FoG(U) Update #36

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JocaRamiro
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Re: FoG(U) Update #14

Post by JocaRamiro » Sun Dec 25, 2016 4:26 pm

Merry Christmas to you. Thanks for your hard work and creative efforts.

Happy New Year.

cothyso
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FoG(U) Update #15

Post by cothyso » Fri Jan 20, 2017 8:35 pm

Hello friends,

I haven't finished yet the trailing WIP code I've started during these passing weeks, so there will be no build this week.

Even so, it seems that 2017 will be a great year for FoG(U). The next build will be The FoG(U) v2.5.03 rev 1045 GM3, and it will contain all the major fixes required for FoG(U): the new GPM code (solving most of the reported gameplay problems), the MP DAG modifications (atm the MP code is fully functional, both for SP and DAG games (working with a completely dynamic number of participating nations)) and the new tasks code (solving some problems caused by the WWW callbacks methods running as threads instead in Unity's main thread as it should normally be - this being the actual still WIP culprit, as the task workflow modifications are not propagated yet through all the code).

The GM3 should be ready sometime during this weekend (fully worked, as usual) or the beginning of the next week. An official release of this build will be officially published by Slitherine as soon s possible.

Thank you all for everything,
Dan Antonescu

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Re: FoG(U) Update #15

Post by stockwellpete » Fri Jan 20, 2017 9:41 pm

Thanks for the update, Dan.

cothyso
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FoG(U) Update #16

Post by cothyso » Fri Jan 27, 2017 6:29 pm

Hello mates!

The FoG(U) v2.5.02 rev 1044f GM2k(mod) beta build: FoG(U)_2017.01.27_01s_v2.5.02.1044f_GM2k(mod)_beta_(Win).rar

This is the GM3 preview build, a little bit later than it should, but here nevertheless. It contains all the major modifications, optimization and fixes made to the code base in the last month. This is basically the FoG(U) v2.5.03 rev 1045 GM3 minus a few minor modifications/fixes not made/finished yet (which i still want to be made for the GM3 build) and minus a detailed description of the 1045 revision's content.

I will fill in more details about this preview tomorrow (atm you just need to know it contains the latest working stable GPM and the fully working MP (for both scenarios and DAG games, including the ones with a dynamic number of nations)).

And friends, it needs testing. A LOT of it :)

Cheers,
Dan Antonescu

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Re: FoG(U) Update #16

Post by NikiforosFokas » Sun Jan 29, 2017 4:22 pm

I just finished my first game on this beta version. A far better experience than the base Unity version. I only played one game but the difference is quite obvious. My first comment is that now you can actually see the moves of your enemy. i wish hitting the ~ would be more easy to read the dice results, thing that will be easily done if you reduce all the infos about selecting units, etc. Even if i go the mouse over the pause icon (not even click on it) will be visible on the information panel. That is really useless and make hard to follow the dice results. i will come back with more comments.
For Byzantium!!

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Re: FoG(U) Update #16

Post by notjustdon » Thu Feb 16, 2017 8:06 am

Brilliant, the game is so much more playable, well done on your hard work over the last 6-8 months. I am now play testing with a friend to see if any other issues may still need addressing. A little adjusting on speed and now seems to be ok. Only point to make and it is cosmetic rather than anything else is the shadow graphics on trees which appear like black blobs. Is it possible to have them like a ghosting grey to allow the background to show through. Very minor issue I know.

Kind Regards
notjustdon

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Re: FoG(U) Update #16

Post by Vargas78 » Thu Feb 16, 2017 6:57 pm

Do the beta builds install over the base installation of the unity version? I might give them a shot.

cothyso
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FoG(U) Update #17

Post by cothyso » Fri Feb 17, 2017 8:25 pm

Hello guys!

The FoG(U) v2.5.02 rev 1044f GM2k / GM3 preview build (ie the same from Update #16) was also forwarded on 2nd February to Slitherine for testing and official release approval. As soon as it will be accepted, I'll let you guys know.

An official release should follow shortly after that. No further work on FoG(U) will be done until then.

Cheers,
Dan Antonescu

cothyso
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Re: FoG(U) Update #17

Post by cothyso » Fri Feb 17, 2017 8:35 pm

Vargas78 wrote:Do the beta builds install over the base installation of the unity version? I might give them a shot.
No, it's a from the scratch install containing everything needed, excepting the data and bundle files which are automatically downloaded the first time you're starting the appliction.

t341
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Re: FoG(U) Update #17

Post by t341 » Sun Feb 19, 2017 3:46 am

not so quick

cothyso
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FoG(U) Update #18

Post by cothyso » Fri Feb 24, 2017 7:03 pm

Sorry guys,

No FoG(U) work this week.

Thank you,
Dan Antonescu

cothyso
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FoG(U) Update #19

Post by cothyso » Fri Mar 03, 2017 9:42 pm

Hello friends,

The The FoG(U) v2.5.02 rev 1044f GM2k / GM3 preview build was approved so I moved forward with the GM3 build. Unfortunately I haven't finished yet the trailing WIP code for the FoG(U) 2.5.03 rev 1045 GM3, so there will be no build today.

The work still needing to be done should be ready during this weekend/by the beginning of the next week, and as soon as the build is ready I'll make the new build thread, and forward the build to Slitherine for publishing.

Cheers,
Dan Antonescu

t341
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Re: FoG(U) Update #19

Post by t341 » Wed Mar 08, 2017 2:45 am

great News!

cothyso
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Re: FoG(U) Update #19

Post by cothyso » Thu Mar 09, 2017 7:40 am

Working on it (still not ready yet).

t341
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Re: FoG(U) Update #19

Post by t341 » Fri Mar 17, 2017 6:45 pm

waiting patiently and hopefully


The The FoG(U) v2.5.02 rev 1044f GM2k / GM3 preview build was approved so I moved forward with the GM3 build. Unfortunately I haven't finished yet the trailing WIP code for the FoG(U) 2.5.03 rev 1045 GM3, so there will be no build today.

The work still needing to be done should be ready during this weekend/by the beginning of the next week, and as soon as the build is ready I'll make the new build thread, and forward the build to Slitherine for publishing.

Cheers,
Dan Antonescu[/quote]

Update #18 (24th February 2017)
cothyso wrote:Sorry guys,

No FoG(U) work this week.

