This is quite annoying for the tutorials: http://bugs.openclonk.org/view.php?id=1537
The tutorials could use some testing (and then a translation). I am done with 1-4, 7 & 8.
I hope to finish 5 & 6 before the 7.1 bugfix release.
I hope to finish 5 & 6 before the 7.1 bugfix release.
Clonk-Karl fixed 1535 this morning.
As far as I remember, gamepad controls were NOT broken during version 2 or 3 - where we had the ring menu (I do not mean the circle menu) to access inventory. After that, they were always broken to an extend because it was impossible to control inventory.
>0001536: Disable Gamepad Controls
As far as I remember, gamepad controls were NOT broken during version 2 or 3 - where we had the ring menu (I do not mean the circle menu) to access inventory. After that, they were always broken to an extend because it was impossible to control inventory.
Well, I don't see the point in offering this option then! ;)
The release candidate has been build anew. This time, hopefully, just some final testing remains and the release is ready.
Anyone with a Mac, we need urgent help:
0001575: OS X: Mouse wheel always zooms
0001574: OS X: Cannot pick up objects with Shift
Release blockers! :(
Not so release blocking:
0001573: OS X: Can't select font type
0001575: OS X: Mouse wheel always zooms
0001574: OS X: Cannot pick up objects with Shift
Release blockers! :(
Not so release blocking:
0001573: OS X: Can't select font type
Is anyone looking at these? If not I might give it a try, but I really don't want to maintain OS X support for OC in the long term.
Maybe Mortimer is but I don't really know. These are hopefully quick fixes that don't need long term support.
Cool, indeed.
I will assemble a changes list and then we can release!
I will assemble a changes list and then we can release!
What's with
Those sound like a major annoyance to a player but like a trivial fix.
- 0001529: [Engine] Disable splitscreen - new.
- 0001536: [Engine - Controls] Disable Gamepad Controls - new.
Those sound like a major annoyance to a player but like a trivial fix.
Not sure about the triviality since no one touched those!
But if anyone says these are quick and easy and safe, be my guest.
But if anyone says these are quick and easy and safe, be my guest.
No one has tested tutorial 5, besides me. So please at least play through it.
German translations for most tutorials are missing still, thanks to Zapper we have the first two.
German translations for most tutorials are missing still, thanks to Zapper we have the first two.
For me German translations are not release blocking. Testing the tutorial should be 5 minutes and something explaining melee was still missing so important to add.
It definitely is because German is a majorly supported language in Clonk.
Well, this was an open issue for a long time, because I am not going to spend my time translating them (I'd take 10x the amount of time a native speaker would).
Doing a translation takes about 15 minutes, I'd say. I'll continue with them whenever I am at home and find some time. So I guess they'll be done very soon™.
After I killed the spear throwing clonk, Archibald said he'd come down, but he never showed up.
I can confirm this. Also, there's a typo after you killed the first enemy. It says I should take "its" weapons, when it should rather be "his".
Fixed the issues mentioned above. Did anyone of you guys manage to finish it without a respawn?
Yes, it's relatively easy if you're careful because of the bread you get.
There are still two things that bugged me while playing;
First the invisible wall until you destroy the straw men. Nobody likes invisible walls. The player should not be forced to test the axe if he doesn't want to in my opinion.
Secondly, the NPCs go trough the same initial dialogue again and again, they should have some kind of idle dialogue. Also, the hungry guy keeps giving you clubs if you provide him enough mushrooms.
There are still two things that bugged me while playing;
First the invisible wall until you destroy the straw men. Nobody likes invisible walls. The player should not be forced to test the axe if he doesn't want to in my opinion.
Secondly, the NPCs go trough the same initial dialogue again and again, they should have some kind of idle dialogue. Also, the hungry guy keeps giving you clubs if you provide him enough mushrooms.
This one is probably release blocking: http://bugs.openclonk.org/view.php?id=1602
Another evil one: 0001603: Crash when loading savegame.
After this and the power library bug, we are good to release. Except there's still something left that someone didn't mention.
After this and the power library bug, we are good to release. Except there's still something left that someone didn't mention.
Since there were more changes, we should play a few test games with another release candidate I think.
Both have been fixed and are at 100%. I would be available on Friday evening for releasing.
Making an RC4 sounds good to do some more testing with.
Making an RC4 sounds good to do some more testing with.
Will there be another RC before or do we just release from master anyway?
Releasing from stable without another RC, I'm a bit afraid of merge errors.
