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Messages - hailstone

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176
Off topic / Re: Off Topic - Main
« on: 26 March 2011, 04:25:19 »

177
General discussion / Re: To Do List & Bugs
« on: 26 March 2011, 02:59:09 »
Quote from: John.d.h
so maybe I'm wrong about it being only the mod's fault.
It's a bit of both. Somehow the errors in the mod caused more units to be loaded than it thought existed triggering the assert in renderProgressBar (ie at the time of the crash 33 unitsLoaded but only 32 totalUnits resulting in 103%) so I think there could be improvement in error handling.

To get it working:
- In citizen.xml change <building name="aeronautical_facility"/> to <unit name="aeronautical_facility"/>
- Copy advanced_architecture and training_field from tech
- In training_field.xml remove barracks so it is just <effects/>

Alternatively remove training_field as a requirement for knight, although there needs to be at least one upgrade currently (added ticket #325).

178
General discussion / Re: Snapshot release for testing 0.4
« on: 25 March 2011, 23:34:19 »
The call stack points to "Couldn't open file '" as the error message but it crashes too early to tell you.

I've reuploaded the executable package with a couple of images that were added since 0.3.x, put them in data/core/misc_textures. I also added glew32.dll to win_deps.

The other reason could be config directory or data directory isn't set right for you (although it should be using your home directory for config and same directory as exe for data). Try loading with command line args "-configdir path -datadir path". stdout.txt will tell you what it's using currently.

179
General discussion / Snapshot release for testing 0.4
« on: 25 March 2011, 05:33:39 »
This is for people on Windows who want to help test but don't want to compile the source. Compiled with the Debug Edition option. (Commit 346c51c512eb6603..)

Executable with pdb. (put the images in data/core/misc_textures)
DLL Files available in the windeps package in bin folder.
Data Files snapshot using repository browser. If you have data files already you shouldn't need this.
Just Shibboleth tech, included in the above.

Quote from: wciow
The data dir was set incorrectly. The 0.3.2 set up has the executables in the "bin" folder and the data in the "share" folder. Moving the contents of the bin directory into share\glestae (as in the classic glest structure) solved the problem.
Creating a shortcut with "-datadir path" set to where your data is should work too.

180
General discussion / Re: Resource Bug
« on: 24 March 2011, 01:47:05 »
When I submit assignments I like to make it as easy as possible for the markers. One time I got marked down because he didn't want (or didn't know how) to compile a library dependency that they required us to use. I even supplied the project files but didn't link it as a dependency in the same solution so it would say the library is missing if it wasn't compiled already.

There are other benefits to using relative paths. I would like to be able to copy the source and checkout a revision or branch without needing to do a full recompile. This is not possible if I need to generate the project files each time.

I tried setting windeps to relative path but any ENV{name} dependency comes out as absolute.

I think the best that can be done is to set all the paths as relative in CMake, generate, then change any remaining absolute paths in Visual Studio.

When running the exe from the data dir set GAE_DATA_DIR and GAE_CONFIG_DIR to '.'

Another solution might be to package with cmake and tell them to run a .bat file that generates the project files. Although if they have CMake installed and know how to use it then just get them to generate it themselves.

Edit: There's meant to be CMAKE options for relative paths but I couldn't get them working. (see http://www.ogre3d.org/forums/viewtopic.php?f=10&t=54399#p374726 )
Edit2: The options don't support the features we're using

181
General discussion / Re: Resource Bug
« on: 23 March 2011, 01:00:30 »
Are you testing with or without your code changes?

I assume you're using VisualStudio, if so copy/paste the call stack when it goes to the debugger (bottom right).

182
General discussion / Re: Resource Bug
« on: 22 March 2011, 01:44:11 »
Being an unhandled exception I don't think there will be any log files. If there is a retry button it will break into the debugger instead of freezing. I'm not able to reproduce the crash. The problem seems to be a null or invalid pointer being dereferenced, possibly one in a vector. A stack trace would be useful.

183
General discussion / Re: Glest forks to join forces?
« on: 19 March 2011, 04:19:31 »
People should be using https://sourceforge.net/apps/trac/glestae/wiki/CompileGuide to compile like ultifd posted. I've modified the wikia so it points to this link now.

I updated the win deps with libjpeg-turbo a few weeks ago and everything appeared to be there. If not let me know and I can add it. To get a list of the deps look at the Linux compile guide. The only difference with the Windows deps is SDL isn't used and DirectSound is used instead of OpenAL (it has been planned to make it more consistent across platforms). Also the compiler used is different but that's not a library dependency.

