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From: Nils J. <nil...@we...> - 2013-07-09 19:51:37
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Hi, since I am unable to submit a comment at sourceforge (probably due to my own ineptness) I thought to contact you this way. I encountered a placement bug that seems to duplicate bug #1017 and can provide a savegame to reproduce. If someone is interested could you please tell me how to make the savegame available to you? (It's 199KB, so email seems sensible enough, but not to the whole list) Thanks for the game, it's great! kind regards, nils |
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From: Thomas R. G. <trg...@cs...> - 2013-01-18 19:54:32
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My friend and I are student programmers and we would like to contribute to TripleA as part of a class project. In particular, we're planning on working on the following feature requests: https://sourceforge.net/tracker/?func=detail&aid=3598527&group_id=44492&atid=439740 https://sourceforge.net/tracker/?func=detail&aid=3525903&group_id=44492&atid=439740 Please reply back to us as soon as possible and let us know if you'd be willing to accept any of these changes and help us get started. Our SourceForge usernames are: cpp-ose and jeparedes Thanks, Tommy |
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From: Håkon H. <hak...@gm...> - 2012-08-15 07:35:02
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From: Håkon H. <hak...@gm...> - 2012-08-15 07:26:34
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I'm working on a change, but even on head, trunk's tests doesn't pass. Are the tests passing for you? Hakon |
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From: Tao N. <u51...@gm...> - 2012-04-12 07:34:34
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Hi everyone! I want to contribute into this game development. I hope I can provide some help to improve this game, such as help maintain the engine and develop some new features. cheers, Tao Nie |
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From: Chris D. <ve...@ho...> - 2011-09-05 06:07:47
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Hi, So long as any bugs introduced into the engine in order to play those non-A&A games do NOT interfere in any way with the A&A side of things, or cause bugs for people playing on the A&A side, then I am fine with adding new games and re-adding the old ones. I would suggest though maybe choosing some more popular non-A&A games, like: Chess Checkers Go Backgammon Mancala Othello/Reversi etc. I had not heard of the games you listed, and I doubt they would attract players or be worth the potential bugs that would be inevitably made when making them. thx, Veqryn Date: Sun, 4 Sep 2011 13:42:17 -0700 From: sbr...@ya... Subject: Re: [Triplea-develop] svn commit access To: dow...@gm...; tri...@li... CC: ve...@ho... Hey, I think I disabled the games a while ago, as they didn't work well anymore. At this point I don't think it is worth keeping them, as their isn't much interest from the user side for playing them, or from the developer side in supporting them. But, there is a whole new generation of devs working on TripleA now, and they are the ones you have to convince if you want to add the games back. I've copied veqryn on this email, but it is probably best to discuss on the forum [1]. [1] http://triplea.sourceforge.net/mywiki/Forum Sean From: Lane Schwartz <dow...@gm...> To: tri...@li... Sent: Sunday, September 4, 2011 10:06 AM Subject: Re: [Triplea-develop] svn commit access Also, When I download the latest code, it's not obvious how I play the non-war games (sliding tiles, King's Table) that I implemented a couple of years ago. How do I tell the initial game chooser to pick those games? Thanks, Lane On Sun, Sep 4, 2011 at 10:52 AM, Lane Schwartz <dow...@gm...> wrote: > Sean, > > Looks like I was removed from the svn committers list. I have some > minor updates to commit (updating the Mac Java code - the current API > that's being used has been deprecated), and I would like to work on > some other games. > > For the other games, I can work in a branch if you'd like me to. If > you could re-add me to the committers list, that would be great. > > Thanks, > Lane (dowobeha) > -- When a place gets crowded enough to require ID's, social collapse is not far away. It is time to go elsewhere. The best thing about space travel is that it made it possible to go elsewhere. -- R.A. Heinlein, "Time Enough For Love" ------------------------------------------------------------------------------ Special Offer -- Download ArcSight Logger for FREE! Finally, a world-class log management solution at an even better price-free! And you'll get a free "Love Thy Logs" t-shirt when you download Logger. Secure your free ArcSight Logger TODAY! http://p.sf.net/sfu/arcsisghtdev2dev _______________________________________________ Triplea-developers mailing list Tri...@li... https://lists.sourceforge.net/lists/listinfo/triplea-developers |
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From: Sean B. <sbr...@ya...> - 2011-09-04 20:42:24
