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From: brett l. <wak...@gm...> - 2006-06-27 19:07:10
|
On 6/27/06, Erik Vos <eri...@hc...> wrote: > > > > How is your progress on the forced stock sale? That's > > the last thing > > > > blocking the ability to play a complete game. > > > > > > That was already done a while ago. > > > The bankruptcy detection was the next step after that. > > > > > > > Ahh... that's right. Where are we with that? I'm eager to > > get that finished. > > Hmm, it seems my previous work-done reports were not as clear > as they should have been.... > > As far as I am aware, it's all done now. > Ah ha! Ok, I'll do some testing and, if everything works out, do a release. ---Brett. |
From: Erik V. <eri...@hc...> - 2006-06-27 19:02:09
|
> > > How is your progress on the forced stock sale? That's > the last thing > > > blocking the ability to play a complete game. > > > > That was already done a while ago. > > The bankruptcy detection was the next step after that. > > > > Ahh... that's right. Where are we with that? I'm eager to > get that finished. Hmm, it seems my previous work-done reports were not as clear as they should have been.... As far as I am aware, it's all done now. Erik. |
From: brett l. <wak...@gm...> - 2006-06-26 22:53:30
|
On 6/26/06, Erik Vos <eri...@hc...> wrote: > > > How is your progress on the forced stock sale? That's the last thing > > blocking the ability to play a complete game. > > That was already done a while ago. > The bankruptcy detection was the next step after that. > Ahh... that's right. Where are we with that? I'm eager to get that finished. > When publishing the whole thing, I would suggest to include > the 1830 files only, as this is the only fully playable game so far. Agreed. > As I see it, Save/Load and Undo/Redo are now getting urgent, > but these are big subjects and will not be ready soon. > I have some thoughts about these, but that's for another post. Definitely. There's a bunch of ground to cover here, but I'd like to save that for after finishing off the couple of things that are missing from the game mechanics. Once 1830 is fully playable, I want to get a list going of where we should go next, what features to prioritize, etc. |
From: Erik V. <eri...@hc...> - 2006-06-26 22:37:47
|
> How is your progress on the forced stock sale? That's the last thing > blocking the ability to play a complete game. That was already done a while ago. The bankruptcy detection was the next step after that. When publishing the whole thing, I would suggest to include the 1830 files only, as this is the only fully playable game so far. As I see it, Save/Load and Undo/Redo are now getting urgent, but these are big subjects and will not be ready soon. I have some thoughts about these, but that's for another post. Erik. |
From: brett l. <wak...@gm...> - 2006-06-26 05:16:17
|
Sounds good, I'll check it out later. How is your progress on the forced stock sale? That's the last thing blocking the ability to play a complete game. ---Brett. On 6/25/06, Erik Vos <eri...@hc...> wrote: > I have added a basic game end report: > only the players ranking and their final worth, > both in a separate pop-up and in the Log window. > > All windows are made visible, but all buttons are disabled, > except for a "Close all windows" button in the Status window. > > This is now correctly handled both after bankruptcy > and after a normal game end. > > Erik. > > > > Using Tomcat but need to do more? Need to support web services, security? > Get stuff done quickly with pre-integrated technology to make your job easier > Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo > http://sel.as-us.falkag.net/sel?cmd=lnk&kid=120709&bid=263057&dat=121642 > _______________________________________________ > Rails-devel mailing list > Rai...@li... > https://lists.sourceforge.net/lists/listinfo/rails-devel > |
From: Erik V. <eri...@hc...> - 2006-06-25 21:21:18
|
I have added a basic game end report: only the players ranking and their final worth, both in a separate pop-up and in the Log window. All windows are made visible, but all buttons are disabled, except for a "Close all windows" button in the Status window. This is now correctly handled both after bankruptcy and after a normal game end. Erik. |
From: brett l. <wak...@gm...> - 2006-06-07 22:36:02
|
On 6/7/06, Erik Vos <eri...@hc...> wrote: > > In the meantime I have been working on the Stock Round > > view/model interface, > > with the goal to let the GUI only enable allowed actions. > > So if you have only $80, buy-buttons for companies with a > > higher price > > will not be highlighted, etc. Similar when you own 60% or are at a > > certificate limit. > > > > Next thing will be to apply the same procedure to selling > > (not done yet). > > I have now done the same for selling, i.e. making the GUI > aware of which certificates are allowed to be sold. > Woohoo! One step closer! :-D |
