[Scummvm-devel] Release 1.3.0 schedule

Lars Persson larspp at hotmail.com
Mon Apr 18 21:00:02 CEST 2011


should be no problem releasing for Symbian OS, still there are devices that are used. :-D

BR
Lras

> Date: Sun, 17 Apr 2011 15:24:05 +0300
> From: sev at scummvm.org
> To: scummvm-devel at lists.sourceforge.net
> CC: sev at scummvm.org
> Subject: [Scummvm-devel] Release 1.3.0 schedule
> 
> Hi Team,
> 
> Life is pretty hectic over here, but seeing the commit flow, there is a
> bright side of the current release delay. We got another port and
> Android port is better than ever, then we got couple of new games
> supported in the last month.
> 
> In any case, it is time to have the things rolling towards 1.3.0
> release. This will be the first release with git so we yet have to
> learn to work with branches (anyone to propose a step by step workflow
> demonstrating backporting?).
> 
> Same thing as last year, since we're lacking the autotesting framework,
> demanding to test every game will be a major showstopper for the
> release, thus we need to narrow it down to following engines/games
> (please comment on the list below):
> 
>   * AGI (LSL1, SQ1, SQ2, BC, GR, KQ4 and MH1 should be enough)
>   * Gob (Gobliiins, Urban Runner and Playtoons)
>   * Hugo
>   * Mohawk (Living Books)
>   * SCI (Please narrow down the game list)
>   * Toonstruck
>   * Tucker
> 
> The proposed schedule is:
> 
>   April 20th -- announce testing, feature freeze, request translations
>                 to be updated
>   May 1st    -- branch
>   May 11th   -- feature freeze for backends and translations
>   May 16th   -- tagging, release tarballs are uploaded
>   May 20th   -- release
> 
> I need the status updates for all of the ports:
>   * Android
>   * DC
>   * Dingux
>   * GC/Wii
>   * GP2x/Wiz
>   * iPhone
>   * Linuxmoto
>   * Maemo
>   * N64
>   * NDS
>   * Openpandora
>   * PS2
>   * PSP
>   * SamsungTV (Dead?)
>   * Symbian (well...)
>   * WebOS
>   * WinCE
> 
> Now to the bugs. The list is quite extensive, but the big chunk of them
> is sticking since the last release. And of course, more bugs fixed is
> always better. Particularly there are several easy ones with md5sums,
> which I do not even enlist here.
> 
> Release critical:
> 3094846: AGI: Misaligned message box in BC, SQ1, SQ2
> 3093310: T7G: App Crashes Attempting To Save
> 3123788: DC SVN: Not Loading/Working
> 
> Nice to get fixed:
> 1847454: DIG: Rat Trap Puzzle Error
> 1947723: SAM: text off screen in german version
> 2721332: DIG: Cursor delays to appear after scene skip
> 3022067: COMI: crash on 1-st scene (Russian version)
> 3174197: FOA: Wrong colors in the Amiga version
> 2951521: SPYFOX 3: Sprite problem
> 
> 3084939: WOODRUFF: Possible lockup in the prison tower
> 3084414: WOODRUFF: Annoying scrolling behaviour in windowed mode
> 3083442: WOODRUFF: Can't Get Master's Powers
> 2867675: GOB3: Duplicate main character sprite
> 
> 3288328: SCI:QFG2 can't buy healing pills
> 3034704: GK1 Demo: Can't research Malia
> 
> 3280674: ScummTools do not compress monster.sou of german fdd-version
> 3088441: GUI: Choosing a theme bypasses Cancel/Ok
> 
> 2880939: NIPPON: No Elder
> 2957333: MADE: Screen effects sometimes look wrong/bad
> 2886145: ITE: Jail bug after speaking to Shiala
> 3264989: TOON: Palette problems
> 3166235: KYRA: Crash on startup on OS X.
> 3149412: BASS: Invalid Mode when giving shades to travel agent
> 3065376: DRACI: Inventory word are truncated
> 3069981: DRASCULA: no subtitles in scene with "von Braun"
> 
> 3116541: AGI FAN Beyond the Titanic 2: Crash on Item Viewing
> 3080415: AGI: KQ4: Intro Text Box glich
> 3080041: AGI Mother Goose: White bar in intro
> 3080030: AGI Mother Goose: No text in speech bubble
> 3074570: AGI LSL1: TAB stops working after restart
> 3032379: SQ2 : Falling Off Log Almost Immediate
> 3018770: AGI: PQ1: Flickering newspaper
> 
> 3058262: WINCE: broken sword 2 game crash
> 
> 3011646: WAXWORKS: Tomb visitors check in, they don't check out
> 3011639: WAXWORKS: Doors remain open after loading earlier save game
> 3011635: WAXWORKS: Save games don't track completed waxworks
> 
> As usual, these are all subjective, so feel free to lower priority
> 
> 
> Eugene
> 
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