-us-west-103:  [ERROR] Failed to save game to file: /home/bot/triplea/savedGames/autoSave/autosave_Bot-Bot-us-west-103_autosaveAfterNonCombatMove.tsvg
          

          EDIT: The game I played is "270BC Wars". Only did the first "Carthage" turn (and previous "barbarians" sub-turn).

          LaFayetteL 1 Reply Last reply Reply Quote 1
          • C Offline
            Cernel Moderators Lobby Moderators
            last edited by

            Where is that thing which you were able to open to see all the log of the errors and else you got while playing the game (I mean both for local gaming and while hosting)? Has it been removed? I think it was a good thing to have.

            LaFayetteL 1 Reply Last reply Reply Quote 0
            • LaFayetteL Offline
              LaFayette Admin @Cernel
              last edited by

              @Cernel I created https://github.com/triplea-game/triplea/issues/14391 to track the bot game save error.

              1 Reply Last reply Reply Quote 0
              • LaFayetteL Offline
                LaFayette Admin @Cernel
                last edited by

                @Cernel said:

                Where is that thing which you were able to open to see all the log of the errors and else you got while playing the game (I mean both for local gaming and while hosting)? Has it been removed? I think it was a good thing to have.

                It was removed some time ago. There is a log file that lands on disk though with that same info. I do miss the console a bit as well myself.

                1 Reply Last reply Reply Quote 0
                • LaFayetteL Offline
                  LaFayette Admin
                  last edited by LaFayette

                  Day started off with about 300 issues, we're down to 213 now. A number were cleaned up, but a large number fixed.

                  Notable Updates

                  • Big memory performance boost fix#14377. In order to render the mini-map, we were rendering the whole entire map at game start, each territory at full resolution, and then shrinking that down to fit the minimap. We now render that directly. For World of Warcraft map, that translated to a 500MB spike in main memory at start, now completely removed, no spike in startup memory.
                  • HTML will display different. @cernel deftly pointed out that the width/sizing was off by about 33%. cc: @roiex , turns out swing by default treats 'px' as 'pt' sizing. There is a flag avaialble to tell swing to use W3C compliant rules, that keeps "px" as "px". Thus, formatting map descriptions should render more faithfully compared to how they render in a web browser, and should generally be easier to "get right"
                  • using edit mode to move units that are in combat to a new territory with a new combat, should generally work now.
                  • some very subtle and rare AI crashes that could happen essentially at any time.
                  • #14360 will help with "auto-focus", pop up windows generally won't have focus when rendered, space will no longer activate the 'main button' of the pop up (the enter key will still activate the primary button though, something for us to still fix)

                  Todays Fix List (25)

                  • [Fix#14390] fix(missing flags images): add placeholder image if flags are missing
                  • [Fix#14389] fix(race condition): resolve crash if a latent move validation is executed during battle phase
                  • [Fix#14388] fix(retreat): patch V2 games to take into account movement restrictions when retreating
                  • [Fix#14387] fix(move): reset unit state when only a combat move step exists (#10590)
                  • [Fix#14385] fix(placement): resolve undo bug for fighters moved to carriers
                  • [Fix#14384] fix(updating-maps-NPE): resolve potential NPE when updating maps
                  • [Fix#14383] fix(modal deadlocks): always allow background task runner to be cancelled
                  • [Fix#14382] fix(toolbox UI): expand banned username width to 25
                  • [Fix#14381] fix(css & csv): 2 fixes, fix CSS 30% width increase and invalid CSVs
                  • [Fix#14380] fix(bot games): the window opened by 'roll dice' menu did nothing
                  • [Fix#14378] fix(battle UX): change button name from 'remain' to "don't submerge"
                  • [Fix#14377] fix(minimap): render minimap directly without downscaling
                  • [Fix#14375] Fix(capitals): return empty instead of throwing when no capital
                  • [Fix#14374] Fix(edit combat): resolve incorrect attackers/defenders
                  • [Fix#14373] Fix(battle): resolve crash when subs submerge and fighters cannot land
                  • [Fix#14370] fix(client prefs): downgrade error message to warn & reduce writes to ClientSettings
                  • [Fix#14369] fix(forums): add handling for when forums is down or returns empty
                  • [Fix#14368] fix(error message): log a warning instead of an error on bad save game loads
                  • [Fix#14367] fix(battle calc): avoid crash when 'createWorkers' throws (also could impact AIs at any time, usually when system resources are low)
                  • [Fix#14366] Fix(AI crash): fix OOL cache collision (caused AI to randomly crash, somewhat rare but could happen anytime)
                  • [Fix#14365] Fix(crash): do not crash when blitzing through a territory being bombed
                  • [Fix#14363] fix(NPE): do not crash when hosting network game is cancelled
                  • [Fix#14360] Fix(UX): remove auto-focus on pop-up windows (avoids accidental confirmations while typing chat messagse)
                  • [Fix#14355] fix(multiplayer): listener leak (helps resource usage for hosts when players repeatedly join/disconnect)
                  • [Fix#14354] fix(multiplayer): always release latch when players fail to join (fixes a 3 minutes wait for a timeout when a joiner disconnects midway or fails to join)