Thank you,
Dan Antonescu
Update #17 (17th February 2017)
cothyso wrote:Hello guys!

The FoG(U) v2.5.02 rev 1044f GM2k / GM3 preview build (ie the same from Update #16) was also forwarded on 2nd February to Slitherine for testing and official release approval. As soon as it will be accepted, I'll let you guys know.

An official release should follow shortly after that. No further work on FoG(U) will be done until then.

Cheers,
Dan Antonescu
Update #16 (27th January 2017)
cothyso wrote:Hello mates!

The FoG(U) v2.5.02 rev 1044f GM2k(mod) beta build: FoG(U)_2017.01.27_01s_v2.5.02.1044f_GM2k(mod)_beta_(Win).rar

This is the GM3 preview build, a little bit later than it should, but here nevertheless. It contains all the major modifications, optimization and fixes made to the code base in the last month. This is basically the FoG(U) v2.5.03 rev 1045 GM3 minus a few minor modifications/fixes not made/finished yet (which i still want to be made for the GM3 build) and minus a detailed description of the 1045 revision's content.

I will fill in more details about this preview tomorrow (atm you just need to know it contains the latest working stable GPM and the fully working MP (for both scenarios and DAG games, including the ones with a dynamic number of nations)).

And friends, it needs testing. A LOT of it :)

Cheers,
Dan Antonescu
Update #15 (20th January 2017)
cothyso wrote:Hello friends,

I haven't finished yet the trailing WIP code I've started during these passing weeks, so there will be no build this week.

Even so, it seems that 2017 will be a great year for FoG(U). The next build will be The FoG(U) v2.5.03 rev 1045 GM3, and it will contain all the major fixes required for FoG(U): the new GPM code (solving most of the reported gameplay problems), the MP DAG modifications (atm the MP code is fully functional, both for SP and DAG games (working with a completely dynamic number of participating nations)) and the new tasks code (solving some problems caused by the WWW callbacks methods running as threads instead in Unity's main thread as it should normally be - this being the actual still WIP culprit, as the task workflow modifications are not propagated yet through all the code).

The GM3 should be ready sometime during this weekend (fully worked, as usual) or the beginning of the next week. An official release of this build will be officially published by Slitherine as soon s possible.

Thank you all for everything,
Dan Antonescu
Update #14 (23rd December 2016)
cothyso wrote:Merry Christmas everyone!

The FoG(U) v2.5.02 rev 1044e GM2j(mod) beta build: FoG(U)_2016.12.23_01s_v2.5.02.1044e_GM2j(mod)_beta_(Win).rar

This is the GPM5 (5th gameplay manager) build. It contains the latest version of the new GPM code, extensive tested during the last couple of weeks. It mainly contains small fixes and some optimizations to the GPM code and also various other small fixes and cleaning-ups.

With this build the GPM work should be basically finished, and I will proceed to test (yes, more testing, there's no one else helping me with it, as usual) and regress all the GPM related reported problems, then fix all the eventual remaining ones. After that, the next problem on the list is the MP DAG games with at least an army list containing allied units. And after this, all major FoG(U) problems should simply not be anymore.

The winter holiday starts from today, and it will last until the second (or third, if I'll get an extra week off) week of January. Even if officially I won't work, I will try to squeeze some more FoG(U) work time these days (and maybe I'll be able to even put out a build). And anyone having a stringent desire to contact me in the mean time, you know very well how to do it!

These were very rough times for me, and I thank you all with all my heart for your continuous trust, patience and support :)

Merry Christmas to you all,
Dan Antonescu
Update #13 (16th December 2016)
cothyso wrote:Hello all,

No build this week, and not because of the lack of work: I've spent the whole week stress-testing the GPM code, and until now it held up quite well. Found a couple or so of minor problems, which are to be solved starting with Monday.

An official release will only be pushed after we've finished the FoG(U)'s new GPM code, and with the current MP DAG games with at least one army having more than 1 nation (ie having allies). In the mean time, you've still got all these WIP beta releases.

Cheers,
Dan Antonescu
Update #12 (9th December 2016)
cothyso wrote:Hello everyone,

The FoG(U) v2.5.02 rev 1044d GM2i(mod) beta build: FoG(U)_2016.12.09_01s_v2.5.02.1044d_GM2i(mod)_beta_(Win).rar

This is the GPM4 (4th gameplay manager) build. It contains the latest version of the new GPM code. It mainly contains fixes and optimizations to the GPM code and various other fixes and cleaning-ups.

The next week's build will still focus on ironing out and polishing the new GPM code and on general cleaning-ups.

Thank you,
Dan Antonescu

Update #11 (3rd December 2016)
cothyso wrote:Sorry guys,

No build ready for upload yet. I've worked on it for a couple of days, but still not enough for a new build. It will have to wait for the next week.

Thank you,
Dan Antonescu
Update #10 (25th November 2016)
cothyso wrote:Hello mates,

And the fourth. Next week I'll have both Monday and Tuesday for FoG(U) only, and as the remaining of the week are free days, I'll probably manage to get another day or two working on it. And the week after it should be a full FoG(U) one.

Thank you for your patience and understanding,
Dan Antonescu
Update #09 (18th November 2016)
cothyso wrote:Hello everyone,

The third week without a new beta build. This week I've actually got a full day of work on FoG(U), but far away from enough to justify a new build. The next week would bring it, though.

Thank you,
Dan Antonescu

Update #08 (11th November 2016)
cothyso wrote:Sorry guys,

Another frustrating week without getting a chance to even touch FoG(U)'s code.

Thank you for your patience,
Dan Antonescu
Update #07 (4th November 2016)
cothyso wrote:Hello guys,

Unfortunately, another short one: I wasn't able to do much work on the FoG(U) this week, so it will have to wait for the next one.

Thank you for your patience,
Dan Antonescu
Update #06 (28th October 2016)
cothyso wrote:Hello guys,

The FoG(U) v2.5.02 rev 1044c GM2h(mod) beta build: FoG(U)_2016.10.28_01s_v2.5.02.1044c_GM2h(mod)_beta_(Win).rar

This is the GPM3 (3rd gameplay manager) build. It contains the latest version of the new GPM code. It mainly contains fixes and optimizations to the GPM code. And a note: the GPMAM pausable discrete movements will affect both human and Ai players now (it should be default set on off (if it wasn't saved before in your player prefs) and it can be toggled on/off from Settings/Advanced menu, and it uses the I key to advance the current BG action's movement state).