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Hey, I think I disabled the games a while ago, as they didn't work well anymore. At this point I don't think it is worth keeping them, as their isn't much interest from the user side for playing them, or from the developer side in supporting them. But, there is a whole new generation of devs working on TripleA now, and they are the ones you have to convince if you want to add the games back. I've copied veqryn on this email, but it is probably best to discuss on the forum [1]. [1] http://triplea.sourceforge.net/mywiki/Forum Sean ________________________________ From: Lane Schwartz <dow...@gm...> To: tri...@li... Sent: Sunday, September 4, 2011 10:06 AM Subject: Re: [Triplea-develop] svn commit access Also, When I download the latest code, it's not obvious how I play the non-war games (sliding tiles, King's Table) that I implemented a couple of years ago. How do I tell the initial game chooser to pick those games? Thanks, Lane On Sun, Sep 4, 2011 at 10:52 AM, Lane Schwartz <dow...@gm...> wrote: > Sean, > > Looks like I was removed from the svn committers list. I have some > minor updates to commit (updating the Mac Java code - the current API > that's being used has been deprecated), and I would like to work on > some other games. > > For the other games, I can work in a branch if you'd like me to. If > you could re-add me to the committers list, that would be great. > > Thanks, > Lane (dowobeha) > -- When a place gets crowded enough to require ID's, social collapse is not far away. It is time to go elsewhere. The best thing about space travel is that it made it possible to go elsewhere. -- R.A. Heinlein, "Time Enough For Love" ------------------------------------------------------------------------------ Special Offer -- Download ArcSight Logger for FREE! Finally, a world-class log management solution at an even better price-free! And you'll get a free "Love Thy Logs" t-shirt when you download Logger. Secure your free ArcSight Logger TODAY! http://p.sf.net/sfu/arcsisghtdev2dev _______________________________________________ Triplea-developers mailing list Tri...@li... https://lists.sourceforge.net/lists/listinfo/triplea-developers |
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From: Lane S. <dow...@gm...> - 2011-09-04 17:06:34
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Also, When I download the latest code, it's not obvious how I play the non-war games (sliding tiles, King's Table) that I implemented a couple of years ago. How do I tell the initial game chooser to pick those games? Thanks, Lane On Sun, Sep 4, 2011 at 10:52 AM, Lane Schwartz <dow...@gm...> wrote: > Sean, > > Looks like I was removed from the svn committers list. I have some > minor updates to commit (updating the Mac Java code - the current API > that's being used has been deprecated), and I would like to work on > some other games. > > For the other games, I can work in a branch if you'd like me to. If > you could re-add me to the committers list, that would be great. > > Thanks, > Lane (dowobeha) > -- When a place gets crowded enough to require ID's, social collapse is not far away. It is time to go elsewhere. The best thing about space travel is that it made it possible to go elsewhere. -- R.A. Heinlein, "Time Enough For Love" |
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From: Lane S. <dow...@gm...> - 2011-09-04 14:52:58
|
Sean, Looks like I was removed from the svn committers list. I have some minor updates to commit (updating the Mac Java code - the current API that's being used has been deprecated), and I would like to work on some other games. For the other games, I can work in a branch if you'd like me to. If you could re-add me to the committers list, that would be great. Thanks, Lane (dowobeha) |
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From: Chris D. <ve...@ho...> - 2011-04-21 10:26:00
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Hi everyone, I'm emailing this to those people I saw who used to do development work for TripleA. We are still going strong and are now on version 1.3. A lot of upgrades have been made to distance ourselves from one particular game type, and we are fast becoming a general game engine rather than something specific to just A&A. I think at some point soon I will be able to play Risk and a host of other games on TripleA. Anyways, I hope if any of you still like triplea or board games in general, that you will come back and help out, or at the very least check out the newest version and play some games for fun. thanks, Veqryn / Chris https://sourceforge.net/projects/triplea/ |
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From: Kevin C. <com...@ya...> - 2010-08-21 23:29:14
|
Give some thought on it being generic. Something like that would be useful for a number of turn delay uses like declaration of war, tech development, etc... --- On Sat, 8/21/10, Kevin <ser...@ya...> wrote: From: Kevin <ser...@ya...> Subject: [Triplea-develop] Add Unit Attachment... To: "TripleA Developers" <tri...@li...> Date: Saturday, August 21, 2010, 4:27 PM I would like to add a unit attachment which will allow certain units to be designated as "special" where value=turn#. I need a way to prevent the AI from purchasing the special units in NWO prior to turn 4. This seems like the best way to do it, unless someone can think of a better way. Thanks. Kevin Moore -----Inline Attachment Follows----- ------------------------------------------------------------------------------ This SF.net email is sponsored by Make an app they can't live without Enter the BlackBerry Developer Challenge http://p.sf.net/sfu/RIM-dev2dev -----Inline Attachment Follows----- _______________________________________________ Triplea-developers mailing list Tri...@li... https://lists.sourceforge.net/lists/listinfo/triplea-developers |
