- Apr 8, 2021
- 23
- 13
Hello every one, sorry for stupid question (abit brain dead of mine), so for now for PC ver. only v0.4.6.3, and 0.4.6.7 for PC will be somewhere near end of this year?
Current version is v0.4.6.3. There is no way to tell when the next public release will happen.Hello every one, sorry for stupid question (abit brain dead of mine), so for now for PC ver. only v0.4.6.3, and 0.4.6.7 for PC will be somewhere near end of this year?
Unknown.Hello every one, sorry for stupid question (abit brain dead of mine), so for now for PC ver. only v0.4.6.3, and 0.4.6.7 for PC will be somewhere near end of this year?
We have humies instead.Surprisingly there's still no apes, chimps, or monkeys is there?
The .jar version is fucked beyond repair rn. It crashes constantly and the GUI is entirely unusable at the moment.Unknown.
Currently, non-exe versions are bugged to hell and back.
You can try to run the questionable .jar in Java...
But all signs point to critical game breaking errors.
She appears to be finally updating her Game to a Java Version with functional Security... and its not going so well.
All generic NPCs mass deleting, Game Crashes, and Memory Leaks.
TLDR: Inno is on vacation again, Expect AceXP to salvage a .exe by December.
Okay, i see...well i guess, time to wait.Current version is v0.4.6.3. There is no way to tell when the next public release will happen.
Okay.Unknown.
Currently, non-exe versions are bugged to hell and back.
You can try to run the questionable .jar in Java...
But all signs point to critical game breaking errors.
She appears to be finally updating her Game to a Java Version with functional Security... and its not going so well.
All generic NPCs mass deleting, Game Crashes, and Memory Leaks.
TLDR: Inno is on vacation again, Expect AceXP to salvage a .exe by December.
The funny part about that is that I got the previous versions running just fine on Java 18 without those issues cropping up (getting it running on newer Java versions is honestly pretty easy). It really makes me wonder what the hell happened that caused things to get so busted.She appears to be finally updating her Game to a Java Version with functional Security... and its not going so well.
All generic NPCs mass deleting, Game Crashes, and Memory Leaks.
If i had to guess Inno probably tried to use newer java api stuff like what is seen in Jetbrains. and "optimized" without actually checking if it will break anything first.The funny part about that is that I got the previous versions running just fine on Java 18 without those issues cropping up (getting it running on newer Java versions is honestly pretty easy). It really makes me wonder what the hell happened that caused things to get so busted.
The routines that keep track of NPCs literally don't need touched when bumping it up to a newer JDK. The only thing I can think of that would cause something like that is an optimization gone wrong.
If its a .exe it should work "relatively" well.does it still not work on windows 11?
I'm trying to open it now but it's not opening and on the error.log it saysIf its a .exe it should work "relatively" well.
If its the raw .jar? No.
But that's an "Inno can't code" problem, not a Win 11 problem.
Fresh install from the .exe in the OP Mega Link. Win11 is not the problem.is there any way to fix this?
it's still doing the same thing and still not opening even though i downloaded it right now to try itFresh install from the .exe in the OP Mega Link. Win11 is not the problem.
You either botched modding, tried to use a .jar, or used a corrupted download.
Looks to be trying to access a file not included in the .exe.
Also is having conniptions from Java in general.
Yeah, that could very well be. The game doesn't have any sort of unit tests in place (and given the complexity of some of the class interactions, it really should have something). Testing seems to generally consist of playing the game for a while and observing.If i had to guess Inno probably tried to use newer java api stuff like what is seen in Jetbrains. and "optimized" without actually checking if it will break anything first.
I mean, on one hand, its pretty hard to unit test games, since something that seems legit from the point of unit test could be wrong from the point of a game. "JUST WRITE UR TEST CORRRRECTLY!!!!!!" Than it wont be a unit tests, since exact testing for a 'correctness' from the point of a game require more information than x = "dummy data" and i = 34.Yeah, that could very well be. The game doesn't have any sort of unit tests in place (and given the complexity of some of the class interactions, it really should have something). Testing seems to generally consist of playing the game for a while and observing.
I agree that unit tests wouldn't work for most games (imagine writing extensive unit tests for Doom Eternal ), but LT is so data-driven and deterministic that I don't think it would be out of the question. Also, it would make more sense to test for data integrity than anything mechanical, since the latter is where most of the game's nondeterminism comes into play.I mean, on one hand, its pretty hard to unit test games, since something that seems legit from the point of unit test could be wrong from the point of a game. "JUST WRITE UR TEST CORRRRECTLY!!!!!!" Than it wont be a unit tests, since exact testing for a 'correctness' from the point of a game require more information than x = "dummy data" and i = 34.
But on the other, it text game only, without some complex 3d math.
A few more years? Man, that's optimistic loli'm familiar with her rep when it comes to... basically everything to do with this game, hopefully she'll get it done before new years
For the last few years the only big content patches have been like, one in February with all work being stopped from November February, one in late summer, and then one half assed patch in the fall.Hello every one, sorry for stupid question (abit brain dead of mine), so for now for PC ver. only v0.4.6.3, and 0.4.6.7 for PC will be somewhere near end of this year?
That's going to be a big problem moving forward. Eventually Microsoft and Oracle are going to kill the old versions as they become more and more problematic. And both companies have demonstrated that they're willing and able to do so. I wouldn't be surprised if eventually this version is just nuked entirely in Win11, if not Win10 as well.The funny part about that is that I got the previous versions running just fine on Java 18 without those issues cropping up (getting it running on newer Java versions is honestly pretty easy). It really makes me wonder what the hell happened that caused things to get so busted.
The routines that keep track of NPCs literally don't need touched when bumping it up to a newer JDK. The only thing I can think of that would cause something like that is an optimization gone wrong.
Yeah, the jar version just doesn't work. And the exe version barely works on my Win11 gaming rig. The game is unstable as hell, but that might just be the current state of things based on skimming this thread.If its a .exe it should work "relatively" well.
If its the raw .jar? No.
But that's an "Inno can't code" problem, not a Win 11 problem.
Data integrity checks can be bypassed, most of a times, by spamming immutable wrappers for pretty much everything 'constant' that passed into a function. It reduce performance, but than again, its java....and its a turn based game.I agree that unit tests wouldn't work for most games (imagine writing extensive unit tests for Doom Eternal ), but LT is so data-driven and deterministic that I don't think it would be out of the question. Also, it would make more sense to test for data integrity than anything mechanical, since the latter is where most of the game's nondeterminism comes into play.
I think the hardest part in this case would be determining exactly what should be tested. A good place to start, IMO, would be automating common actions (switching between areas, moving in and out of combat, creating a new NPC, making babies, etc.) and verifying data integrity after each process. Basically, stuff like ensuring that when you add an NPC the total count doesn't go down or something stupid like that.
Even something more mundane like ensuring that saving the game actually preserves the game's state would be a good thing to include (that is: setting up a control state, saving and loading it, and comparing the loaded data against the control).