                  Features

                  • [Feat#14357] feat(map download window): add map counts to tabs
                  TheDogT C 2 Replies Last reply Reply Quote 3
                  • TheDogT Offline
                    TheDog @LaFayette
                    last edited by TheDog

                    @LaFayette
                    Thanks for the large number of fixes to TripleA engine yesterday, you were very busy! The biggy is the faster mini-map fix.

                    Im busy testing with the latest versions.

                    Latest pre-releases
                    https://github.com/triplea-game/triplea/releases

                    https://forums.triplea-game.org/tags/thedog
                    https://forums.triplea-game.org/topic/3741/curated-best-top-maps-triplea-guides

                    1 Reply Last reply Reply Quote 2
                    • C Offline
                      Cernel Moderators Lobby Moderators @LaFayette
                      last edited by Cernel

                      @LaFayette said:

                      • Big memory performance boost fix#14377. In order to render the mini-map, we were rendering the whole entire map at game start, each territory at full resolution, and then shrinking that down to fit the minimap. We now render that directly. For World of Warcraft map, that translated to a 500MB spike in main memory at start, now completely removed, no spike in startup memory.

                      The minimap looks a lot different than before (I tend to think for the better at least in World At War). Now in World At War the land territories have considerably thicker borders, actually about the same thickness as in the actual map, meaning that the minimap appears to be more faithful to the original map without tiles than beforehand. (The central-western European part is almost the same as before because the many units almost completely hide the territories and their borders in the minimap there.) Anyway, this is mostly a curiosity: I don't think it actually matters significantly for any users (and I actually guess that almost nobody will notice the change).

                      TripleA 2.7.15510:
                      0.png

                      TripleA 2.7.15533:
                      1.png

                      If feasible, I would make those little squares representing units in the minimap smaller (50% than current dimension on both axis, for a quarter of the area) so that you could see the borders in the most clustered parts of the map like central-western Europe (where you can see almost nothing but the mass of squares representing the units). Or maybe just removing the units from being displayed in the minimap at all: I never look at units in the minimap. Does anyone want to see the units in the minimap?

                      TheDogT 1 Reply Last reply Reply Quote 0
                      • TheDogT Offline
                        TheDog @Cernel
                        last edited by

                        @Cernel
                        In map.properties, so per map, this controls the unit size on the mini map, in this case turn them off and makes them 0 in size.
                        smallMap.unit.size=0

                        This will make a turn ever so slightly faster, as it is not trying to draw each unit on the mini map.

                        From 1941 Global Command Decision

                        #========== SMALL MAP PROPERTIES ==========
                        # 0.0-1.0 (transparent to opaque)
                        smallMap.territory.alpha=0.1
                        # size of unit in pixels square 0-4
                        smallMap.unit.size=0
                        # C0C0C0
                        smallMap.viewer.borderColor=FFFFFF
                        smallMap.viewer.fillColor=191919
                        # 0.0-1.0 (transparent to opaque)
                        smallMap.viewer.fillAlpha=0.25
                        

                        https://forums.triplea-game.org/tags/thedog
                        https://forums.triplea-game.org/topic/3741/curated-best-top-maps-triplea-guides

                        C 1 Reply Last reply Reply Quote 3
                        • C Offline
                          Cernel Moderators Lobby Moderators @TheDog
                          last edited by Cernel

                          @TheDog I totally forgot that you can customize the minimap at all.

                          This is the minimap in World At War with smallMap.unit.size=1 (unit size of 1 per 1 pixel) in TripleA 2.7.15533:
                          2.png

                          (The standard unit size at the previous screenshot is 4 per 4 pixels.)

                          1 Reply Last reply Reply Quote 3
                          • LaFayetteL Offline
                            LaFayette Admin
                            last edited by LaFayette

                            Claude.AI has been a beast at helping get things fixed.. Tomorrow I plan to focus more on the server side issues. Namely things like bot fixes and enabling HTML pages from the servers so we can get map indexing status without having to query database and logs.