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From: Edwin v. d. W. <ed...@gm...> - 2010-08-21 21:31:16
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See the earlier discussions about the turnbased tech patch on this list... Op 21 aug 2010, om 23:27 heeft Kevin het volgende geschreven: > I would like to add a unit attachment which will allow certain units to be designated as "special" where value=turn#. I need a way to prevent the AI from purchasing the special units in NWO prior to turn 4. This seems like the best way to do it, unless someone can think of a better way. Thanks. > > Kevin Moore > ------------------------------------------------------------------------------ > This SF.net email is sponsored by > > Make an app they can't live without > Enter the BlackBerry Developer Challenge > http://p.sf.net/sfu/RIM-dev2dev _______________________________________________ > Triplea-developers mailing list > Tri...@li... > https://lists.sourceforge.net/lists/listinfo/triplea-developers |
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From: Kevin <ser...@ya...> - 2010-08-21 21:27:11
|
I would like to add a unit attachment which will allow certain units to be designated as "special" where value=turn#. I need a way to prevent the AI from purchasing the special units in NWO prior to turn 4. This seems like the best way to do it, unless someone can think of a better way. Thanks. Kevin Moore |
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From: Sean B. <sbr...@ya...> - 2010-08-13 05:17:38
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I really don't think ai markers belongs in the game xml. Can you put in a
separate file? Maybe add an optional more_n_able.properties in the map
directory. To load it, you need to get a ResourceLoader, and call
gameResourceLoader.getResourceAsStream("more_n_able.properties");
Sean
________________________________
From: Kevin <ser...@ya...>
To: Kevin Comcowich <com...@ya...>;
tri...@li...
Sent: Thu, August 12, 2010 11:56:13 AM
Subject: Re: [Triplea-develop] Territory Attachment...
It is a territory attachment. For the AITarget, it increases the likelihood that
the AI (if specified as the value) will attack a certain territory. For the
AmphibAITarget, it dramatically increases the likelihood that the AI will land
units on that territory.
It works just by adding two methods in the TerritoryAttachment and then adding
the option to the xml file. If the options are not there, the AI goes ahead and
plays as normal.
I can't get around this SeaBattle error that I posted and I have tried 3 times
to add a comment to it and it has failed everytime. This causes a crash in both
maps in WW2V3. Here is the error:
Exception in thread "Triplea start local thread" java.lang.NullPointerException
at
games.strategy.triplea.delegate.BattleDelegate.setupSeaUnitsInSameSeaZoneBattles(BattleDelegate.java:409)
at games.strategy.triplea.delegate.BattleDelegate.start(BattleDelegate.java:89)
at games.strategy.engine.framework.ServerGame.startStep(ServerGame.java:603)
at games.strategy.engine.framework.ServerGame.runStep(ServerGame.java:482)
at games.strategy.engine.framework.ServerGame.startGame(ServerGame.java:299)
at
games.strategy.engine.framework.startup.launcher.LocalLauncher$2.run(LocalLauncher.java:125)
at java.lang.Thread.run(Unknown Source)
Kevin Moore
________________________________
From: Kevin Comcowich <com...@ya...>
To: tri...@li...; Kevin <ser...@ya...>
Sent: Thu, August 12, 2010 2:44:38 PM
Subject: Re: [Triplea-develop] Territory Attachment...
What's the intent of the change? Will the AI attack that player to the
exclusion of all other options? If so, I can see potential problems with the
AI. We'd have to wait and see what it did.
On another note, I don't remember for sure, but that change may require you to
update the xml dtd. Otherwise, I don't see a problem with it.
--- On Thu, 8/12/10, Kevin <ser...@ya...> wrote:
>From: Kevin <ser...@ya...>
>Subject: [Triplea-develop] Territory Attachment...
>To: tri...@li...
>Date: Thursday, August 12, 2010, 9:38 AM
>
>
>
>Hey all-
>
>I wanted to make sure it is ok to modify the territory attachments to allow the
>map file to specify AI targets. I've already made the mods and verified them.
>
>
> <option name="AITarget" value="Americans"/>
> <option name="AmphibAITarget" value="Japanese"/>
>
>If this is ok, I'll post my modifications. Thanks!
>
>Kevin Moore
>-----Inline Attachment Follows-----
>
>
>------------------------------------------------------------------------------
>This SF.net email is sponsored by
>
>Make an app they can't live without
>Enter the BlackBerry Developer Challenge
>http://p.sf.net/sfu/RIM-dev2dev
>-----Inline Attachment Follows-----
>
>
>_______________________________________________
>Triplea-developers mailing list
>Tri...@li...