The next week's build will still focus on ironing out and polishing the new GPM code.

Have fun,
Dan Antonescu
Update #05 (21st October 2016)
cothyso wrote:Hello guys,

Unfortunately, a short one this week: there will be no new build today as there wasn't too much (noticeable) progress on the FoG(U) GPM code base this week.

Thank you for your understanding,
Dan Antonescu
Update #04 (14th October 2016)
cothyso wrote:Hello everyone,

Time for this week's update. Due to the same technical problems, I can not make the usual thread in the Beta forum, so for the moment I will post the new build directly in here.

The FoG(U) v2.5.02 rev 1044b GM2g(mod) beta build: FoG(U)_2016.10.14_01s_v2.5.02.1044b_GM2g(mod)_beta_(Win).rar

This is the GPM2 (2nd gameplay manager) build. It contains the latest version of the new GPM code. Even if most of this passing week's code was mainly consisting of debug tools code, it still contains a lot of fixes, optimizations and new additions to the GPM code. The most important modifications: a new even slower movement speed and the GPMAM pausable discrete movements (it can be toggled on/off from Settings/Advanced menu, and it used the I key to advance the current BG action's movement state).

The next week's build will focus on ironing out and polishing the new GPM code still.

Enjoy,
Dan Antonescu
Update #03 (7th October 2016)
cothyso wrote:Hello all,

Due to some technical problems, I can not make the usual thread in the Beta forum, so for the moment I will post the new build directly in here. The FoG(U) v2.5.02 rev 1044a GM2f(mod) beta build: FoG(U)_2016.10.07_01s_v2.5.02.1044a_GM2f(mod)_beta_(Win).rar

This is the GPM1 (1st gameplay manager) build. It contains a lot of fixes and new additions, the most important one being the new GPM code (the code is kind of rough, but even if is WIP, it is still fully functional).

The next week's build will focus on ironing out and polishing the new GPM code.

Enjoy,
Dan Antonescu
Update #02 (3rd October 2016)
cothyso wrote:Hello guys,

The 3rd October is upon us, so here's the small update (instead of 30th September).

With the last Friday, the accommodation with the FoG(U)'s period is passed. I was hoping to pull out a patch at the end of this period (and not later than immediately after the weekend) but this proved to be (way) too optimistic.

A huge part of the reported (actually the biggest) is related with the gameplay manager actions code. Instead trying to tackle each of these GPM actions problems on its own, I've decided to go for an overhaul (modifications, streamlining and optimizations) of the whole GPM actions code. As a result, the bad part is that this takes time (and way longer than the passed couple of weeks I've mostly spent on getting back into FoG(U)'s code). While this overhaul is far from being finished (actually it will take at least another couple of weeks, if not more), the basic part of the new GPM code is already written and functioning, so the results can be already seen. The good news is that ones this GPM actions code overhaul is finished and ironed out, a huge part of the gameplay-related problems will simply disappear :)

Steam (and full Android and iOS) versions will follow after the FoG(U) will have all the (relevant) problems are solved.

So, without further due, here's the plan for the following weeks:
- an update on each Friday evening
- this Friday/next Monday (7th/10th October) -> GPM beta build 1 (revision 1045)
- 14th/17th October -> GPM beta build 2
- 21/24 October -> GPM build

Thank you all,
Dan Antonescu
Update #01 (17th September 2016)
cothyso wrote:Hello guys,

First of all I want to thank you all for your support (which included buying the new WFS and OOF addons), patience and understanding.

As we all know, FoG(U)'s launch was far-away from being a stellar one (to use an euphemism, if you allow me) and the greatly increased number of users accessing it revealed a pretty big number of problems which somehow were not stumbled upon during the long beta and open beta test periods. I've collected a list with the reported problems (and I want to express my Gratitude to stockwellpete which greatly helped by gathering and compiling most of it) and I've also had a look over a lot of your feedback.

Starting with the middle of this passed week I'm back on working on fixing and modifying the FoG(U)'s build. I need a couple of weeks period or so to catch-up with its immense code base, but after this period I plan to release a new build and some progress info at the end of each week, until all the (relevant - we all know there's no such thing as the perfect code) problems are solved.

In the following weeks I will not have too much time to spend on the forum (as you can imagine, I have a lot of FoG(U) debugging and programming on my table), but anyone badly needing to reach me can do it via the usual channels (ie directly emailing me or contacting me on skype).

Here's a short list with the already done/WIP work for the next FoG(U) rev1045:

Code: Select all

+++ [WIP] further modified, streamlined and optimized the whole GPM actions code (1)
	- G class
		- modified the BGStateAction enum adding the new CombatImpact member
	- GP class
		- added the new CombatImpactAction() method
		- modified the AnarchyCharge() and AdjacentFBGAnarchyCharge() methods
		- modified all the G._GPM.GPMAMAdd() calls
	+++ GPM class
		+++ further modified, streamlined and optimized the whole class
++ added the new debug replay watch code
	++ Replay class
		- added the new dbg_watchGameState, dbg_loadTurn, dbg_loadPhase, dbg_watchEvents and dbg_eventWatchList members
		- modified the Awake() method adding the new debug replay watch code section
		- modified the ReplayEventPlay() method adding the new debug replay watch code section
	- MainMenu class
		- modified the DataLoadSPGameLoad() method adding code to load a debug watched game state for a specific turn, phase
+ MainMenu class
	+ modified the OnGUIDrawWindowPreferencesDelegate() method adding advanced tab settings
	- further modified, streamlined and optimized the DataLoadMPGameLoad() method
- GP class
	- added the new def_GUIGameStateVisualIndicators member
	- further modified, streamlined and optimized the bgGetHexTerrainTypeName() method
	- added the new hGetHexTerrainTypeName() method
- GM class
	- modified the OnGUI() method mouse-over BG info panel group's code adding an over empty hexes terrain type label
	- modified the OnGUI() method game state visual indicator's code adding a GP.def_GUIGameStateVisualIndicators check
++ DebugPanel class
	+ further modified, streamlined and optimized the whole class
	- added the new DebugPanelWindow enum
	++ added the new OnGUI_GPM() and OnGUI_GPMActionL() methods
+ fixes
	- modified the R.LegacyScenarioLoad() method to account for some uncommon legacy scenarios file formats
	- modified the GP.BGCanCharge() method adding a not adjacent condition check to prevent some rare instances of neighbour enemy BGs returned as chargeable
	- modified the Actions.Action_Undo_Enabled() method adding a current nation's player null check to prevent crashes in case the player is null
	- modified the Replay.ReplayLoad() and .ParseHexValues() methods' parse code to prevent crashes if conversion failed
	+ modified the R.LoadVersionData(), .EditorUnitTemplatesLoad(), .EditorUnitFormationsLoad(), .FigureLoad() and .ConvertLegacyScenarios() methods' parse code to prevent crashes if conversion failed
	- modified the ListDAGArmyTemplateInfo.DAGArmyTemplateInfo() method's parse code to prevent crashes if conversion failed
	- modified the SevenZipInterface.DecompressLZMAToStringEncoded() method's byte parsing code to prevent crashes if conversion failed
Thank you all again,
Dan Antonescu
[/quote]