                            Todays Fix List (22)

                            All of these were merged today. #14404 was pretty crazy to repro.. #14413 is a pretty nice performance win, reduces memory usage.

                            • [Fix#14423] fix(battle): wait on lock for battle display instead of busy-polling
                            • [Fix#14421] fix(move validation): handle missing battle delegate on hover
                            • [Fix#14420] Fix neutral player order in sidebar Players/Resources tabs
                            • [Fix#14419] fix(save game): write to temp file and rename to avoid corruption
                            • [Fix#14418] fix(logging): rotate triplea.log archives into the same directory
                            • [Fix#14417] fix(ai): avoid NPE in ProAi.selectCasualties for AA fire during movement
                            • [Fix#14416] fix(pro AI): handle missing place delegate when validating purchases
                            • [Fix#14415] fix(unit images): avoid CME in getIcon by replacing computeIfAbsent
                            • [Fix#14414] fix(battle window): size battle dialog to dice sides and icon size
                            • [Fix#14413] fix(memory): allocate tile images lazily to avoid OOM on large maps
                            • [Fix#14412] fix(supports): single supporter to contribute one bonus per target
                            • [Fix#14411] fix(ai): stop AI from buying redundant factories and place pooled factories
                            • [Fix#14410] fix(edit mode): tolerate duplicate unit UUIDs when removing units
                            • [Fix#14409] fix(battle): count air units as defenders, not as an abandoned territory
                            • [Fix#14408] fix(unit chooser): size unit images based on actual sizes
                            • [Fix#14407] fix(UI): prevent large game note images from expanding game notes / chooser
                            • [Fix#14404] fix(placement): avoid crash when placement algorithms do not agree
                            • [Fix#14399] fix(settings UI): folder selections will start at current value
                            • [Fix#14398] fix(pbem dice roller): avoid ambiguous error if failed to roll dice
                            • [Fix#14397] fix(resource images): render a placeholder image if resource images are missing
                            • [Fix#14396] fix(history panel): avoid NPE when root history node is not expanded
                            • [Fix#14392] fix(politics): create battles when war is declared (#9524)
                            wc_sumptonW 1 Reply Last reply Reply Quote 3
                            • wc_sumptonW Offline
                              wc_sumpton @LaFayette
                              last edited by wc_sumpton

                              @LaFayette

                              Wow. I don't know where to start. There is a lot of good stuff here. You have been very busy.

                              @LaFayette said:

                              fix(unit chooser): size unit images based on actual sizes

                              @thedog this on is for you.

                              fix(battle): count air units as defenders, not as an abandoned territory

                              This one is also very nice!

                              fix(supports): single supporter to contribute one bonus per target

                              This one will keep me busy!
                              Again, thank you for such great work!

                              Cheers...

                              B 1 Reply Last reply Reply Quote 2
                              • B Online
                                beelee @wc_sumpton
                                last edited by beelee

                                @wc_sumpton said:

                                fix(supports): single supporter to contribute one bonus per target

                                would you explain this a bit more for me ?

                                Thanks

                                wc_sumptonW 1 Reply Last reply Reply Quote 0
                                • wc_sumptonW Offline
                                  wc_sumpton @beelee
                                  last edited by

                                  @beelee said:

                                  would you explain this a bit more for me ?

                                  Jee, I was just testing this on "Global 40 Expansion UHD Boxes", GermanUBoat support.

                                  <attachment name="supportAttachmentWolfpack" attachTo="GermanUBoat" javaClass="games.strategy.triplea.attachments.UnitSupportAttachment" type="unitType">
                                        <option name="unitType" value="GermanUBoat"/>
                                        <option name="faction" value="allied"/>
                                        <option name="side" value="offence"/>
                                        <option name="dice" value="strength"/>
                                        <option name="bonus" value="1"/>
                                        <option name="number" value="3"/>
                                        <option name="bonusType" value="Wolfpack_bonus" count="3"/>
                                        <option name="impArtTech" value="false"/>
                                        <option name="players" value="Germans"/>
                                      </attachment>
                                      <attachment name="supportAttachmentWolfpackDebuff" attachTo="GermanUBoat" javaClass="games.strategy.triplea.attachments.UnitSupportAttachment" type="unitType">
                                        <option name="unitType" value="GermanUBoat"/>
                                        <option name="faction" value="allied"/>
                                        <option name="side" value="offence"/>
                                        <option name="dice" value="strength"/>
                                        <option name="bonus" value="-1"/>
                                        <option name="number" value="2"/>
                                        <option name="bonusType" value="Wolfpack_debuff" count="2"/>
                                        <option name="impArtTech" value="false"/>
                                        <option name="players" value="Germans"/>
                                      </attachment>
                                  

