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It's coming! (0.D coordination issue) (for real) DONE #27843

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kevingranade opened this issue Jan 24, 2019 · 62 comments
Closed
8 tasks done

It's coming! (0.D coordination issue) (for real) DONE #27843

kevingranade opened this issue Jan 24, 2019 · 62 comments
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@kevingranade
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kevingranade commented Jan 24, 2019

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.

  • Going forward, any feature PRs should be merged only to the master branch.
  • Once we enter Content Freeze, PRs that add new items/monsters/terrain/etc should not be merged to the 0.D-branch
  • Once we enter String Freeze, PRs should not be merged to 0.D-branch if they edit any strings, even if the strings are slightly wrong.
  • Feature Freeze
  • Content Freeze
  • String Freeze
  • Blockers cleared
  • Publish release candidate
  • Completed Changelog
  • Merged Translations
  • Pick Release Name

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.

@kevingranade kevingranade added the Organization General development organization issues label Jan 24, 2019
@kevingranade kevingranade added this to the 0.D milestone Jan 24, 2019
@kevingranade kevingranade self-assigned this Jan 24, 2019
@I-am-Erk
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I-am-Erk commented Jan 24, 2019

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?

@darktoes
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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?

@kevingranade
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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.

So 0.C was Cooper, what's the D stand for?

Oh right, I'll fix the checklist...

@BrettDong
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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?

@Firestorm01X2
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Firestorm01X2 commented Jan 25, 2019

#27731

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.

@Firestorm01X2
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Firestorm01X2 commented Jan 25, 2019

Additionally ingame help is outdated and contains misinformation.

And ingame tutorial should be checked. It may be broken now.

@kevingranade
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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?

Seperate PRs would make things easier, but it's not necessary.

Additionally ingame help is outdated and contains misinformation.
And ingame tutorial should be checked. It may be broken now.

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.

@a1studmuffin
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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.

@Firestorm01X2
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Firestorm01X2 commented Jan 25, 2019

I'm not planning on touching the tutorial.

There is Tutorial issue:
#17984

And tutorial redisign issue:
#23395

#17984 (comment)

But I think the most important thing it to make the tutorial at least STABLE.

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.

@Night-Pryanik
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Pick Release Name

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.

@unmaskedguy676
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unmaskedguy676 commented Jan 25, 2019

I think relase must call: Cataclysm: Dark Days Are Gone

@Firestorm01X2
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Firestorm01X2 commented Jan 25, 2019

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.

Cataclysm: DDA 0.D "Dick"? Perfect!

@nexusmrsep
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Could we get a tag for PR's like "0.D freeze"

I've added the label to the set.

@nexusmrsep nexusmrsep pinned this issue Jan 25, 2019
@l29ah
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l29ah commented Jan 26, 2019

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.

@Firestorm01X2
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I am seeing more reports on this from external source:

#27731

It will defenitely hurt game presentation.

@Inglonias
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#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.

@I-am-Erk
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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

@Firestorm01X2
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There is no bugfix, but there is workaround that worked for me year ago. Game just should be built using older version of MXE.

@Firestorm01X2
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Firestorm01X2 commented Jan 27, 2019

#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.

#27915

@hyper2snyper
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0.D Decklin

@Epictyphlosion
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Epictyphlosion commented Jan 29, 2019

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

If anyone tries to beat me to it, I swear to God...

@Chambs-15
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0.D Decklin

We all know it's going to be Dick...

@Leland
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Leland commented Jan 31, 2019

Awesome. I have a couple things I'll try to get finished for this.

@CleverRaven CleverRaven deleted a comment from Zombiemanpig Feb 24, 2019
@kevingranade
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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.
This means that until the release is completed, the Jenkins and travis builds will be exercising 0.D code, and the released versions will also be pure 0.D.

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.

@a1studmuffin
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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.

@ifreund
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ifreund commented Feb 25, 2019

@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

@aawilson
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aawilson commented Feb 25, 2019

https://en.wikipedia.org/wiki/List_of_zombie_films (with director names!)

@aawilson
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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.

@a1studmuffin
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@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.

@BrettDong
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BrettDong commented Feb 26, 2019

Translation progress as of Feb 28:

language progress / %
Chinese (Simplified) 100
Russian 100
Japanese 100
German 100
Polish 99.88
Spanish (Argentina) 97.87
Chinese (Traditional) 81.12
Spanish (Spain) 80.87
Korean 64.23
Hungarian 60.49
French 41.16

@Epictyphlosion
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Epictyphlosion commented Feb 26, 2019

@BrettDong Japanese and Chinese is ahead of French and German?
Nani?!

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.

@Wuzzy2
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Wuzzy2 commented Feb 27, 2019

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).

spits coffee on screen
head smashes on table
Nooooooooooooooooooooooooo …
Never ever do this shit, please. All auto-translators suck, it would just create a huge mess.
German will be finished soon enough, just be patient. Jeez.

@pingpong2011
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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:
#24844

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.

@kevingranade
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kevingranade commented Mar 1, 2019 via email

@RickySandbox
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RickySandbox commented Mar 1, 2019

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.

A font at 18pt isn't 18 pixels high. I've played with Bitstream Vera Mono at 18pt. I downloaded VeraMono.ttf into my Cataclysm-DDA/data/font directory, then I loaded up Cataclysm-DDA/config/fonts.json in my text editor and changed it like this:

{
"fontblending": false,
"fontwidth": 11,
"fontheight": 22,
"fontsize": 18,
"typeface": "VeraMono",
"map_fontwidth": 22,
"map_fontheight": 22,
"map_fontsize": 18,
"map_typeface": "VeraMono",
"overmap_fontwidth": 22,
"overmap_fontheight": 22,
"overmap_fontsize": 18,
"overmap_typeface": "VeraMono"
}

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

@pingpong2011
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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.

@Epictyphlosion
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Never ever do this shit, please. All auto-translators suck, it would just create a huge mess.
German will be finished soon enough, just be patient. Jeez.

I didn't think that'd be well received, lol
I should probably just learn C++ or something. That way I can make myself useful instead of just reformatting code and simple things like that

@Wuzzy2
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Wuzzy2 commented Mar 1, 2019

May I direct the attention to #23484?

@kevingranade
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Build 8561 is a pretty serious candidate.

@ghost
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ghost commented Mar 4, 2019

Tazeell on the discourse reports an issue with the vehicle water faucet: https://discourse.cataclysmdda.org/t/vehicle-water-faucet/19053

@Night-Pryanik
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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.

@Inglonias
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are we done yet?

@kevingranade kevingranade changed the title It's coming! (0.D coordination issue) (for real) It's coming! (0.D coordination issue) (for real) DONE Mar 8, 2019
@OzoneH3 OzoneH3 unpinned this issue Mar 8, 2019
@OzoneH3 OzoneH3 pinned this issue Mar 8, 2019
@Night-Pryanik Night-Pryanik unpinned this issue Mar 8, 2019
@Leland
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Leland commented Mar 10, 2019

Congrats all!

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