t341
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Re: FoG(U) Update #19

Post by t341 » Fri Mar 17, 2017 6:45 pm

waiting patiently and hopefully


The The FoG(U) v2.5.02 rev 1044f GM2k / GM3 preview build was approved so I moved forward with the GM3 build. Unfortunately I haven't finished yet the trailing WIP code for the FoG(U) 2.5.03 rev 1045 GM3, so there will be no build today.

The work still needing to be done should be ready during this weekend/by the beginning of the next week, and as soon as the build is ready I'll make the new build thread, and forward the build to Slitherine for publishing.

Cheers,
Dan Antonescu[/quote]

Update #18 (24th February 2017)
cothyso wrote:Sorry guys,

No FoG(U) work this week.

Thank you,
Dan Antonescu
Update #17 (17th February 2017)
cothyso wrote:Hello guys!

The FoG(U) v2.5.02 rev 1044f GM2k / GM3 preview build (ie the same from Update #16) was also forwarded on 2nd February to Slitherine for testing and official release approval. As soon as it will be accepted, I'll let you guys know.

An official release should follow shortly after that. No further work on FoG(U) will be done until then.

Cheers,
Dan Antonescu
Update #16 (27th January 2017)
cothyso wrote:Hello mates!

The FoG(U) v2.5.02 rev 1044f GM2k(mod) beta build: FoG(U)_2017.01.27_01s_v2.5.02.1044f_GM2k(mod)_beta_(Win).rar

This is the GM3 preview build, a little bit later than it should, but here nevertheless. It contains all the major modifications, optimization and fixes made to the code base in the last month. This is basically the FoG(U) v2.5.03 rev 1045 GM3 minus a few minor modifications/fixes not made/finished yet (which i still want to be made for the GM3 build) and minus a detailed description of the 1045 revision's content.

I will fill in more details about this preview tomorrow (atm you just need to know it contains the latest working stable GPM and the fully working MP (for both scenarios and DAG games, including the ones with a dynamic number of nations)).

And friends, it needs testing. A LOT of it :)

Cheers,
Dan Antonescu
Update #15 (20th January 2017)
cothyso wrote:Hello friends,

I haven't finished yet the trailing WIP code I've started during these passing weeks, so there will be no build this week.

Even so, it seems that 2017 will be a great year for FoG(U). The next build will be The FoG(U) v2.5.03 rev 1045 GM3, and it will contain all the major fixes required for FoG(U): the new GPM code (solving most of the reported gameplay problems), the MP DAG modifications (atm the MP code is fully functional, both for SP and DAG games (working with a completely dynamic number of participating nations)) and the new tasks code (solving some problems caused by the WWW callbacks methods running as threads instead in Unity's main thread as it should normally be - this being the actual still WIP culprit, as the task workflow modifications are not propagated yet through all the code).

The GM3 should be ready sometime during this weekend (fully worked, as usual) or the beginning of the next week. An official release of this build will be officially published by Slitherine as soon s possible.

Thank you all for everything,
Dan Antonescu
Update #14 (23rd December 2016)
cothyso wrote:Merry Christmas everyone!

The FoG(U) v2.5.02 rev 1044e GM2j(mod) beta build: FoG(U)_2016.12.23_01s_v2.5.02.1044e_GM2j(mod)_beta_(Win).rar

This is the GPM5 (5th gameplay manager) build. It contains the latest version of the new GPM code, extensive tested during the last couple of weeks. It mainly contains small fixes and some optimizations to the GPM code and also various other small fixes and cleaning-ups.

With this build the GPM work should be basically finished, and I will proceed to test (yes, more testing, there's no one else helping me with it, as usual) and regress all the GPM related reported problems, then fix all the eventual remaining ones. After that, the next problem on the list is the MP DAG games with at least an army list containing allied units. And after this, all major FoG(U) problems should simply not be anymore.

The winter holiday starts from today, and it will last until the second (or third, if I'll get an extra week off) week of January. Even if officially I won't work, I will try to squeeze some more FoG(U) work time these days (and maybe I'll be able to even put out a build). And anyone having a stringent desire to contact me in the mean time, you know very well how to do it!

These were very rough times for me, and I thank you all with all my heart for your continuous trust, patience and support :)

Merry Christmas to you all,
Dan Antonescu
Update #13 (16th December 2016)
cothyso wrote:Hello all,

No build this week, and not because of the lack of work: I've spent the whole week stress-testing the GPM code, and until now it held up quite well. Found a couple or so of minor problems, which are to be solved starting with Monday.

An official release will only be pushed after we've finished the FoG(U)'s new GPM code, and with the current MP DAG games with at least one army having more than 1 nation (ie having allies). In the mean time, you've still got all these WIP beta releases.

Cheers,
Dan Antonescu
Update #12 (9th December 2016)
cothyso wrote:Hello everyone,

The FoG(U) v2.5.02 rev 1044d GM2i(mod) beta build: FoG(U)_2016.12.09_01s_v2.5.02.1044d_GM2i(mod)_beta_(Win).rar

This is the GPM4 (4th gameplay manager) build. It contains the latest version of the new GPM code. It mainly contains fixes and optimizations to the GPM code and various other fixes and cleaning-ups.

