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Topics - titi

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101
Mods / several new texture pictures on burningwell
« on: 29 October 2013, 01:00:59 »
I uploaded some new photos on burningwell ( 200 ).
Maybe someone needs them ;-) .



(click to show/hide)
(click to show/hide)

and so on ....
http://www.burningwell.org/gallery2/main.php?g2_view=dynamicalbum.UpdatesAlbum[/s]

Update:
http://www.burningwell.org/gallery/textures

102
MegaGlest / menu layout and translations
« on: 24 October 2013, 08:51:50 »
Now we have translations of nearly everything in Megaglest, thats good, but gives some small problems. You now no longer have a direct correlation of folder names and factions/scenarios names. As these Foldernames ( the real names of factions and scenarios ) were hidden in the current custom menu and scenario menu I decided to change this.

This is how far I got yesterday:

Scenario Menu ( not latest version, but its something like this ) :
(click to show/hide)


Custom Menu ( faction translation in braces ):
(click to show/hide)


There are still some things to do, but I hope you like the general idea.

103
Closed bug reports / [fixed]rev 4583 crash in randomgen line 109
« on: 29 September 2013, 23:01:27 »
In windows in the menu ( with rain ) I crashed 2 times now in randomgen.cpp in line 109 .

update:
from the logfile:
Code: [Select]
[2013-09-30 00:25:41] Runtime Error information:
======================================================
In [..\..\source\shared_lib\sources\util\randomgen.cpp::Shared::Util::RandomGen::randRange Line: 109] res < min || res > max, min = -0.030000, max = 0.030000, res = -0.030000
Stack Trace:
00000000 00000000 00000000 f49713b9 ZwGetContextThread!ntdll (null)(0) +18
00000000 00000000 00000000 f49713b9 ZwGetContextThread!ntdll (null)(0) +18

104
Closed bug reports / [fixed] r4572 strange light effects
« on: 26 September 2013, 12:58:53 »
The problem was introduced with r4572, r4571 did not had the problem.
I already tried to find the problem, but I had no luck yet.

Somehow the lighting ( Lightsources from Objects ) are much too bright now. This happens on windows and linux both computers using nvidia cards:
This is a screenshot at nighttime in the game when those lights are active:


105
Bug reports / freeze when leaving the game rev4554
« on: 19 September 2013, 22:39:10 »
I was testing with a tileset when it happened. I started a sinlgeplayer game, I left it and wanted to exit megaglest. But then it froze...
This is what I got when I made a stacktrace form the running process:

Code: [Select]
[Thread debugging using libthread_db enabled]
Using host libthread_db library "/lib/x86_64-linux-gnu/libthread_db.so.1".
[New Thread 0x7f2a0fffe700 (LWP 16015)]
[New Thread 0x7f2a21d3b700 (LWP 16007)]
[New Thread 0x7f2a2253c700 (LWP 16006)]
[New Thread 0x7f2a22d3d700 (LWP 16005)]
[New Thread 0x7f2a275f7700 (LWP 16002)]
[New Thread 0x7f2a235f7700 (LWP 16001)]
0x00007f2a3621d148 in pthread_join () from /lib/x86_64-linux-gnu/libpthread.so.0
#0  0x00007f2a3621d148 in pthread_join () from /lib/x86_64-linux-gnu/libpthread.so.0
#1  0x00007f2a364441ee in SDL_WaitThread () from /usr/lib/x86_64-linux-gnu/libSDL-1.2.so.0
#2  0x0000000000ac5223 in Shared::Platform::Thread::~Thread (this=0x2359ae0, __in_chrg=<optimized out>) at /home/tscharn/glest/megaglest/source/shared_lib/s
ources/platform/sdl/thread.cpp:192
#3  0x0000000000a8f009 in Shared::PlatformCommon::BaseThread::~BaseThread (this=0x2359ae0, __in_chrg=<optimized out>) at /home/tscharn/glest/megaglest/sourc
e/shared_lib/sources/platform/common/base_thread.cpp:48
#4  0x0000000000a7cefe in Shared::PlatformCommon::SimpleTaskThread::~SimpleTaskThread (this=0x2359ae0, __in_chrg=<optimized out>) at /home/tscharn/glest/meg
aglest/source/shared_lib/sources/platform/common/simple_threads.cpp:375
#5  0x0000000000a7d079 in Shared::PlatformCommon::SimpleTaskThread::~SimpleTaskThread (this=0x2359ae0, __in_chrg=<optimized out>) at /home/tscharn/glest/meg
aglest/source/shared_lib/sources/platform/common/simple_threads.cpp:386
#6  0x00000000006cf898 in Glest::Game::glestMain (argc=<optimized out>, argv=<optimized out>) at /home/tscharn/glest/megaglest/source/glest_game/main/main.c
pp:5516
#7  0x00000000006d4b24 in Glest::Game::glestMainSEHWrapper (argc=1, argv=0x7fff598232c8) at /home/tscharn/glest/megaglest/source/glest_game/main/main.cpp:56
24
#8  0x00000000006d4d02 in Glest::Game::glestMainWrapper (argc=1, argv=0x7fff598232c8) at /home/tscharn/glest/megaglest/source/glest_game/main/main.cpp:5697
#9  0x00007f2a3289f76d in __libc_start_main () from /lib/x86_64-linux-gnu/libc.so.6
#10 0x000000000050a9f9 in _start ()

