[Ohrrpgce] Gorgonzola time?

James Paige Bob at hamsterrepublic.com
Sun Apr 26 13:38:11 PDT 2020


Okay, I think the only thing I want to do before we release is to fix the
broken Android nightly builds. I'll try to do that today or tomorrow

---
James Paige


On Sun, Apr 26, 2020 at 4:03 PM Ralph Versteegen <teeemcee at gmail.com> wrote:

> OK, sorry for the unplanned delay. I've fixed or at least investigated all
> the bugs that were on my todo list, and have no other reason to protest a
> release!
>
> On Mon, 20 Apr 2020 at 22:50, Ralph Versteegen <teeemcee at gmail.com> wrote:
>
>> Yes, I agree. Since the errors are all hidden if you're playing a game
>> (although I don't think there are any released ones that use those
>> scripts), it doesn't really matter. We wouldn't normally add backcompat to
>> hide debug-only script errors.
>>
>> On Mon, 20 Apr 2020 at 22:18, James Paige <Bob at hamsterrepublic.com>
>> wrote:
>>
>>> Ah, okay, that makes sense. I thought it was something that was
>>> happening in all games on Mac.
>>>
>>> What you describe doesn't sound like a problem, and we probably don't
>>> really need a backcompat bit.
>>>
>>> On Sun, Apr 19, 2020, 11:18 PM Ralph Versteegen <teeemcee at gmail.com>
>>> wrote:
>>>
>>>> He didn't get back, but I just tried and can reproduce the problem
>>>> myself (I failed to test from Custom before, so error messages were
>>>> hidden). The problem is that a script in pixel-walker v2.2 does this
>>>> (simplified):
>>>>     for(hero, 0, 3) do(
>>>>         setSliceWidth(getHeroSlice(hero), ...)
>>>>         ...
>>>>     )
>>>> kylekrack was using fufluns.
>>>> pixel-walker v2.0 shows the same errors, but v1 from 2017 doesn't.
>>>>
>>>> So, that's unfortunate. I think it would be difficult, messy, and
>>>> bug-prone to support the old behaviour as backcompat as well as the new one.
>>>> However, pixel-walker v2.2 doesn't actually support caterpillar parties
>>>> anyway (the gif demonstrating caterpillar parties that kylekrack posted is
>>>> unreleased work). The whole reason I made this change was to make it easier
>>>> for pixel-walker to properly support them.
>>>> I tested adding heroes to the party, with caterpillar party enabled, in
>>>> pixelwalker v2.2 in nightlies and fufluns, and once you skip over the
>>>> errors, they actually behave identically: the additional heroes appear on
>>>> the map in the wrong location, like pushable NPCs that don't talk.
>>>> So I think the problem here is just that a script error is shown, not
>>>> that we need to actually support the old hero slice behaviour (unless
>>>> there's some other game which depends on them, which I think unlikely).
>>>> Maybe we should add a backcompat bit which creates some dummy hero slices
>>>> (which are never used) and returns them from getheroslice for nonexistant
>>>> heroes.
>>>> But pixel-walker v2.0 was only released in February so the backcompat
>>>> bit might just be a waste of time: alternatively we could do nothing.
>>>>
>>>> On Mon, 20 Apr 2020 at 01:58, James Paige <Bob at hamsterrepublic.com>
>>>> wrote:
>>>>
>>>>> Did you ever find anything more about that invalid slice handle error
>>>>> on Mac?
>>>>>
>>>>> On Sun, Apr 19, 2020, 9:31 AM Ralph Versteegen <teeemcee at gmail.com>
>>>>> wrote:
>>>>>
>>>>>> I'm still working through a handful of bugs; although probably only
>>>>>> one (can't distrib for linux from recent Win10) is a blocker I think
>>>>>> they're worth holding up the release another day or two for.
>>>>>>
>>>>>> On Fri, 10 Apr 2020 at 05:37, James Paige <Bob at hamsterrepublic.com>
>>>>>> wrote:
>>>>>>
>>>>>>> I'll declare an RC on the forums if I have the tonight (it's grocery
>>>>>>> shopping night, so I'll have to Don my home-sewn mask and brave the crowds
>>>>>>> of people all keeping 2 meters apart)
>>>>>>>
>>>>>>> If you want to squeeze in a few scripting commands on the weekend
>>>>>>> that is okay. Seems low risk to me.
>>>>>>>
>>>>>>> ---
>>>>>>> James
>>>>>>>
>>>>>>>
>>>>>>> On Thu, Apr 9, 2020, 12:47 PM Ralph Versteegen <teeemcee at gmail.com>
>>>>>>> wrote:
>>>>>>>
