Should We Just Throw Beta6.0 Out There?
<i>This post was originally made by <b>skyjake</b> on the dengDevs blog. It was posted under the categories: Beta 6, Engine, Games, Mac OS X, Releases, Unix/Linux, Version 1.9, Windows.</i>
I was thinking that unless there is something utterly broken (that we know of) at the moment, we should just package the current code and call it Beta6.0. We can then separate Beta6 into its own branch and release fixes (6.1, 6.2, etc.) from there as need be, to fix the critical issues that people may encounter. These bugfix releases could be made as often as neccessary, when suitable fixes have been made.
I have everything ready for making the OS X release package. How about the win32 one?
I can also zip up the sources for the source code package.
I was thinking that unless there is something utterly broken (that we know of) at the moment, we should just package the current code and call it Beta6.0. We can then separate Beta6 into its own branch and release fixes (6.1, 6.2, etc.) from there as need be, to fix the critical issues that people may encounter. These bugfix releases could be made as often as neccessary, when suitable fixes have been made.
I have everything ready for making the OS X release package. How about the win32 one?
I can also zip up the sources for the source code package.
Comments
I'll have a go at setting up a win32 release environment tonight.
I've forgotten how the system goes: are we scaling all textures regardless of whether they are repeating or not?
Certainly, simply blitting them to a POT canvas and then adjusting the texture coordinates would achieve the same end for the non-repeating textures.
I had been thinking about implementing texture atlases (at some point) for use here but made the NPOT changes as an interim, quick-fix solution for the UI.
<strong>EDIT:</strong> Never mind, I'll commit it now.
The bugfix release idea is great, we'll see how it turns out.
I'm relatively new to all of this. I used to play doom all the time. Then I discovered Doom Engine 2 weeks ago.
I apologize because I have 2 questions to ask. I tried to do research before I asked these questions, so forgive me if you already answered them.
1. Is the "segmentation violation" problem fixed?
2. Will 1.9.0-beta6 run on Vista?
I know you all are busy, so these will be the only 2 questions I ask.
<strong>EDIT:</strong> Fixed it. However, I did notice that the <code>doomfont</code> command is broken (the resulting font looks pretty much blank). Not an issue of the highest importance, though...
Doomsday 1.9.0-beta6 does indeed run under Vista, both 32bit and 64bit variants. Note though that currently we only build 32bit binaries but this will (hopefully) change some time in the not-to-distant future.
<blockquote>Currently we seem to be having a problem with the Doomsday UI fonts going all missing or getting mixed up when continuously opening and closing the control panel. I?ll investigate further.</blockquote>Hmm interesting. Once I finish updating the win32 release script I'll check this out and let you know if its system-specific.
I've now got Doomsday and all plugins building fine, in Release mode and am now about to look at building Snowberry, as it is currently failing for some reason.
<strong>EDIT</strong>: Doh! It would help if I had the wxWidgets setup on my dev system.
<strong>EDIT</strong>: Never mind, clearly its the ANSI package we need.
Here is where I'm at currently with building Snowberry: <a href="http://rafb.net/p/sd4vDv69.html" ref="nofollow" rel="nofollow">buildlog</a>
I believe you skipped over the first question about whether the segmentation violation problem (that occurs when jdoom addons are loaded) is now fixed.
<a href="http://sourceforge.net/tracker2/?func=detail&aid=2582804&group_id=74815&atid=542099" rel="nofollow">Bug 2582804</a>
<a href="http://sourceforge.net/tracker2/?func=detail&aid=2284029&group_id=74815&atid=542099" rel="nofollow">Bug 2284029</a>
I think that at least bug #2582804 should be fixed before we release beta6. The issues in #2284029 could probably wait until we begin beta7 as (like you say) there are other problems in multiplayer right now which make it unplayable.
<a href="http://sourceforge.net/tracker2/?func=detail&aid=2620256&group_id=74815&atid=542099" rel="nofollow">Bug 2620256</a>
Tomorrow I'll do some QA but right now, I think we are good to go once we fix up the aforementioned bugs.
I've just begun doing QA on the Windows release and have ran into an immediate issue:
Currently, Snowberry must be run with elevated administrator privileges due to it writing to the install directory (typically <i>c:\Program Files</i>), for the user profiles, uninstalled addons etc, etc. These will need to be moved to more suitable locations as we shouldn't require admin privileges post install.
Check out <code>isHomeless()</code> in paths.py.
Would the above be possible for this release, or should we simply revert to doing it the Right Way on all supported Windows platforms?
However, I imagine that a great many of our devote XP users might want to continue using Snowberry in homeless mode.
<strong>EDIT:</strong> I'm looking at the multiplayer issue. It would appear there is some mixup in the console numbers.
OK, I fixed the control and view problems, but there are still problems with getting the client player's position and other data across.
<strong>EDIT:</strong> I've submitted a patch to Snowberry (in the tracker) for using the home directory in Windows Vista.
I've committed the Snowberry patch (also committed new icon graphics which I apparently forgot to commit earlier).
Then I'll continue on with adding my changes to the release notes/change log.
I'll continue my QA.
<strong>EDIT:</strong> The culprit seems to be <code>deleteMapLists()</code> in the automap, which is called from the busy worker. Only the main thread is allowed to call OpenGL functions. I guess I'll do some rearrangements...
I'll continue QA tomorrow night. I think we're definitely looking at a release before the end of the month.
Time is getting on here so I think I'll call it a night.
I'll see if I can write some kind of an overview for the release notes.