update: this is not reproducable :-(

106
As I made many tilesets now I saw that the shadows of objects and units look very different in the tilesets. On dark grounds you often don't really see the shadows at all.
Thats why I am asking if it is a good idea to make the shadow intensity settable in the tilesets ?

107
MegaGlest / how to make headless server much less cpu/memory demanding
« on: 18 September 2013, 20:52:11 »
A big problem is that we currently don't have enough headless servers. One of the reasons is the fact that our headless servers really need a lot of memory and cpu usage while running. This is, because a headless server needs to calculate the whole game too while playing. My idea is to reduce this a lot...

What about the idea that the masterserver just collects and distributes the messages as a normal server does it, but it does not calculate the AI? The AI is controlled by the "controller" so the client which is currently "the boss".
By this the whole server has no more need to know anything about the map and the whole gamestate! No path calculation no damage calculatio, no unit updates, nothing must be done!
While playing he just collects the commands of all clients and distributes them like a normal headless would do it. Just this one controlling client calculates the AI and sends commands for the AI . For disconnecting clients maybe we need to add some special behaviour, but thats all. Before the game starts (game setup in menu ) all is as it is now on a headless,

What do you think ?


108
Splash particles are visible in fog of war.

To see it setup a game like this:

map conflict:
you on slot 0 team0
cpu-ultra on slot 2 team1
cpu-ultra on slot 3 team2

now look to the place where teh two CPU players are . As they are close to each other they will instantly see each other and start to fight adn you see all teh splash particles in the dark...

109
Bug reports / crash of headless server 3.0.8-beta1
« on: 14 September 2013, 19:59:21 »
( server was linux64 older linux mint version )

output on console is here including somehow useful stack:
http://pastebin.com/raw.php?i=iwKUFVzu

It looks like this was caused by a haevily lagging client which disconnected in a bad moment. I don't know what to do to fix it :-( .

110
MegaGlest / Full game recorded! Watch it!
« on: 13 September 2013, 00:31:29 »
My son recorded a full multiplayer game with him, derek and me playing coop.
It's very good quality and shows how to play :D .

All was recorded in linux with nearly no lag

part1:
https://www.youtube.com/watch?v=glWKT8hDmjw

part2:
https://www.youtube.com/watch?v=bWJuaO7sXw4

part3( end battle ):
https://www.youtube.com/watch?v=_wKPrFD5iYU

111
maybe the name does not fit anymore, but it looks better than before ;-)

screenshot of old version:
(click to show/hide)
(click to show/hide)

Update:

new version with new grass:
http://titi.megaglest.org/tilesets/mediterran2c.7z

screenshot of current version:

112
I have serious concerns about sourceforges latest behaviour!

read this:
http://www.gluster.org/2013/08/how-far-the-once-mighty-sourceforge-has-fallen/

and in german here:
http://www.golem.de/news/sourceforge-streit-um-adware-installer-1308-101219.html

And try it for yourself with the well known filezilla project! You click on a link to download the filezilla installer executable and you get another exe with another name. ....

As usual these kind of things are windows only at the moment ;)

113
Today I had the third OOS with a human playing egypt. So far i never saw this with a egypt AI player, so it must be something that humans do. Its always the egypt faction which gets OOS.
Sadly I cannot give more details yet , just the fact that it looks like this bug sometimes causes crashes too ( https://forum.megaglest.org/index.php?topic=9165.0 ).

