TripleA 1.6.1.1 Stable has been released

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TripleA 1.6.1.1 Stable has been released

Veqryn
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This post was updated on .
TripleA 1.6.1.1 Stable has been released, download it here,

http://sourceforge.net/projects/triplea/files/TripleA/1_6_1_1/
or: https://sourceforge.net/projects/tripleamaps/files/TripleA/stable/1_6_1_1_bundled/


(You can install more than 1 version of TripleA at a time, and run them all at the same time.)


The Developers for TripleA 1.6.1.1: Veqryn



Major Bug fixes since 1.6:
* Fixed bug in freePlacementCapacity when placing land units in a territory that previously placed sea units in a sea zone bordering more than one land producer. (veqryn)
* Fixed null pointer error in Dynamix AI. (veqryn)
* Removed game stopping message about unlimited purchases, whenever a unit or item cost so little that you can buy more than 10000 of it. (veqryn)
* Fixing scrambling again, so that even an amphibious assault on an undefended (blitzable) land territory, from an undefended sea zone, will still trigger scrambling. (veqryn)
* Fixed bug with new technologies by removing static instances of all hardcoded Technologies. Everything now done with locally created instances per game data. (veqryn)
* Fixing display error in old paratroopers tech that caused the land unit to appear to die with the air unit even after it has landed and survived any aa fire. (veqryn)
* Fixing some errors with command line options, and abstracting some game running utilities. (veqryn)
* Fixed issue with moving of old fighters to a new carrier by making sure it only used the producer territory. (veqryn)
* Fixed string index out of bounds error with notifications, and also forced them to shorten for the history event record, to 150 characters if needed by removing all html code then truncating the string. (veqryn)
* Fixing bug preventing renamed hardcoded techs from working properly. (veqryn)
* Fixed bug causing land units carried by air units (paratroopers tech) to blitz unoccupied enemy territories on route if going behind enemy lines. (veqryn)
* Fixing bug with connections being lost during end of Air Battles, resulting in a game that can not continue. (veqryn)
* Fixing movement validation to allow submarines that are transports to carry land units through other ships. (veqryn)
* Fixed bug causing stacked aa guns to all fire with the attack power of the most powerful aa gun in the group. (veqryn)


Major New Engine Features:
* Increasing max memory from 512mb to 640mb, and up to 768mb for online games. (veqryn)
* Created method to maintain savegame compatibility between 1.6.1 and 1.6.1.1 with regards to techs. (veqryn)
* Creating framework for loading older savegames using older included jar files. (veqryn)
* Including old 1.5.2.1 and 1.6.0.0 jar files with slight modifications, so that 1.6.1.1 can play 1.5.2 and 1.5.2.1 and 1.6 savegames by simply running them with the old jar, but as a separate application. (veqryn)
* Made xml exporter also add original territory owner as occupiedTerrOf until such a time as we can just use originalOwner. (veqryn)
* Forcing default map selection when TripleA starts to avoid the last file path uri used if it is not within the user's triplea folder or the program's folder. (veqryn)
* Making game notes non-modal (doesn't stop all action til closed) and making it always on top so that you can read it while you play. (veqryn)
* Adding Passworded (PW), Game Version (GV), and Engine Version (EV) columns to lobby. (veqryn)
* Allowing members in online lobby to join games hosted by older versions of triplea, if they have the jar to run it. (veqryn)
* Allowing hosts to load an old savegame, causing old engine to join lobby and host directly, if they have the jar to run it. (veqryn)
* Made massive updates to 1.5.2.1 and 1.6 so that they can work as 'old' jars and be run from 1.6.1.1 or future versions. (veqryn)


Major New Game XML Features:
* Changed choose how "best dice roll" / "LHTR heavy bombers" works with Low Luck on, so that it will add a bonus equal to the number of dice sides divided by 6. (veqryn)
* Making sure technology still has an effect even if it is not in a player's tech frontier. (veqryn)


Major Map/Game changes:
* Europe and Pacific and Global 1940 original maps, updated. (veqryn)
* Global 1940 Alpha mod/variant added. (veqryn)



For a full changelog see here:
https://triplea.svn.sourceforge.net/svnroot/triplea/branches/1_6_1_1_stable/changelog.txt



Please report any bugs encountered here:

http://sourceforge.net/tracker/?group_id=44492&atid=439737


If you find bugs, I really can't do much about them unless you upload an autosave.  It will save me tons of time if you give me an autosave / or save game made sometime before the bug occured.  Also mention what map the bug occurred on, and copy and paste the error if there is one.

