Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - titi

Pages: 1 2 3 4 5 [6] 7 8 9 10 ... 18
126
I forgot to report this but it was a revision between 4452 and 4458 when I saw it.

The client ( Pizza90) was falling back in a game and was not able to catchup. Me ( the server) got a message about Pizza90 beeing slow. The next message I got was that he got disconnected without any kind of pausing for all, to give him a chance to catch up.

 Looking at the message I got he got disconnected because of big lag. ( I am not 100% he wasn't disconnected due to its connection, but I think not )

127
Thtas not really a bug, but before the language changes all words were started with a upcase letter. Now all things are lower case.

For example
now: "indian"
371: "Indian"

And the string "upgrade_spear_weapons"  is turned into:
now: "upgrade spear weapons"
3.7.1:  "Upgrade Spear Weapons"

I think with upcase letters it is easier to read adn it looks better.


128
Closed bug reports / [invalid] rev 4455 OOS with linux64 only
« on: 15 June 2013, 00:51:56 »
We played 4 games today.

1.(OOS) the first game ( using animated tilesets) got out of sync very quickly! All clients ( all linux 64bit ) got an error about beeing out of sync   
2. was with one windows player ( pizza90, slow hardware)  he dropped out and got a crash or something ( no OOS ). All others finished fine.
3. 35 minute game, no problems beside the fact we lost :D
4. (OOS)  out of sync for tomreyn wgen game was already ended for him . ( 4 players all linux64 )

First game was the only game using birch_forest, ( not sure if its related. With former version we never had any trouble with svn and birch forest )

129
Maps, tilesets and scenarios / Which Maps for next MG version ?
« on: 11 June 2013, 23:51:41 »
What do you think ? Should all of them be included ?

Code: [Select]
[img]http://titi.megaglest.org/maps/6player.png[/img]
http://titi.megaglest.org/maps/6player.mgm
[img]http://titi.megaglest.org/maps/another_riverside_a3.png[/img]
http://titi.megaglest.org/maps/another_riverside_a3.mgm

[img]http://titi.megaglest.org/maps/clinch.png[/img]
http://titi.megaglest.org/maps/clinch.gbm
[img]http://titi.megaglest.org/maps/forest_divide.png[/img]
http://titi.megaglest.org/maps/forest_divide.mgm

[img]http://titi.megaglest.org/maps/four_free_a2.png[/img]
http://titi.megaglest.org/maps/four_free_a2.gbm
[img]http://titi.megaglest.org/maps/grandezza_a2.png[/img]
http://titi.megaglest.org/maps/grandezza_a2.mgm
[img]http://titi.megaglest.org/maps/hells_clam_2.png[/img]
http://titi.megaglest.org/maps/hells_clam_2.mgm

[img]http://titi.megaglest.org/maps/intermezzo.png[/img]
http://titi.megaglest.org/maps/intermezzo.mgm
[img]http://titi.megaglest.org/maps/kaleidoscope2.png[/img]
http://titi.megaglest.org/maps/kaleidoscope2.mgm
[img]http://titi.megaglest.org/maps/loggerheads_a1.png[/img]
http://titi.megaglest.org/maps/loggerheads_a1.mgm

[img]http://titi.megaglest.org/maps/no_masters.png[/img]
http://titi.megaglest.org/maps/no_masters.mgm

[img]http://titi.megaglest.org/maps/one_king_fairplay.png[/img]
http://titi.megaglest.org/maps/one_king_fairplay.gbm

[img]http://titi.megaglest.org/maps/orlog.png[/img]
http://titi.megaglest.org/maps/orlog.gbm

[img]http://titi.megaglest.org/maps/Paraiso BR_2013.png[/img]
http://titi.megaglest.org/maps/Paraiso BR_2013.mgm
[img]http://titi.megaglest.org/maps/pentagon.png[/img]
http://titi.megaglest.org/maps/pentagon.mgm

[img]http://titi.megaglest.org/maps/ragor_a1.png[/img]
http://titi.megaglest.org/maps/ragor_a1.mgm
[img]http://titi.megaglest.org/maps/renkontre.png[/img]
http://titi.megaglest.org/maps/renkontre.mgm

[img]http://titi.megaglest.org/maps/swamp_of_hope_a1.png[/img]
http://titi.megaglest.org/maps/swamp_of_hope_a1.mgm
[img]http://titi.megaglest.org/maps/teamplay.png[/img]
http://titi.megaglest.org/maps/teamplay.mgm

[img]http://titi.megaglest.org/maps/tour_de_force.png[/img]
http://titi.megaglest.org/maps/tour_de_force.mgm

[img]http://titi.megaglest.org/maps/unforgotten.png[/img]
http://titi.megaglest.org/maps/unforgotten.mgm

130
MegaGlest / Try to beat this !!!
« on: 11 June 2013, 00:17:56 »
Jammy and me did it today!
I think I tried this setup already 20 times and ... we always lost. Ok now it was "only" a 2.0 CPU-Mega but ... we did it!