I know I need to get more details, I just want to mention that there still must be a OOS :-( .

114
we played a 4 player game without AI ( all vs all ).
 I was server "nig", "aga" and "Uncle" were clients. Uncle dropped out due to network problems quite early in game.
20 minutes later we suddenly ( all? ) crashed , at least nig and me did crash ( aga repots a hard freeze and  he had to restart gnome , if I am right ).

I already tried to get a stacktrace form the dmp file, but I only got things without symbols as creating symbols tells something about an error:
/home/tscharn/glest/megaglest/mk/linux/megaglest, section '.eh_frame': the call frame entry at offset 0x18 uses a DWARF expression to describe how to recover register '.cfa',  but this translator cannot yet translate DWARF expressions to Breakpad postfix expressions

here is my dmp file, ( maybe I will get nigs dmp file too. I will upload there too )
http://titi.megaglest.org/crash3.8.0-beta

UPDATE:
Now I got nigs data too. Looks like this was an OOS  :'(

from his console:
Code: [Select]
megaglest.exe v3.8.0-beta1
Compiled using: VC++: 1600 on: Jun 28 2013 14:48:34 platform: Windows endianness
: little
SVN: [Rev: 4514M] - using STREFLOP [SSE] - [no-denormals]
Resume In Progress Game: 1766
[2013-08-01 23:20:41] *ERROR* In [commander.cpp::Glest::Game::Commander::buildCo
mmand Line: 997]
Can not find command type for network command = [networkCommandType = 0
unitId = 300187
commandTypeId = 2
positionX = 68
positionY = 59
unitTypeId = -1
targetId = -1
wantQueue= 0
fromFactionIndex = 3
unitFactionUnitCount = 89
unitFactionIndex = 3, commandStateType = 0, commandStateValue = -1, unitCommandG
roupId = 485]
Commands:  id = 0
for unit = 300187
[pyramid]
[

HP: 1535/9000
Armor: 0 (stone)
Sight: 15
Store: 150 food
Store: 2000 gold
Store: 1500 stone
Store: 1200 wood]
actual local factionIndex = 3.
Unit Type Info:
[Unit Name: [pyramid] id = 9 maxHp = 9000 hpRegeneration = 0 maxEp = 0 epRegener
ation = 0 maxUnitCount = 0 fields index = 0 value = 1 fields index = 1 value = 0
 properties index = 0 value = 1 properties index = 1 value = 0 armor = 0 armorTy
pe Name: [stone id = 4 light = 1 lightColor = x [0.8] y [0.8] z [0.5] multiSelec
t = 0 sight = 15 size = 5 height = 2 rotatedBuildPos = 0.0000000000000000 rotati
onAllowed = 1 cellMap: [5] i = 0 j = 0 value = 1 i = 0 j = 1 value = 1 i = 0 j =
 2 value = 1 i = 0 j = 3 value = 1 i = 0 j = 4 value = 1 i = 1 j = 0 value = 1 i
 = 1 j = 1 value = 0 i = 1 j = 2 value = 0 i = 1 j = 3 value = 0 i = 1 j = 4 val
ue = 1 i = 2 j = 0 value = 1 i = 2 j = 1 value = 0 i = 2 j = 2 value = 0 i = 2 j
 = 3 value = 0 i = 2 j = 4 value = 1 i = 3 j = 0 value = 1 i = 3 j = 1 value = 0
 i = 3 j = 2 value = 0 i = 3 j = 3 value = 0 i = 3 j = 4 value = 1 i = 4 j = 0 v
alue = 1 i = 4 j = 1 value = 1 i = 4 j = 2 value = 0 i = 4 j = 3 value = 1 i = 4
 j = 4 value = 1 skillTypes: [4] i = 0 Stop i = 1 Be built i = 2 Produce i = 3 D
ie commandTypes: [1] i = 0 Produce storedResources: [4] i = 0 food
150/0 i = 1 gold
2000/2000 i = 2 stone
1500/1500 i = 3 wood
1200/300 levels: [0] meetingPoint = 1 countInVictoryConditions = 0]
Network unit type:
[null]
isCancelPreMorphCommand: 0
Game out of synch.
[2013-08-01 23:20:42] *ERROR* In [game.cpp::Glest::Game::Game::update Line: 2663
] Error [Error [#3]: Game is out of sync, please check log files for details.
Stack Trace:
00000000 00000000 00000000 f2aed8de ZwGetContextThread!ntdll (null)(0) +18
00000000 00000000 00000000 f2aed8de ZwGetContextThread!ntdll (null)(0) +18
]
[2013-08-01 23:20:42] *ERROR* In [network_interface.cpp::Glest::Game::NetworkInt
erface::DisplayErrorMessage Line: 145] sErr [Server has Disconnected.]
Error saved to logfile [E:\silk\megaglest\data\glest_game\log\error.log]
[2013-08-01 23:20:43] *ERROR* In [..\..\source\glest_game\main\main.cpp::Glest::
Game::ExceptionHandler::handleRuntimeError Line: 643] [Error sending NetworkMess
age, sendResult = 0, dataSize = 563
Stack Trace:
00000000 00000000 00000000 f2ae32ca ZwGetContextThread!ntdll (null)(0) +18
00000000 00000000 00000000 f2ae32ca ZwGetContextThread!ntdll (null)(0) +18
] gameInitialized = 1, program = 03190240
[2013-08-01 23:20:43] *ERROR* In [network_interface.cpp::Glest::Game::NetworkInt
erface::DisplayErrorMessage Line: 145] sErr [Player nig, disconnected from the g
ame.]