Your save games are in a folder right next to where the maps are:

(Windows XP)  C:\Documents and Settings\userName\triplea\
(Windows 7)  C:\Users\userName\triplea
(Mac)  /home/user/documents/triplea/
(Linux)  /home/user/triplea/

[They are NOT in program files.  They are in a folder in your user account.]

When you are making a post, click the "More Options" button.  From there click "Upload a file".
Simply upload the autosave, or other save, to your post.

I really really appreciate savegames, it makes my life a lot easier.

Please also describe what happened before the bug occurred, and copy and paste the full error message, and of course say what map and what version of TripleA you were using!

thanks,
veqryn
Please contribute to the TripleA 2013 donation drive:
http://tripleadev.1671093.n2.nabble.com/2013-TripleA-Donation-Drive-tp7583455.html
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Re: TripleA 1.6.1.1 Stable has been released

Veqryn
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This post was updated on .
If you would like to support or donate to TripleA, go here: https://sourceforge.net/donate/index.php?group_id=44492


Changes for 1.6.1.1:
* Fixing in loading old engine jars caused by odd pathnames. (veqryn)

* Made AA Guns appear in battle, then disappear after firing if they could not participate any further. (veqryn)

* Fixed bug causing stacked aa guns to all fire with the attack power of the most powerful aa gun in the group. (veqryn)

* Fixed some math bugs in low luck picking of aa casualties for maps with non-standard aa guns. (veqryn)

* Made massive updates to 1.5.2.1 and 1.6 so that they can work as 'old' jars and be run from 1.6.1.1 or future versions. (veqryn)

* Disallowing starting of games if game data is null. (veqryn)

* Allowing hosts to load an old savegame, causing old engine to join lobby and host directly, if they have the jar to run it. (veqryn)

* Allowing members in online lobby to join games hosted by older versions of triplea, if they have the jar to run it. (veqryn)

* Adding game version (GV), and engine version (EV), columns to lobby. (veqryn)

* Fixing many bugs in the handling of command line arguments. (veqryn)

* Adding Passworded (PW) column to lobby. (veqryn)

* Making game notes non-modal (doesn't stop all action til closed) and making it always on top so that you can read it while you play. (veqryn)

* Fixing movement validation to allow submarines that are transports to carry land units through other ships. (veqryn)

* Forcing default map selection when TripleA starts to avoid the last file path uri used if it is not within the user's triplea folder or the program's folder. (veqryn)

* Fixing bug with connections being lost during end of Air Battles, resulting in a game that can not continue. (veqryn)

* Made xml exporter also add original territory owner as occupiedTerrOf until such a time as we can just use originalOwner. (veqryn)

* Fixed bug causing land units carried by air units (paratroopers tech) to blitz unoccupied enemy territories on route if going behind enemy lines. (veqryn)

* Fixing bug preventing renamed hardcoded techs from working properly. (veqryn)

* Fixing some errors with Sliding Tiles game, Tic Tac Toe, and Kings Table. (veqryn)

* Cleanup and abstraction of some AI classes and constructors and superclasses. (veqryn)

* Fixed string index out of bounds error with notifications, and also forced them to shorten for the history event record, to 150 characters if needed by removing all html code then truncating the string. (veqryn)

* Fixed issue with moving of old fighters to a new carrier by making sure it only used the producer territory. (veqryn)

* Updating build to include old jars. Updating framework to ignore micro version numbers, so that 1.5.2.1 will also load 1.5.2.0 savegames, etc. (veqryn)

* Created dialog to ask user if they want to load an old savegame.  Fixed framework so that it can load any old savegame if it can find an old engine to match. And added 1.6.0.0 jar engine. (veqryn)

* Including old 1.5.2.1 jar file with slight modifications, so that 1.6.1.1 can play 1.5.2.1 savegames by simply running them with 1.5.2.1, but as a separate application. (veqryn)

* Creating framework for loading older savegames using older included jar files. (veqryn)

* Fixing some errors with command line options, and abstracting some game running utilities. (veqryn)

* Fixing display error in old paratroopers tech that caused the land unit to appear to die with the air unit even after it has landed and survived any aa fire. (veqryn)