From: Erik V. <eri...@hc...> - 2006-06-07 22:25:06
|
> In the meantime I have been working on the Stock Round > view/model interface, > with the goal to let the GUI only enable allowed actions. > So if you have only $80, buy-buttons for companies with a > higher price > will not be highlighted, etc. Similar when you own 60% or are at a > certificate limit. > > Next thing will be to apply the same procedure to selling > (not done yet). I have now done the same for selling, i.e. making the GUI aware of which certificates are allowed to be sold. Erik. |
From: brett l. <wak...@gm...> - 2006-05-30 22:56:48
|
On 5/30/06, Erik Vos <eri...@hc...> wrote: > OK, it now works, although the visual appearance has not really > improved, to put it mildly. But I guess that is a matter of fine-tuning. > I have not looked at the code yet. Yeah, I know. Part of this is an issue with the BufferedImageTranscoder. Put simply, we're parsing the SVG, then rasterizing it, then displaying the rasterized version. This is definitely not the ideal way of handling image rendering. However, first I want to take a look at implementing a Scale class that allows us to dynamically set the tile scale. I think that will make dealing with the rendering issues a lot easier. It will also allow me to move all of the explicit number values we have floating around into a single place. > > In the meantime I have been working on the Stock Round view/model interface, > with the goal to let the GUI only enable allowed actions. > So if you have only $80, buy-buttons for companies with a higher price > will not be highlighted, etc. Similar when you own 60% or are at a > certificate limit. > > Next thing will be to apply the same procedure to selling (not done yet). > The check for bankruptcy will then become very simple: you must raise > cash but the list of shares allowed to be sold is empty. > Makes sense. I think this is a great way to achieve this. ---Brett |
From: Erik V. <eri...@hc...> - 2006-05-30 22:13:58
|
OK, it now works, although the visual appearance has not really improved, to put it mildly. But I guess that is a matter of fine-tuning. I have not looked at the code yet. In the meantime I have been working on the Stock Round view/model interface, with the goal to let the GUI only enable allowed actions. So if you have only $80, buy-buttons for companies with a higher price will not be highlighted, etc. Similar when you own 60% or are at a certificate limit. Next thing will be to apply the same procedure to selling (not done yet). The check for bankruptcy will then become very simple: you must raise cash but the list of shares allowed to be sold is empty. I have accomplished this in a similar way as for the trains a while ago: a new class TradeableCertificate is used to create lists of allowed buy or sell options. Erik. > Doh... the cvs commit didn't catch all the files. > > It's all up there now. > |
From: brett l. <wak...@gm...> - 2006-05-30 02:38:11
|
Doh... the cvs commit didn't catch all the files. It's all up there now. ---Brett. On 5/29/06, Erik Vos <eri...@hc...> wrote: > Great! > One thing: you have checked in the tiles, but apparently not the loading > code. > Erik. > > > Ok... I've committed a working SVG tileset and changed ImageLoader to > > load from the SVG images instead of the GIFs. > > > > Right now the loading is done using a bit of a hack, but it works. > > I'll look at improving upon it a little later. > > > > Also, I committed another SVG test application that shows an example > > of loading the SVG to an off-screen buffer. > > > > In the future, I think this might be a good way of handling loading > > the SVG graphics asynchronously, which ought to reduce some of the > > load times when starting up a game. > > > > > > ---Brett. > > > > > > On 5/25/06, brett lentz <wak...@gm...> wrote: > > > Over the last couple days I've been scouring the web to > > find some way > > > of converting the tiles generated by TileDesigner into the > > SVG format. > > > > > > As we discussed many months ago, TileDesigner's abilty to export to > > > SVG is broken and unusable. > > > > > > So... I've been able to export the tiles in PostScript (ps) format, > > > and use a utility called pstoedit to convert them to SVG. > > > > > > Unfortunately, pstoedit adds a few things to the image that requires > > > further adjustments. > > > > > > Doubly unfortunate is that I haven't found a way to automate these > > > adjustments. Which means that I'll have to manually tweak each and > > > every one of the 460-some tiles. > > > > > > However, once this is done, I can start looking at > > modifying the code > > > to use the Batik library to display the SVG tiles instead of those > > > ugly GIFs. > > > > > > ---Brett. > > > > > > > > > ------------------------------------------------------- > > All the advantages of Linux Managed Hosting--Without the Cost > > and Risk! > > Fully trained technicians. The highest number of Red Hat > > certifications in > > the hosting industry. Fanatical Support. Click to learn more > > http://sel.as-us.falkag.net/sel?cmd=3Dk&kid=107521&bid$8729&dat=121642 > > _______________________________________________ > > Rails-devel mailing list > > Rai...