======= In MinidumpCallback...

***ERROR details captured:
Crash minidump folder: E:\silk\megaglest\data\glest_game\log\
file: 9a5c5ffc-4d86-4e51-8dd4-2874398a2c5f.dmp
Succeeded: 1
[2013-08-01 23:24:32] *ERROR* Unknown C++ exception thrown.6146219|Unknown modul
e|Unknown function
6155509|Unknown module|Unknown function
6205484|Unknown module|Unknown function
6206150|Unknown module|Unknown function
6206675|Unknown module|Unknown function
6206784|Unknown module|Unknown [Error sending NetworkMessage, sendResult = 0, da
taSize = 563
Stack Trace:
00000000 00000000 00000000 f2ae32ca ZwGetContextThread!ntdll (null)(0) +18
00000000 00000000 00000000 f2ae32ca ZwGetContextThread!ntdll (null)(0) +18

115
I completly have no idea when this happened!? I just found this stacktrace in my logfile when I got another error. I report it because its a proper stacktrace which maybe helps to find a simple bug.

Code: [Select]
[2013-07-27 22:01:39] Runtime Error information:
======================================================
In [/home/softcoder/Code/megaglest/trunk/source/glest_game/main/main.cpp::handleSIGSEGV Line: 5528] Error detected: signal 11:

Stack Trace:
./megaglest:Glest::Game::ExceptionHandler::handleRuntimeError(char const*, bool)address [0x766f97] line: 653
./megaglest:Glest::Game::handleSIGSEGV(int)address [0x76765f] line: 5533
/lib/x86_64-linux-gnu/libc.so.6:()address [0x7f89552a14a0] line: 0
./megaglest:Glest::Game::Renderer::renderQuad(int, int, int, int, Shared::Graphics::Texture2D const*)address [0x6ef330] line: 8402
./megaglest:Glest::Game::Renderer::renderTextureQuad(int, int, int, int, Shared::Graphics::Texture2D const*, float, Shared::Graphics::Vec3<float> const*)address [0x712cbb] line: 1955
./megaglest:Glest::Game::Renderer::renderMouse2d(int, int, int, float)address [0x712e0e] line: 1707
./megaglest:Glest::Game::Game::render2d()address [0x65c8af] line: 5367
./megaglest:Glest::Game::Game::renderWorker()address [0x65d70e] line: 3125
./megaglest:Glest::Game::Game::render()address [0x65dc00] line: 3079
./megaglest:Glest::Game::Program::loopWorker()address [0x79a52b] line: 424
./megaglest:Glest::Game::glestMain(int, char**)address [0x78e746] line: 5379
./megaglest:Glest::Game::glestMainSEHWrapper(int, char**)address [0x792411] line: 5626
./megaglest:Glest::Game::glestMainWrapper(int, char**)address [0x7925f8] line: 5698
/lib/x86_64-linux-gnu/libc.so.6:__libc_start_main()address [0x7f895528c76d] line: 0
./megaglest() [0x5ea339]address [0x5ea339]

116
MegaGlest / Noone had an error in July using the 3.8-beta1 ????
« on: 30 July 2013, 19:44:32 »
Really noone had any trouble using he beta in the last 4 weeks where I was on vacation? I can hardly believe this!
Are there really no more "out of syncs" ?