                                  Now this works. There must be 3 GermanUBoats before the bonus is granted. Because 'number' is 3, then this works in groups of 3, 3-6-9 etc. If there are 4 or 5 GermanUBoats, 3 will receive the bonus the others will not.
                                  That's not all! @lafayette added another bonus! Now 'number' can be -1, infinite. So, changing 'number' from 3 to -1 would allow all unit to receive the bonus as long as there are 3 GermanUBoats. Thus, there is no groups. If there are 5 GermanUBoats then all five will receive the bonus.
                                  What's missing? The check for the battle round. That was something I couldn't figure out. But if you ask @lafayette nicely...

                                  Hope this explains what this does. (I not going to say how long I've wanted this change, or how many times I've submitted this type of change. But it's here and I'm very happy šŸ˜€)

                                  Cheers...

                                  TheDogT 1 Reply Last reply Reply Quote 2
                                  • TheDogT Offline
                                    TheDog @wc_sumpton
                                    last edited by

                                    @lafayette

                                    Wow, just wow, Todays Fix List (22)

                                    So many of my issues and a even a feature request or two, even old 2.6 ones, fixed.
                                    Thanks!
                                    🤯🤯🤯

                                    https://forums.triplea-game.org/tags/thedog
                                    https://forums.triplea-game.org/topic/3741/curated-best-top-maps-triplea-guides

                                    1 Reply Last reply Reply Quote 1
                                    • B Online
                                      beelee
                                      last edited by beelee

                                      @lafayette

                                      Idk if this is known already but I fired up lobby using 15557 and UHD G 40 Boxes showed up for the first time šŸ™‚

                                      It did however throw this error but not crash it. Bottom Bar

                                      Screenshot from 2026-05-10 03-27-48.png

                                      I will see if it plays.

                                      Edit
                                      Yes it seems to play fine so far and a manual save worked. I think I saw somewhere the auto save thingy was mentioned already but not certain šŸ™‚ ... anyway

                                      Well Done

                                      Edit 2
                                      Yea game seems to work fine in lobby. šŸ‘ I heard a sound like someone posting a few times but it didn't show any new dialogue.

                                      Screenshot from 2026-05-10 03-46-37.png

                                      Edit 3
                                      I tried to load the save but said it didn't have the game. Tried a couple different bots. Same result.

                                      Screenshot from 2026-05-10 03-58-39.png

                                      Well it sounds as if you might already be aware of this, so I'll hold off with anymore feedback for now.

                                      TheDogT 1 Reply Last reply Reply Quote 2
                                      • TheDogT Offline
                                        TheDog @beelee
                                        last edited by TheDog

                                        @lafayette and other Devs
                                        Been doing some testing with 2.7.15557
                                        https://github.com/triplea-game/triplea/releases/tag/2.7.15557

                                        Although not the latest, it has been very stable. šŸ™‚

                                        Anecdotally it appears to be faster than 2.7.15256 my other test version for some time.

                                        TripleA memory footprint has shrunk from 4.5GB when playing
                                        1941 Global Command Decision

                                        to under 2.3GB, a seriously a massive change, that probably accounts for the perceived speed increase. šŸ™‚

                                        Also I don't have to modify TripleA.vmoptions to give me extra memory to make play faster, every time I download a newer version of TripleA. šŸ™‚

                                        Too many smiley faces for one post, so here's a šŸ™„
                                        THANKS for all the work !!!

                                        https://forums.triplea-game.org/tags/thedog
                                        https://forums.triplea-game.org/topic/3741/curated-best-top-maps-triplea-guides

                                        TheDogT 1 Reply Last reply Reply Quote 2
                                        • TheDogT Offline
                                          TheDog @TheDog
                                          last edited by

                                          2.7.15557 AI is not placing factories even though they have been given them by the xml
                                          2.7.15256 AI places them

                                          https://github.com/triplea-game/triplea/issues/14439

                                          https://forums.triplea-game.org/tags/thedog
                                          https://forums.triplea-game.org/topic/3741/curated-best-top-maps-triplea-guides

                                          B 1 Reply Last reply Reply Quote 2
                                          • B Online
                                            beelee @TheDog
                                            last edited by

                                            @TheDog

                                            Might have something to do with this

                                            https://github.com/triplea-game/triplea/pull/14411

                                            1 Reply Last reply Reply Quote 0

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