@li... > > https://lists.sourceforge.net/lists/listinfo/rails-devel > > > > > > > > > ------------------------------------------------------- > All the advantages of Linux Managed Hosting--Without the Cost and Risk! > Fully trained technicians. The highest number of Red Hat certifications i= n > the hosting industry. Fanatical Support. Click to learn more > http://sel.as-us.falkag.net/sel?cmdlnk&kid=107521&bid$8729&dat=121642 > _______________________________________________ > Rails-devel mailing list > Rai...@li... > https://lists.sourceforge.net/lists/listinfo/rails-devel > |
From: Erik V. <eri...@hc...> - 2006-05-29 21:32:22
|
Great! One thing: you have checked in the tiles, but apparently not the loading code. Erik.=20 > Ok... I've committed a working SVG tileset and changed ImageLoader to > load from the SVG images instead of the GIFs. >=20 > Right now the loading is done using a bit of a hack, but it works. > I'll look at improving upon it a little later. >=20 > Also, I committed another SVG test application that shows an example > of loading the SVG to an off-screen buffer. >=20 > In the future, I think this might be a good way of handling loading > the SVG graphics asynchronously, which ought to reduce some of the > load times when starting up a game. >=20 >=20 > ---Brett. >=20 >=20 > On 5/25/06, brett lentz <wak...@gm...> wrote: > > Over the last couple days I've been scouring the web to=20 > find some way > > of converting the tiles generated by TileDesigner into the=20 > SVG format. > > > > As we discussed many months ago, TileDesigner's abilty to export to > > SVG is broken and unusable. > > > > So... I've been able to export the tiles in PostScript (ps) format, > > and use a utility called pstoedit to convert them to SVG. > > > > Unfortunately, pstoedit adds a few things to the image that requires > > further adjustments. > > > > Doubly unfortunate is that I haven't found a way to automate these > > adjustments. Which means that I'll have to manually tweak each and > > every one of the 460-some tiles. > > > > However, once this is done, I can start looking at=20 > modifying the code > > to use the Batik library to display the SVG tiles instead of those > > ugly GIFs. > > > > ---Brett. > > >=20 >=20 > ------------------------------------------------------- > All the advantages of Linux Managed Hosting--Without the Cost=20 > and Risk! > Fully trained technicians. The highest number of Red Hat=20 > certifications in > the hosting industry. Fanatical Support. Click to learn more > http://sel.as-us.falkag.net/sel?cmd=3Dk&kid=107521&bid$8729&dat=121642 > _______________________________________________ > Rails-devel mailing list > Rai...@li... > https://lists.sourceforge.net/lists/listinfo/rails-devel >=20 >=20 |
From: brett l. <wak...@gm...> - 2006-05-29 21:23:54
|
Ok... I've committed a working SVG tileset and changed ImageLoader to load from the SVG images instead of the GIFs. Right now the loading is done using a bit of a hack, but it works. I'll look at improving upon it a little later. Also, I committed another SVG test application that shows an example of loading the SVG to an off-screen buffer. In the future, I think this might be a good way of handling loading the SVG graphics asynchronously, which ought to reduce some of the load times when starting up a game. ---Brett. On 5/25/06, brett lentz <wak...@gm...> wrote: > Over the last couple days I've been scouring the web to find some way > of converting the tiles generated by TileDesigner into the SVG format. > > As we discussed many months ago, TileDesigner's abilty to export to > SVG is broken and unusable. > > So... I've been able to export the tiles in PostScript (ps) format, > and use a utility called pstoedit to convert them to SVG. > > Unfortunately, pstoedit adds a few things to the image that requires > further adjustments. > > Doubly unfortunate is that I haven't found a way to automate these > adjustments. Which means that I'll have to manually tweak each and > every one of the 460-some tiles. > > However, once this is done, I can start looking at modifying the code > to use the Batik library to display the SVG tiles instead of those > ugly GIFs. > > ---Brett. > |
From: brett l. <wak...@gm...> - 2006-05-25 22:01:33
|
