The branch for the stable release 7.0 is here!
Release date should be in December without a more concrete date as of yet. The release will be in accordance to the OC Milestone Project, instantiated and put forwards by the clonkspot people, finishing its first Milestone today.
Until December I will maintain the release branch, cherrypick all polishing, bugfixes and safe features everyone contributes. Of course, everyone can help me do that by either picking sane changes or point out in this thread which changes should be included.
There is still some content developed by the Milestone team waiting on github I intend to include in the release. Apart from that, feel free to point out any feature you want to finish until then. For the stable branch though, I declare feature freeze!
Right now there are 223 open bugs in the bugtracker. Let's get start working. I'd say the big things are any bugs related to Lights and the GUI. Biggest missing feature on the GUI is Drag&Drop.
I would like to see something done about #1418. Peter, do you have this on your roadmap? I'd look into it myself otherwise...
b) Marked as fixed if already done by now
c) Closed if no longer applicable
d) Changed to feature requests and target version cleared for feature requests reported as bugs (so they're off the roadmap)
e) Acknowledged and target version increased for bugs that we don't plan to fix in this release, but should fix at some point (e.g.: this one might be a candidate)
Btw, it would be nice to have target version 8.0 for bugs of type e). Does anyone have the necessery admin rights in the bugtracker?
Otherwise my contribution will be finishing as many tutorials, updating the Worlds to the new objects that have been added (mainly animals) and fixing minor bugs.
I would add to the main focus of this release Music and the new Materials. They should be finished and working properly, but also the main texture map should be as clean as possible afterwards.
> Maybe you can link the roadmap bugs in the first post (see one of Sven's links).
> but also the main texture map should be as clean as possible afterwards.
Saying you want the duplicate entries gone? :I
Can't see required construction site materials if construction site is directly over the bottom
Suggested fix by Sven2: Expand viewport clipping to outer scroll border instead of landscape border for messages.
Suggested fix by Sven2: show non-GUI object messages behind GUI.
In relation with solid masks. This is really ugly.
I'd appreciate anyone have a look into the GUI code in the engine if this is my fault or the engine's. I'm out of ideas. This will happen whenever OnSynchronized() is called in objects, so I guess when resuming a savegame or after a runtime join.
I haven't tried if this is still the case but noticed it as well some time back. This is unaccaptable for a serious game. :/
Also something I noticed. Again, very ugly. If changing AA can't be done otherwise, maybe the game should require a restart to make this change.
From a player's perspective, this is probably the worst.
2. After the sawmill sawed a bunch of trees, it stopped working. There was a sound loop and it was not possible to use the building. Maybe the sawmill was confused because we threw too many trees in front of the sawmill?
3. The workshop had no energy when I tried to build a pick axe. Edit: All other buildings had energy and the windmill was rotating well.
4. Once I called the elevator: The elevator came down to me but didn't stop at my Clonk's position. Instead, it went further down to a location where nobody was.
Expect of the little elevator problem, these were 3 things where the host was forced to use scripts.
I will upload the replay later.
Over the last few days, I have rigorously skimmed through the bugtracker to either eliminate outdated bugs or to flag them for either 7.1 or 8.0. The roadmap is now at 62% with 53 open bugs. Not many of which are release blocking. In a week from now I will edit even more to target 8.0, mostly those that are merely cosmetic, nice-to-have but not critical. Anything of the severity of e.g. 0001335: Lighs have box shape when rays don't hit solid material.
If you spot those >7.0 bugs and find them easy enough to fix, please do so. Otherwise concentrate on 7.0.
Here's a new list of most critical bugs:
This is quick and easy but may prove to be something very valuable to players.
Apparently something that happens to some people. A release blocker.
0001241: SDL_mixer: Inaccessible audio device not handled correctly
Not that bad actually.
0001274: Gamepad not working
I use this bug as a reminder. We need to make sure that we do have Gamepad support or if that is too much to handle for two weeks, we should explicitly state that Gamepad support isn't ready in 7.0
0001105: Iron Peak Goal - Lags
As far as I understand, this bug makes Iron Peak virtually unplayable. If we can't fix this by either fixing the goal or removing it / replacing by a much simpler one, I will exclude Iron Peak from the release.
0001365: Can't see required construction site materials if construction site is directly over the bottom
The one bug from my old list that hasn't been fixed. The solution was mentioned in the entry: Expand viewport clipping to outer scroll border instead of landscape border for messages
I have no idea where in the engine code these things are defined though.
0001462: Crash when restarting a savegame with player assignment
Games that do not warn you or automatically unset key bindings if you attempt to bind a key twice are a nuisance to players. It doesn't sound too hard to fix this.