The next week's build will still focus on ironing out and polishing the new GPM code and on general cleaning-ups.

Thank you,
Dan Antonescu

Update #11 (3rd December 2016)
cothyso wrote:Sorry guys,

No build ready for upload yet. I've worked on it for a couple of days, but still not enough for a new build. It will have to wait for the next week.

Thank you,
Dan Antonescu
Update #10 (25th November 2016)
cothyso wrote:Hello mates,

And the fourth. Next week I'll have both Monday and Tuesday for FoG(U) only, and as the remaining of the week are free days, I'll probably manage to get another day or two working on it. And the week after it should be a full FoG(U) one.

Thank you for your patience and understanding,
Dan Antonescu
Update #09 (18th November 2016)
cothyso wrote:Hello everyone,

The third week without a new beta build. This week I've actually got a full day of work on FoG(U), but far away from enough to justify a new build. The next week would bring it, though.

Thank you,
Dan Antonescu

Update #08 (11th November 2016)
cothyso wrote:Sorry guys,

Another frustrating week without getting a chance to even touch FoG(U)'s code.

Thank you for your patience,
Dan Antonescu
Update #07 (4th November 2016)
cothyso wrote:Hello guys,

Unfortunately, another short one: I wasn't able to do much work on the FoG(U) this week, so it will have to wait for the next one.

Thank you for your patience,
Dan Antonescu
Update #06 (28th October 2016)
cothyso wrote:Hello guys,

The FoG(U) v2.5.02 rev 1044c GM2h(mod) beta build: FoG(U)_2016.10.28_01s_v2.5.02.1044c_GM2h(mod)_beta_(Win).rar

This is the GPM3 (3rd gameplay manager) build. It contains the latest version of the new GPM code. It mainly contains fixes and optimizations to the GPM code. And a note: the GPMAM pausable discrete movements will affect both human and Ai players now (it should be default set on off (if it wasn't saved before in your player prefs) and it can be toggled on/off from Settings/Advanced menu, and it uses the I key to advance the current BG action's movement state).

The next week's build will still focus on ironing out and polishing the new GPM code.

Have fun,
Dan Antonescu
Update #05 (21st October 2016)
cothyso wrote:Hello guys,

Unfortunately, a short one this week: there will be no new build today as there wasn't too much (noticeable) progress on the FoG(U) GPM code base this week.

Thank you for your understanding,
Dan Antonescu
Update #04 (14th October 2016)
cothyso wrote:Hello everyone,

Time for this week's update. Due to the same technical problems, I can not make the usual thread in the Beta forum, so for the moment I will post the new build directly in here.

The FoG(U) v2.5.02 rev 1044b GM2g(mod) beta build: FoG(U)_2016.10.14_01s_v2.5.02.1044b_GM2g(mod)_beta_(Win).rar

This is the GPM2 (2nd gameplay manager) build. It contains the latest version of the new GPM code. Even if most of this passing week's code was mainly consisting of debug tools code, it still contains a lot of fixes, optimizations and new additions to the GPM code. The most important modifications: a new even slower movement speed and the GPMAM pausable discrete movements (it can be toggled on/off from Settings/Advanced menu, and it used the I key to advance the current BG action's movement state).

The next week's build will focus on ironing out and polishing the new GPM code still.

Enjoy,
Dan Antonescu
Update #03 (7th October 2016)
cothyso wrote:Hello all,

Due to some technical problems, I can not make the usual thread in the Beta forum, so for the moment I will post the new build directly in here. The FoG(U) v2.5.02 rev 1044a GM2f(mod) beta build: FoG(U)_2016.10.07_01s_v2.5.02.1044a_GM2f(mod)_beta_(Win).rar

This is the GPM1 (1st gameplay manager) build. It contains a lot of fixes and new additions, the most important one being the new GPM code (the code is kind of rough, but even if is WIP, it is still fully functional).

The next week's build will focus on ironing out and polishing the new GPM code.

Enjoy,
Dan Antonescu
Update #02 (3rd October 2016)
cothyso wrote:Hello guys,

The 3rd October is upon us, so here's the small update (instead of 30th September).

With the last Friday, the accommodation with the FoG(U)'s period is passed. I was hoping to pull out a patch at the end of this period (and not later than immediately after the weekend) but this proved to be (way) too optimistic.

A huge part of the reported (actually the biggest) is related with the gameplay manager actions code. Instead trying to tackle each of these GPM actions problems on its own, I've decided to go for an overhaul (modifications, streamlining and optimizations) of the whole GPM actions code. As a result, the bad part is that this takes time (and way longer than the passed couple of weeks I've mostly spent on getting back into FoG(U)'s code). While this overhaul is far from being finished (actually it will take at least another couple of weeks, if not more), the basic part of the new GPM code is already written and functioning, so the results can be already seen. The good news is that ones this GPM actions code overhaul is finished and ironed out, a huge part of the gameplay-related problems will simply disappear :)

Steam (and full Android and iOS) versions will follow after the FoG(U) will have all the (relevant) problems are solved.

So, without further due, here's the plan for the following weeks:
- an update on each Friday evening
- this Friday/next Monday (7th/10th October) -> GPM beta build 1 (revision 1045)
- 14th/17th October -> GPM beta build 2
- 21/24 October -> GPM build

Thank you all,
Dan Antonescu
Update #01 (17th September 2016)
cothyso wrote:Hello guys,

First of all I want to thank you all for your support (which included buying the new WFS and OOF addons), patience and understanding.

As we all know, FoG(U)'s launch was far-away from being a stellar one (to use an euphemism, if you allow me) and the greatly increased number of users accessing it revealed a pretty big number of problems which somehow were not stumbled upon during the long beta and open beta test periods. I've collected a list with the reported problems (and I want to express my Gratitude to stockwellpete which greatly helped by gathering and compiling most of it) and I've also had a look over a lot of your feedback.

Starting with the middle of this passed week I'm back on working on fixing and modifying the FoG(U)'s build. I need a couple of weeks period or so to catch-up with its immense code base, but after this period I plan to release a new build and some progress info at the end of each week, until all the (relevant - we all know there's no such thing as the perfect code) problems are solved.