184
Bug report / Re: Thumbs.db isnt a unit!
« on: 18 March 2011, 08:04:23 »
Created ticket 321.

185
Bug report / Re: Worker animation doesn't match the resource
« on: 18 March 2011, 00:05:58 »
I'm (almost) certain I fixed this.
I thought you did too. I think several fixes have been lost somehow.

186
Bug report / Re: Worker animation doesn't match the resource
« on: 16 March 2011, 08:20:35 »
I split this off since it should really be a separate topic but I'm not sure how to move it out of feature requests.

187
Possible Algorithm:
When a unit goes to put it's resource into the store it can check if there is enough space. Alert the user once if full (reset once not full or on timer). The worker will need to repeatedly check if there is enough space. When there is enough space, continue.

What about when the resource accumlates automatically, should the user be notified then?
Should they be considered idle if they are waiting for space?

Make optional in faction xml.

188
General discussion / Re: Future file format support
« on: 15 March 2011, 10:18:05 »
It might be possible to do semi-realtime. Convert to disk on first run then use the dds after (not sure if that's what was meant by "automagic it through GL"). Probably better to do it with a packager though.

S3TC Support For Mesa Brought Up Again


189
General discussion / Re: Disable Intro?
« on: 14 March 2011, 08:49:44 »
I think once video is put in have it play all the time but have the option to disable in the ini. I tend to only watch intros once.

190
General discussion / Re: I surrender!
« on: 12 March 2011, 21:33:48 »
I think a restart button in the game would be useful and should load quicker than exiting and restarting (added ticket 320).

191
General discussion / Re: Disable Intro?
« on: 12 March 2011, 21:22:00 »
It's playing the music multiple times because it's started when you go to the root menu. I should have realised that was going to happen when I saw it starting at the end of the intro. I've committed a fix.

192
Mods / Glest Community Development Monthly - Issue 39
« on: 11 March 2011, 09:44:09 »
Welcome to the thirty-ninth issue of Glest Community Development. Below you will find events I have recorded over the last month from the forums (usually for things that can be downloaded or a screenshot of progress). Thanks go to the people who have been busy improving Glest with patches, mods and providing support. :)

NOTE: the dates are only approximations. Please post any corrections, suggestions, or additions.

----------------
Additions are more likely to be added to this list if it uses the same format I have used.

Format:
day Month
- Poster does something. link/reference

Note the capital letter for the poster and 0 is in front for single digit day numbers (ie 01-09).
----------------

The next issue is scheduled for 11 April 2011 (GMT+10).

GAE Bug Tracker fixes:  https://sourceforge.net/apps/trac/glestae/
MegaGlest project/tracker: http://sourceforge.net/projects/megaglest/ | http://sourceforge.net/tracker/?func=browse&group_id=300350&atid=1266779

General Announcements:
- MegaGlest and Glest Advanced Engine teams had meeting to discuss merging code. https://forum.megaglest.org/index.php?topic=6577.msg68508#msg68508

