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 Post subject: Re: 0.4.8 roadmap
PostPosted: Sun Jun 10, 2018 6:31 pm 
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Dilvish wrote:
To note here, Geoff had inquired about the "Make medium and larger krill swarms not stealthy"from 0.4.7 and I think that we still hadn't really done anything about the concerns that led us to add it then, so I've added it to 0.4.8 project proposals.
Done, 5163663.


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 Post subject: Re: 0.4.8 roadmap
PostPosted: Sun Jun 10, 2018 7:06 pm 
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o01eg wrote:
There were also ... password authentication, ...
Isn't "password authentication part of "role-based authorization"?


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 Post subject: Re: 0.4.8 roadmap
PostPosted: Sun Jun 10, 2018 7:10 pm 
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One thing I wanted to mention, just to be sure, before I forget: please commit changelog updates to the release branch, not master. I will cherry pick those commits to master after the release has been declared.


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 Post subject: Re: 0.4.8 roadmap
PostPosted: Mon Jun 11, 2018 1:22 pm 
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Here's what I have so far, based on the logs and some posts on the previous page of this thread...
Code:
# Changelog

Notable changes to the FreeOrion project will be documented in this file.


## [v0.4.8] - 2017-06-??


### Key Changes

- Imperial stockpile
    - Unallocated production is stored, and can be used on colonies that are disconnected from the empire supply network
    - Withdrawl limits based on planet stockpile meters and indicated on map and production screen
    - Techs, species, and planet focus settings affect stockpiling withdrawl limits

- Game rules options which can be modified or enabled to affect balance, content, and game mechanics

- Unallocated research points are automatically allocated to the cheapest available tech

- UI Improvements
    - Fleet icon representation on the map
    - Blockade indicators
    - Ship designs, hulls, and parts can be edited, saved, obsoleted, and reordered

- Multiplayer improvements
    - Server run in hostless mode, with server-determined rules
    - Password-based player authentication
    - Observers and moderators can join ongoing games
    - Option to concede a game, subject to conditions
    - Allied victory rules

- Extensive AI improvements


### Detailed Changelog


#### Graphics / Interface

- Galaxy Map
    - Improved handling of overlapping fleets and fleet buttons.
    - Added right-click popup command to dismiss sensor ghosts.
    - Added option to ignore hostile ships while auto-exploring.
    - Added ship design breakdown info to fleets indicator at top of screen.
    - Made pressing escape close open windows in last-opened first-closed order.
    - Added system shield, defense, troops, and supply summary indicators to top of system sidpanel.
    - Let fleets window track moving fleets together.
    - Added an indicator that a fleet is blockaded.

- Research
    - Items can be deleted from the research queue with ctrl + left click.
    - Added right click popup commands to research list view rows.
    - Addded or adjusted tech list view colour highlighting, rounded borders, icon sizes.
    - Added research list tooltips.
    - List view scrollbar position should retain its position better.
   
- Production
    - Fixed erroneous early projected completion times for production queue items with multiple repetitions.
    - Added commands to split or duplicate production items on the queue.
    - If the selected system is a production item's rally location, this is indicated on the item in the queue.

- Design screen
    - Ship designs can be reordered, which will affect their ordering on the production screen.
    - Removed dialog for saving ship designs; a right click popup command is used instead.
    - Added right-click popup commands to obsolete parts, hulls, or ship designs, or to delete designs.
    - Added buttons to toggle part / hull obsolete filters.
    - Indicated part / design availability and obsolescence with desaturated borders in lists.
    - Added prompt to toggle availability filters when the hulls list is empty.
    - Added prompt to saved designs to suggest adding some.
    - Fixed bug where replacing a design twice started added designs.
    - Allowed monster designs to be viewed, edited, and saved.
    - When dragging a part over a slot, a part already in the slot should be hidden unless the part in the slot is being dragged.
    - Ctrl-Dragged parts will remove or replace all parts of the same type.
    - Removed restriction on setting blank design descriptions.

- Multiplayer
    - Multiplayer lobby remembers previously-used settings when returning to the lobby after a game.
    - Added option to limit manipulation of settings in multiplayer lobby to the host.
    - Added server player name / passwords list, which can require players to password authenticate to join a server.
        - Players may be assigned roles, which control what they can do in the lobby.
    - Added optional timestamps to chat in multiplayer lobby and in-game chat.
    - Ready button in multiplayer lobby will lock if not enough players, and unready if settings were changed by another player.
    - Added choice of client type in the network connection window.
    - Disambiguated "Player" connection type from "Human", which is also an in-game species.
    - Allowed joining an game being played as a moderator or observer.
    - Split Resign button into a Concede button and a Resign button.
       - Conceding from a multiplayer game, when conditions allow it, eliminates the empires' assets from the universe.
    - Hid load button in multiplayer games.

