TripleA Logo TripleA Forum
    • TripleA Website
    • Categories
    • Recent
    • Popular
    • Users
    • Groups
    • Tags
    • Register
    • Login

    2.7 Lobby + Bots Available & Early Testing Phase

    Scheduled Pinned Locked Moved News
    54 Posts 6 Posters 1.2k Views 5 Watching
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • 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 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 @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 Offline
                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 Offline
                      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

                        1 Reply Last reply Reply Quote 2

                        Hello! It looks like you're interested in this conversation, but you don't have an account yet.

                        Getting fed up of having to scroll through the same posts each visit? When you register for an account, you'll always come back to exactly where you were before, and choose to be notified of new replies (either via email, or push notification). You'll also be able to save bookmarks and upvote posts to show your appreciation to other community members.

                        With your input, this post could be even better šŸ’—

                        Register Login
                        • 1
                        • 2
                        • 3
                        • 1 / 3
                        • First post
                          Last post
                        Copyright Ā© 2016-2018 TripleA-Devs | Powered by NodeBB Forums