If there is any trouble, we reall NEED YOUR HELP AND FEEDBACK, or we cannot fix the things.

117
I was connected to tomreyns server and we waited for Derek to join. He joined with old Data( and binary ) and left again. after a while my display changed and I got something like a loading screen ( I only saw it for a second ) telling me something about techtree crc calculation or so ....

Then it crashed. ( stack is on bottom of this):
Code: [Select]
....
** Already in error handler exiting errror rendering, msg [OpenGL error #1282 [0x502] : [invalid operation] at file: [/home/tscharn/glest/megaglest/source/glest_game/graphics/renderer.cpp], line: 648
Stack Trace:
./megaglest:Shared::Platform::megaglest_runtime_error::megaglest_runtime_error(std::string const&, bool)address [0xab7d28] line: 237
./megaglest() [0x63705b]address [0x63705b]
./megaglest:Glest::Game::Renderer::reset3dMenu()address [0x643f50] line: 649
./megaglest:Glest::Game::MainMenu::render()address [0x755db2] line: 168
./megaglest:Glest::Game::Program::loopWorker()address [0x6d6f49] line: 424
./megaglest:Glest::Game::ExceptionHandler::handleRuntimeError(char const*, bool)address [0x6be2a5] line: 684
./megaglest() [0x6be624]address [0x6be624]
./megaglest:Glest::Game::glestMain(int, char**)address [0x6c374f] line: 5428
./megaglest:Glest::Game::glestMainSEHWrapper(int, char**)address [0x6cf054] line: 5626
./megaglest:Glest::Game::glestMainWrapper(int, char**)address [0x6cf232] line: 5698
/lib/x86_64-linux-gnu/libc.so.6:__libc_start_main()address [0x7f5d492a176d] line: 0
./megaglest() [0x508149]address [0x508149]
]
Waiting for the following threads to exit [1]:
Thread index: 0 ptr [0x2302c70] isBaseThread: 1, Name: [program.cpp_813]
Waiting for the following threads to exit [1]:
Thread index: 0 ptr [0x2302c70] isBaseThread: 1, Name: [program.cpp_813]
Waiting for the following threads to exit [1]:
Thread index: 0 ptr [0x2302c70] isBaseThread: 1, Name: [program.cpp_813]
Waiting for the following threads to exit [1]:
Thread index: 0 ptr [0x2302c70] isBaseThread: 1, Name: [program.cpp_813]
Waiting for the following threads to exit [1]:
Thread index: 0 ptr [0x2302c70] isBaseThread: 1, Name: [program.cpp_813]
Waiting for the following threads to exit [1]:
Thread index: 0 ptr [0x2302c70] isBaseThread: 1, Name: [program.cpp_813]
Waiting for the following threads to exit [1]:
Thread index: 0 ptr [0x2302c70] isBaseThread: 1, Name: [program.cpp_813]
Waiting for the following threads to exit [1]:
Thread index: 0 ptr [0x2302c70] isBaseThread: 1, Name: [program.cpp_813]
Waiting for the following threads to exit [1]:
Thread index: 0 ptr [0x2302c70] isBaseThread: 1, Name: [program.cpp_813]

======= In MinidumpCallback...

***ERROR details captured:
Crash minidump folder: /home/tscharn/.megaglest/
file: /home/tscharn/.megaglest//7f64e7e5-f9da-42ff-3f5621f4-23649d90.dmp
Succeeded: 1
******************************************************
    An unhandled error was detected.

A crash dump file has been created in the folder:
/home/tscharn/.megaglest/
Crash dump filename is: /home/tscharn/.megaglest//7f64e7e5-f9da-42ff-3f5621f4-23649d90.dmp
******************************************************
Abgebrochen (Speicherabzug geschrieben)
tscharn@tscharn-desktop:~/glest/megaglest/mk/linux$ ./getstack core
[New LWP 19986]
[New LWP 19993]
[New LWP 19994]

