Author Topic: Starting release process for 0.C, please report game-breaking bugs here.  (Read 21452 times)

Offline Kevin Granade

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Re: Starting release process for 0.C, please report game-breaking bugs here.
« Reply #15 on: February 14, 2015, 11:11:59 PM »
Feel free to PR, along with a description that sets the tone for what you want out of it.  The worst case is just closing it again once you have your feedback.

The release is indeed when the bugs get fixed, specifically the ones that make their way onto this list: https://github.com/CleverRaven/Cataclysm-DDA/issues?q=is%3Aopen+is%3Aissue+milestone%3A0.C
However that's getting pretty close, so I'm eying the right time to call a feature freeze to start pushing for the release.
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Offline TTex

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Re: Starting release process for 0.C, please report game-breaking bugs here.
« Reply #16 on: February 16, 2015, 02:11:13 AM »
Feel free to PR, along with a description that sets the tone for what you want out of it.  The worst case is just closing it again once you have your feedback.

The release is indeed when the bugs get fixed, specifically the ones that make their way onto this list: https://github.com/CleverRaven/Cataclysm-DDA/issues?q=is%3Aopen+is%3Aissue+milestone%3A0.C
However that's getting pretty close, so I'm eying the right time to call a feature freeze to start pushing for the release.

For the record, this whole project and what you guys do is amazing. I don't know how often you get told that but it isn't nearly enough as far as I'm concerned. Loving it.

Offline Kevin Granade

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Re: Starting release process for 0.C, please report game-breaking bugs here.
« Reply #17 on: February 22, 2015, 05:23:30 AM »
Thanks TTex, that keeps me going ;)

Also I have an announcement, we just hit 0 critical bugs for 0.C!
If there are any serious issues in the latest experimental, PLEASE speak up, because if you don't they will most likely be in 0.C too.
I'm tentatively targeting next weekend for the release.

Also, have a changelog!
(click to show/hide)
« Last Edit: February 22, 2015, 05:25:54 AM by Kevin Granade »
Its like a fun family cookout, except your family is burning in flames while trying to eat you. -secretfire
I'm more excited than a survivor on meth and toast'ems. -Nighthawk
The the giant wasp is slammed through the zombie brute!

Offline Coolthulhu

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Re: Starting release process for 0.C, please report game-breaking bugs here.
« Reply #18 on: February 22, 2015, 05:29:47 AM »
If there are any serious issues in the latest experimental, PLEASE speak up, because if you don't they will most likely be in 0.C too.

I'd say active mutations not being on after loading a save/starting the game should qualify. Otherwise there may be quite a bit of "night vision trait does nothing" threads until 0.D or 1.A

Offline i2amroy

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Re: Starting release process for 0.C, please report game-breaking bugs here.
« Reply #19 on: February 22, 2015, 06:38:38 AM »
Since that's a fairly heavy code rewrite, it might be worth it just to swap NV around so that the default "off" setting is the same as it's "on" state (which could be done by just throwing like 6 '!'s into the code at the active night vision checks.

Offline KA101

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Re: Starting release process for 0.C, please report game-breaking bugs here.
« Reply #20 on: February 22, 2015, 06:41:54 AM »
Since that's a fairly heavy code rewrite, it might be worth it just to swap NV around so that the default "off" setting is the same as it's "on" state (which could be done by just throwing like 6 '!'s into the code at the active night vision checks.

I wrote something for that a week or so ago but folks didn't like the interpretation.  Will look into the rework.

Offline Coolthulhu

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Re: Starting release process for 0.C, please report game-breaking bugs here.
« Reply #21 on: February 22, 2015, 07:14:14 AM »
Since that's a fairly heavy code rewrite, it might be worth it just to swap NV around so that the default "off" setting is the same as it's "on" state (which could be done by just throwing like 6 '!'s into the code at the active night vision checks.

It could be hacked quickly by saving a set of active mutations on Character::save if (this == &g->u) and doing the reverse on load.
NPCs won't have any active traits in 0.C yet.

Offline i2amroy

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Re: Starting release process for 0.C, please report game-breaking bugs here.
« Reply #22 on: February 22, 2015, 07:41:09 AM »
That's probably a better option. :P

Offline KA101

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Re: Starting release process for 0.C, please report game-breaking bugs here.
« Reply #23 on: February 23, 2015, 10:38:42 PM »
Since that's a fairly heavy code rewrite, it might be worth it just to swap NV around so that the default "off" setting is the same as it's "on" state (which could be done by just throwing like 6 '!'s into the code at the active night vision checks.

It could be hacked quickly by saving a set of active mutations on Character::save if (this == &g->u) and doing the reverse on load.
NPCs won't have any active traits in 0.C yet.

OK, I'll defer to that.

Offline Murphy

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Re: Starting release process for 0.C, please report game-breaking bugs here.
« Reply #24 on: February 24, 2015, 10:39:36 AM »
Laser dot targeting turns on safe mode. I'm not sure how that helps.

The only way this could be useful is having proximity distance set to infinite, and walking around with your safemode off. But then I would lose the safemode's benefits for pretty much all dangers BUT tankbots. (And then still be screwed because you typically get laser-targeted before you can see the tankbot.)

I think it should instead be consistent with safemode behavior regarding other dangers, minus the range. I.e. if you are laser-targeted, and safe mode is on, it'll prevent you from moving (regardless of proximity distance that it normally takes into account). Then you turn it off, and do whatever you would do to escape. Right?
« Last Edit: February 24, 2015, 10:56:03 AM by Murphy »

Offline StopSignal

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Re: Starting release process for 0.C, please report game-breaking bugs here.
« Reply #25 on: February 24, 2015, 12:56:53 PM »
I think the láser dot is to avoid instadeaths?

Offline Kevin Granade

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Re: Starting release process for 0.C, please report game-breaking bugs here.
« Reply #26 on: February 25, 2015, 04:11:29 AM »
"triggers" means when it happens, it has the same effect as if you had spotted a monster, i.e. if safe mode is on, you need to acknowledge it by disabling safe mode in order to move.
Its like a fun family cookout, except your family is burning in flames while trying to eat you. -secretfire
I'm more excited than a survivor on meth and toast'ems. -Nighthawk
The the giant wasp is slammed through the zombie brute!

Offline Murphy

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Re: Starting release process for 0.C, please report game-breaking bugs here.
« Reply #27 on: February 25, 2015, 06:25:32 AM »
"triggers" means when it happens, it has the same effect as if you had spotted a monster, i.e. if safe mode is on, you need to acknowledge it by disabling safe mode in order to move.

Yes. That's how it should work (but doesn't).
Although it's been quite a few versions since I met a tankbot. Will verify.

Offline KA101

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Re: Starting release process for 0.C, please report game-breaking bugs here.
« Reply #28 on: February 26, 2015, 01:54:21 AM »
"triggers" means when it happens, it has the same effect as if you had spotted a monster, i.e. if safe mode is on, you need to acknowledge it by disabling safe mode in order to move.

Yes. That's how it should work (but doesn't).
Although it's been quite a few versions since I met a tankbot. Will verify.

And that's how I thought I wrote it to work.  Please let us know whether it's broken.

Offline FunsizeNinja123

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Re: Starting release process for 0.C, please report game-breaking bugs here.
« Reply #29 on: February 27, 2015, 02:27:51 AM »
You know, it's been great seeing a game come a long way. I'm getting the itch again... And... Crap.

Love this game to death, can't express it enough.
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