>>>>>>>> ~3 days later~
>>>>>>>>
>>>>>>>> Well, I got too ambitious afterall, but that's all my gorgonzola
>>>>>>>> features done. ...Except I need to add a few script commands for blending.
>>>>>>>> Hmm, and there are still a few bugs to fix. ("It's not a lot of stuff and
>>>>>>>> won't take long.") When do you now want to release?
>>>>>>>>
>>>>>>>> On Tue, 7 Apr 2020 at 14:03, James Paige <Bob at hamsterrepublic.com>
>>>>>>>> wrote:
>>>>>>>>
>>>>>>>>> Sounds good to me :)
>>>>>>>>>
>>>>>>>>> On Mon, Apr 6, 2020, 9:44 PM Ralph Versteegen <teeemcee at gmail.com>
>>>>>>>>> wrote:
>>>>>>>>>
>>>>>>>>>> I know it's stretched out beyond the weekend, but I'm aiming to
>>>>>>>>>> finish off the rest of my gorgonzola features today (aside from some
>>>>>>>>>> bugfixes that I'll do post-RC).
>>>>>>>>>>
>>>>>>>>>> On Tue, 7 Apr 2020 at 09:46, James Paige <Bob at hamsterrepublic.com>
>>>>>>>>>> wrote:
>>>>>>>>>>
>>>>>>>>>>> Hello, TMC!
>>>>>>>>>>>
>>>>>>>>>>> After this weekend's batch of commits do you feel ready for a
>>>>>>>>>>> gorgonzola RC?
>>>>>>>>>>>
>>>>>>>>>>> I don't mind waiting if you still have some stuffs you want to
>>>>>>>>>>> merge, but if not, let's do it now
>>>>>>>>>>>
>>>>>>>>>>> On Mon, Mar 30, 2020, 8:23 PM Ralph Versteegen <
>>>>>>>>>>> teeemcee at gmail.com> wrote:
>>>>>>>>>>>
>>>>>>>>>>>> I'm going to have to try not to get too ambitious!
>>>>>>>>>>>>
>>>>>>>>>>>> On Mon, 30 Mar 2020 at 14:25, James Paige <
>>>>>>>>>>>> Bob at hamsterrepublic.com> wrote:
>>>>>>>>>>>>
>>>>>>>>>>>>> Okay, in that case let's plan for RC on the 4th and target
>>>>>>>>>>>>> release on April 11th
>>>>>>>>>>>>>
>>>>>>>>>>>>> On Sun, Mar 29, 2020, 9:21 PM Ralph Versteegen <
>>>>>>>>>>>>> teeemcee at gmail.com> wrote:
>>>>>>>>>>>>>
>>>>>>>>>>>>>> That release date snuck up on me, I only noticed it was so
>>>>>>>>>>>>>> early in April a few days ago.
>>>>>>>>>>>>>> I've been simultaneously working on finishing off sprite
>>>>>>>>>>>>>> transparency, fixing the numpad, battle system fixes, and physpeak, and all
>>>>>>>>>>>>>> the switching back and forth has delayed everything. I also have a few
>>>>>>>>>>>>>> other nearly done branches I'd like to merge, eg this one just needs
>>>>>>>>>>>>>> testing and whatsnew+plotdict updates:
>>>>>>>>>>>>>> https://bitbucket.org/rbv/ohrrpgce/branch/map_edge_wrap_or_crop
>>>>>>>>>>>>>> All in all, it's not a lot of stuff and won't take long. But
>>>>>>>>>>>>>> I'd like to delay RCs by at least a couple days so I can finish off some of
>>>>>>>>>>>>>> these.
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> I looked over my todo list and don't see anything important
>>>>>>>>>>>>>> except for fixing the shop UI when the price box is more than one line (I
>>>>>>>>>>>>>> have a branch for that). I hope to get some more bugfixes done, though. I
>>>>>>>>>>>>>> haven't addressed any of the crashrpt-submitted ones since last year (I was
>>>>>>>>>>>>>> going to work on a way of keeping track of crashrpt reports after finishing
>>>>>>>>>>>>>> the bugtracker migration)
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> Since there are 52 weeks in a year, I wonder whether 12 weeks
>>>>>>>>>>>>>> for a release plus a week for RCs would divide more evenly? :P
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> On Mon, 30 Mar 2020 at 09:39, James Paige <
>>>>>>>>>>>>>> Bob at hamsterrepublic.com> wrote:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> So, TMC! How are you feeling about the imminent release of
>>>>>>>>>>>>>>> Gorgonzola?
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> We had targeted Saturday April 4. We could ask people to
>>>>>>>>>>>>>>> test the current nightly builds as release candidates, and I think I can
>>>>>>>>>>>>>>> actually build the release on Saturday.
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> Will that plan still work okay with you?
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>> ---
>>>>>>>>>>>>>>> James Paige
>>>>>>>>>>>>>>> _______________________________________________
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