You can see the setup on the screenshot:


... and now , find a teammate and ty to win this too ! (  Derek and UUU better try it with Mega 2.5  :P )

131
I entered the custom menu
I pressed reload settings
I left the custom menu
=> crash

Code: (pastebin.com/y8S73ps2) [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  0x00007f761ab6d425 in raise () from /lib/x86_64-linux-gnu/libc.so.6
#0  0x00007f761ab6d425 in raise () from /lib/x86_64-linux-gnu/libc.so.6
#1  0x00007f761ab70b8b in abort () from /lib/x86_64-linux-gnu/libc.so.6
#2  0x00007f761b4bf69d in __gnu_cxx::__verbose_terminate_handler() () from /usr/lib/x86_64-linux-gnu/libstdc++.so.6
#3  0x00007f761b4bd846 in ?? () from /usr/lib/x86_64-linux-gnu/libstdc++.so.6
#4  0x00007f761b4bd873 in std::terminate() () from /usr/lib/x86_64-linux-gnu/libstdc++.so.6
#5  0x00007f761b4be28f in __cxa_pure_virtual () from /usr/lib/x86_64-linux-gnu/libstdc++.so.6
#6  0x0000000000ab2eaf in Shared::Platform::Thread::beginExecution (data=<optimized out>) at /home/tscharn/glest/megaglest/source/shared_lib/sources/platform/sdl/thread.cpp:183
#7  0x00007f761e6effd5 in ?? () from /usr/lib/x86_64-linux-gnu/libSDL-1.2.so.0
#8  0x00007f761e733999 in ?? () from /usr/lib/x86_64-linux-gnu/libSDL-1.2.so.0
#9  0x00007f761e4c7e9a in start_thread () from /lib/x86_64-linux-gnu/libpthread.so.0
#10 0x00007f761ac2accd in clone () from /lib/x86_64-linux-gnu/libc.so.6
#11 0x0000000000000000 in ?? ()

and yes i know there is not too much of MG in this stacktrace :-(



Edit (tomreyn, 2013-06-07): Copied the stacktrace from pastebin.com over here. We should try to store as much info as possible on our sites, not remotely, so its easy to search and find it and we can decide on when it will be deleted.

132
I am not sure what kind of savegame this is, but I asume its a savegame from a join game test. What I get when i select this in the "load game menu" is an errormessage followed by a crash:
(! if this is just related to join games work in progress this is not a bug  !)

[2013-06-02 23:42:36] *ERROR* In [window.cpp::handleEvent Line: 341] (a2) Couldn't process event: [Node "GameSettings" doesn't have 1 children named  "networkPlayerUUID"

Tree: GameSettings (factionTypeNames factionTypeNames factionTypeNames factionTypeNames factionTypeNames factionTypeNames factionTypeNames factionTypeNames networkPlayerNames networkPlayerNames networkPlayerNames networkPlayerNames networkPlayerNames networkPlayerNames networkPlayerNames networkPlayerNames networkPlayerStatuses networkPlayerStatuses networkPlayerStatuses networkPlayerStatuses networkPlayerStatuses networkPlayerStatuses networkPlayerStatuses networkPlayerStatuses networkPlayerGameStatus networkPlayerGameStatus networkPlayerGameStatus networkPlayerGameStatus networkPlayerGameStatus networkPlayerGameStatus networkPlayerGameStatus networkPlayerGameStatus networkPlayerLanguages networkPlayerLanguages networkPlayerLanguages networkPlayerLanguages networkPlayerLanguages networkPlayerLanguages networkPlayerLanguages networkPlayerLanguages factionControls factionControls factionControls factionControls factionControls factionControls factionControls factionControls resourceMultiplierIndex resourceMultiplierIndex resourceMultiplierIndex resourceMultiplierIndex resourceMultiplierIndex resourceMultiplierIndex resourceMultiplierIndex resourceMultiplierIndex teams teams teams teams teams teams teams teams startLocationIndex startLocationIndex startLocationIndex startLocationIndex startLocationIndex startLocationIndex startLocationIndex startLocationIndex factionCRCList )
Stack Trace:
./megaglest:Shared::Platform::megaglest_runtime_error::megaglest_runtime_error(std::string const&, bool)address [0xaabd08] line: 237
./megaglest:Shared::Xml::XmlNode::getChild(std::string const&, unsigned int) constaddress [0xaa23c9] line: 769
./megaglest:Glest::Game::GameSettings::loadGame(Shared::Xml::XmlNode const*)address [0x5b87ce] line: 738
./megaglest:Glest::Game::MenuStateLoadGame::mouseClick(int, int, Shared::Platform::MouseButton)address [0x74c27e] line: 326
./megaglest:Glest::Game::MainWindow::eventMouseDown(int, int, Shared::Platform::MouseButton)address [0x698ef4] line: 890
./megaglest:Shared::Platform::Window::handleMouseDown(SDL_Event)address [0xabb445] line: 679
./megaglest:Shared::Platform::Window::handleEvent()address [0xabc34f] line: 160
./megaglest:Glest::Game::glestMain(int, char**)address [0x6c8af1] line: 5034
./megaglest:Glest::Game::glestMainSEHWrapper(int, char**)address [0x6cb7d4] line: 5368
./megaglest:Glest::Game::glestMainWrapper(int, char**)address [0x6cb9b2] line: 5440
/lib/x86_64-linux-gnu/libc.so.6:__libc_start_main()address [0x7f742852476d] line: 0
./megaglest() [0x506f19]address [0x506f19]

