How far along are you, Devs?

General discussion about the game. Pull up a stool and tell us your tale!
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serina
Crystal Ooze
Posts: 373
Joined: Sat 15.09.2007, 18:42

How far along are you, Devs?

Post by serina » Sat 14.03.2009, 10:21

I'm just wondering if it ws possible to get an approximate update on how far along the road you are :) I mean are we looking at 1 year till next version or is it more like 6 months? I'm just a curious gnomie :) no need to answer if there isn't an answer.

ZAL :)

PowerWyrm
Balrog
Posts: 1574
Joined: Sun 27.11.2005, 15:57

Re: How far along are you, Devs?

Post by PowerWyrm » Sat 14.03.2009, 13:08

Considering that a lot of bugs assigned to milestone 1.1.2 were fixed the past week and that the offical server is already tagged as 1.1.2, I guess it's more like a question of days...

serina
Crystal Ooze
Posts: 373
Joined: Sat 15.09.2007, 18:42

Re: How far along are you, Devs?

Post by serina » Sat 14.03.2009, 15:17

But doesn't it require a server-reset and such? I believe the wand/rod and stave stacking required such a thing, or isn't this going in?

ZAL

PowerWyrm
Balrog
Posts: 1574
Joined: Sun 27.11.2005, 15:57

Re: How far along are you, Devs?

Post by PowerWyrm » Mon 16.03.2009, 12:01

1.1.2 is only a bugfix version, no new client/server is needed. Rod/staff stacking is clearly out of that release.

Billsey
King Vampire
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Re: How far along are you, Devs?

Post by Billsey » Tue 17.03.2009, 04:29

There are currently eight open tickets for 1.1.2. A couple of those are pretty much gimme's, such as the Deb installer and selected binaries for Linux, some are more problematic such as the lake sacrifice crash or glitches with a 'hung' target. A quickly needed fix we had to roll in when the server instance got to be 331 days old somehow also changed the server to show 1.1.2, but an true release is still a ways off. :-(
Mangband Project Team Member

PowerWyrm
Balrog
Posts: 1574
Joined: Sun 27.11.2005, 15:57

Re: How far along are you, Devs?

Post by PowerWyrm » Tue 17.03.2009, 13:19

Lake sacrifice crash is peanuts. Check my comment on the null monster pointer. Fix should be trivial.

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