Over the last couple days I've been scouring the web to find some way of converting the tiles generated by TileDesigner into the SVG format. As we discussed many months ago, TileDesigner's abilty to export to SVG is broken and unusable. So... I've been able to export the tiles in PostScript (ps) format, and use a utility called pstoedit to convert them to SVG. Unfortunately, pstoedit adds a few things to the image that requires further adjustments. Doubly unfortunate is that I haven't found a way to automate these adjustments. Which means that I'll have to manually tweak each and every one of the 460-some tiles. However, once this is done, I can start looking at modifying the code to use the Batik library to display the SVG tiles instead of those ugly GIFs. ---Brett. |
From: brett l. <wak...@gm...> - 2006-05-22 18:22:01
|
On 5/21/06, Erik Vos <eri...@hc...> wrote: > I seem to have managed to implement emergency train buying. > > The president can now add cash in those cases where the 1830 > rules allow that (including extra cash up to list price if > a train is bought from another company). > If the president must sell shares, a short "ShareSellingRound" > is thrown in (a subclass of StockRound). > > To make this happen, the ORPanel/OperatingRound interface has changed, > and most of the old decision logic has been moved from ORPanel > to OperatingRound, where it belongs. The model now decides which > trains are for sale, and what special actions are allowed or even > required (such as adding cash). A new class BuyableTrain holds > this info, and the model returns a List of BuyableTrain objects > to the view. This list only includes trains that the company actually > can buy in one way or another. If there is insufficient cash, only > the cheapest train in the bank can be bought (or any company train). > The view (GUI) returns the actually chosen BuyableTrain to the model, > for further processing. > > It all seems to work (I tested this with a fictituous 1830 game > without privates, where companies float at 20% and where the smallest > trains are 6-trains). > > Bankruptcy is not yet detected, that will be the last thing, > together with the long-awaited end-of-game report. > > In addition I have added coordinates to the stock chart (an old wish of > mine). > This was far less easy than it looks, mostly because, despite all > documentation, JLabel preferred and minimum sizes do not seem to be > honoured by BoxLayout. I guess I did something wrong, but I can't figure = out > what. > The current coordinate display is not perfect, but should be good enough. > > Erik. > > Awesome. I'll see if I can get some time to test it out. ---Brett. |
From: Erik V. <eri...@hc...> - 2006-05-21 19:06:30
|
I seem to have managed to implement emergency train buying. The president can now add cash in those cases where the 1830 rules allow that (including extra cash up to list price if a train is bought from another company). If the president must sell shares, a short "ShareSellingRound" is thrown in (a subclass of StockRound). To make this happen, the ORPanel/OperatingRound interface has changed, and most of the old decision logic has been moved from ORPanel to OperatingRound, where it belongs. The model now decides which trains are for sale, and what special actions are allowed or even required (such as adding cash). A new class BuyableTrain holds this info, and the model returns a List of BuyableTrain objects to the view. This list only includes trains that the company actually can buy in one way or another. If there is insufficient cash, only the cheapest train in the bank can be bought (or any company train). The view (GUI) returns the actually chosen BuyableTrain to the model, for further processing. It all seems to work (I tested this with a fictituous 1830 game without privates, where companies float at 20% and where the smallest trains are 6-trains). Bankruptcy is not yet detected, that will be the last thing, together with the long-awaited end-of-game report. In addition I have added coordinates to the stock chart (an old wish of mine). This was far less easy than it looks, mostly because, despite all documentation, JLabel preferred and minimum sizes do not seem to be honoured by BoxLayout. I guess I did something wrong, but I can't figure out what. The current coordinate display is not perfect, but should be good enough. Erik. |
From: brett l. <wak...@gm...> - 2006-05-20 17:30:21
|
On 5/20/06, Erik Vos <eri...@hc...> wrote: > > > I've also expanded the buyTrain() method in Portfolio to verify that > > > the train buyer has enough cash to purchase the train. I've also > > > included stubs for the rest of the train purchasing logic > > that should > > > trigger a forced stock sale and/or bankruptcy and ending the game. > > > > Today I'll try to make a start with that. > > Hmm, but the bad news is that I can't synchronize for some reason. > This is what Eclipse tells me about it: > > Problems reported while synchronizing CVS Workspace. 0 of 1 resources wer= e > synchronized. > An error occurred synchronizing /18xx: Authentication error: > com.jcraft.jsch.JSchException: Session.connect: > java.net.NoRouteToHostException: No route to host: connect Ahh... that's right. I forgot to announce it to the list. Sourceforge made some changes to their CVS servers. So, now instead of needing to access "cvs.sourceforge.net" you need to access "rails.cvs.sourceforge.net" More info is available at the sourceforge site: http://sourceforge.net/cvs/?group_id=3D132173 ----Brett. |
