Carcassonne Central

Carc Central Community => Online Games and Competitions => JCloisterZone FAQ, Suggestions & Bug Reports => Topic started by: farin on April 18, 2015, 05:43:39 AM

Title: JCZ 3.2.0
Post by: farin on April 18, 2015, 05:43:39 AM
Beta build is ready for testing

http://jcloisterzone.com/builds/JCloisterZone-3.2.0-beta.zip
or
http://jcloisterzone.com/builds/JCloisterZone-3.2.0-beta.tgz

(i haven't game server prepared to host different version - so online game is not possible now from beta)

changes:
* game clock
* meeple deployment undo - confirmations has been redesigned. Deploy is done immediately with possibility to undo it.
* better broken connection indicator
* auto reconnect and join game when connection is lost
* little buildings expansion
* fix #58: wrong nickname in pre-game chat
* fix: chat panel now auto hides again
* fix #123: after selecting "play again", game dialog don't hide ai unsupported expansion
* fix #124: non-bidding bidding bazaars and tile stealing
* online play: fixed "continue" and wrong player order and names when game created with RANDOM_SEATING_ORDER
* online play: chat is available after game ends
Title: Re: JCZ 3.2.0
Post by: Hounk on April 18, 2015, 06:08:59 AM
Looks like a lot of important and needful fixes. :(y)
Title: Re: JCZ 3.2.0
Post by: rfielder on April 18, 2015, 06:22:16 AM
Wow! 

Thanks for continuing development!
Title: Re: JCZ 3.2.0
Post by: Jéré on April 19, 2015, 02:20:12 AM
Thanks Farin. Amazing work. Will be super useful for the next tournament.
Title: Re: JCZ 3.2.0
Post by: danisthirty on April 19, 2015, 05:12:42 AM
Awesome! I can't wait to try this out! Merit for all your fantastic work and ongoing improvements!  :) :(y)
Title: Re: JCZ 3.2.0
Post by: rfielder on April 19, 2015, 08:52:21 AM
farin - how does the game clock work?

I just tried a game against the AI, with the close set to 2 minutes.  It ran me down to 00:00, and then....nothing else happened.

It was not 2 minutes per turn, it seemed to be a total of 2 minutes for the game.  However, the game continued after my timer reached zero.  The AI's timer never got past 1:50, since the AI moves so quickly.

Perhaps a short description of how the game timer works would be useful.

Thanks!
Title: Re: JCZ 3.2.0
Post by: Leven on April 19, 2015, 12:01:20 PM
It was not 2 minutes per turn, it seemed to be a total of 2 minutes for the game.  However, the game continued after my timer reached zero.  The AI's timer never got past 1:50, since the AI moves so quickly.

I don't think there will be a time limit per turn option. It would be difficult to decide what to do when someone would be out of turn time.
Title: Re: JCZ 3.2.0
Post by: Decar on April 20, 2015, 12:18:43 AM
Specially if the player had flakey internet and kept disconnecting  :o
Title: Re: JCZ 3.2.0
Post by: jungleboy on April 20, 2015, 12:28:26 AM
Specially if the player had flakey internet and kept disconnecting  :o

Or if they forgot to take their turn because they were too busy admiring their dan-builder.
Title: Re: JCZ 3.2.0
Post by: Hounk on April 20, 2015, 02:25:17 AM
Or if he/she "forgets" to place the tile, because the only place, where the cathedral tile could go on the last turn would be the own city.
Title: Re: JCZ 3.2.0
Post by: rfielder on April 20, 2015, 06:19:15 AM
Interesting speculation about the timer.