And another two proxy bugs:
0001109: Sync loss on runtime join
Of course, it's cool to solve these bugs in particular. The more general thing here is to sit down and fix runtime join and network savegame resumption in general. This will include two people, at least one engine coder, to have debug engines ready and just try out these things and monitor why the process fails, hopefully being able to fix everything.
To have a little priority list here:
- Network savegames resumption
- Gamepad Support
- Runtime Join
- Iron Peak
I'd appreciate feedback about who's available in general!
Also I'd aim for 1st of January as a release date. I only have time after Christmas to work on OC and the Tutorials must receive some attention.
Regarding Iron Peak, what's your hardware? I understand that it's less a problem with somewhat up to date system and it gets worse the longer the game runs (i.e. the more flags you've built). I don't think it's good publicity to have a scenario included that becomes unplayable after some time. Even if it is no problem for high end systems.
Edit: I will test an optimization using FindObjects (this should also improve the speed of the power system, which might suffer from the same problem for very large settlements).
> When did you notice the it gets worse with the number of flags?
Never actually. This was how I understood that bug!
>we should explicitly state that Gamepad support isn't ready in 7.0
Gamepad support won't be ready for 7.0.
>I have no idea where in the engine code these things are defined though.
I looked for some time but quickly got lost in blitting of single characters somewhere. Sven?
> 0001238: Crash in Deep sea mining
> Apparently something that happens to some people. A release blocker.
This one affected every scenario that used scenario sections. (We only use them in DSM at the moment.) It's fixed.
> 0001241: SDL_mixer: Inaccessible audio device not handled correctly
> This does sound bad. I am not sure though if this bug still persists.
I don't remember anyone doing stuff about this, but to be fair, most people should have working sound devices on platforms we're using SDL_mixer on (I only noticed it because I ran OpenClonk on a VM without a sound card).
> This one affected every scenario that used scenario sections. (We only use them in DSM at the moment.) It's fixed.
Does this have something to do with: http://bugs.openclonk.org/view.php?id=1379 (i.e. is that one fixed, too)?
I think the map was originally intended as a puzzle for OC devs by ck? It sure plays like one. It's pretty hard and I guess you can mess up pretty quickly, too (by wasting all three flints, losing the one metal, etc).
The idea is pretty nice. So maybe adding more fail safes could make the scenario really enjoyable? Or at least hinting the players at where the chests are so that you don't have to just know where they can be found.
Obviously, we failed to reach Maikel's ideal release date but I would really like to wrap things up now.
I'd appreciate everyone involved in current development to state if there's anything you are currently working on that you consider a release blocker (must be finished before a release). In doing so, please also consider if parts of your stuff can be done by someone else who does not have such vital things to do (I volunteer). Write down every task.
The roadmap's at 81%. Please also say if there are any bugs left you consider release blocking as well. If these are not targeted for 7.0, please do so. I will once again rigorously go over the roadmap and close or move bugs.
Two bugs I would like to have opinions on are these:
0001529: Disable splitscreen
There are two very important topics for the upcoming release one of which I am clear on and one not:
The upcoming release will not feature gamepad controls. We should prominently point this out, even consider deactivating the possibility to select gamepad in the options at all!
There have been issues with OS X in general. From my understanding because of some OpenGL features we use, Mac users were unable to run the game at all. This is unacceptable for a release, to drop support for a whole operating system. I would like an update on how this situation might be improved. I consider this release blocking.
> There have been issues with OS X in general. From my understanding because of some OpenGL features we use, Mac users were unable to run the game at all. This is unacceptable for a release, to drop support for a whole operating system. I would like an update on how this situation might be improved. I consider this release blocking.
I am working on resolving this eventually (by moving to using a OpenGL 3.2 core profile), but I'm not sure how much longer it will take. For the release, my suggestion would be to revert the commit which introduced the OpenGL 3.0 dependency, in the stable-7.0 branch only. It is not a critical feature. For 8.0 we'll then move to a OpenGL 3.2 core profile, which is supported by Mac OS X. I have a Mac, so I can actually test this.
Before going that road it would be good to know what the state and plans of the stable-7.0 branch are. It's been about two months since it was touched. Are we cherry-picking individual commits from master into there and release that, or do we make a new branch from the current master?
Which commit was it that introduced the dependency? Can we revert that without breaking any commits after that one?
Probably there will be a conflict if one reverts that now, but I can take care of that.
> Probably there will be a conflict if one reverts that now, but I can take care of that.
That'd be nice. :)
Would be nice for a release:
0001529: Disable splitscreen
0001536: Disable Gamepad Controls
Both of these offer options to players that are currently broken and will look broken if selected.
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