* Making sure technology still has an effect even if it is not in a player's tech frontier. (veqryn)

* Make sure the game chooser menu is cleared from memory after closed. (veqryn)

* Created method to maintain savegame compatibility between 1.6.1 and 1.6.1.1 with regards to techs. (veqryn)

* Removing static instances of all hardcoded Technologies. Everything now done with locally created instances per game data. (veqryn)

* Changed choose how "best dice roll" / "LHTR heavy bombers" works with Low Luck on, so that it will add a bonus equal to the number of dice sides divided by 6. (veqryn)

* Fixing scrambling again, so that even an amphibious assault on an undefended (blitzable) land territory, from an undefended sea zone, will still trigger scrambling. (veqryn)

* Removed game stopping message about unlimited purchases, whenever a unit or item cost so little that you can buy more than 10000 of it. (veqryn)

* Fixed errors in build.xml for java included version and mac version. (veqryn)

* Fixed null pointer error in Dynamix AI. (veqryn)

* Fixed bug in freePlacementCapacity when placing land units in a territory that previously placed sea units in a sea zone bordering more than one land producer. (veqryn)

* Increasing max memory from 512mb to 640mb, and up to 768mb for online games. (veqryn)



Changes for 1.6.1:
* Fixed issue where fighters moving alone were not asked if they want to escort. (veqryn)
* Fixed null pointer error in triggerSupportChange caused by having a hashmap of an attachment class, inside of another attachment class, then deserializing this (loading a savegame), resulting in the hashmap being resolved before all its keys are, giving the wrong hashcodes to those keys. (veqryn)
* Fixing bug in Battle Calculator where damaged units got turned into healthy units before each battle was calculated. (veqryn)
* Fixed battle calc to make it try to use the territory effect that we select. (veqryn)
* Rewriting build file and including META-INF, hopefully fixing issue with Gmail play-by-email emailer on linux machines. (rain)
* Added new sounds for air, sea, and land battles, rockets, politics, and tech. (veqryn)
* Changing IDrawable calls to use highest level of graphics rendering available. (veqryn)
* Added a drawing method and menu option to have territory borders drawn a second time on top of the map. (veqryn)
* Added List to Battle Calc so that you can manually select one or more territory effects, hold down shift to select more than one. List will automatically fill with starting territory's effects. (veqryn)
* Changing how Battle Records get added and removed from game data through the Change Factory to be more memory efficient. (veqryn)
* Make savegames for long games, games with many players, and games with many battles, much smaller. (veqryn)
* Created an option in Play-By-Forum and Play-By-Email to send the move summary after the combat move phase, in addition to the summary at the end of the turn. This is to help with OOL and scrambling orders. (veqryn)
* Allowing additional nations to share the cost of technology, and creating a good user interface that dynamically adjusts to show how much is being paid by each nation. (veqryn)
* Created edit option to add technology to a player. (veqryn)
* Created edit option to remove technology from a player, except that shipyards and industrial technology can never be removed, and any technology that uses triggers is pointless to remove and removing will not undo their effect. (veqryn)
* Created edit option to change the amount of unit hitpoint damage on any and all units which can take more than 1 point of hit damage. (veqryn)
* Created edit option to change the amount of unit bombing damage on any and all units which can be damaged by bombing. (veqryn)
* Making scramble dialog non-modal so that the user can move the map around before choosing what to scramble. Note that saving the game while in the middle of scrambling can result in weird effects, so it is not recommended. (veqryn)
* Making kamikaze and interceptor dialogs non-modal so user can move around map while choosing. Again, saving during the dialog then reloading might have odd effects. (veqryn)
* Fixing AIs to no longer use isFactory, and instead use things like canProduceUnits, etc. (veqryn)
* Created new game option, "Remove All Tech Tokens At End Of Turn", which will remove tech tokens after each tech roll. (veqryn)
* Adding methods to ensure that any power sharing technology (like British to UK Pacific) will still roll for war bonds even if its capital is taken, so long as the shared power is not able to have the warbonds technologies. (veqryn)
* Created new game option, "Kamikaze Suicide Attacks Only Where Battles Are", and implemented it. (veqryn)
* Created new game option, "Submarines Prevent Unescorted Amphibious Assaults", that prevent unescorted transports from conducting amphibious assaults. (veqryn)
* Deleting unit attachment, "isFactory", but keeping the setter so that old xml's will not break. setting isFactory now just sets: canBeDamaged, isInfrastructure, canProduceUnits, isConstruction, constructionType = "factory", maxConstructionsPerTypePerTerr = 1, constructionsPerTerrPerTypePerTurn = 1. (veqryn)
* Creating a reset method for every single attachment property. These can now be used to return a property to its default value. (veqryn)
* Changing trigger property changes to use "-reset-" instead of clear. Can now be used with any attachment option. (veqryn)
* Fixing more bugs in Global 1940 and getting it closer to the real thing. (veqryn)
* Adding a new 5 player FFA map for Napoleonic Empires. (veqryn)