warning: Can't read pathname for load map: Eingabe-/Ausgabefehler.
[Thread debugging using libthread_db enabled]
Using host libthread_db library "/lib/x86_64-linux-gnu/libthread_db.so.1".
Core was generated by `./megaglest'.
Program terminated with signal 6, Aborted.
#0  0x00007f5d492b6425 in raise () from /lib/x86_64-linux-gnu/libc.so.6
#0  0x00007f5d492b6425 in raise () from /lib/x86_64-linux-gnu/libc.so.6
#1  0x00007f5d492b9b8b in abort () from /lib/x86_64-linux-gnu/libc.so.6
#2  0x00000000006be14a in Glest::Game::ExceptionHandler::handleRuntimeError (msg=<optimized out>, getStackTraceString=false) at /home/tscharn/glest/megaglest/source/glest_game/main/main.cpp:776
#3  0x00000000006be624 in Glest::Game::ExceptionHandler::handleRuntimeError (ex=...) at /home/tscharn/glest/megaglest/source/glest_game/main/main.cpp:624
#4  0x00000000006c374f in Glest::Game::glestMain (argc=<optimized out>, argv=<optimized out>) at /home/tscharn/glest/megaglest/source/glest_game/main/main.cpp:5428
#5  0x00000000006cf054 in Glest::Game::glestMainSEHWrapper (argc=1, argv=0x7fffd38b08c8) at /home/tscharn/glest/megaglest/source/glest_game/main/main.cpp:5624
#6  0x00000000006cf232 in Glest::Game::glestMainWrapper (argc=1, argv=0x7fffd38b08c8) at /home/tscharn/glest/megaglest/source/glest_game/main/main.cpp:5697
#7  0x00007f5d492a176d in __libc_start_main () from /lib/x86_64-linux-gnu/libc.so.6
#8  0x0000000000508149 in _start ()
tscharn@tscharn-desktop:~/glest/megaglest/mk/linux$

More info in next reply

118
MegaGlest / remove UUID from player name in debug view ?
« on: 23 June 2013, 23:57:39 »
I think ( at least at teh moment ) the UUID of a player does not help too much in the debug view. Can we remove it from the display for next release?

119
My son got  a crash. What exactly he did before is unclear, but it happened when he was closing megaglest.
And we have a stacktace:

http://pastebin.com/wtAbM15u

120
What we did :
On my computer I started a headless server .
Then I started a normal client in the same directory.
I joined my headless server as controller.
Tomreyn jound too
I launched the game -> crash:

here is all output including a stacktrace ( on bottom )
http://pastebin.com/raw.php?i=4QWc3Dq2

update1:
and more info: This crash seems to be tileset related. Birchforest crashes with this, desert2 does not crash. Maybe it has something to do with the  new way of using big one piece textures  ?


121
Closed bug reports / [fixed]tree is not selectable (rev 4497)
« on: 22 June 2013, 21:36:54 »
It looks like this is another problem related to the model optimisation. There is one palm tree in desert4 now that you cannot select.

In tileset desert4 you have a tree  called palm2_1.g3d . This model conains two seperate Meshes. One Mesh is used for the little bushes around the palm and the other one is the palm itself. Meshes have options in g3d and I used them to make the bushes non selectable ( you can see this in G3dHack very good ).
But now some kind of model optimasation must do something that the palm too is no longer selectable. The flag "non selectabel" means that the Mesh is not rendered when in selection Mode. This is a feature I took over from GAE some time ago ( its already in 3.7.2 )

So meshes with different flags cannot be merged into one mesh...

122
in 3.7.1 morphing units reserved the place when
- theire unit size would be bigger after morph
- their field( air ground) would change

They painted a grey circle animation to mark the reserved area. The animation is still there but the reservation is no more done and units can walk in the circle making the morph fail.

update: (  I think changes in map.cpp rev 4326 are maybe related to this )