From: Erik V. <eri...@hc...> - 2006-05-20 14:12:05
|
> > I've also expanded the buyTrain() method in Portfolio to verify that > > the train buyer has enough cash to purchase the train. I've also > > included stubs for the rest of the train purchasing logic > that should > > trigger a forced stock sale and/or bankruptcy and ending the game. > > Today I'll try to make a start with that. Hmm, but the bad news is that I can't synchronize for some reason. This is what Eclipse tells me about it: Problems reported while synchronizing CVS Workspace. 0 of 1 resources were synchronized. An error occurred synchronizing /18xx: Authentication error: com.jcraft.jsch.JSchException: Session.connect: java.net.NoRouteToHostException: No route to host: connect org.eclipse.team.internal.ccvs.core.connection.CVSAuthenticationException: Authentication error: com.jcraft.jsch.JSchException: Session.connect: java.net.NoRouteToHostException: No route to host: connect org.eclipse.team.internal.ccvs.ssh2.CVSSSH2ServerConnection.internalOpen(CVS SSH2ServerConnection.java:151) org.eclipse.team.internal.ccvs.ssh2.CVSSSH2ServerConnection.open(CVSSSH2Serv erConnection.java:99) org.eclipse.team.internal.ccvs.core.connection.Connection.open(Connection.ja va:127) org.eclipse.team.internal.ccvs.core.connection.CVSRepositoryLocation.createC onnection(CVSRepositoryLocation.java:575) org.eclipse.team.internal.ccvs.core.connection.CVSRepositoryLocation.openCon nection(CVSRepositoryLocation.java:821) org.eclipse.team.internal.ccvs.core.client.Session.open(Session.java:142) org.eclipse.team.internal.ccvs.core.resources.RemoteFolderTreeBuilder.fetchD elta(RemoteFolderTreeBuilder.java:219) org.eclipse.team.internal.ccvs.core.resources.RemoteFolderTreeBuilder.buildT ree(RemoteFolderTreeBuilder.java:187) org.eclipse.team.internal.ccvs.core.resources.RemoteFolderTreeBuilder.buildR emoteTree(RemoteFolderTreeBuilder.java:159) org.eclipse.team.internal.ccvs.core.resources.CVSWorkspaceRoot.getRemoteTree (CVSWorkspaceRoot.java:230) org.eclipse.team.internal.ccvs.core.syncinfo.CVSResourceVariantTree.fetchVar iant(CVSResourceVariantTree.java:100) org.eclipse.team.core.variants.AbstractResourceVariantTree.refresh(AbstractR esourceVariantTree.java:94) org.eclipse.team.internal.ccvs.core.syncinfo.CVSResourceVariantTree.refresh( CVSResourceVariantTree.java:303) org.eclipse.team.core.variants.AbstractResourceVariantTree.refresh(AbstractR esourceVariantTree.java:63) org.eclipse.team.core.variants.ResourceVariantTreeSubscriber.refresh(Resourc eVariantTreeSubscriber.java:158) org.eclipse.team.core.variants.ResourceVariantTreeSubscriber.refresh(Resourc eVariantTreeSubscriber.java:123) org.eclipse.team.internal.ui.synchronize.RefreshSubscriberJob.run(RefreshSub scriberJob.java:290) org.eclipse.core.internal.jobs.Worker.run(Worker.java:66) I did not change anything at my side. Any clue? Otherwise I'll retry later. Erik. |
From: Erik V. <eri...@hc...> - 2006-05-20 13:46:49
|
> I've added checking for a company with no trains to Operating Round's > done() method. It will disallow the person to continue until the > company has at least one train. > > In the future, we'll need to check for the existence of a valid route, > but for now all floated companies will need to have a train. My preference would have been to leave it as is, until we have route checking. > I've also expanded the buyTrain() method in Portfolio to verify that > the train buyer has enough cash to purchase the train. I've also > included stubs for the rest of the train purchasing logic that should > trigger a forced stock sale and/or bankruptcy and ending the game. Today I'll try to make a start with that. > The other change I've made to the code tree is the addition of an > AUTHORS file. I've removed all of the @author javadoc statements from > each individual file in favor of having a single file where we can > recognize all of the people who have contributed to this project in > various ways. > > In recognition of the HUGE contributions that Erik has made to the > project, his name comes first. ;-) Thanks. Erik. |
From: brett l. <wak...@gm...> - 2006-05-20 00:34:25