Changes for 1.6:
* Fixed the problems with Edit Mode, by fixing a previous refactoring that switched two variables up. (veqryn)
* Fixed issue with battles showing who won twice in the history panel. (veqryn)
* Fixed bug preventing Moore AI from placing Transport type sea units whenever it did not buy non-transport sea units. (veqryn)
* Fixed Economy panel so that it would change when you click back through history. (tao nie)
* Fixed Null pointer errors in Turn Summary Poster, and also fixed up Politics to display better in the turn summary with indents. Also stopped the poster from showing certain things like: game loaded, recording battle statistics, and giving bonus movement. (veqryn)
* Fixing comparison method in weak ai. (veqryn)
* Fixed issue with "Scramble To Any Amphibious Assault" not working at all. (veqryn)
* Fixed issue with unloaded ground units not dying or being removed, even if their transports die from a scrambled air defense. (veqryn)
* Semi-Fixed issue with not being able to retreat from a scrambled air defense. You can now retreat anywhere that does not have enemies. User should know where they came from and make legal move. (veqryn)
* Fixed issue with maxScrambleCount not keeping track of scrambles for different sea zones by the same land territory. (veqryn)
* Fixed issue with not being able to move through submarines during noncombat if they were on top of convoy zones. (veqryn)
* Fixed error with Low Luck AA guns when the dice side is different than 6. Was trying to roll zero random dice. (veqryn)
* Fixed error with "Should not be adding battle record for player ...", which was caused by creating a battle using edit mode for a player who's turn has passed already. (veqryn)
* Fixed blockade zones so that they never do more damage than the combined total of their neighboring territories, even if there are multiple sea zones blockading a single or set of territories. (veqryn)
* Fixed error preventing AI Flat Income Bonus from happening unless the Percentage Bonus was also set. (veqryn)
* Fixed issue with having multiple support attachment affecting the same group of units. The order of preference is now: highest bonus support first, then lowest number of supported types to highest number of types. (veqryn)
* Fixed issue with loading transports in the same sea zone where a transport was previously unload in a previous phase. (veqryn)
* Fixed issue with not being able to blitz through units owned by a power to which you were neutral with. (veqryn)
* Fixed null pointer exception when not selecting the target for a bomber after an air battle is finished. (veqryn)
* Fixed error from trying to undo a battle move created using another player's units, using edit mode. (veqryn)
* Fixed fatal error in HistoryLog, caused by clearing an array that potentially gets accessed later at a specific index number, from doing an edit during a movement phase then doing an undo later. (veqryn)
* Fixed parsing error in player attachment options: placementLimit, movementLimit, attackingLimit. (veqryn)
* Fixed bug where dependents of an air transport were not dying when the air transport was hit by AA fire, in the case where the air transports could fly deep into enemy territory and flew over an AA gun. (veqryn)
* Clearing all cached data for AIs once a game has been left. (veqryn)
* Disallowed any unloading of ground units to a friendly territory, during combat move, if we have scrambling or kamikazes turned on. (veqryn)
* Allowed all defending or attacking units to die, when there are none left who are capable of throwing dice. (veqryn)
* Allowed defenseless attackers to be able to retreat if they can, instead of being forced to die. (veqryn)
* Allowed multiple airbases in a single territory to stack for their max scrambling number total. (veqryn)
* Changed priority of AA casualty choosing system to: chooseAACasualties -> isRollAAIndividually -> isRandomAACasualties. This means that "choose aa" overrides all, while "roll aa individually" will only override "random aa". (veqryn)
* Disallowed Bombardment from any sea zone that had a kamikaze suicide attack. (veqryn)
* Allowed createsResourcesList to have negative values as well as positive values. (veqryn)
* Fixing error message for when a game xml is not correctly formed. Also preventing errors from being thrown until we check the version number. (veqryn)
* Forcing all unit types to have attachments, or else an error will be thrown during parsing. Also forcing canals to be properly done in xml. (veqryn)
* Allowed loading of transports in Sea Zones where all enemies just became hostile this turn due to politics. (veqryn)
* Allowed interceptors and escorts to benefit from attackRolls and defenseRolls and their bonuses. (veqryn)
* Added information on which units are doing the bomber to the question about what should each bomber bomb. (veqryn)
* Allowed downloading of multiple maps/games in one go, by holding down CTRL while selecting maps in the "Download Games" dialog screen, and out of date maps will show up in bold, and maps up-to-date will show in italics. (ddurham)
* Created new type of attachment, TechAbilityAttachment, which will control how all technologies work. (veqryn)
* Created new techAbilityAttachment, "movementBonus", which controls the bonus to movement that is received from any technology. Also created default attachment for Long Range Air, which will now be set to give +2 movement to all air units, that are air units at the start of the game. (veqryn)
* Stopped "Low Luck for Bombing and Territory Damage" from controlling "bombingMaxDieSides" and "bombingBonus", and made it create a Low Luck situation on top of whatever dice sides and bonus the map uses. (veqryn)