133
I played a game using colorpicking today  . Forst all was ok, but later in the game I suddenly had some bad effects.

Suddenly one of my unit was selected instead of the enemy units, also it was not under my mouse pointer.
Later I tried to select a group of archers, but suddenly a a worker was selected too! I could do this again and again, always the same result. The worker was not in the selection triangle and by this he  should not have been selected.

Is it possible that the dynamic color assignment for colorpicking does not work as expected ? Do we really need such a dynamic assignment and a static one will not work ? I mean, even with a colordistance of 8 ( needed for some bad gfx cards ) this would mean we have 256 * 256 * 256 -1 = 16777216 -1 colors available. I think we will never see so many (selectable) units in a game, Even with the dead ones this will be enough.


134
Try it with indian reed ( can be builded directly at the start ) and compare it to 3.7.1. Animation does not really start, is somehow choppy and only 1/3 of the animation is shown .

example video for 3.7.1: http://tomreyn.megaglest.org/reed_371.ogv

example video for current svn:   http://tomreyn.megaglest.org/reed_38-dev.ogv

135
Feature requests / particles bound to models
« on: 28 May 2013, 21:28:31 »
Something that would give a really big benefit are model bound particle systems. Those should be easy to add teh following way:

Imagine you have a human model and you want a particle system that follows the hand of the model, you should be able to do the following:

- Add a minimodel as its own object to the hand and animate it with the hand.
- Give this object in the model a name ( for example: "particle_anchor_hand" )
- Reference this object by name in your particle system.
- Place/move the particle system according to the first vertice/point of the named model.

Something thats realy needed for this is a possibility to show the object names of models in the g3d-viewer. ( I tried it and this part is not so easy )


136
We lately had trouble with the Prax mod and we always saw an out of sync wehn playing crossplatform using it.
Now we found out why ( especially softcoder ) . The reason were floating point rounding differences in linux/windows.

All should be fixed now for annex too! At least we see no more out of syncs in prax mod and we played a great 38 minute annex game without getting any trouble ( windows/linux too )!
And in svn are no more issues for windows64 users too.

the svn revision we used was 4313.


137
here are the logs from a game with windws client and linux server:
Code: [Select]
[s]
[url=http://www.titusgames.de/tmp/synclogs.7z]http://www.titusgames.de/tmp/synclogs.7z[/url][/s]


138
If you try to switch the screenresolution only resulution changes, but screen mode stays the same somehow.
Well, it looks like I broke something here when I splitted the option menues. I will try fix it when I am back.( or softcoder takes a quick look I bet its easy to find for him )

139
If there is any scenario with an xml error in it, MG crashes instantly when entering the scenario menu .
Entering the new game menu shows a stackrace too, but does not crash MG ( which is better ).

for example this error raises it.
Code: [Select]
...
<players>
<player control=human" faction="tech" team="1"/>
...
where " is missing before human.

( And btw why are all scenarios parsed when entering scenario menu ? To remove the network scenarios there ? And in Custom menu its all parsed too, to find just network menus ? )

140
Feature requests / zip compressed savegames
« on: 30 April 2013, 20:17:29 »
It would be really nice to have much smaller savegames.

Especially for the upcoming rejoin game feature this would reduce the download times of the saved game state a lot.

141
I am still woking on making the colorpicking method better, as its more compatible nowadays.

But I still get a strange "screenshot" when I render for colorpicking.

This is what I originally selected:
http://www.titusgames.de/tmp/screen126.jpg

and this is what the render for colorpicking looks like in this moment:
http://www.titusgames.de/tmp/color.png

Do you have any idea why it looks like this ? What did I maybe do wrong ?