>https://lists.sourceforge.net/lists/listinfo/triplea-developers
>
|
|
From: Kevin <ser...@ya...> - 2010-08-12 18:56:21
|
It is a territory attachment. For the AITarget, it increases the likelihood that the AI (if specified as the value) will attack a certain territory. For the AmphibAITarget, it dramatically increases the likelihood that the AI will land units on that territory. It works just by adding two methods in the TerritoryAttachment and then adding the option to the xml file. If the options are not there, the AI goes ahead and plays as normal. I can't get around this SeaBattle error that I posted and I have tried 3 times to add a comment to it and it has failed everytime. This causes a crash in both maps in WW2V3. Here is the error: Exception in thread "Triplea start local thread" java.lang.NullPointerException at games.strategy.triplea.delegate.BattleDelegate.setupSeaUnitsInSameSeaZoneBattles(BattleDelegate.java:409) at games.strategy.triplea.delegate.BattleDelegate.start(BattleDelegate.java:89) at games.strategy.engine.framework.ServerGame.startStep(ServerGame.java:603) at games.strategy.engine.framework.ServerGame.runStep(ServerGame.java:482) at games.strategy.engine.framework.ServerGame.startGame(ServerGame.java:299) at games.strategy.engine.framework.startup.launcher.LocalLauncher$2.run(LocalLauncher.java:125) at java.lang.Thread.run(Unknown Source) Kevin Moore ________________________________ From: Kevin Comcowich <com...@ya...> To: tri...@li...; Kevin <ser...@ya...> Sent: Thu, August 12, 2010 2:44:38 PM Subject: Re: [Triplea-develop] Territory Attachment... What's the intent of the change? Will the AI attack that player to the exclusion of all other options? If so, I can see potential problems with the AI. We'd have to wait and see what it did. On another note, I don't remember for sure, but that change may require you to update the xml dtd. Otherwise, I don't see a problem with it. --- On Thu, 8/12/10, Kevin <ser...@ya...> wrote: >From: Kevin <ser...@ya...> >Subject: [Triplea-develop] Territory Attachment... >To: tri...@li... >Date: Thursday, August 12, 2010, 9:38 AM > > >Hey all- > >I wanted to make sure it is ok to modify the territory attachments to allow the >map file to specify AI targets. I've already made the mods and verified them. > > > <option name="AITarget" value="Americans"/> > <option name="AmphibAITarget" value="Japanese"/> > >If this is ok, I'll post my modifications. Thanks! > >Kevin Moore >-----Inline Attachment Follows----- > > >------------------------------------------------------------------------------ >This SF.net email is sponsored by > >Make an app they can't live without >Enter the BlackBerry Developer Challenge >http://p.sf.net/sfu/RIM-dev2dev >-----Inline Attachment Follows----- > > >_______________________________________________ >Triplea-developers mailing list >Tri...@li... >https://lists.sourceforge.net/lists/listinfo/triplea-developers > |
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From: Kevin C. <com...@ya...> - 2010-08-12 18:44:46
|
What's the intent of the change? Will the AI attack that player to the exclusion of all other options? If so, I can see potential problems with the AI. We'd have to wait and see what it did. On another note, I don't remember for sure, but that change may require you to update the xml dtd. Otherwise, I don't see a problem with it. --- On Thu, 8/12/10, Kevin <ser...@ya...> wrote: From: Kevin <ser...@ya...> Subject: [Triplea-develop] Territory Attachment... To: tri...@li... Date: Thursday, August 12, 2010, 9:38 AM Hey all- I wanted to make sure it is ok to modify the territory attachments to allow the map file to specify AI targets. I've already made the mods and verified them. <option name="AITarget" value="Americans"/> <option name="AmphibAITarget" value="Japanese"/> If this is ok, I'll post my modifications. Thanks! Kevin Moore -----Inline Attachment Follows----- ------------------------------------------------------------------------------ This SF.net email is sponsored by Make an app they can't live without Enter the BlackBerry Developer Challenge http://p.sf.net/sfu/RIM-dev2dev -----Inline Attachment Follows----- _______________________________________________ Triplea-developers mailing list Tri...@li... https://lists.sourceforge.net/lists/listinfo/triplea-developers |
|
From: Kevin <ser...@ya...> - 2010-08-12 14:38:56
|
Hey all- I wanted to make sure it is ok to modify the territory attachments to allow the map file to specify AI targets. I've already made the mods and verified them. <option name="AITarget" value="Americans"/> <option name="AmphibAITarget" value="Japanese"/> If this is ok, I'll post my modifications. Thanks! Kevin Moore |
|
From: Chris D. <ve...@ho...> - 2010-06-15 09:14:44
|
