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It's coming! (0.D coordination issue) (for real) DONE #27843
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Could we get a tag for PR's like "0.D freeze" so that if PRs are getting skipped due to the current state of the freeze, authors can see why? Otherwise I anticipate a bit of "why has nobody addressed my PR" going on in the next while. Or am I misunderstanding what the freeze does? |
I believe it just means that feature PR's will be added to the master branch but not the 0.D branch. So you can still PR features, but they won't be in 0.D. So 0.C was Cooper, what's the D stand for? |
Correct, last time around Freeze meant "everything stalls until it's done", this time it's just that non-bugfix PRs go to the master branch.
Oh right, I'll fix the checklist... |
Just curious, should contributors submit one bug fix PR to 0.D-branch, or submit two PRs one for 0.D-branch and another one for master branch? |
This worries me a bit. It is not gamebreaking, but it is noticable graphical bug. If it is affects alot of players - then it is problem. It is black lines around tiles thingy. I've posted workaround. |
Additionally ingame help is outdated and contains misinformation. And ingame tutorial should be checked. It may be broken now. |
Seperate PRs would make things easier, but it's not necessary.
If you have something specific to report, open an issue. I'm not inclined to block the release based on out-of date help, so whatever gets fixed before release will have to do, and I'm not planning on touching the tutorial. |
Woohoo! You may already be aware of it @kevingranade but I believe the Android build will need 28c87d1 merged from master into the 0.D branch to prevent a crash on startup. |
There is Tutorial issue: And tutorial redisign issue:
This indicated that tutorial in really bad shape now. Maybe it is better to just disable tutorial for 0.D. Having bugged tutorial hurts presentation. |
If I get it right, we name our releases after post-apocalyptic writers, right? As a possibility, we could name 0.D after Philip K. Dick. |
I think relase must call: Cataclysm: Dark Days Are Gone |
Cataclysm: DDA 0.D "Dick"? Perfect! |
I've added the label to the set. |
I'm not sure if #26389 is considered game-breaking, but as for me the crafting mechanics is a big part of the game, and being unable to resume crafting annoys a lot and with zombie hordes enabled basically requires one to hide in a basement or at least a tough vehicle without windows for any serious crafting. |
I am seeing more reports on this from external source: It will defenitely hurt game presentation. |
#27731 can be worked around by setting the default renderer to something besides software mode, or at least you can set it to direct3D on windows. I don't know if that resolves the issue on OSX or Linux, though. |
If that's the case then we should at least change the default rendering mode in 0.D, although a better bugfix would be approps |
There is no bugfix, but there is workaround that worked for me year ago. Game just should be built using older version of MXE. |
0.D Decklin |
This is really great news! However, this does mean that I'll have to expedite my restyling of the vehicle code, as I want some of the last few 0.C experimental releases to have the new style of code
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We all know it's going to be Dick... |
Awesome. I have a couple things I'll try to get finished for this. |
In order to get better testing, I'm going to copy the current master branch to a branch named development, and replace the current master with a copy of the 0.D-branch. Going forward, we should only merge 0.D changes to master, and any future changes should go to the development branch. After the release, development will be merged back onto master and continue as usual. |
As I posted in the Reddit thread, I just tried Android build 8544 and am seeing SDL viewport rendering scale issues with both the hardware and software renderer that makes the game unplayable. The main menu draws at the correct size at first, but draws updates (eg. cycling menu items on the main menu) much smaller in the top left corner. Did someone change some SDL renderer logic for the 0.D release? This is new behaviour in Android build 8544 (0.C-37525-g2a51b1b). Build 8539 (0.C-37569-gbf99f81) and earlier work fine, though I assume based on those version numbers that the 0.D/master branch switchover Kevin mentioned has happened between these two build machine versions. |
@a1studmuffin yeah, I probably messed that up with #28253. I don't think I have any way of testing on android unfortunately, but will see if I can figure out a fix from just reading the code |
https://en.wikipedia.org/wiki/List_of_zombie_films (with director names!) |
For authors, Denning wrote the original "Dark Sun" stuff. Dunsany wrote "The King of Elfland's Daughter" and is considered the progenitor of modern SF and Fantasy. There's also Doyle, as in Sir Arthur Conan Doyle. |
@ifreund No worries, feel free to ping me if you've got a candidate fix - I will test Android to verify before you make the PR. |
Translation progress as of Feb 28:
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@BrettDong Japanese and Chinese is ahead of French and German? In all seriousness, I could try putting some placeholder translations in for some languages. And by placeholder, I mean using online translators (not specifically Google Translate). It definitely won't be perfect, especially for languages like Traditional Chinese and Korean, but it might be at least somewhat understandable to those that play with one of the placeholder translations. Plus, if people spot errors within the placeholders, they can let us know. Once the actual translations have been completed, they will replace the placeholders ASAP. This is probably a really dumb idea, but hey, it's a start. |
spits coffee on screen |
Is it going to work period and look correct? Nobody had commented on my discourse thread or the github issue with clear examples and reproduction steps: I try out the "stable" revision, have to close/re-open, and it keeps resizing the window and distorting fonts. I just tried out 0.C-37549-gfaafa3a (8551) and that issues gone, but font rendering is still a little bit off from .C-stable. It doesn't help the "patch" mentioned in my issue above STILL hasn't been addressed, and it would probably take is removing the equals or adding a +1 to the width and height comparisons (line 1955 in the diff) to make font sizes work. If I choose size 18 font I want size 18 font damnit, not get 18 by doing 19, 19, 18 (width, height, size) that still has some errors (single line of pixels missing on one side or the other, distorted letters). An ASCII game that incorrectly renders ASCII. I don't get it. |
Sorry I haven't acknowledged your issue, I will be looking into the font
rendering problem very soon, it's the next problem I plan to investigate.
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A font at 18pt isn't 18 pixels high. I've played with Bitstream Vera Mono at 18pt. I downloaded VeraMono.ttf into my
I played with square tiles on the map & overmap, as my settings reflect, but you could easily change the width to 11 if you wanted a non-square display. The problem, if anyone is interested, is related to font hinting and has been debated for years. In fact, Macs ignore font hinting by default, whereas Windows does not. If you'd like to know more, then you could start here: https://www.typotheque.com/articles/hinting |
Thank you kevin, I apologize for being a little toxic about it. Ricky, you made the post as I was making mine! Since you seem knowledgeable, could there be a way to convert a font to a different kind, for separate scaling options / more 1:1 expectations? I'd gladly raster/bake my own font if it wasn't too difficult. |
I didn't think that'd be well received, lol |
May I direct the attention to #23484? |
Build 8561 is a pretty serious candidate. |
Tazeell on the discourse reports an issue with the vehicle water faucet: https://discourse.cataclysmdda.org/t/vehicle-water-faucet/19053 |
Making faucets compatible with any liquid in the tank is an enhancement and not a release blocker. |
are we done yet? |
Congrats all! |
It's finally time for 0.D, for real this time.
What does this mean?
We're really for real making a real push toward really releasing the real 0.D.
The realease blockers are tracked in the realease project. Once these are addressed, we can proceed to realease.
What does this change?
We are effectively in Feature Freeze now.
I've established a release branch https://github.com/CleverRaven/Cataclysm-DDA/tree/0.D-branch
Bugfixes should be merged to the new 0.D-branch branch, and (typically) they should also be merged to the master branch.
Can I help?
If you know about any game-breaking bugs that are not listed here, please leave a comment with a link to the issue.
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