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Topics - titi

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76
Closed bug reports / [done]no more teamchat when game is lost
« on: 14 February 2014, 16:51:22 »
3.9.1:
If you play in a team and all your units get killed you can no longer toggle to team chat mode.
I am not sure this was added by intention,  because once my units are gone I can see without fog of war, but I don't like this behaviour. So I am not sure its a bug .

When it happened:
I played with Derek and david123 in a team and I was killed( all of my units ).  After this I was not able to toggle to teamchat mode using the "H" key anymore.
How to reproduce:
I reproduced it later when by simply killing my partner units in a 2vs2 game ( I was running 3 clients and one server on the same computer ).
After this my "partner"-client was no longer able to switch to teamchat.


77
MegaGlest / running multiple headless servers on one host
« on: 9 February 2014, 23:47:42 »
The new headless server will allow us to run many headless server on one computer.

For this I checked in a first script in the feature/lightweight_headless branch on git in mk/linux/.
This will start 10 headless servers:
Code: [Select]
./startMultipleHeadless.sh 10

A simple way to kill them is:
killall ./megaglest

After doing this I started to think about how to handle such a bunch of running servers.
I think we will need a proper way to shutdown those headless servers if no more game is running.

Here are first ideas, please tell us your opinion:
I thought about a special "stop file" which is placed in .megaglest. If it exists, all idle servers will shutdown. If no game is running a headless server looks for this file from time to time. If it exists he exits.
This file will always be deleted if megaglest starts.

Softcoder pointed out in IRC that there is a service port already for each headless which maybe can be used for this too in some way.

78
git ( d2f321a2df841f05d4527ca428caaa85cfe3dcdc )

if you open a custom game now a random tileset is used instead of "autumn" .
Same problem if you go to "internet game" and open a server form there. Default should be desert2 not anything else.

For both cases were used 2 default files which were in MG base dir. Somehow they are no longer used.  I think because of the new way we use data in the development  environment. I only tried it with starting in mk/linux yet.

update: the two related files are :

data/defaultGameSetup.mgg
data/defaultNetworkGameSetup.mgg

Those are no longer used ( I bet not found anymore )

79
Bug reports / (Compiler Bug?) git head has broken tree animation
« on: 6 February 2014, 01:56:04 »
git ( d2f321a2df841f05d4527ca428caaa85cfe3dcdc )

Somehow the tree animation is broken in the tilesets:
Use the tileset birchforest and start a game in map conflict with all players in team 1.
Look at the birches which should move in the wind.... compare this to 3.9.1 ( to see the animation effect, animated tileset objects must be enabled in the option ).

Update: It turned out that the tree animation was broken because I compiled with clang. Using gcc all is ok !

80
MegaGlest / Trouble with nvidia driver 331.xx !
« on: 2 February 2014, 17:16:00 »
I have serious trouble with nvidia driver 331.20 and 331.38 here in Ubuntu 12.04. Both results in an "out of memory" error of the gfx driver here, after some minutes. This somehow only happens  when you play with "selectBuf" selection method ( which is the recommended standard for nvidia cards ).

If you experience this trouble too, best switch you your selection method to "colorpicking". At least for me it looks like the problem is fixed doing this.


81
Feature requests / headless server names should not change
« on: 28 January 2014, 09:54:04 »
Currently we have good and not so good headless servers. When people join one of these servers they overwrite the original name of the server with something like "titi controls".
I vote to not rename headless servers, because by this players can see what server it is for real. Most people know which server works for them and which makes trouble and by this we can give them a chance to decide.

And the headless servers should use the name to provide some information too like:

myServ 1CORE 512MB
titis 4CORE 8GB
...