I have created a sourceforge page, and uploaded all maps to it. I also invited you guys to join it, and gave you admin rights. https://sourceforge.net/projects/tripleamaps/ One cool thing about doing this is that I have uploaded ALL the maps to the SVN repository, which means that you guys can simply "checkout" your maps folder on your computer to link it to the repository, and you will automatically have all the latest versions of all maps. the svn link u need is: https://tripleamaps.svn.sourceforge.net/svnroot/tripleamaps/trunk/maps/ Also, I highly suggest you take a look at the map called "Diplomacy". (there are four games that come with that map, Start the one that is also called "Diplomacy") it is rather cool, and by using 2x2 pixel territories hidden in the borders between normal territories, I am able to simulate an actual game of the boardgame called diplomacy. Infantry move 4, Sea move 3. Yet there are 3 dummy territories between all land to land territories, and 2 dummies between all coast to coast, etc. so basically, sea units can move into coastal and sea, and land units can move into coastal and land. how cool is that? anyway, thx for your hard work and stuff, enjoy the new repo, veqryn / chris _________________________________________________________________ The New Busy is not the old busy. Search, chat and e-mail from your inbox. http://www.windowslive.com/campaign/thenewbusy?ocid=PID28326::T:WLMTAGL:ON:WL:en-US:WM_HMP:042010_3 |
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From: A.R. <al...@e-...> - 2010-06-11 21:03:55
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Hey Veq/Devlist, I'm wondering about this a little. We have people considering space and other new map types and at a higher level I had an obvious comment to make; What if, instead of isGroundTransportable, isAirTransportable, we had isTransportType=1,2,3,4,5,6,7... isTransportableBy=1,3,5,7... I am not familiar with the current code, however I assume you're just doing an IF/Else on air/ground, and it only needs to be fed into a loop instead. Thoughts? Bung On Fri, Jun 11, 2010 at 1:13 PM, Chris Duncan <ve...@ho...> wrote: > hi comrade kev, > > I am willing to look through all the 150 different games and reupload > corrected versions AFTER the next stable comes out, > but if I am going to do it, I'm only going to do it once, so can we make > all the atomizing and corrections at the same time? > > If we are going to break compatibility for one thing, we might as well > break it for everything > so that we only have to correct the game xml's just once > > (i still believe it is easier to keep backwards compatibility by just > keeping the properties the same and making new property names for the new > atomized properties) > > here is a list of everything that needs to be broken up into its component > parts: > * > isStrategicBomber* (does 2 things) > - isStrategicBomber (only strategic bombs) > - isAirTransport (require paratroopers tech on to work) > > > *isInfantry* (does 2 things) > - isAirTransportable > - isGroundTransportable or just keep it as isInfantry (allows movement > with the mechanized tech) > > > *canBlitz* (does 2 things) > - canBlitz (just allows blitzing of territories) > - isGroundTransport / isMechanizedTechTransport / isMechanized > > > *isMarine* (does 2 things) > - isMarine (just does the amphibious assault boost just for itself) > - isGroundTransportable or just keep it as isInfantry (allows movement > with the mechanized tech) > > > *isSub* (does 4 things) > - isFirstStrike > - isRetreat (can either submerge [ww2v2-v3-v4] or can retreat [ww2v1, > nap empires] depending on the rules set and game properties) > - isCanNotHitAir > - isCanNotBeHitByAir (depending on the rules set, either air is allowed > 1 round to hit it [ww2v2], or air does not hit it ever at all, unless an > isDestroyer is present [ww2v3-v4]) > (any unit with isRetreat can be affected by the supersubs tech) > > > *isDestroyer* (does 3 things) > - isAntiFirstStrike > - isAntiRetreat (prevents submerge and retreat) > - isAllowAirToHitSub (only useful under v3 rules) > (any unit with the isAntiRetreat can be affected by the destroyersBombard > tech) > > > *transportCapacity* (does 2 things) > - transportCapacity (allows transporting units) > - isSeaTransport (this only functions to turn on and off features like > not being able to take convoy zones, not being able to be taken casualty > during v3 rules, etc.) > (alternatively you could do a "isNOTseaTransport" which might work better > because it is more of an exception) > > > *isAA* (does 7 things) > - isAAgunForCombat (hits airplanes during regular combat only) > - isAAgunForSBR (hits airplanes during strat bombing only [this > distinction is needed for the new pacific map]) > - aaGunAttacksAt [x] (has a value equal to x, default is 1, and the > radar tech doubles that value) > - isCapturable > - isCanNotBeDestroyed > - isHasFunnyMovementRules (aaGuns have funny movement rules) > - isRocket (shoots rockets if you have the tech) > - RocketRange (currently defaults to 3) > (any unit with the isAAgunForXXX can be affected by Radar tech) > > *isFactory* (does 4 things) > - isCapturable > - isCanNotBeDestroyed > - canProduceByTerritoryValue (can be over-written with the territory > attachment known as "originalFactory" and also over-written with > placeanywhere v3 type rules) > - canProduceX [x] (has a value equal to x, meaning that this factory can > produce X units, no matter where it is placed) > (any unit with the canProduceX or canProduceByTerritoryValue can be > affected by the IncreasedFactoryProduction technology) > > > > to be complete we also need these: > > canBeTakenAsCasualty > isDestroyedIfCaptured (can not be taken as a hit, but is destroyed if the > enemy wins) > > > > > > If we want to keep backwards compatibility (VERY EASY TO DO) > then the following needs to be done: > > *all you need is to keep the original Property/Attachment doing all the > things it currently does > and give new names to the atomized versions.