- Misc
    - Improved objects list filter dialog layout.
    - Added granular log detail-level options for specific game systems and clients / sever
    - Made some droplists not respond to mousewheel events when not open (dropped), so that they won't be unintentionally manipulated.
    - Added options for whether to auto-add default or saved designs to the player's empire.
    - Game will auto-save when quitting or resigning. This can be aborted during the save by the user.
    - Added options to enable autosaves at start and end of turns.
    - Improved thoroughness of effect accounting information.
    - Added continue button (and command line switch) to load the most recent saved game.
    - Continue and load buttons only appear if suitable save files are detected.
    - Added button on options screen to save a persistent config file, which will remain after version updates, and will override any subsequent option adjustments when restarting program.
    - Don't render mouse cursor if game window doesn't have OS focus.
    - The pedia and sitreps can now include links to files in the OS file manager or websites.
    - Replaced "planet bombarded" sitreps with "planet attacked" to disambiguation between bombardment and a planet being in a combat.
    - Made chat history longer.
    - Prevented changing the resource directory during a running game.
    - Made resource directory changes when not running a game cause the content to be re-parsed.
    - Various additional optimizations to GUI layout code, particulary when resizing windows.
    - Attempt to determine the system language when initializing stringtable option for the first time.
    - Added random species option to species droplists when setting up games.
    - Clicking the random seed button on the galaxy setup screen now sets the seed to "Random" which will be replaced by the server with a randomly-generated seed.
    - Various values in GUI should now round to nearest rather than next lower value for their displayed precision.
    - Added lists of available parts, hulls, and buildings to empire pedia articles.
    - Sorted researched techs list on empire pedia article by researched turn.
    - Made several GUI widgets react immediately to being pressed, instead of waiting until the mouse is released to complete the "click".

#### Content

- New Pedia articles, article categorization, extended articles, corrections
- Translation updates: French, Russian
- Added dimensional matrix engine part.
- Made additional species playable.
- Added Replicon species.
- Tweaked various default ship designs.
- Replaced multiple fuel parts with upgrades to a single part.
- Added Next Eradicator building.
- Added support for pedia articles for planets having different landscape images per-planet.
- Added population statistic.
- Added a sitrep when a ship naturally goes from 0.x to 1.x fuel.
- Added the Flux Bubble hull.
- Game rules:
    - Enable random reseeding
    - Stockpile import limits
    - Ship, buildings, techs are 1 PP/RP and 1 turn to produce / research
    - Number of rounds of combat
    - Enable experimentors
    - Enable super test takeover building
    - Enable conceding and max allowed colonies when conceding from a multiplayer game
    - Restrictions on allied victories
    - Scale ship speed, ship structure, building cost, tech cost, hull cost, part cost
    - Planet size balance adjustments
    - How much to over-allocate on production queue to prevent rounding-related extra turns to complete items

#### Balance

- Super testers now have perfect stealth, which allows testing without AI interference.
- Restricted detector, stealth, and shield parts to one per ship.
- Adjusted various species' balance.
- Made scrying sphere set visibility to the greater of current and partial visibility.
- Made telepathic detection set visibility to the greater of current and basic visibility.
- Reworked resupply / upgrading of ship parts, based on the last turn a ship was resupplied and the turn a tech was researched.
    - Upgrades now don't happen during the pre-combat movement phase of turns.
- Reduced cost of Transcendent Design tech.
- Required gifted fleets to be stationary.
- Ancient guardians self-destruction only triggers on planets, rather than all possible objects with species.
- Gas Giant Generator now gives a smaller bonus if the planet is populated.
- Reduced Space Elevator bonus for Gas Giants by 1.
- Increased Colony Base hull cost to 3.
- Newly created ships and monsters now cannot block supply.

#### AI

- Made AI consisider cancelling colony buildings if a better species becomes available.
- Improved scout dispatch, to nearby instead of nearest to capital.
- Improved fleet management during invasions.
- Improved estimation of troop requirements for invasions.
- Made AI consider planet defenses more significant when bolstered by fleets.
- Added limit to troops in AI ship designs, to avoid waste.
- Let AI grow larger (by adjusting limit on number of colonies it will attempt to create).
- Made AI avoid blockaded starlanes when moving unarmed fleets.
- Adjusted AI tech prioritites.
- Made AI consider refueling when calculating fleet routes.
- Improved AI interaction with stealthed planets.