I am looking forward to farin's vision of how this is intended to work, and what may happen when the timer reaches zero.
Title: Re: JCZ 3.2.0
Post by: Jéré on April 20, 2015, 06:59:27 AM
Interesting read for you Robert:  http://en.wikipedia.org/wiki/Game_clock

I became really interested in this system very recently, as I've been told they use such system at the French National Championships as well as the World Carcassonne Champs in Essen.  I'm glad Farin implemented it in JCZ, I'll be able to practice a bit :)

Title: Re: JCZ 3.2.0
Post by: farin on April 20, 2015, 01:21:38 PM
Game clock - my first vision is leave resolution to players - because you can apply any rule you want, you can still choose to finish game "for fun" etc.
But, it's unusual "hacky" solution and i am little afraid that players expect some handling and can be confused if there is no.

So my second vision is add option with resolution rule, probably something like
On time over:
- do nothing and continue game
- lose game immediately
for two players game it is easy - usual tournament rule is you always lose, final score is counted and if you should have score higher than opponent, you have one point less
this can be harder for more players game - there should be probably something like - player lose, will be last  and rest can continue game.

Turn time can be theoretically implemented too, but it has even more issues than global game limit
You already mention that is not possible just skip turn - sometimes you don't want to play, but you must.
Some ideas how to handle exceeded turn limit:
- you opponent choose turn intead of you (needs timer too)
- tile will be placed randomly without meeple
- you will receive score penalty every X seconds.
Additionally there are actions during opponent turn (like wagon move) - which should be probably also covered with turn timer. And it's open if you should have same time for eg.  wagon move as for whole normal turn.




Title: Re: JCZ 3.2.0
Post by: rfielder on April 21, 2015, 04:00:33 AM
farin - thank you for the explanation.
Title: Re: JCZ 3.2.0
Post by: Reggie777 on April 21, 2015, 11:59:52 AM
First of all, many many thanks, Farin, for all the hard work on this game.

I've tried the beta, and noticed that Crop Circles are no longer there. I don't really like them, since they usually mess me up. But I do play with them to keep me sharp. Did I miss a discussion on getting rid of this expansion?

Also, thanks for the option of not having the bidding at the bazaar. You can tell you're a player who understands the flow of the game.

A question. How difficult is it to make an alternate set of tiles, if someone wanted to contribute to the effort? Just wondering.

Best Wishes, Reggie  :green-meeple:
Title: Re: JCZ 3.2.0
Post by: MrNumbers on April 21, 2015, 12:12:21 PM
I've tried the beta, and noticed that Crop Circles are no longer there. I don't really like them, since they usually mess me up. But I do play with them to keep me sharp. Did I miss a discussion on getting rid of this expansion?

Crop Circles are in place. Maybe you need to scroll down a little bit.

I have a question about one requested feature (http://www.carcassonnecentral.com/community/index.php?topic=1257.msg19105#msg19105) (extended stats for the builder).
You said (http://www.carcassonnecentral.com/community/index.php?topic=1257.msg19135#msg19135) that it is easy to implement. Just wondering: are there any issues with this feature to be implemented?
Title: Re: JCZ 3.2.0
Post by: Hounk on April 21, 2015, 12:47:44 PM
Also, thanks for the option of not having the bidding at the bazaar. You can tell you're a player who understands the flow of the game.
The option was, I think, always there, since this expansion was implemented. At least it was there in the more recent versions, and official variant rules are normally included in JCZ. But the feature had a bug (http://www.carcassonnecentral.com/community/index.php?topic=1653.0) before, and that was fixed in this version.
Title: Re: JCZ 3.2.0
Post by: farin on April 21, 2015, 01:00:34 PM
Reggie777:
yes, crop circle is still here. This screen is hot candidate to redesign.

about new tile set - the hardest part is create a set itself. If you have own cool theme just provide me the image and I will make a rest :)
(this means regions and meeple position definition - but i have tool for it)
Title: Re: JCZ 3.2.0
Post by: Reggie777 on April 21, 2015, 05:11:15 PM
Thanks for the info.  I signed in, and still couldn't see the darn CC, and had no idea how to scroll down, as the page seemed complete, and the scroll button on my mouse did nothing, and there were no scroll bars. Then I signed out of the server/game, and signed on, and the Corn Circles returned. cue alien music.  Seem they are of mysterious origin after all. :o

Loving the JCZone. Many thanks.