82
MegaGlest / >> MegaGlest 3.9.1 released <<
« on: 19 January 2014, 22:05:45 »

MegaGlest 3.9.1 released - come and get it while its hot


This is our first release using GitHub, because we no longer use sourceforge, get downloads either directly there or on our offcial download page:

https://www.youtube.com/watch?v=qZwOwMnieFE

Changelog:
v3.9.1
This Release includes many bug fixes reported since 3.9.0 reported in the forums, and is backward compatible with 3.9.0.
- Moved the project from sourceforge.net to github.com and from svn to git.
- Better handling of lagging clients in network games
- Fixed cmake scripts to correctly detect dependencies that were previously partially working on some distros and improved build support for Mac OsX.
- Added numerous new LUA functions as documented at wikia.
- Code quality improvements as reported by cppcheck and coverity (and clang)
- Better color picking algorithm thanks to willvarfar makes color picking very stable.
- Render order improved to allow more transparency effects
- Adjustable camera scroll speed
- Particle systems can be bound to meshes of models

v3.9.0
- we hopefully now really solved the last out of sync problems for cross platform games.
- animated tileset object support. ( like trees moving in the wind )
- new tileset texturing possibilities
- new tilesets birchforest, desert4 and updated mediterran using animated objects and new texture system
- greatly improved textures and animations for the roman faction
- new maps
- better network game performance / management to handle slower clients.
- easier ability to download game content from host and masterserver( if available there ).
- new arranged options menu with several sub menus
- menu gui improvements
- attack hotkey toggles through all attack types
- single player games can be sped up incrementally in steps.
- color picking is greatly improved and the default selection mode now for better compatibility
- greater ability to translate game content into your native language. (including techtrees)
- Added Hebrew, Arabic, Vietnamese (and others).
- screenshots for savegames without annoying menu in screenshot.
- addition of google-breakpad to better track down bugs.
- many new lua functions for scenario modders.
- cell coordinates are shown in the mapeditor
- tilesets can set default air unit heights
- added ability for stand alone mod's to customize more of the engine like about screen.
- performance improvements.
- and as always many bugs were fixed
- improved textures for tech faction

Edit by Omega: Youtube videos must be on their own line or formatting goes to hell

83
MegaGlest / play.mg (help needed)
« on: 17 January 2014, 18:16:05 »
Current page play.mg does too many things at once in my opinion. Thigs that are done there:

1. show list of games
2. show list of finished games of last 48 hours
3. refresh this list using no java script
4. refresh this list using java script + some kind of notification function
5. some kind of filter system ?
( 6. documentation of server api with mouse over hints )

I think this should all be seperated as this mixture gets more and more confusing for developers and users. Also new stats like the player stats should somehow be available there .
As I am not someone who has a lot of knowledge with web things, this all takes much much too long for me to do it myself. That's why I am not really willing to spend more time on this .

Maybe someone (new?) can help us here ? What we need is someone with MySQL/PHP/HTML/Javascript knowledge who can help us with this.
Who wants to help ?


84
MegaGlest / Top 100 MegaGlest Players
« on: 15 January 2014, 00:57:32 »
Since 3.9.0 release we record some multiplayer game stats:

Based on those I made this Top 100 list:
http://play.mg/showPlayers.php

( In case you don't know yet, this shows games that are/were played: http://play.mg/ )

85
Bug reports / wrong usage of RandomGen ?
« on: 12 January 2014, 00:03:26 »
My son is currently playing with a new feature that can make the camera shake like in an earthquake. While doing so he wanted to use random numbers and he used RandomGen.

In a method he did :
Code: [Select]
{
RandomGen randgen;
myRandom=randgen.randRange(0,max);
}

This always results in the same number! When I told him, and he printed out the number to see it, he told me that there are other places in the code where it is used like this ( Maybe I did one of this? )
Places that don't look good to me are:

properties.cpp line 482

and maybe worse:
ai_interaface.cpp line 679
in
Code: [Select]
bool AiInterface::isResourceInRegion(const Vec2i &pos, const ResourceType *rt, Vec2i &resourcePos, int range) const { ....

Do these places give the wanted behaviour?

86
Forum discussion / problem with blocked IPs
« on: 27 December 2013, 15:41:54 »
Hi, some people cannot reach the forum because their IP is "blocked".
For example CyberRock had the IP 115.249.25.252 and cannot access the forum with this.  Maybe the current access filter is a bit too restrictive ?