123
Crash when leaving the custom game menu ( beeing server ) with 2 slots open and one already connected player:
Code: [Select]
Using host libthread_db library "/lib/x86_64-linux-gnu/libthread_db.so.1".
Core was generated by `./megaglest'.
Program terminated with signal 6, Aborted.
#0  0x00007fd03eb0a425 in raise () from /lib/x86_64-linux-gnu/libc.so.6
#0  0x00007fd03eb0a425 in raise () from /lib/x86_64-linux-gnu/libc.so.6
#1  0x00007fd03eb0db8b in abort () from /lib/x86_64-linux-gnu/libc.so.6
#2  0x00007fd03f45c69d in __gnu_cxx::__verbose_terminate_handler() () from /usr/lib/x86_64-linux-gnu/libstdc++.so.6
#3  0x00007fd03f45a846 in ?? () from /usr/lib/x86_64-linux-gnu/libstdc++.so.6
#4  0x00007fd03f45a873 in std::terminate() () from /usr/lib/x86_64-linux-gnu/libstdc++.so.6
#5  0x00007fd03f45b28f in __cxa_pure_virtual () from /usr/lib/x86_64-linux-gnu/libstdc++.so.6
#6  0x0000000000ab626f in __exchange_and_add_single (__val=-1, __mem=0xfffffffffffffff8) at /usr/include/c++/4.6/ext/atomicity.h:67
#7  __exchange_and_add_dispatch (__val=-1, __mem=0xfffffffffffffff8) at /usr/include/c++/4.6/ext/atomicity.h:83
#8  _M_dispose (__a=..., this=0x244f) at /usr/include/c++/4.6/bits/basic_string.h:240
#9  ~basic_string (this=0x7fcff3ffee50, __in_chrg=<optimized out>) at /usr/include/c++/4.6/bits/basic_string.h:534
#10 Lock (this=0x7fcff3ffee20) at /home/tscharn/glest/megaglest/source/shared_lib/include/platform/sdl/thread.h:165
#11 MutexSafeWrapper (ownerId=..., mutex=<optimized out>, this=0x7fcff3ffee20) at /home/tscharn/glest/megaglest/source/shared_lib/include/platform/sdl/thread.h:136
#12 addThread (thread=0x0, this=0x7fcffc000d10) at /home/tscharn/glest/megaglest/source/shared_lib/sources/platform/sdl/thread.cpp:70
#13 Shared::Platform::Thread::queueAutoCleanThread (this=0xab6260) at /home/tscharn/glest/megaglest/source/shared_lib/sources/platform/sdl/thread.cpp:202
#14 0x0000000000000000 in ?? ()


124
Its not reproducable, but as we already had trouble with this I post the stacktrace

Code: [Select]
[Thread debugging using libthread_db enabled]
Using host libthread_db library "/lib/x86_64-linux-gnu/libthread_db.so.1".
Core was generated by `./megaglest'.
Program terminated with signal 6, Aborted.
#0  0x00007fd03eb0a425 in raise () from /lib/x86_64-linux-gnu/libc.so.6
#0  0x00007fd03eb0a425 in raise () from /lib/x86_64-linux-gnu/libc.so.6
#1  0x00007fd03eb0db8b in abort () from /lib/x86_64-linux-gnu/libc.so.6
#2  0x00007fd03f45c69d in __gnu_cxx::__verbose_terminate_handler() () from /usr/lib/x86_64-linux-gnu/libstdc++.so.6
#3  0x00007fd03f45a846 in ?? () from /usr/lib/x86_64-linux-gnu/libstdc++.so.6
#4  0x00007fd03f45a873 in std::terminate() () from /usr/lib/x86_64-linux-gnu/libstdc++.so.6
#5  0x00007fd03f45b28f in __cxa_pure_virtual () from /usr/lib/x86_64-linux-gnu/libstdc++.so.6
#6  0x0000000000ab626f in Shared::Platform::Thread::beginExecution (data=<optimized out>) at /home/tscharn/glest/megaglest/source/shared_lib/sources/platform/sdl/thread.cpp:183
#7  0x00007fd04268dfd5 in ?? () from /usr/lib/x86_64-linux-gnu/libSDL-1.2.so.0
#8  0x00007fd0426d1999 in ?? () from /usr/lib/x86_64-linux-gnu/libSDL-1.2.so.0
#9  0x00007fd042465e9a in start_thread () from /lib/x86_64-linux-gnu/libpthread.so.0
#10 0x00007fd03ebc7ccd in clone () from /lib/x86_64-linux-gnu/libc.so.6
#11 0x0000000000000000 in ?? ()


125
MegaGlest / Remove/Change some of the hints form loading screen
« on: 16 June 2013, 23:19:40 »
Tomreyn and me talked about the hints we currently show in the loading screen. We think some of them are wrong , outdated or should not be shown as a loading game hint.

See our pad where we made this to see the results:  http://pad.tn/p/mg-hints
I already made  language file according to this and I am currently just holding back the checkin.

@softcoder: Do you think these changes are ok ?

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