GIVE 2.2.5 released

  2 posts   Feedicon  
Replies: 1 - Last Post: February 22, 2010 16:20
by: adenis
showing 1 - 2 of 2
 
Posted: February 22, 2010 14:08 by Alexander Koller

Hi all,

I just released GIVE 2.2.5. The following things have changed:

  • Client is much smaller (3 MB) than before, and should now contain all relevant classes.

  • Moving around with the client is much smoother than before. Many of you reported that the movements were very choppy in the evaluation worlds 2 and 3. See below for a warning.

  • Switched to the new questionnaire. If you want to keep using a matchmaker that is connected to a database, you will have to adjust the "questionnaires" table as documented in the Wiki (under "DatabaseSchemas").

WARNING: In order to speed up the client, I had to change the visibility code. The primary change is that walls are now never reported as visible. I expect that this should not be a problem for anyone, but if it is, please let me know as quickly as you possibly can, and we'll think of an alternative. I'm sorry to make potentially NLG-system-breaking changes at the last minute.

Please recompile your NLG server right now, and double-check that it still works. Because of the changes to the questionnaire, your NLG server will not work with the current versions of the matchmaker and client until you recompile and restart it. The good news is that as far as I can see, this should be the last time you need to recompile it.

It would be great if you could email me when you've done this.

If everything goes well, there should be a release 2.2.6 tonight or tomorrow morning, and this is then the version with which we'll start the public evaluation.

Thanks!

Alexander

 
Posted: February 22, 2010 16:20 by adenis
Hi everyone,
I've tested the 2.2.5 version on the evaluation world 3, it's faster but also wrong, when you read the visible objects list, it returns some objects that are definitely not visible.

also related to visibility, a small notice about evaluation world 2, is it possible to remove/move the plant in the room with a lot of blue buttons ? because with the previous visibility algorithm, it hides the button while the player sees it actually (with the current one, it's also wrong).

good courage !
Alexandre
Replies: 1 - Last Post: February 22, 2010 16:20
by: adenis
  • Mysql
  • Glassfish
  • Jruby
  • Rails
  • Nblogo
Terms of Use; Privacy Policy;
© 2010, Oracle Corporation and/or its affiliates
(revision 20120518.3c65429)
 
 
Close
loading
Please Confirm
Close