In the following weeks I will not have too much time to spend on the forum (as you can imagine, I have a lot of FoG(U) debugging and programming on my table), but anyone badly needing to reach me can do it via the usual channels (ie directly emailing me or contacting me on skype).

Here's a short list with the already done/WIP work for the next FoG(U) rev1045:

Code: Select all

+++ [WIP] further modified, streamlined and optimized the whole GPM actions code (1)
	- G class
		- modified the BGStateAction enum adding the new CombatImpact member
	- GP class
		- added the new CombatImpactAction() method
		- modified the AnarchyCharge() and AdjacentFBGAnarchyCharge() methods
		- modified all the G._GPM.GPMAMAdd() calls
	+++ GPM class
		+++ further modified, streamlined and optimized the whole class
++ added the new debug replay watch code
	++ Replay class
		- added the new dbg_watchGameState, dbg_loadTurn, dbg_loadPhase, dbg_watchEvents and dbg_eventWatchList members
		- modified the Awake() method adding the new debug replay watch code section
		- modified the ReplayEventPlay() method adding the new debug replay watch code section
	- MainMenu class
		- modified the DataLoadSPGameLoad() method adding code to load a debug watched game state for a specific turn, phase
+ MainMenu class
	+ modified the OnGUIDrawWindowPreferencesDelegate() method adding advanced tab settings
	- further modified, streamlined and optimized the DataLoadMPGameLoad() method
- GP class
	- added the new def_GUIGameStateVisualIndicators member
	- further modified, streamlined and optimized the bgGetHexTerrainTypeName() method
	- added the new hGetHexTerrainTypeName() method
- GM class
	- modified the OnGUI() method mouse-over BG info panel group's code adding an over empty hexes terrain type label
	- modified the OnGUI() method game state visual indicator's code adding a GP.def_GUIGameStateVisualIndicators check
++ DebugPanel class
	+ further modified, streamlined and optimized the whole class
	- added the new DebugPanelWindow enum
	++ added the new OnGUI_GPM() and OnGUI_GPMActionL() methods
+ fixes
	- modified the R.LegacyScenarioLoad() method to account for some uncommon legacy scenarios file formats
	- modified the GP.BGCanCharge() method adding a not adjacent condition check to prevent some rare instances of neighbour enemy BGs returned as chargeable
	- modified the Actions.Action_Undo_Enabled() method adding a current nation's player null check to prevent crashes in case the player is null
	- modified the Replay.ReplayLoad() and .ParseHexValues() methods' parse code to prevent crashes if conversion failed
	+ modified the R.LoadVersionData(), .EditorUnitTemplatesLoad(), .EditorUnitFormationsLoad(), .FigureLoad() and .ConvertLegacyScenarios() methods' parse code to prevent crashes if conversion failed
	- modified the ListDAGArmyTemplateInfo.DAGArmyTemplateInfo() method's parse code to prevent crashes if conversion failed
	- modified the SevenZipInterface.DecompressLZMAToStringEncoded() method's byte parsing code to prevent crashes if conversion failed
Thank you all again,
Dan Antonescu
[/quote]

t341
Administrative Corporal - SdKfz 232 8Rad
Administrative Corporal - SdKfz 232 8Rad
Posts: 166
Joined: Sat Nov 29, 2014 11:18 pm

Re: FoG(U) Update #19

Post by t341 » Fri Mar 17, 2017 6:45 pm

waiting patiently and hopefully


The The FoG(U) v2.5.02 rev 1044f GM2k / GM3 preview build was approved so I moved forward with the GM3 build. Unfortunately I haven't finished yet the trailing WIP code for the FoG(U) 2.5.03 rev 1045 GM3, so there will be no build today.

The work still needing to be done should be ready during this weekend/by the beginning of the next week, and as soon as the build is ready I'll make the new build thread, and forward the build to Slitherine for publishing.

Cheers,
Dan Antonescu[/quote]

Update #18 (24th February 2017)
cothyso wrote:Sorry guys,

No FoG(U) work this week.

Thank you,
Dan Antonescu
Update #17 (17th February 2017)
cothyso wrote:Hello guys!

The FoG(U) v2.5.02 rev 1044f GM2k / GM3 preview build (ie the same from Update #16) was also forwarded on 2nd February to Slitherine for testing and official release approval. As soon as it will be accepted, I'll let you guys know.

An official release should follow shortly after that. No further work on FoG(U) will be done until then.

Cheers,
Dan Antonescu
Update #16 (27th January 2017)
cothyso wrote:Hello mates!

The FoG(U) v2.5.02 rev 1044f GM2k(mod) beta build: FoG(U)_2017.01.27_01s_v2.5.02.1044f_GM2k(mod)_beta_(Win).rar

This is the GM3 preview build, a little bit later than it should, but here nevertheless. It contains all the major modifications, optimization and fixes made to the code base in the last month. This is basically the FoG(U) v2.5.03 rev 1045 GM3 minus a few minor modifications/fixes not made/finished yet (which i still want to be made for the GM3 build) and minus a detailed description of the 1045 revision's content.

I will fill in more details about this preview tomorrow (atm you just need to know it contains the latest working stable GPM and the fully working MP (for both scenarios and DAG games, including the ones with a dynamic number of nations)).

And friends, it needs testing. A LOT of it :)

Cheers,
Dan Antonescu
Update #15 (20th January 2017)
cothyso wrote:Hello friends,

I haven't finished yet the trailing WIP code I've started during these passing weeks, so there will be no build this week.

Even so, it seems that 2017 will be a great year for FoG(U). The next build will be The FoG(U) v2.5.03 rev 1045 GM3, and it will contain all the major fixes required for FoG(U): the new GPM code (solving most of the reported gameplay problems), the MP DAG modifications (atm the MP code is fully functional, both for SP and DAG games (working with a completely dynamic number of participating nations)) and the new tasks code (solving some problems caused by the WWW callbacks methods running as threads instead in Unity's main thread as it should normally be - this being the actual still WIP culprit, as the task workflow modifications are not propagated yet through all the code).

The GM3 should be ready sometime during this weekend (fully worked, as usual) or the beginning of the next week. An official release of this build will be officially published by Slitherine as soon s possible.

Thank you all for everything,
Dan Antonescu
Update #14 (23rd December 2016)
cothyso wrote:Merry Christmas everyone!