142
MegaGlest / Colorpicking improved a lot
« on: 25 April 2013, 23:14:49 »
I think I improved the speed of colorpicking a lot now  :o. Please test and give feedback here in forum!!!   ;D ;D

143
Closed bug reports / [fixed]black flickering while selecting
« on: 22 April 2013, 09:01:20 »
This happens to me with svn 4227 and I think all versions since colorpicking was made working correctly. I did not report it, because the flickering was very short and not very obvious and I first just thought its bad luck and always was there adn only happens in beginning of game. But yesterday me and my son saw this problems very obvious in a network game and he told me that he also saw this but was not sure if it was there or not first. ( but this happens in single player games too ).


for the flickering:

This happens with standard selection enabled ( select buf ) especailly in the beginning of the game. Just select units and move the camera a bit around. Especially in the beginning you suddenly have one (render)frame which is completly dark( at least it looks like this ). We both use nvidia cards ( geforce 650 TI )with ubuntu 12.04 .

- this does not happen in 3.7.1
- it looks like it slows down the rendering if it happens ( not sure about that, as its not very obvious )

for color picking
The above was the reason I switched on colorpicking to see the difference. Indeed the above problem was not there anymore so I played a full game 1on1 vs CPU. In the end of the game I noticed some small freezes every time I selected the units.  In the end I had round about 150 units and I opened up a selection square to select my fighters all over the screen. something like 40 fighters were in the selection range. This gave me freezes form up to 0.5 seconds just to select the units and was very obvious :-/ .

( I thought these two things might be related, thats why I put them in the same post. If it turns out that these are different issues, we should split the topic )

Update: Colorpicking is fixed

 

144
While I changed the menu I found a problem with the ingame keysetup.  If you have rain enabled in the menu , entering end exiting the ingame key setup somehow doubles the rain particle systems. If you later return to the menu after playing you really have a lot of rain ...

145
MegaGlest / New Options menus in svn ( rev 4225 )
« on: 21 April 2013, 17:26:48 »
We( my son!!! and me ) splitted the options menu in several parts now.
Please test it and give feedback here!


146
Feature requests / Models for cliffs
« on: 15 April 2013, 23:36:25 »
I looked a bit how other games do cliffs. Many of them use models to make the cliffs look nice. Maybe thats the way to go...

How many models would we need per tileset? 3 ?  Regarding the cases a square can be streched to be a cliff we have the following cases:
- 1 vertice on top of cliff, 3 vertices on bottom
- 2 vertices on top of cliff, 2 vertices on bottom
- 3 vertices on top of cliff, 1 vertices on bottom
Each would need one special  model ...

But how to handle the height of the model if we place it? We align it to the top of the cliff and let it simply go down into the ground or will this look bad in some cases ?
Or do we strech/shrink the models along the height axis to make them fit ?

I will think a bit more on how to do it....

147
Tools / show transparency in blenders 3d-Display
« on: 8 April 2013, 22:16:02 »
Its very annoying that you cannot see the alpha parts transparent in blender once you use a real material. The only way I know to make it look transparent means to reduce the alpha of the material to 0 ( and do some other things )
but setting the alpha to 0 results in a g3d file which has opacity=0 for the material (which is correct but annoying )

opacity = 0 ingame means "not visible"  :-(

As at least MG does not show opacity below 0.4 anyways thats why I think about setting all materials to opacity=1 automatically if they have a opacity=0.

So suggestions for MG and/or blender ?

Update: I think its best if the blender exporter prevents something like this. He should set the opacity to 1 if it was set to 0.

148
The G3d-Viewer did not show some models from newer tilesets ( birch-forest/ volcanic island ...). This happened because opacity is somehowignored ingame for tileset objects, but in g3d-viewer ist used. This resulted in a full transparent rendering in the g3d viewer.
In the code I now set the opacity to 1 if its 0 , but in general i think those models are buggy :-/ . But I want to see transparency textures in blender too  and i only know a way when I set the material to transparent.


149
Tools / Makehuman
« on: 5 April 2013, 15:20:18 »
Maybe I am not the only one who missed the licensechange of makehuman last december!
It might be important for glest modders too, as they now can use this tool to create new characters!

http://www.makehuman.org/doc/node/makehuman_mesh_license.html

Combined with the "decimate" modifier from blender this might result in nice models for MG .
Anyone has experiences with it ?

( This combined with free mocap files ....  :angel:  ::) :P)

150
Mods / Motion Capturing ...
« on: 5 April 2013, 08:32:21 »
Anyone has experiences with this ( and Blender ) yet ?

We would get much better animations using it! Here are many free Motion Captures:
http://mocap.cs.cmu.edu/

Pages: 1 2 3 4 5 [6] 7 8 9 10 ... 18