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I've added checking for a company with no trains to Operating Round's done() method. It will disallow the person to continue until the company has at least one train. In the future, we'll need to check for the existence of a valid route, but for now all floated companies will need to have a train. I've also expanded the buyTrain() method in Portfolio to verify that the train buyer has enough cash to purchase the train. I've also included stubs for the rest of the train purchasing logic that should trigger a forced stock sale and/or bankruptcy and ending the game. The other change I've made to the code tree is the addition of an AUTHORS file. I've removed all of the @author javadoc statements from each individual file in favor of having a single file where we can recognize all of the people who have contributed to this project in various ways. In recognition of the HUGE contributions that Erik has made to the project, his name comes first. ;-) ---Brett. |
From: brett l. <wak...@gm...> - 2006-05-12 20:14:35
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On 5/8/06, Erik Vos <eri...@hc...> wrote: > > > With this change, I can run Rails from a stand-alone JAR file, > > > with only LocalisedText.properties as a separate file. > > > > > > > Excellent. How do you create the JAR? Are there any special > > parameters used? > > In Eclipse, right-click the project in the navigation view > and select Export... and JAR file. > After Next, specify the Jar file name (I use rails.jar) and select > the files to include. > Another Next, check "Save the description of this JAR..." and > specify a jardesc file name (rails.jardesc). > Then Finish. > > Next time, you only have to right-click the jardesc file > and select "Create JAR" to repeat the process. > > To test stand-alone, you obviously have to copy the JAR file > to a different directory. > Just tried out your changes. They definitely do work as advertised. Now, as soon as we finish off the end-game code, it looks like we'll have something that can be released as v1.0. I don't think there's any other major items blocking playing a complete game of 1830... ---Brett. |
From: Erik V. <eri...@hc...> - 2006-05-08 21:41:14
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> > With this change, I can run Rails from a stand-alone JAR file, > > with only LocalisedText.properties as a separate file. > > > > Excellent. How do you create the JAR? Are there any special > parameters used? In Eclipse, right-click the project in the navigation view and select Export... and JAR file. After Next, specify the Jar file name (I use rails.jar) and select the files to include. Another Next, check "Save the description of this JAR..." and specify a jardesc file name (rails.jardesc). Then Finish. Next time, you only have to right-click the jardesc file and select "Create JAR" to repeat the process. To test stand-alone, you obviously have to copy the JAR file to a different directory. Erik. |
From: brett l. <wak...@gm...> - 2006-05-08 18:03:40
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On 5/7/06, Erik Vos <eri...@hc...> wrote: > With this change, I can run Rails from a stand-alone JAR file, > with only LocalisedText.properties as a separate file. > Excellent. How do you create the JAR? Are there any special parameters us= ed? > > If possible, I'd like you to finish up the end-game stuff so that by > > the time I get things to successfully work as a JAR, we've got a > > finished game to put in the JAR. ;-) > > That and emergency train buying. > > I'll work on these items when I can manage a free weekend, > hopefully sometime in May or June. > Sounds good. I've been having a hard time finding free time to dedicate to coding as well. ---Brett. |
From: Erik V. <eri...@hc...> - 2006-05-07 21:44:34
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> > Brett, if you manage to get it done by whatever trick, > > that is fine with me. Otherwise I can start helping you out > > when I'm back in a week from now. > > > > > No worries. I'll figure it out. I have changed the code around opening XML files to allow reading such a file directly from the JAR file, but it will look there only if the file does not exist in the file system. So anyone can override any default XML file in the JAR by a custom version on the file system. The paths must be the same, i.e. like data/1830/Game.xml or tiles/images/tile0.gif. I had to remove the leading "./" in a number of places. With this change, I can run Rails from a stand-alone JAR file, with only LocalisedText.properties as a separate file. > If possible, I'd like you to finish up the end-game stuff so that by > the time I get things to successfully work as a JAR, we've got a > finished game to put in the JAR. ;-) That and emergency train buying. I'll work on these items when I can manage a free weekend, hopefully sometime in May or June. Erik. |
From: brett l. <wak...@gm...> - 2006-04-28 17:19:34
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> Brett, if you manage to get it done by whatever trick, > that is fine with me. Otherwise I can start helping you out > when I'm back in a week from now. > No worries. I'll figure it out. If possible, I'd like you to finish up the end-game stuff so that by the time I get things to successfully work as a JAR, we've got a finished game to put in the JAR. ;-) |