The FoG(U) v2.5.02 rev 1044e GM2j(mod) beta build: FoG(U)_2016.12.23_01s_v2.5.02.1044e_GM2j(mod)_beta_(Win).rar

This is the GPM5 (5th gameplay manager) build. It contains the latest version of the new GPM code, extensive tested during the last couple of weeks. It mainly contains small fixes and some optimizations to the GPM code and also various other small fixes and cleaning-ups.

With this build the GPM work should be basically finished, and I will proceed to test (yes, more testing, there's no one else helping me with it, as usual) and regress all the GPM related reported problems, then fix all the eventual remaining ones. After that, the next problem on the list is the MP DAG games with at least an army list containing allied units. And after this, all major FoG(U) problems should simply not be anymore.

The winter holiday starts from today, and it will last until the second (or third, if I'll get an extra week off) week of January. Even if officially I won't work, I will try to squeeze some more FoG(U) work time these days (and maybe I'll be able to even put out a build). And anyone having a stringent desire to contact me in the mean time, you know very well how to do it!

These were very rough times for me, and I thank you all with all my heart for your continuous trust, patience and support :)

Merry Christmas to you all,
Dan Antonescu
Update #13 (16th December 2016)
cothyso wrote:Hello all,

No build this week, and not because of the lack of work: I've spent the whole week stress-testing the GPM code, and until now it held up quite well. Found a couple or so of minor problems, which are to be solved starting with Monday.

An official release will only be pushed after we've finished the FoG(U)'s new GPM code, and with the current MP DAG games with at least one army having more than 1 nation (ie having allies). In the mean time, you've still got all these WIP beta releases.

Cheers,
Dan Antonescu
Update #12 (9th December 2016)
cothyso wrote:Hello everyone,

The FoG(U) v2.5.02 rev 1044d GM2i(mod) beta build: FoG(U)_2016.12.09_01s_v2.5.02.1044d_GM2i(mod)_beta_(Win).rar

This is the GPM4 (4th gameplay manager) build. It contains the latest version of the new GPM code. It mainly contains fixes and optimizations to the GPM code and various other fixes and cleaning-ups.

The next week's build will still focus on ironing out and polishing the new GPM code and on general cleaning-ups.

Thank you,
Dan Antonescu

Update #11 (3rd December 2016)
cothyso wrote:Sorry guys,

No build ready for upload yet. I've worked on it for a couple of days, but still not enough for a new build. It will have to wait for the next week.

Thank you,
Dan Antonescu
Update #10 (25th November 2016)
cothyso wrote:Hello mates,

And the fourth. Next week I'll have both Monday and Tuesday for FoG(U) only, and as the remaining of the week are free days, I'll probably manage to get another day or two working on it. And the week after it should be a full FoG(U) one.

Thank you for your patience and understanding,
Dan Antonescu
Update #09 (18th November 2016)
cothyso wrote:Hello everyone,

The third week without a new beta build. This week I've actually got a full day of work on FoG(U), but far away from enough to justify a new build. The next week would bring it, though.

Thank you,
Dan Antonescu

Update #08 (11th November 2016)
cothyso wrote:Sorry guys,

Another frustrating week without getting a chance to even touch FoG(U)'s code.

Thank you for your patience,
Dan Antonescu
Update #07 (4th November 2016)
cothyso wrote:Hello guys,

Unfortunately, another short one: I wasn't able to do much work on the FoG(U) this week, so it will have to wait for the next one.

Thank you for your patience,
Dan Antonescu
Update #06 (28th October 2016)
cothyso wrote:Hello guys,

The FoG(U) v2.5.02 rev 1044c GM2h(mod) beta build: FoG(U)_2016.10.28_01s_v2.5.02.1044c_GM2h(mod)_beta_(Win).rar

This is the GPM3 (3rd gameplay manager) build. It contains the latest version of the new GPM code. It mainly contains fixes and optimizations to the GPM code. And a note: the GPMAM pausable discrete movements will affect both human and Ai players now (it should be default set on off (if it wasn't saved before in your player prefs) and it can be toggled on/off from Settings/Advanced menu, and it uses the I key to advance the current BG action's movement state).

The next week's build will still focus on ironing out and polishing the new GPM code.

Have fun,
Dan Antonescu
Update #05 (21st October 2016)
cothyso wrote:Hello guys,

Unfortunately, a short one this week: there will be no new build today as there wasn't too much (noticeable) progress on the FoG(U) GPM code base this week.

Thank you for your understanding,
Dan Antonescu
Update #04 (14th October 2016)
cothyso wrote:Hello everyone,

Time for this week's update. Due to the same technical problems, I can not make the usual thread in the Beta forum, so for the moment I will post the new build directly in here.

The FoG(U) v2.5.02 rev 1044b GM2g(mod) beta build: FoG(U)_2016.10.14_01s_v2.5.02.1044b_GM2g(mod)_beta_(Win).rar

This is the GPM2 (2nd gameplay manager) build. It contains the latest version of the new GPM code. Even if most of this passing week's code was mainly consisting of debug tools code, it still contains a lot of fixes, optimizations and new additions to the GPM code. The most important modifications: a new even slower movement speed and the GPMAM pausable discrete movements (it can be toggled on/off from Settings/Advanced menu, and it used the I key to advance the current BG action's movement state).

The next week's build will focus on ironing out and polishing the new GPM code still.

Enjoy,
Dan Antonescu
Update #03 (7th October 2016)
cothyso wrote:Hello all,

Due to some technical problems, I can not make the usual thread in the Beta forum, so for the moment I will post the new build directly in here. The FoG(U) v2.5.02 rev 1044a GM2f(mod) beta build: FoG(U)_2016.10.07_01s_v2.5.02.1044a_GM2f(mod)_beta_(Win).rar

This is the GPM1 (1st gameplay manager) build. It contains a lot of fixes and new additions, the most important one being the new GPM code (the code is kind of rough, but even if is WIP, it is still fully functional).

The next week's build will focus on ironing out and polishing the new GPM code.

Enjoy,
Dan Antonescu
Update #02 (3rd October 2016)
cothyso wrote:Hello guys,

The 3rd October is upon us, so here's the small update (instead of 30th September).

With the last Friday, the accommodation with the FoG(U)'s period is passed. I was hoping to pull out a patch at the end of this period (and not later than immediately after the weekend) but this proved to be (way) too optimistic.