* Created new game option, "Use Bombing Max Dice Sides And Bonus", which will control the unit attachment options: "bombingMaxDieSides" and "bombingBonus". (veqryn)
* Created new game option, "Convoy Blockades Roll Dice For Cost", which will now allow dice to be thrown for all blockade damage. (veqryn)
* Created new techAbilityAttachment, "attackBonus", which controls the attack bonus given by any technology. (veqryn)
* Created new techAbilityAttachment, "defenseBonus", which controls the defense bonus given by any technology. (veqryn)
* Created new techAbilityAttachment, "radarBonus", which controls the bonus to radar AA attack given by any technology. (veqryn)
* Created new techAbilityAttachment, "airAttackBonus", which controls the bonus given to escorts attack by any technology. (veqryn)
* Created new techAbilityAttachment, "airDefenseBonus", which controls the bonus given to interceptors defense by any technology. (veqryn)
* Created new techAbilityAttachment, "productionBonus", which controls the bonus given to production by any technology. (veqryn)
* Created new techAbilityAttachment, "minimumTerritoryValueForProductionBonus", which controls the minimum value of a territory that a factory units must be in to receive the production bonus. (veqryn)
* Created new techAbilityAttachment, "repairDiscount", which controls the discount to repairing given by any technology. (veqryn)
* Created new techAbilityAttachment, "warBondDiceSides", which controls how large the dice are which are rolled to determine the war bonds bonus. (veqryn)
* Created new techAbilityAttachment, "warBondDiceNumber", which controls how many dice get rolled for war bonds. (veqryn)
* Created new RelationshipTypeAttachment option, "rocketsCanFlyOver", which allows rockets to fly over by default. (veqryn)
* Created new techAbilityAttachment, "rocketDiceNumber", which controls the number of dice each rocket rolls. (veqryn)
* Created new techAbilityAttachment, "rocketDistance", which controls the maximum distance rockets can travel. (veqryn)
* Created new techAbilityAttachment, "rocketNumberPerTerritory", which controls the maximum number of dice to be rolled per territory. (veqryn)
* Created new techAbilityAttachment, "unitAbilitiesGained", which allows units to gain abilities when technology is discovered. Allowed "unitAbilitiesGained" to give "canBlitz" and "canBombard". (veqryn)
* Created new PlayerAttachment option, "shareTechnology", which will automatically give all technology to other players during tech activation phase. (veqryn)
* Created new PlayerAttachment option, "helpPayTechCost", which will allow other players to help pay the cost of technology. (veqryn)
* Created new Unit Attachment option, "bombingTargets", which allows the unit to only target specific other units for rockets and strategic bombing. (veqryn)
* Created new game option, "Airborne Attacks Only In Existing Battles", to help control different behavior for airborne tech. (veqryn)
* Created new game option, "Airborne Attacks Only In Enemy Territories", to help control different behavior for airborne tech. (veqryn)
* Created new techAbilityAttachment, "airborneForces", which turns on the new airborne tech. (veqryn)
* Created new techAbilityAttachment, "airborneCapacity", which turns on the new airborne tech. (veqryn)
* Created new techAbilityAttachment, "airborneTypes", which turns on the new airborne tech. (veqryn)
* Created new techAbilityAttachment, "airborneDistance", which turns on the new airborne tech. (veqryn)
* Created new techAbilityAttachment, "airborneBases", which turns on the new airborne tech. (veqryn)
* Deleted "GivesPUsDelegate". (veqryn)
* Created new techAbilityAttachment, "airborneTargettedByAA", which is set by the attacker, controlling which airborne units are subject to AA gun fire and by what AA gun types. (veqryn)
* Created new UnitAttachment option, "attackRolls", which controls the number of attack rolls a unit has, so long as their attack is greater than zero. (veqryn)
* Created new UnitAttachment option, "defenseRolls", which controls the number of defense rolls a unit has, so long as their defense is greater than zero. (veqryn)
* Created new UnitAttachment option, "chooseBestRoll", which controls whether we select the best dice or use all the dice rolled, when there is more than one die rolled. (veqryn)
* Created new techAbilityAttachment option, "attackRollsBonus", which adds additional attack rolls. (veqryn)
* Created new techAbilityAttachment option, "defenseRollsBonus", which adds additional defense rolls. (veqryn)
* Created new techAbilityAttachment option, "bombingBonus", which will add additional damage after all dice are rolled, per unit. (veqryn)
* Created new delegate, NoAirCheckPlaceDelegate, which does everything the normal "PlaceDelegate" does, but does not kill any aircraft at the end of the phase. (veqryn)
* Created new game option, "Subs Can End NonCombat Move With Enemies", which allows submarines to end their noncombat movement in a sea zone containing any enemy units. (veqryn)
* Created new rules attachment option, "switch", which allows either "true" or "false", thereby giving all conditions a memory function. (veqryn)
* Fixing all Global 1940 Alpha bugs and problems. (veqryn)
* Getting Global 1940 Alpha to use Technology completely. (veqryn)
Please contribute to the TripleA 2013 donation drive:
http://tripleadev.1671093.n2.nabble.com/2013-TripleA-Donation-Drive-tp7583455.html
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Re: TripleA 1.6.1.1 Stable has been released

