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Topic: Build 20

GunChleoc
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Posted at: 2018-09-17, 15:59

I have announced the first snow feature freeze for Build 20 now. Our list of targeted bugs is getting shorter, so we should be able to have a new release out some time in October, or early November at the latest face-smile.png


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GunChleoc
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Posted at: 2018-10-02, 10:01

Highlights of the new features implemented since April


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Tibor

Joined: 2009-03-23, 23:24
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Posted at: 2018-10-02, 15:27

May I do some small AI training?


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kaputtnik
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Joined: 2013-02-18, 20:48
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Posted at: 2018-10-04, 08:04

I think AI training is always a good idea face-smile.png


Fight simulator for Widelands:
https://wide-fighter.netlify.app/

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Tibor

Joined: 2009-03-23, 23:24
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Posted at: 2018-10-04, 08:25

Fine

Yesterday I spent about 2.5 hours to recreating all savegames that are used for training as the savegame compatibility was again broken. It would be nice if it was possible to start brand new network game from a map from a command line - with AI players only and have possibility to define a tribe of each.


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GunChleoc
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Posted at: 2018-10-04, 10:01

Yes, additional training will be welcome at any time until we hit the release candidate face-smile.png

It would be nice if it was possible to start brand new network game from a map from a command line - with AI players only and have possibility to define a tribe of each.

Sounds like a good feature for Build 21 - open a bug, please?


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Tibor

Joined: 2009-03-23, 23:24
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Posted at: 2018-10-04, 10:10

GunChleoc wrote:

Sounds like a good feature for Build 21 - open a bug, please?

I will of course, but I wonder how would command line look like, will have to be very verbose like

 widelands  -player2 frisians -player3 barbarians -player4 barbarians

and so on


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Tibor

Joined: 2009-03-23, 23:24
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Posted at: 2018-10-04, 10:41

OK, bug opened: 1796042: Ability to start network game from cli


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GunChleoc
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Posted at: 2018-10-05, 09:17

Thanks!


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stonerl
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Joined: 2018-07-30, 00:03
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Posted at: 2018-10-27, 00:30

Seriously I really don't know how to start, because it is not my intention to dramatize here, but TBH multiplayer is terribly broken. With trunk it is currently impossible to play a consecutive game, let alone finish one. I already filed a bug report (I hope it contains all necessary info, now) but I'd like to urge more people playtesting multiplayer.

Here is the situation for me and my friends. We played 3 LAN multiplayer games during the last weeks and we weren't able to finish even one. The first on desynced/crashed after about 4 ingame hours. The second one after about 2,5 hours (we resumed it several times and it desynced again, later on) and the 3rd one after 20 minutes. It is impossible to play multiplayer ATM. Another issue seems to be that the crash-save or fail-save (the savegame the host creates when a client disconnects) is broken. Loading this save results in an immediate desync/crash as soon as another client is involved, but runs flawless when only run locally without any clients connected.

Loading an older savegame seems to be possible, but after a certain amount of time has passed the game desyncs/crashes again. Maybe at the same time-mark maybe later.

These desyncs are somehow related to the map-size, I guess. The longest lasting game was on the map Calvisson (192x192) which took about 4 hours until desync. The second one was Astoria 2.R (240x224) which took 2,5h. The 20 minutes desync happened on Magic Mountain (512x512).

It would be great, if other people could test multiplayer in LAN-mode (and/or over the Internet) and report their findings in this Bugreport on Launchpad


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