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Release 28 Branch


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Hello everyone! We just branched for R28.

  • The nightly-build tracks the state of R28 and can be used to test the new version. It is generated weekly, and you can get it using SVN. Detailed information can be found on the wiki
  • Mock Release Bundles are also generated weekly, from the nightly build. They can be downloaded from our Jenkins build system. Future RCs will be taken directly from here.
  • A higher overview of the release process can be found at [RELEASE PROCESS] Release 28

The contribution work-flow is not stalled during the process. We are still merging the work of devs and contributors into the repository, for inclusion in the future releases. The preparation of Release 28 is made in parallel, and not blocking. That said, most of our energy is dedicated to the release, and you will experience delays in us reviewing contributions.

Please make sure no mods are enabled when testing the game.

What should I test?

While we encourage you to test everything, we expect most regressions to be related to those changes:

  • In the match-setup a player can be removed and might interact badly with joining player or so.
  • The size of Strongholds have been refined.
  • The Germans have been introduced and might not be balanced well.
  • The font rendering changed. Especially non-Latin fonts should be tested.
  • Some parts of the game now use js-modules. We want to know whether it's still easy to mod those.
  • There is now a 64-bit Windows and an AppImage build.

What should I report?

Not everything.

We know about two apparent issues related to sound: #8342 #8426

Apart from that we must fix regressions (stuff that used to work, but doesn't work any-more) and critical issues that would prevent the users from playing. We cannot reasonably fix all the existing bugs in the release. Critical issues include crashes and multi-player OOS. How to report them is detailed in the ReportingErrors wiki page.

With the weekly generation of testable game versions, it is absolutely necessary to check you use the same nightly build (version is displayed in the main menu) without any mods when testing for OOS.

Happy testing!

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  • 5 weeks later...

Assuming the RC is same as release 0.28 git branch :

  1. Germans are now unplayable
  2. Stone gather rates is almost doubled compared to xml template for seemingly all units
  3. Last known bug for Germans i noticed and don't think got fixed (can't check cause can't play them): Fertility festival and loom become available in wagons after researching Migratory Resettlement. Don't think that is intentional.
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1 hour ago, Atrik said:

Assuming the RC is same as release 0.28 git branch :

Maybe a commit or two off, but is fine to test that branch instead.

 

1 hour ago, Atrik said:
  • Germans are now unplayable
  • Stone gather rates is almost doubled compared to xml template for seemingly all units
  • Last known bug for Germans i noticed and don't think got fixed (can't check cause can't play them): Fertility festival and loom become available in wagons after researching Migratory Resettlement. Don't think that is intentional.

@real_tabasco_sauce ^

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I just build some minutes ago state d3406f4509 with git clone -b release-0.28.0 https://gitea.wildfiregames.com/0ad/0ad.git

Under https://gitea.wildfiregames.com/0ad/0ad/wiki/BuildInstructions

sudo pacman -S --needed awk openal m4 boost cmake curl enet fmt gcc gloox grep icu libgl libogg \
    libpng libsodium libvorbis libxml2 llvm make miniupnpc patch pkg-config python \
    rust sdl2 subversion wxwidgets-gtk3 zip zlib

should be cbindgen added.

I can play with the established civs but when I try to play a single player game with the germans I get these errors:

ERROR: RelaxNGValidator: Validation error: special/players/germ:1: Invalid attribute comment for element GenericName
ERROR: RelaxNGValidator: Validation failed for '(null)'
ERROR: Failed to validate entity template 'special/players/germ'
ERROR: JavaScript error: simulation/components/PlayerManager.js line 20
Engine.QueryInterface(...) is null
  PlayerManager.prototype.AddPlayer@simulation/components/PlayerManager.js:20:9
  LoadPlayerSettings@simulation/helpers/Player.js:44:21
Setting biome generic/sahara.
Creating playerbases... 0.014223s.
Creating bumps... 0.099461s.
Creating hills... 0.019315s.
Creating forests... 0.033423s.
Creating dirt patches... 0.023661s.
Creating grass patches... 0.010003s.
Creating metal mines... 0.003676s.
Creating stone mines... 0.002799s.
Creating decoration... 0.009231s.
Creating food... 0.001154s.
Creating food... 0.000527s.
Creating straggler trees... 0.015792s.
Total map generation time: 0.239990s.
Total entities: 1832, Terrain entities: 665, Textures: 13.
WARNING: GetPlayerByID: no player defined for id '1'
  PlayerManager.prototype.GetPlayerByID@simulation/components/PlayerManager.js:91:16
ERROR: Failed to load entity template 'structures/germ/civil_centre'
ERROR: Failed to load entity template 'units/germ/cavalry_javelineer_b'
ERROR: CColor has to be an object
ERROR: Error calling component script function GetDisplayedColor
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4 hours ago, Atrik said:

Germans are now unplayable

is that because of points 2 and 3? Or a different reason?

4 hours ago, Atrik said:

Stone gather rates is almost doubled compared to xml template for seemingly all units

Not sure how that happened, its not supposed to be like that.

2 hours ago, hyperion said:

Fertility festival and loom become available in wagons after researching Migratory Resettlement. Don't think that is intentional.

That is intentional, as the tech turns them into 5 pop houses.

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13 minutes ago, real_tabasco_sauce said:

is that because of points 2 and 3? Or a different reason?

No, same reason as @ffm2, and no entity get spawned. Just test it lol.

13 minutes ago, real_tabasco_sauce said:
4 hours ago, Atrik said:

Stone gather rates is almost doubled compared to xml template for seemingly all units

Not sure how that happened, its not supposed to be like that.

Random guess would be that the Carth stone tech get applied to all civs in p1.

13 minutes ago, real_tabasco_sauce said:
2 hours ago, hyperion said:

Fertility festival and loom become available in wagons after researching Migratory Resettlement. Don't think that is intentional.

That is intentional, as the tech turns them into 5 pop houses.

But you couldn't train females from them afterward iirc. It seemed a bit odd. Other proprieties of houses are likely to be applied to the wagon that might cause game-play weirdness.

Edited by Atrik
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37 minutes ago, Atrik said:
48 minutes ago, real_tabasco_sauce said:

is that because of points 2 and 3? Or a different reason?

No, same reason as @ffm2, and no entity get spawned. Just test it lol.

I tested it on my own builds when developing obviously and nothing was wrong. Something must have gone wrong since then. I haven't downloaded the build since i've been very busy.

37 minutes ago, Atrik said:

But you couldn't train females from them afterward iirc. It seemed a bit odd. Other proprieties of houses are likely to be applied to the wagon that might cause game-play weirdness.

K i can disable those in order to prevent weirdness/unforeseen bugs. 

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