Releasing from stable without another RC, I'm a bit afraid of merge errors.
Why would there be merge errors? It might be good to merge as soon as possible and we can do an RC4 and test that, but I don't see an absolute need.
Do we not need to merge
I think that merge process justifies a new release candidate by itself.
master
into stable
and then revert-opengl-2.1
into stable
anyway?I think that merge process justifies a new release candidate by itself.
revert-opengl-2.1 is already in master at the moment because it's needed for mac.
It can only be reverted once someone implemented full ogl3 support for mac. So I think stable should be identical to master except for the merge order of that commit.
It can only be reverted once someone implemented full ogl3 support for mac. So I think stable should be identical to master except for the merge order of that commit.
> It can only be reverted once someone implemented full ogl3 support for mac.
I did that, but kept it back until after the release because it's a fairly big change with potential for regressions. That's why I wanted revert-opengl-2.1 only be merged into stable-7.0, but not master. Doesn't matter much, though -- I'll just revert the revert :)
Remove adjusting texture sizes to next power of two is almost identical to Require support of non-power-of-two textures from my epoxy branch, except that I also removed unused IsRenderTarget and MaxTextureSize C4Surface options, so the context differs.
Actually I tried to cherry-pick your commit first, but it didn't apply because it didn't have the context. I needed the fix because the GLEW_* check didn't work anymore when I enabled the core profile, and this broke the landscape rendering. So we'll probably have a conflict when merging the two branches but it should be easy enough to resolve.
I let kdiff3 resolve the merge conflicts (It's quite a bit more careless than git), checked that it still built, and discovered that your branch doesn't build openclonk-server since 599aeb39bd248ca8:
I've pushed my rebased commit to https://git.openclonk.org/guenther/experimental.git/shortlog/refs/heads/core-profile , in case you want to carry it in your branch. It at least doesn't introduce any new build failures ;-)
The epoxy change probably needs to be modified to support both epoxy and GLEW. The main motivation was that epoxy hasn't broken ABI, unlike GLEW, but it also hasn't had any new commits for half a year in its original repository, with two active forks. Until that gets resolved its probably not a good idea to rely on it.
src/landscape/C4Particles.cpp:1272:31: error: no ‘void C4ParticleSystem::DoInit()’ member function declared in class ‘C4ParticleSystem’
void C4ParticleSystem::DoInit() {}
^
src/landscape/C4Particles.cpp: In member function ‘void C4ParticleSystem::Clear()’:
src/landscape/C4Particles.cpp:1449:6: error: ‘ibo’ was not declared in this scope
if (ibo != 0) glDeleteBuffers(1, &ibo);
^
src/landscape/C4Particles.cpp:1449:39: error: ‘glDeleteBuffers’ was not declared in this scope
if (ibo != 0) glDeleteBuffers(1, &ibo);
^
src/landscape/C4Particles.cpp:1450:2: error: ‘ibo’ was not declared in this scope
ibo = 0; ibo_size = 0;
^
src/landscape/C4Particles.cpp:1450:11: error: ‘ibo_size’ was not declared in this scope
ibo = 0; ibo_size = 0;
^
I've pushed my rebased commit to https://git.openclonk.org/guenther/experimental.git/shortlog/refs/heads/core-profile , in case you want to carry it in your branch. It at least doesn't introduce any new build failures ;-)
The epoxy change probably needs to be modified to support both epoxy and GLEW. The main motivation was that epoxy hasn't broken ABI, unlike GLEW, but it also hasn't had any new commits for half a year in its original repository, with two active forks. Until that gets resolved its probably not a good idea to rely on it.
Thanks, I fixed the build failure.
Too bad, I'd love to get rid of GLEW. It doesn't seem to do well with OpenGL version 3 and later. One needs to set an obscure
> The epoxy change probably needs to be modified to support both epoxy and GLEW.
Too bad, I'd love to get rid of GLEW. It doesn't seem to do well with OpenGL version 3 and later. One needs to set an obscure
glewExperimental = GL_TRUE
flag so that it initializes the vertex array functions. And apparently one has to do that since years already, so there cannot be much maintenance going on there either...
Hm. I mean, epoxy works now, there's two forks advertising improved windows support, and core linux software depends on it, so it or some improved replacement will stay around. It just might lack support for the newest OpenGL features. I mostly wanted to avoid breaking everyone's build, but if we can simply point them at a new dependency package that probably works, too.
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