Tow
February 24, 2014, 12:13am
#1
Hi,
next development build is ready: download.vcmi.eu/vcmi_094f.7z
The issues with AI after loading game should be fixed.
At the moment I don’t have plans to release 0.94g. The 0.95 release is scheduled on March 1st.
List of resolved issues:
bugs.vcmi.eu/changelog_page.php?version_id=70
PS. Anyone willing to update the changelog file?
i’d like to help something ,but form now on,i only can watch
not a programer
not good at english
only a funs~
I’m sure must be fixed this bug! bugs.vcmi.eu/view.php?id=1679
(He did not give play. I deliberately did not do doubles, but a lot of them!)
And 1720 too
Ivan
February 24, 2014, 8:14pm
#4
Add #1719 to the list…
That’s last know crash in campaigns - everything else can be completed at least with vcmisilmaril.
Below is list of all “interesting” entries from commit log. Can somebody reorganize it in categories and add some “generic” entries like campaign support?
And small organization proposition - maybe it will be simpler for all developers to keep changelog up-to-date? So whenever somebody commits any significant changes he must also update changelog?
Tow
Improved serializer
Preparing crossover heroes works on deep copies of heroes
Possibility to switch autoskip in the runtime.
It is possible to use ffmpeg with Visual Studio 2013 build by definining USE_FFMPEG macro.
Warmonger
AI can finally clear Subterranean Gate with guard on the other side
Various improvements for exploration
Improvements for army exchange
Fixed secondary heroes stalking main hero
AI will now use SectorMap to find a way to guarded / covered objects.
Significantly improved exploration algorithm
Fastest heroes will be used for exploration first
Fixed (common) issue when AI found neutral stacks infinitely strong
AI should not get lazy in endgame.
Locked heroes now try to decompose their goals exhaustively, which FINALLY works as intended.
GatherArmy may include building dwellings in town (experimental)
Conquer goal will not use fuzzy logic as well. AI should play more aggresively.
Components of combined artifacts will now display info about entire set.
WoG creature abilities by Kuririn.
beegee
Implemented move heroes to next scenario partially
Implemented hero recreate handling correctly
Fixed #1674 (Xeron should be re-created on AB campaign)
Added a SIGSEV violation handler to vcmiserver executable for logging stacktrace (for convenience only)
Moved place bonus hero before normal random hero and starting hero placement -> same behaviour as in OH3
Moved placing campaign heroes before random object generation -> same behaviour as in OH3
Ivan
split campaign descriptions from main menu into new file
implements level limit
custom victory/loss conditions for maps or campaigns
support for custom victory conditions from H3 campaigns
7 days without towns loss condition is no longer hardcoded
extended building dependencies
only changed mods will be validated
vcmi will detect changes in text files using crc-32 checksum
basic support for unicode. Internally vcmi always uses utf-8
launcher will be available as “VCMI” menu entry from system menu/launcher
I was going to upload my part of changelog when I find time
Still, the most imortant and fundamental part of AI is not listed there, while some others became outdated as I improved logic
I find it very strange. Too much time is spent on the same action. youtu.be/7RoT0D9_tWk
*I ask you to pay special attention to it, because the length of turn increased х10 times, to the eye.
strangenes.rar (267 KB)
beegee
February 25, 2014, 7:03pm
#7
Added my part to changelog.
Sounds good! So changelog should be updated for any significant changes which affect players and also developers. We could separate developer related changes when grouping them to ENGINE. So if there is any new function to use, features added to the build process, changes like introduction of ID objects,… could be added to the changelog with a optional link to the wiki descriping that change in a more detail.
@Ivan : Can we enable PCH for CMake by default now? It seems to be that it doesn’t cause any problems.
The thing is, most engine changes are totally irrelevant for users.
Also, you should not include the bugfixes that are reported on Mantis.
Ivan
February 25, 2014, 8:20pm
#9
What about listing all changes in changelog (file) but remove all internal changes in release announcement to make it player-friendly?
Or we can just keep it simple and keep changelog without any internal changes - I think all devs know all such changes anyway.
I think yes.
beegee
February 26, 2014, 11:50am
#10
The thing is, most engine changes are totally irrelevant for users.
Also, you should not include the bugfixes that are reported on Mantis.
Yes, I’ll remove internal changes and bugfixes reported on mantis. Forget about the fact that we provide a link to mantis changes in main post.
You’re right, we’re a small team and if there is anything to tell we can use the forum.
look somebody 1726
Tow, you fixed this bug before (1487, 1488), but he reappeared
Tow
March 1, 2014, 12:39pm
#12
Fixed
Povelitel:
look somebody 1726
I’ll look into this before the release.