* > > > so for example, > isStrategicBomber currently does 2 things, so it would become 3 properties: > - isStrategicBomber = can bomb stuff and if you also have paratroopers > tech then you can also carry "isInfantry" and "isAirTransportable" units > - isAirTransport = can NOT bomb stuff and if you also have paratroopers > tech then you can also carry "isInfantry" and "isAirTransportable" units > - isJustStrategicBomber = only bomb stuff, no transporting > > > more examples: > isSub currently does 4 things, so it would become 5 properties: > - isSub = does all 4 things > - isFirstStrike > - isRetreat (can either submerge [ww2v2-v3-v4] or can retreat [ww2v1, > nap empires] depending on the rules set and game properties) > - isCanNotHitAir > - isCanNotBeHitByAir (depending on the rules set, either air is allowed > 1 round to hit it [ww2v2], or air does not hit it ever at all, unless an > isDestroyer is present [ww2v3-v4]) > (any unit with isSub OR isRetreat can be affected by the supersubs tech) > > > > > I think this is the best way to do things > because it makes making maps easier > and it keeps backwards compatibility > > > *here are the issues with breaking backwards compatibility*: > * a map maker may want to do just isSub instead of writing all the > different properties and missing one by accident > * I have to change approximately 150 different xml's (game files), AND > re-upload every single map to the database again > * online community has to redownload ALL of their zip/game files again > * if someone has both the stable 1.2.5.4 and the unstable 1.2.6.0 then the > stable will not work and generate JAVA errors when it runs (or the unstable > will generate JAVA errors) > * a conversion script will: alter people's maps without permission, > including maps under development, as well as making 1.2.5.4 not able to run > (hence they can no longer play with friends on the stable) > * a conversion script must be capable of unzipping all the maps, changing > them all flawlessly, and rezipping all of them (because they have to be > zipped or else the user will be able to download duplicates. duplicates > cause the game to not work and give a java error) > * you will need two versions of every map, one for the stable, one for the > unstable > * the online community will get really pissed off and leave us > > > > thx, > veqryn > > > > > ------------------------------ > The New Busy is not the old busy. Search, chat and e-mail from your inbox. Get > started.<http://www.windowslive.com/campaign/thenewbusy?ocid=PID28326::T:WLMTAGL:ON:WL:en-US:WM_HMP:042010_3> > > > ------------------------------------------------------------------------------ > ThinkGeek and WIRED's GeekDad team up for the Ultimate > GeekDad Father's Day Giveaway. ONE MASSIVE PRIZE to the > lucky parental unit. See the prize list and enter to win: > http://p.sf.net/sfu/thinkgeek-promo > _______________________________________________ > Triplea-developers mailing list > Tri...@li... > https://lists.sourceforge.net/lists/listinfo/triplea-developers > > |
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From: Chris D. <ve...@ho...> - 2010-06-11 19:14:45
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hi comrade kev, I am willing to look through all the 150 different games and reupload corrected versions AFTER the next stable comes out, but if I am going to do it, I'm only going to do it once, so can we make all the atomizing and corrections at the same time? If we are going to break compatibility for one thing, we might as well break it for everything so that we only have to correct the game xml's just once (i still believe it is easier to keep backwards compatibility by just keeping the properties the same and making new property names for the new atomized properties) here is a list of everything that needs to be broken up into its component parts: isStrategicBomber (does 2 things) - isStrategicBomber (only strategic bombs) - isAirTransport (require paratroopers tech on to work) isInfantry (does 2 things) - isAirTransportable - isGroundTransportable or just keep it as isInfantry (allows movement with the mechanized tech) canBlitz (does 2 things) - canBlitz (just allows blitzing of territories) - isGroundTransport / isMechanizedTechTransport / isMechanized isMarine (does 2 things) - isMarine (just does the amphibious assault boost just for itself) - isGroundTransportable or just keep it as isInfantry (allows movement with the mechanized tech) isSub (does 4 things) - isFirstStrike - isRetreat (can either submerge [ww2v2-v3-v4] or can retreat [ww2v1, nap empires] depending on the rules set and game properties) - isCanNotHitAir - isCanNotBeHitByAir (depending on the rules set, either air is allowed 1 round to hit it [ww2v2], or air does not hit it ever at all, unless an isDestroyer is present [ww2v3-v4]) (any unit with isRetreat can be affected by the supersubs tech) isDestroyer (does 3 things) - isAntiFirstStrike - isAntiRetreat (prevents submerge and retreat) - isAllowAirToHitSub (only useful under v3 rules) (any unit with the isAntiRetreat can be affected by the destroyersBombard tech) transportCapacity (does 2 things) - transportCapacity (allows transporting units) - isSeaTransport (this only functions to turn on and off features like not being able to take convoy zones, not being able to be taken casualty during v3 rules, etc.) (alternatively you could do a "isNOTseaTransport" which might work better because it is more of an exception) isAA (does 7 things) - isAAgunForCombat (hits airplanes during regular combat only) - isAAgunForSBR (hits airplanes during strat bombing only [this distinction is needed for the new pacific map]) - aaGunAttacksAt [x] (has a value equal to x, default is 1, and the radar tech doubles that value) - isCapturable - isCanNotBeDestroyed - isHasFunnyMovementRules (aaGuns have funny movement rules) - isRocket (shoots rockets if you have the tech) - RocketRange (currently defaults to 3) (any unit with the isAAgunForXXX can be affected by Radar tech) isFactory (does 4 things) - isCapturable - isCanNotBeDestroyed - canProduceByTerritoryValue (can be over-written with the territory attachment known as "originalFactory" and also over-written with placeanywhere v3 type rules) - canProduceX [x] (has a value equal to x, meaning that this factory can produce X units, no matter where it is placed) (any unit with the canProduceX or canProduceByTerritoryValue can be affected by the IncreasedFactoryProduction technology) to be complete we also need these: canBeTakenAsCasualty isDestroyedIfCaptured (can not be taken as a hit, but is destroyed if the enemy wins) If we want to keep backwards compatibility (VERY EASY TO DO) then the following needs to be done: all you need is to keep the original Property/Attachment doing all the things it currently does and give new names to the atomized versions. so for example, isStrategicBomber currently does 2 things, so it would become 3 properties: - isStrategicBomber = can bomb stuff and if you also have paratroopers tech then you can also carry "isInfantry" and "isAirTransportable" units - isAirTransport = can NOT bomb stuff and if you also have paratroopers tech then you can also carry "isInfantry" and "isAirTransportable" units - isJustStrategicBomber = only bomb stuff, no transporting more examples: isSub currently does 4 things, so it would become 5 properties: - isSub = does all 4 things - isFirstStrike - isRetreat (can either submerge [ww2v2-v3-v4] or can retreat [ww2v1, nap empires] depending on the rules set and game properties) - isCanNotHitAir - isCanNotBeHitByAir (depending on the rules set, either air is allowed 1 round to hit it [ww2v2], or air does not hit it ever at all, unless an isDestroyer is present [ww2v3-v4]) (any unit with isSub OR isRetreat can be affected by the supersubs tech) I think this is the best way to do things because it makes making maps easier and it keeps backwards compatibility here are the issues with breaking backwards compatibility: * a map maker may want to do just isSub instead of writing all the different properties and missing one by accident * I have to change approximately 150 different xml's (game files), AND re-upload every single map to the database again * online community has to redownload ALL of their zip/game files again * if someone has both the stable 1.2.5.4 and the unstable 1.2.6.0 then the stable will not work and generate JAVA errors when it runs (or the unstable will generate JAVA errors) * a conversion script will: alter people's maps without permission, including maps under development, as well as making 1.2.5.4 not able to run (hence they can no longer play with friends on the stable) * a conversion script must be capable of unzipping all the maps, changing them all flawlessly, and rezipping all of them (because they have to be zipped or else the user will be able to download duplicates. duplicates cause the game to not work and give a java error) * you will need two versions of every map, one for the stable, one for the unstable * the online community will get really pissed off and leave us thx, veqryn _________________________________________________________________ The New Busy is not the old busy. Search, chat and e-mail from your inbox. http://www.windowslive.com/campaign/thenewbusy?ocid=PID28326::T:WLMTAGL:ON:WL:en-US:WM_HMP:042010_3 |
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From: Kåre H. J. <ka...@gm...> - 2010-05-02 08:20:01
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Dear Sean, Thank you for your prompt reply. Sounds like the GameDataManager.loadGame function is a good place to start. I will let you know if anything useful transpires. Best regards, Kåre On Wed, Apr 28, 2010 at 3:16 AM, Sean Bridges <sbr...@ya...> wrote: > It will be hard unless you are doing it in java. Saved games are compressed serialized java objects, and they are not friendly to parse from the command line. > > If you are using java, look at GameDataManager.loadGame(File ...), then once you have a GameData object, you can look at it's History, and walk the tree. > > Sean > > > ----- Original Message ---- > From: Kåre Hartvig Jensen <ka...@gm...> > To: tri...@li... > Cc: Nicolai Kragh-Hansen <nic...@gm...