Title: Re: JCZ 3.2.0
Post by: rfielder on April 22, 2015, 01:56:10 PM
Thanks for the info.  I signed in, and still couldn't see the darn CC
Is this the same as Corn Circles?

It is there (CC1), unless playing the AI, in which case it is not (CC2).
Title: Re: JCZ 3.2.0
Post by: danisthirty on April 25, 2015, 12:48:14 AM
Thanks for the info.  I signed in, and still couldn't see the darn CC, and had no idea how to scroll down, as the page seemed complete, and the scroll button on my mouse did nothing, and there were no scroll bars. Then I signed out of the server/game, and signed on, and the Corn Circles returned. cue alien music.  Seem they are of mysterious origin after all. :o

There are some expansions which can't be played by the AI opponents. So if you already had an AI opponent selected you wouldn't have seen Corn Circles in the list. If you restarted JCZ and didn't select an AI opponent then the full list of expansions would have been available to you, hence why you would have seen CC this time. Possibly.
Title: Re: JCZ 3.2.0
Post by: Reggie777 on April 25, 2015, 07:38:18 PM
That is exactly what happened, Danisthirty.   :(y) :(y) Thanks. I had an AI opponent selected.

I thought for sure I was going crazy. Not there one day. There the next. Mystery solved! Dang! I thought it was those pesky aliens who made the circles. Oh well...
Title: Re: JCZ 3.2.0
Post by: rfielder on April 26, 2015, 11:50:13 AM
I see the online game server is down, and is being updated to version 3.2.0.

Anyone know when it will be back?
Title: Re: JCZ 3.2.0
Post by: farin on April 26, 2015, 11:56:08 AM
rfiedler: in 2 hours
Title: Re: JCZ 3.2.0
Post by: rfielder on April 26, 2015, 11:59:48 AM
Thanks!

That means it should be back by 5PM EST/10PM UK/11PM CET/12AM Finland, yes?
Title: Re: JCZ 3.2.0
Post by: farin on April 26, 2015, 01:57:55 PM
it's up

3.2.0 is official
includes also The Goldmines expansion (not included in beta)

from next version I would like to support old and new version in parallel on online server
Title: Re: JCZ 3.2.0
Post by: MrNumbers on April 27, 2015, 12:00:37 AM
Farin, you forgot to mention that "config.yaml" now is in C:\Users\Username\AppData\Roaming\JCloisterZone folder.
Title: Re: JCZ 3.2.0
Post by: farin on April 27, 2015, 12:08:53 AM
there is no change from 3.1.0 about config location
config is create in game folder if is writeable, otherways app data folder is used.
Title: Re: JCZ 3.2.0
Post by: MrNumbers on April 27, 2015, 03:09:37 AM
there is no change from 3.1.0 about config location
config is create in game folder if is writeable, otherways app data folder is used.

In this case strange that JCZ can't write into C:\Users\Username\Documents folder, where JCZ application is in one of sub-folders.
Title: Re: JCZ 3.2.0
Post by: rfielder on April 27, 2015, 04:42:28 AM
Is the online server down?

I am trying to link, and it just sits at Connecting.....
Title: Re: JCZ 3.2.0
Post by: farin on April 27, 2015, 08:40:58 AM
ah sorry, thx for notice

nasty nasty bug - loading rules from preset crash whole server :(
second try now - I've restarted it with patch
Title: Re: JCZ 3.2.0
Post by: jma03 on April 27, 2015, 09:45:37 AM
farin good work¡¡¡¡
thanks for having the opportunity to play this wonderful game.
I download ( 3.2.0 beta) and it works perfect.
 I read that this is not gold mines .

which you can download and play for gold mines ???