ErnieBommel
In reply to this post by Veqryn
Wooooot!

Veq, you bastard, you lied! You told me in the Lobby, that loading old savegames would only work offline. And now it works in the Lobby too. :))
AWESOME.
And thx for fixing the ftr shifting thingy.

You are the man.
EB
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Re: TripleA 1.6.1.1 Stable has been released

Poho
This post was updated on .
The MAC client is corrupt...
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Re: TripleA 1.6.1.1 Stable has been released

Poho
The MAC Version is Damaged
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Re: TripleA 1.6.1.1 Stable has been released

Veqryn
Administrator
This post was updated on .
how do you know it is corrupt?  what happens?  what part is corrupt, the whole thing or just the client?

i can ask diffsky to try making the DMG again....


but first, I want you to redownload the mac dmg.

Sourceforge has been having trouble the last few days (indeed, it is 80% blocked in china, so I can't even access it), and there is a chance your download simply missed a few bits and became corrupted.  
So please redownload and try again.
Please contribute to the TripleA 2013 donation drive:
http://tripleadev.1671093.n2.nabble.com/2013-TripleA-Donation-Drive-tp7583455.html
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Re: TripleA 1.6.1.1 Stable has been released

Poho
Hi Veqryn,

Yes, the Mac client you have uploaded to Sourceforge is damaged.  I tried several mirrors yesterday, and I tried it again today as you asked.  Below is the error message:

 "Triplea" is damaged and can't be opened. You should move it to the Trash.
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Re: TripleA 1.6.1.1 Stable has been released

Veqryn
Administrator
can any other mac users confirm this?

because, diffsky says it works...