#### Bugs

- Reduced incidence of the mouse cursor or starlanes disappearing.
- Fixed issue where allied visibility of ship didn't include knowledge of the ship design.
- Fixed issue preventing multiplayer games from starting with moderators or observers.
- Made phototropic effects evaluate after target population setting effects, on which they depend.
- Fixed issue with negative target population being made closer to zero rather than more negative by effects intended to reduce target population.
- Fixed various potential crashes while exiting the client.
- Fixed various GUI memory leaks.
- Fixed crash if program was closed while a popup window was open on the map.
- Fixed crash if right-clicking slots while dragging a ship part on the design screen.
- Fixed issue with visibility-related supply obstructions lasting a turn longer than they should.
- Fixed issues with manual saves while an autosave was ongoing.
- Fixed issue where autocycling turns would cause an save-in-progress popup to never go away.
- Fixed issue with pedia links not highlighting when moused over.
- Fixed issue when an AI lost all its planets but still had a military fleet, its fleets could not be reassigned.
- Fixed issue with AI supply calculations.
- Fixed possible client hang when requesting previews of save files.
- Fixed issue with filenames with multi-byte characters being shown corrupted on Windows.
- Fixed various other AI bugs and incorrect or outdated calculations.
- Fixed memory leaks in content script parsers.
- Fixed issues with fleet move pathes when fleet ownership is changed.
- Fixed issue with AI not setting research focus on planets without industry focus available.
- Fixed issue when a blockaded fleet became not blockaded and its route became invalid.
- Fixed potential crash when updating meters on many objects.
- Fixed erroneous / unnecessary cases of "Unknown" contributions to meter values in accounting tooltips.
- Fixed issue where troop strength shown before a ground combat was inconsistent with what was actually used.
- Fixed issue where ship designs could only be redesigned on the turn they were created.
- Fixed issue where a planet couldn't be colonized on the first turn due to a Tidal Lock special.
- Fixed issues with AIs replaying their turns when loading a game.
- Fixed combat log layout / scrollbar issues.
- Fixed issues with compressed XML saves containing invalid XML.

#### Technical / Internal

- OSX version is now built as 64 bit binary.
- Improved unit testing infrastructure.
- Removed synchronous messaging; all client-server messaging now uses asynchronous message-response. This should resolve some client hang and lag issues.
- Changed logging format to show Year-Month-Day only on the initial line.
- If parsing a ship design fails, just fail that design, not the whole directory.
- Added UUIDs to ship designs.
- Added FOCS conditions: binary and ternary comparison operators between arbitrary values, which match all objects if true, or none otherwise.
- Added FOCS value refs: binary comparison operators between arbitrary values, which return the equivalent of 1 if true, or 0 otherwise.
- Added FOCS value refs: ternary and quaternary expressions, like binary comparison, but with a value to return if true, or values for both true or false.
- Various FOCS values exposed: SpecialCapacity, SpecialAddedOnTurn, EmpireObjectVisibility, TurnTechResearched, LastTurnConquered, LastTurnAttackedByShip
- Exposed FOCS value: HabitableSize (which replaces SizeAsDouble or SizeAsInt)
- Parellelized and deferred content parsing, reducing program startup lag time.
- Improved error logging when parsing and invalid ship design.
- Added checksums to parsed content, so that client and server content can be checked for consistency.
- Universe object ID generation no longer requires clients to request a new ID from the server for each new object.
- Don't autosave immediately after loading a game.
- Don't autosave at end of host's turn in multiplayer, as other players may not have finished their turns yet.
- Rework Python logging to use standard interface, and to log all errors, not just those manually logged.
- For Hulls, parts, and buildings, non-trivial cost and production time can now be evaluated in more cases when a source or target object aren't or can't be specified, such as in the pedia rather than on the production screen where the empire and production location are known.
- Improved robustness of networking when errors happen, hopefully preventing some hung AI processes.
- Added CMake option to build server only (without requiring client-specific dependencies).
- Reworked mechanics of effect-set visibility.
- Reorganized various content scripts into separate files instead of having many definitions in one file.
- Prevented server from closing when an unestablished client drops its connection.
- Made human client check for an existing server before launching another.
- Made AI client respond to command line arguments.
- Made server have a dedicated saves folder, outside of which clients cannot query for directory contents.
- Standardized names of options on command line.
- Added categorized listing of options on command line with --help option, instead of a single list of all.
- Implemented custom AI state string encoder, which should be safer to load.
- Improved OpenBSD support.
- Various meter modifications have been moved out of the engine and into scripted effects.
- Added FOCS access to immediate meter values, in addition to "initial" values after the last meter update.
- Converted contents of global_settings.txt into game rules.
- Added an ID to each game, which can be viewed in the pedia.


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 Post subject: Re: 0.4.8 roadmap
PostPosted: Mon Jun 11, 2018 6:05 pm 
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Joined: Sat Dec 10, 2011 5:46 am
Posts: 125
Vezzra wrote:
o01eg wrote:
There were also ... password authentication, ...
Isn't "password authentication part of "role-based authorization"?

