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    2.7 Lobby + Bots Available & Early Testing Phase

    Scheduled Pinned Locked Moved News
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    • 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.

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        • 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 Online
            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 @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 Online
                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

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