A huge part of the reported (actually the biggest) is related with the gameplay manager actions code. Instead trying to tackle each of these GPM actions problems on its own, I've decided to go for an overhaul (modifications, streamlining and optimizations) of the whole GPM actions code. As a result, the bad part is that this takes time (and way longer than the passed couple of weeks I've mostly spent on getting back into FoG(U)'s code). While this overhaul is far from being finished (actually it will take at least another couple of weeks, if not more), the basic part of the new GPM code is already written and functioning, so the results can be already seen. The good news is that ones this GPM actions code overhaul is finished and ironed out, a huge part of the gameplay-related problems will simply disappear :)

Steam (and full Android and iOS) versions will follow after the FoG(U) will have all the (relevant) problems are solved.

So, without further due, here's the plan for the following weeks:
- an update on each Friday evening
- this Friday/next Monday (7th/10th October) -> GPM beta build 1 (revision 1045)
- 14th/17th October -> GPM beta build 2
- 21/24 October -> GPM build

Thank you all,
Dan Antonescu
Update #01 (17th September 2016)
cothyso wrote:Hello guys,

First of all I want to thank you all for your support (which included buying the new WFS and OOF addons), patience and understanding.

As we all know, FoG(U)'s launch was far-away from being a stellar one (to use an euphemism, if you allow me) and the greatly increased number of users accessing it revealed a pretty big number of problems which somehow were not stumbled upon during the long beta and open beta test periods. I've collected a list with the reported problems (and I want to express my Gratitude to stockwellpete which greatly helped by gathering and compiling most of it) and I've also had a look over a lot of your feedback.

Starting with the middle of this passed week I'm back on working on fixing and modifying the FoG(U)'s build. I need a couple of weeks period or so to catch-up with its immense code base, but after this period I plan to release a new build and some progress info at the end of each week, until all the (relevant - we all know there's no such thing as the perfect code) problems are solved.

In the following weeks I will not have too much time to spend on the forum (as you can imagine, I have a lot of FoG(U) debugging and programming on my table), but anyone badly needing to reach me can do it via the usual channels (ie directly emailing me or contacting me on skype).

Here's a short list with the already done/WIP work for the next FoG(U) rev1045:

Code: Select all

+++ [WIP] further modified, streamlined and optimized the whole GPM actions code (1)
	- G class
		- modified the BGStateAction enum adding the new CombatImpact member
	- GP class
		- added the new CombatImpactAction() method
		- modified the AnarchyCharge() and AdjacentFBGAnarchyCharge() methods
		- modified all the G._GPM.GPMAMAdd() calls
	+++ GPM class
		+++ further modified, streamlined and optimized the whole class
++ added the new debug replay watch code
	++ Replay class
		- added the new dbg_watchGameState, dbg_loadTurn, dbg_loadPhase, dbg_watchEvents and dbg_eventWatchList members
		- modified the Awake() method adding the new debug replay watch code section
		- modified the ReplayEventPlay() method adding the new debug replay watch code section
	- MainMenu class
		- modified the DataLoadSPGameLoad() method adding code to load a debug watched game state for a specific turn, phase
+ MainMenu class
	+ modified the OnGUIDrawWindowPreferencesDelegate() method adding advanced tab settings
	- further modified, streamlined and optimized the DataLoadMPGameLoad() method
- GP class
	- added the new def_GUIGameStateVisualIndicators member
	- further modified, streamlined and optimized the bgGetHexTerrainTypeName() method
	- added the new hGetHexTerrainTypeName() method
- GM class
	- modified the OnGUI() method mouse-over BG info panel group's code adding an over empty hexes terrain type label
	- modified the OnGUI() method game state visual indicator's code adding a GP.def_GUIGameStateVisualIndicators check
++ DebugPanel class
	+ further modified, streamlined and optimized the whole class
	- added the new DebugPanelWindow enum
	++ added the new OnGUI_GPM() and OnGUI_GPMActionL() methods
+ fixes
	- modified the R.LegacyScenarioLoad() method to account for some uncommon legacy scenarios file formats
	- modified the GP.BGCanCharge() method adding a not adjacent condition check to prevent some rare instances of neighbour enemy BGs returned as chargeable
	- modified the Actions.Action_Undo_Enabled() method adding a current nation's player null check to prevent crashes in case the player is null
	- modified the Replay.ReplayLoad() and .ParseHexValues() methods' parse code to prevent crashes if conversion failed
	+ modified the R.LoadVersionData(), .EditorUnitTemplatesLoad(), .EditorUnitFormationsLoad(), .FigureLoad() and .ConvertLegacyScenarios() methods' parse code to prevent crashes if conversion failed
	- modified the ListDAGArmyTemplateInfo.DAGArmyTemplateInfo() method's parse code to prevent crashes if conversion failed
	- modified the SevenZipInterface.DecompressLZMAToStringEncoded() method's byte parsing code to prevent crashes if conversion failed
Thank you all again,
Dan Antonescu
[/quote]

cothyso
NewRoSoft
NewRoSoft
Posts: 1213
Joined: Tue Sep 13, 2005 7:32 pm

Re: FoG(U) Update #19

Post by cothyso » Fri Mar 17, 2017 7:36 pm

... and still working on it!

in the mean time the old v2.5.03 GM3 became the new v2.6.00 GM3 due to the massive code modifications contained within. The last remaining ones developed into a full menu flow code overhaul and it should have been ready today's morning, but is already late in the evening and I still have some more work hours to add into it.

it should still (hopefully) be this weekend though :)

Cheers,
dan

cothyso
NewRoSoft
NewRoSoft
Posts: 1213
Joined: Tue Sep 13, 2005 7:32 pm

Re: FoG(U) Update #19

Post by cothyso » Sun Mar 19, 2017 7:01 pm

hms, can you please your posts above and remove all the old updates from my quotes you've posted, please?

only keeping the last one would have been enough, as they are now they are making the thread very hard to follow.

than kyou

t341
Administrative Corporal - SdKfz 232 8Rad
Administrative Corporal - SdKfz 232 8Rad
Posts: 166
Joined: Sat Nov 29, 2014 11:18 pm

Re: FoG(U) Update #19

Post by t341 » Sun Mar 19, 2017 7:06 pm

explain? remove my posts?

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