Please contribute to the TripleA 2013 donation drive:
http://tripleadev.1671093.n2.nabble.com/2013-TripleA-Donation-Drive-tp7583455.html
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Re: TripleA 1.6.1.1 Stable has been released

Ready
Well that's no good... He's the one who compiled it right?  He may have files residing locally on his machine the rest of us don't have.
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Re: TripleA 1.6.1.1 Stable has been released

Ready
Lastly, I have no reason to lie to you.
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Re: TripleA 1.6.1.1 Stable has been released

Ready
In reply to this post by Veqryn


I tried again at 11:08 AM EST -- Just a few minutes ago.
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Re: TripleA 1.6.1.1 Stable has been released

hepster
To my knowledge no Mac users are currently able to play 1.6.1.1.
“A man can never have too much red wine, too many books, or too much ammunition”― Rudyard Kipling
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Re: TripleA 1.6.1.1 Stable has been released

Poho
This post was updated on .
Thank you Hepps -- I give up.
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Re: TripleA 1.6.1.1 Stable has been released

diffsky
In reply to this post by Ready
Hi all,

I just downloaded the version of triplea for mac from sourceforge and compared the SHAs (luckily I still had the dmg I uploaded). The MD5s were the same. So it's not anything to do with it being corrupted on upload to sourceforge.

I installed the downloaded 1_6_1 triplea and played a few rounds, saved the game and it reloaded fine. I played another round, saved and reloaded that fine too. (save game attached).

1_6_1_test_save_2.tsvg

Perhaps it is something to do with how it was compiled?

I'm running mac 10.7.4

$ java -version
java version "1.6.0_33"
Java(TM) SE Runtime Environment (build 1.6.0_33-b03-424-11M3720)
Java HotSpot(TM) 64-Bit Server VM (build 20.8-b03-424, mixed mode)

Can those who are having issues post their mac version and java versions please. Perhaps you could try compiling the game yourselves as well (veq has instructions for that).
My tripleA stats over at http://staaats.info
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Re: TripleA 1.6.1.1 Stable has been released

_EZell_
In reply to this post by Veqryn
I am having problems getting to the online lobby.

It's telling me: could not connect to lobby an existing connection was forcibly closed by the remote host...

Is it me or is it me?

tks!
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Re: TripleA 1.6.1.1 Stable has been released

SomeMacUser
In reply to this post by diffsky
"Triplea" is damaged and can't be opened. You should move it to the Trash. - That's a Gatekeeper message. Gatekeeper is new in OS X 10.8 (Mountain Lion). I'm no developer nor do I use 10.8, but this http://support.apple.com/kb/HT5290 might help.
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Re: TripleA 1.6.1.1 Stable has been released

Poho
Thank you!!!!!  SMU thanks for the link!
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Re: TripleA 1.6.1.1 Stable has been released

diffsky
In reply to this post by SomeMacUser
SomeMacUser wrote
"Triplea" is damaged and can't be opened. You should move it to the Trash. - That's a Gatekeeper message. Gatekeeper is new in OS X 10.8 (Mountain Lion). I'm no developer nor do I use 10.8, but this http://support.apple.com/kb/HT5290 might help.
Great find. I'm still on Lion so didn't get that warning. It's a very unhelpful error message it gives!

It looks like getting a developer id would cost $99/year. It's probably easier to add a note to the README to say ignore gatekeeper warnings.
My tripleA stats over at http://staaats.info
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Re: TripleA 1.6.1.1 Stable has been released

_EZell_
In reply to this post by _EZell_
I am having problems getting to the online lobby.

It's telling me: could not connect to lobby an existing connection was forcibly closed by the remote host...

Is it me or is it me?

tks!
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Re: TripleA 1.6.1.1 Stable has been released

Veqryn
Administrator
@ EZell,
Where are you located?
If you are china, currently all connections from china to sourceforge are being blocked, so you have to use a lobby properties file to connect to the lobby.
Please see this post: http://www.tripleawarclub.org/modules/newbb/viewtopic.php?post_id=4755#forumpost4755


@ Poho, Diffsky, Ready, all mac users:
Poho, can you confirm that the program now works, now that you have changed your "gatekeeper" settings?



@ Apple,
FUCK YOU APPLE.
We have been releasing triplea on mac for the last 10+ years, and have long been one of the games on mac even when mac was not cool.

Now, you block all software unless the developers pay you $99 for a fucking ID.

Typical Apple monopolistic controlling anti-consumer behavior.  

Microsoft was never this bad, Apple is the new evil!
Please contribute to the TripleA 2013 donation drive:
http://tripleadev.1671093.n2.nabble.com/2013-TripleA-Donation-Drive-tp7583455.html
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