No, first is to restrict anyone from access to some logins. Second is to restrict login from some action.
Geoff the Medio wrote:
Here's what I have so far, based on the logs and some posts on the previous page of this thread...
Code:
    - Observers and moderators can join ongoing games

With some conditions players also can reconnect to the game.

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Welcome to multiplayer server at freeorion-test.dedyn.io.Version 2018-06-17.57650fd 0.4.8 pre-RC2
Donates are welcome: BTC:14XLekD9ifwqLtZX4iteepvbLQNYVG87zK


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 Post subject: Re: 0.4.8 roadmap
PostPosted: Wed Jun 13, 2018 6:17 pm 
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Geoff the Medio wrote:
Here's what I have so far, based on the logs and some posts on the previous page of this thread...
Thanks for doing this again! I've created a PR for the release branch from this. Anybody who wants to help checking is very welcome to do so until the deadline for RC1 (tomorrow 1pm UTC). Please leave your reviews with your suggestions for corrections/additions/changes there.

I'll try to take a look at this before I produce RC1 tomorrow myself, and see if I spot anything you might have missed, but my chances to catch anything you didn't are probably quite low. ;)


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 Post subject: Re: 0.4.8 roadmap
PostPosted: Wed Jun 13, 2018 6:20 pm 
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Ok, RC1 is due tomorrow, so last chance if anyone wants to get in something, or for requests to postpone the deadline. Otherwise I'll proceed as planned.


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 Post subject: Re: 0.4.8 roadmap
PostPosted: Wed Jun 13, 2018 7:18 pm 
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@geoff withdrawl --> withdrawal

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 Post subject: Re: 0.4.8 roadmap
PostPosted: Wed Jun 13, 2018 9:28 pm 
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I didn't spell check.


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 Post subject: Re: 0.4.8 roadmap
PostPosted: Thu Jun 14, 2018 4:14 pm 
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Release Candidate 1 is out. Happy playtesting!!! :D


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 Post subject: Re: 0.4.8 roadmap
PostPosted: Fri Jun 15, 2018 5:42 pm 
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The population effect priorities were changed while moving the meter growth stuff into FOCS effects. Was the changed order of effects intended / discussed somewhere?

At the very least, the AI calculations are currently broken because of that. This is a pretty serious bug and must be addressed before release. Github issue

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 Post subject: Re: 0.4.8 roadmap
PostPosted: Fri Jun 15, 2018 5:55 pm 
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Morlic wrote:
The population effect priorities were changed while moving the meter growth stuff into FOCS effects. Was the changed order of effects intended / discussed somewhere?

At the very least, the AI calculations are currently broken because of that. This is a pretty serious bug and must be addressed before release. Github issue
It may be related to this?
In that thread (not exactly the comment I link) changes to population effects priorities are discussed and some of them were applied. I guess @Ophiuchus or @Dilvish know about this.


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 Post subject: Re: 0.4.8 roadmap
PostPosted: Sun Jun 17, 2018 12:36 pm 
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Well, that means there will be a second release candidate. The release management issue has been updated accordingly.

From what I can see considering the discussion of the pop effects priorities issue so far, this problem sounds pretty serious. Any idea how long it might take to fix this?


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 Post subject: Re: 0.4.8 roadmap
PostPosted: Sun Jun 17, 2018 4:24 pm 
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Vezzra wrote:
From what I can see considering the discussion of the pop effects priorities issue so far, this problem sounds pretty serious. Any idea how long it might take to fix this?
Well, I've now put up a PR that fixes the one change I had noted before. I am unaware of any others, and have asked Morlic to confirm if he had noted any other changes. So hopefully that's all there is and we are ready. Bah, OK now the Issue page just updated for me and I see that Morlic has noted several more conflicts; If we can have enough discussion today to decide what type of fix we want (i.e. are the changes desired and so we adjust the AI, or do we revert the changes as I had proposed for GOOD_POPULATION) then a reversion could be done essentially immediately and an AI adjustment could probably be done within a couple days or so.

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 Post subject: Re: 0.4.8 roadmap
PostPosted: Mon Jun 18, 2018 3:31 pm 
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Following the continued discussion here and on github I get the impression that cleaning up that pop effects priorities stuff is going to be a bit more complicated (also prone to error on the first try). And then there are a few other fixes as well proposed for cherry picking into the release branch.

So, my suggestion for the deadline for RC2 would be coming Sunday (24th), or maybe the Monday after (25th), depending on my schedule (I prefer to make RC builds on days that aren't packed with other stuff). Coming Friday (22nd) would be a bit too tight I guess, and I don't want you guys to rush things (that's just a sure recipe for new bugs). If you think you need more time, I can offer 28th/29th (again depending on my schedule).

Ok, take your pick. ;) How much time do you think you'll need to sort those issues out, what should the deadline for RC2 be?


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