2.6 Testing (Report 2.6 problems here)
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@lafayette yeah i was just explaining why i might not have noticed in 2.5 i thought you said you were able to reproduce it in 2.5 no? more than happy to confirm just wanted to make sure i understood your previous reply.
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@ubernaut Seemingly I can see similar behavior in 2.5. I'm not sure I fully recreated the scenario in 2.5.
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@lafayette gotcha i'll try to check it out tomorrow probably
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@lafayette this problem does not occur in 2.5
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@ubernaut could you post a 2.5 save?
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@lafayette i chucked it but you can just set germany to does nothing and you will get the same thing
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@ubernaut The territory you are moving across starts with German. It's not clear when that was captured and then which units are and/or not present in the source territory.
I gave this a try in 2.5 and did not see the exact scenario you are describing.
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@lafayette oh yeah sorry you can just dump from surrounding territories in combat move thats what i did
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@ubernaut When you are moving units, how many are you moving? Basically I just need insanely specific details to be sure I can reproduce this exactly.
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@lafayette only the truck and the material it might work with the aa gun too but i never checked that
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@thedog said in 2.6 Testing (Report 2.6 problems here):
2.6 appears slow
https://github.com/triplea-game/triplea/issues/9001An ongoing issue with 2.6 it is slower 2.5, it really affects you v the AI and map testing.
For the first time I tested the 2.6.438 32bit Windows version, it is over 20% slower than the 2.6.438 64bit version, data not posted.
Some good news for a change.
Note this applies to version 2.6.4772.6.477 50 50 47 54 47 ~ 50 seconds
So back to 2.6.35 timings.
This improvement might be due to 2.6.472 if I understand it correctly, though Im not sure.
For me this is a biggy, as previous 2.6 versions where too slow for testing and AI game play.
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Updates:
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the game not actually closing on exit should be fixed now. Before people would have seen this as TripleA continuing to run in the process list even though they clicked 'exit program' (and the window closed). Now the game should drop off the process list.
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there was a recent performance improvement that removed an unnecessary scan of installed maps when rendering territory effect images
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map skins were put behind the 'beta features' flag. That flag can be toggled on or off in the preferences window 'test' tab. Map skins remain mostly broken in 2.6 & how to install or download them is undocumented.
In the meantime I think maybe skin support can be brought back with a few more days work. If it turns out to be a lot more than that then it could make sense to shift focus to just releasing 2.6 without skin support.
Otherwise, the list of things left to do is here: https://github.com/triplea-game/triplea/projects/25
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@lafayette
To Do, Map Tags for each map and their ratings and era code? -
@thedog Yes, though that is a data entry task after 2.6 is launched. We could get a head start with the prerelease data and I could copy that data to prod when we launch 2.6
In either case I will need the set of tag names and respective tag values to enter in database before we can 'tag' maps.
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@ubernaut , moving only the truck, I do not see the problem you posted.
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@lafayette not really sure how the inner working of the engine work but perhaps it has something to do anything that has changed in regards to however rails work? it seems as if it's treating the truck like a train when it's loaded if you control click to set way points you can force it to work as it should.
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@lafayette there is no rail on that territory so i'm not sure what you are saying bc the train cannot follow the correct path the truck should
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@ubernaut same with material loaded onto truck, observing movement of 2 spaces directly to target territory.