thanks again
Title: Re: JCZ 3.2.0
Post by: danisthirty on April 27, 2015, 09:49:18 AM
I believe the version with the Goldmines is available from the JCloisterZone website, or directly from this link:

http://jcloisterzone.com/builds/JCloisterZone-3.2.0.zip

 :)
Title: Re: JCZ 3.2.0
Post by: farin on April 27, 2015, 11:44:09 AM
btw please don't use beta anymore - it's intended only for prerelease testing - i usually change internal version identificator to make it incompatible with regular release but it
didn't happen now

the reason is you can be in troubles playing together with regular peer - small chance but still exists
eg. regular has additional fix for german monasteries allowing use magic portal to place on completly surrounded monastery (but this move will be invalid in beta)

i hope i also implement support for running multiple play server revision next time and thus allow proper testing of it
Title: Re: JCZ 3.2.0
Post by: jma03 on April 27, 2015, 03:43:01 PM
farin thanks .
thank  you dan for the link
Title: Re: JCZ 3.2.0
Post by: quevy on May 09, 2015, 12:51:25 PM
I have problems to connect to the game server.
Error: Connection failed (bad rsv 3)
my problem or a server problem?
Title: Re: JCZ 3.2.0
Post by: farin on May 10, 2015, 12:26:30 AM
hosting guys migrate to new server and it was much successfull. It's reported now and hope they fix it soon.
Title: Re: JCZ 3.2.0
Post by: farin on May 10, 2015, 12:28:11 AM
ah, they dom't migrate some settings. I add it myself and now it seems to be running.
Title: Re: JCZ 3.2.0
Post by: quevy on May 10, 2015, 12:35:52 AM
Thanks Farin, now I have to connect.
Title: Re: JCZ 3.2.0
Post by: Hounk on May 11, 2015, 05:49:02 AM
Right now, online game seems not to work. You can connect to the server, create a game, but when somebody else joints, you won't see the person and soon afterwards been thrown back to the introduction screen of the program, the one with the options "New game", "Load game", "Play online" and "Connect".
Title: Re: JCZ 3.2.0
Post by: Paul on May 11, 2015, 05:54:28 AM
Right now, online game seems not to work. You can connect to the server, create a game, but when somebody else joints, you won't see the person and soon afterwards been thrown back to the introduction screen of the program, the one with the options "New game", "Load game", "Play online" and "Connect".

Follow up. On my end, I was able to join but my icon was still showing a question mark next to my name in the menu. One time game started and I was to go first, but I could not place a tile. (rfrf tile playing only the base game.)
Title: Re: JCZ 3.2.0
Post by: kettlefish on May 13, 2015, 01:08:08 PM
Hi farin,
today the server doesn't work.
I can't play a game online with JCloisterZone 3.2.
Title: Re: JCZ 3.2.0
Post by: quevy on May 24, 2015, 03:30:34 AM
Italian translation
Title: Re: JCZ 3.2.0
Post by: farin on May 24, 2015, 03:51:20 AM
To fix translation it's best create pull request.

I ask all translations usually 14 days before release. If someone don't reply new strings are missings. Trust me even current process needs some effort to communicate with all translators (someone use github, someone just email ... etc)
Title: Re: JCZ 3.2.0
Post by: Hounk on May 24, 2015, 07:09:40 AM
How to pull request, and to whom (in case of the German version)?
Title: Re: JCZ 3.2.0
Post by: MrNumbers on May 25, 2015, 12:41:37 AM
How to pull request, and to whom (in case of the German version)?

You should register here (https://github.com/farin/JCloisterZone) and modify "de.po" file (inside "po" folder). Then you will see the button "Create pull request" and Farin will include it in main release.
Title: Re: JCZ 3.2.0
Post by: Hounk on May 25, 2015, 02:54:16 AM
Thanks. Done. But I think, I did something wrong, adding a "patch-1" before I was able to pull the request. Don't know, how to fix that. :-\

Edit: In the meantime, I think I figured out, what to do. Looks good now. Thanks MrNumbers.
Title: Re: JCZ 3.2.0
Post by: farin on May 28, 2015, 12:05:50 PM
Great, I expecting next release at end of June. Nothing big, mainly about bugfixes.