> > Sent: Tue, April 27, 2010 10:43:56 AM > Subject: [Triplea-develop] What is the best way to extract data from savegames? > > Dear triplea devs, > > First, thank you for developing and maintaining this great game. > > I have a simple question, and I was hoping that some of you > could point me in the right direction. > > What is the best way to extract data (e.g. a post turn summary) from > savegames? Ideally, I would like to be able to extract the data > by running a bash script with the .tsvg-file as an argument, getting > the data out in a XML style format. > > Best regards, > Kåre Hartvig Jensen > > ------------------------------------------------------------------------------ > _______________________________________________ > Triplea-developers mailing list > Tri...@li... > https://lists.sourceforge.net/lists/listinfo/triplea-developers > > > > > |
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From: <cbu...@gm...> - 2010-05-01 18:34:54
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Have you guys checked these against a black background? Sorry to waste time nitpicking, but i chopped a couple of the pixels just above the bottom left corner to look a little smoother on my computer (dusk theme) On , Sean Bridges <sbr...@ya...> wrote: > Thanks, the ico and png are checked in. > The masters are checked in here, > https://triplea.svn.sourceforge.net/svnroot/triplea/additonalImageData/TripleA_Icon_Masters/ > Sean > From: Chris Duncan ve...@ho...> > To: sbr...@ya...; > tri...@li... > Sent: Sat, May 1, 2010 12:53:06 AM > Subject: [Triplea-develop] TripleA Icon > I have updated the TripleA icon, > by going into each resolution and tuning it up, > especially making the TA in red a bit easier to see in the lower > resolutions. > Please use this .ico file to replace the current tripleA icon in the icon > folder of the repository. (triplea_icon.ico) > I also have a .png file, to replace the current Not-Working-png file in > the icon folder. (triplea_icon.png) > and lastly, > i have a zip containing the master files used to make these icons. This > does not need to be included with the actual game, but should be in the > repository. I assume there is some folder in the repository that does not > make it into the installer when you 'build' the program? Anyway, i just > wanted to make sure you guys had the originals (or at least the originals > that were given to me). > thx, > veqryn > The New Busy is not the old busy. Search, chat and e-mail from your > inbox. Get started. |
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From: Sean B. <sbr...@ya...> - 2010-05-01 16:47:41
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Thanks, the ico and png are checked in. The masters are checked in here, https://triplea.svn.sourceforge.net/svnroot/triplea/additonalImageData/TripleA_Icon_Masters/ Sean ________________________________ From: Chris Duncan <ve...@ho...> To: sbr...@ya...; tri...@li... Sent: Sat, May 1, 2010 12:53:06 AM Subject: [Triplea-develop] TripleA Icon I have updated the TripleA icon, by going into each resolution and tuning it up, especially making the TA in red a bit easier to see in the lower resolutions. Please use this .ico file to replace the current tripleA icon in the icon folder of the repository. (triplea_icon.ico) I also have a .png file, to replace the current Not-Working-png file in the icon folder. (triplea_icon.png) and lastly, i have a zip containing the master files used to make these icons. This does not need to be included with the actual game, but should be in the repository. I assume there is some folder in the repository that does not make it into the installer when you 'build' the program? Anyway, i just wanted to make sure you guys had the originals (or at least the originals that were given to me). thx, veqryn ________________________________ The New Busy is not the old busy. Search, chat and e-mail from your inbox. Get started. |
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From: Sean B. <sbr...@ya...> - 2010-04-28 01:16:19
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It will be hard unless you are doing it in java. Saved games are compressed serialized java objects, and they are not friendly to parse from the command line. If you are using java, look at GameDataManager.loadGame(File ...), then once you have a GameData object, you can look at it's History, and walk the tree. Sean ----- Original Message ---- From: Kåre Hartvig Jensen <ka...@gm...> To: tri...@li... Cc: Nicolai Kragh-Hansen <nic...@gm...> Sent: Tue, April 27, 2010 10:43:56 AM Subject: [Triplea-develop] What is the best way to extract data from savegames? Dear triplea devs, First, thank you for developing and maintaining this great game. I have a simple question, and I was hoping that some of you could point me in the right direction. What is the best way to extract data (e.g. a post turn summary) from savegames? Ideally, I would like to be able to extract the data by running a bash script with the .tsvg-file as an argument, getting the data out in a XML style format. Best regards, Kåre Hartvig Jensen ------------------------------------------------------------------------------ _______________________________________________ Triplea-developers mailing list Tri...@li... https://lists.sourceforge.net/lists/listinfo/triplea-developers |