2011 (February - March)
11 March
- Ishmaru shows Chasm. https://forum.megaglest.org/index.php?topic=6517.msg68755#msg68755
- Mr War show ship progress. https://forum.megaglest.org/index.php?topic=6404.msg68716#msg68716
10 March
- ChupaReaper shows first Frost units. https://forum.megaglest.org/index.php?topic=5394.msg68673#msg68673
08 March
- ChupaReaper shows Unicorns. https://forum.megaglest.org/index.php?topic=6570.msg68555#msg68555
- Ksbdude makes a mix of Magic and Dark Magic factions. https://forum.megaglest.org/index.php?topic=6654.msg68611#msg68611
07 March
- MuwuM shows Giant Tortoise. https://forum.megaglest.org/index.php?topic=6570.msg68555#msg68555
06 March
- MuwuM shows incubator. https://forum.megaglest.org/index.php?topic=6570.msg68529#msg68529
05 March
- MuwuM shows Termite Mound. https://forum.megaglest.org/index.php?topic=6570.msg68464#msg68464
- Eliminator uploads Weather mod. https://forum.megaglest.org/index.php?topic=6355.msg68498#msg68498
- Mr War shows Cloud Galley concept art. https://forum.megaglest.org/index.php?topic=6404.msg68465#msg68465
- Mr War shows War Kite. https://forum.megaglest.org/index.php?topic=6404.msg68455#msg68455
- MuwuM shows Battle Tortoise. https://forum.megaglest.org/index.php?topic=6570.msg68413#msg68413
- Conzar interviews Zoythrus. https://forum.megaglest.org/index.php?topic=6631.msg68403#msg68403
01 March
- ChupaReaper shows new logos for Malevolent Rising. https://forum.megaglest.org/index.php?topic=5394.msg68325#msg68325
28 February
- John.d.h releases Project Green 0.2. https://forum.megaglest.org/index.php?topic=6582.msg68226#msg68226
27 February
- Mr War shows fighter kite concept art and model. https://forum.megaglest.org/index.php?topic=6404.msg68183#msg68183
- Muwum shows Lizman units. https://forum.megaglest.org/index.php?topic=6570.msg68201#msg68201
26 February
- Mr War shows concept art for Imperial Cruiser. https://forum.megaglest.org/index.php?topic=6404.msg68115#msg68115
25 February
- ElmiNator creates Lord of the land scenario. https://forum.megaglest.org/index.php?topic=6607.msg67972#msg67972
24 February
- Wciow shows unit for Orcs faction. https://forum.megaglest.org/index.php?topic=5171.msg67951#msg67951
- Weedkiller shows units for Orcs faction. https://forum.megaglest.org/index.php?topic=5171.msg67932#msg67932
23 February
- ChupaRepear shows Malevolent Rising. https://forum.megaglest.org/index.php?topic=5394.msg67853#msg67853
- Ultifd makes wikia page for Undead faction. https://forum.megaglest.org/index.php?topic=5985.msg67839#msg67839
- Ultifd makes wikia page for Elves faction. https://forum.megaglest.org/index.php?topic=3944.msg67825#msg67825
- Ultifd makes wikia page for Woodsmen faction. https://forum.megaglest.org/index.php?topic=4313.msg67824#msg67824
20 February
- John.d.h releases Project Green v0.1. https://forum.megaglest.org/index.php?topic=6582.msg67637#msg67637
19 February
- ChupaReaper shows Valkeries image. https://forum.megaglest.org/index.php?topic=5394.msg67571#msg67571
- Hagekura releases Japanese faction v0.81a. https://forum.megaglest.org/index.php?topic=6103.msg67549#msg67549
16 February
- MuwuM shows Lizman faction. https://forum.megaglest.org/index.php?topic=6570.msg67384#msg67384
15 February
- ChupaReaper shows some Necribus images. https://forum.megaglest.org/index.php?topic=5394.msg67355#msg67355
12 February
- Mr War releases an alpha of Imperial faction. https://forum.megaglest.org/index.php?topic=6404.msg67196#msg67196
- Hailstone posts GCD 38. https://forum.megaglest.org/index.php?topic=6554

Edit: Fixed up chasm spelling.

193
General discussion / Re: Disable Intro?
« on: 11 March 2011, 08:22:00 »
OK. Try now, I forgot to commit some changes.

194
Mods / Re: Texture formats -- tga, png, jpg
« on: 11 March 2011, 08:12:07 »
Don't think of normal and specular maps as images. Any loss in quality is going to affect the lighting.

195
The first one is failing this assert (I'm not sure why, created ticket 319):
assert(traj.length() > 0.5f);

The second one I think I've fixed now (ticket 318). The command was being ended before the other units were produced.

196
Yes. You will need to make sure no units in the faction are able to produce workers (ie castle and technodrome). It's still a problem with other factions (created ticket 317).

197
General discussion / Re: Disable Intro?
« on: 10 March 2011, 00:18:11 »
I've disabled it now (commit f9b08c42..).

198
General discussion / Re: I surrender!
« on: 10 March 2011, 00:15:40 »
I was thinking the occupy-defeated-enemy-square behaviour should be changed too. I've fixed GAE so when the target dies the command stops (commit 084b7b33..). GAE also has toggleable auto attack.

199
I've committed a fix for emergency workers (commit 0ac14d7..). I did the check before producing way instead of modifying addPriorityTask since there is still a chance of it blocking if the timings line up - only one task is dealt with each update so if the timings lined up it would go "add produce worker -> remove produce worker" and not do any real task.

200
General discussion / Disable Intro?
« on: 8 March 2011, 00:10:48 »
Anyone mind if I disable the intro? All it really does is show the glest.org website url which can be seen from the about menu. I prefer to go straight to the menu.

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