87
Feature requests / A switch to limit texture size of models
« on: 15 December 2013, 22:07:25 »
As I am working on my new techtree barillion I typically use big textures for the models ( typically 1024x1024 ). I think for slower hardware and with less gfx memory this can be a performance problem. What about a switch in the settings that limits the texture size to a max of ( 256/512/1024 )? While loading the models  MegaGlest should respect the max texture size and resize too big textures before using them. ( We must take care that this does not make trouble with showing screenshots and so on )

88
Here is a crash of headless with latest git version (see console output).
Update: this bug is reproducable with 3.9.1-dev! just connect two clients to a headless and press x+left mouse for sonar .

I was pressing x+mouse when it happend to mark a place on the map ( not sure if related ).
Console:
Code: [Select]
....
Compiled using: GNUC: 40603 [64bit] on: Dec 11 2013 23:53:42 platform: Linux-X64 endianness: little
GIT: [Rev: 4490.257b794] - using STREFLOP [SSE] - [no-denormals]

....

*ERROR* In [/home/tscharn/gitglest/source/glest_game/game/game.cpp::updateNetworkHighligtedCells 3031] error [getWorld()->getThisFaction() == NULL
Stack Trace:
./megaglest:Shared::Platform::megaglest_runtime_error::megaglest_runtime_error(std::string const&, bool)address [0xad38a8] line: 304
./megaglest:Glest::Game::Game::addOrReplaceInHighlightedCells(Glest::Game::MarkedCell)address [0x5898f3] line: 3055
./megaglest:Glest::Game::Game::updateNetworkHighligtedCells()address [0x589c9c] line: 3025
./megaglest:Glest::Game::Game::update()address [0x59f330] line: 2294
./megaglest:Glest::Game::Program::loopWorker()address [0x6dfdf7] line: 476
./megaglest:Glest::Game::glestMain(int, char**)address [0x6d0957] line: 5413
./megaglest:Glest::Game::glestMainSEHWrapper(int, char**)address [0x6d570a] line: 5661
/lib/x86_64-linux-gnu/libc.so.6:__libc_start_main()address [0x7f75ea9f376d] line: 0
./megaglest() [0x50a3c9]address [0x50a3c9]
]
*ERROR* In [game.cpp::update Line: 2744] Error [In [/home/tscharn/gitglest/source/glest_game/game/game.cpp::updateNetworkHighligtedCells 3031] error [getWorld()->getThisFaction() == NULL
Stack Trace:
./megaglest:Shared::Platform::megaglest_runtime_error::megaglest_runtime_error(std::string const&, bool)address [0xad38a8] line: 304
./megaglest:Glest::Game::Game::addOrReplaceInHighlightedCells(Glest::Game::MarkedCell)address [0x5898f3] line: 3055
./megaglest:Glest::Game::Game::updateNetworkHighligtedCells()address [0x589c9c] line: 3025
./megaglest:Glest::Game::Game::update()address [0x59f330] line: 2294
./megaglest:Glest::Game::Program::loopWorker()address [0x6dfdf7] line: 476
./megaglest:Glest::Game::glestMain(int, char**)address [0x6d0957] line: 5413
./megaglest:Glest::Game::glestMainSEHWrapper(int, char**)address [0x6d570a] line: 5661
/lib/x86_64-linux-gnu/libc.so.6:__libc_start_main()address [0x7f75ea9f376d] line: 0
./megaglest() [0x50a3c9]address [0x50a3c9]
]

Stack Trace:
./megaglest:Shared::Platform::megaglest_runtime_error::megaglest_runtime_error(std::string const&, bool)address [0xad38a8] line: 304
./megaglest:Glest::Game::Game::updateNetworkHighligtedCells()address [0x589e55] line: 3033
./megaglest:Glest::Game::Game::update()address [0x59f330] line: 2294
./megaglest:Glest::Game::Program::loopWorker()address [0x6dfdf7] line: 476
./megaglest:Glest::Game::glestMain(int, char**)address [0x6d0957] line: 5413
./megaglest:Glest::Game::glestMainSEHWrapper(int, char**)address [0x6d570a] line: 5661
/lib/x86_64-linux-gnu/libc.so.6:__libc_start_main()address [0x7f75ea9f376d] line: 0
./megaglest() [0x50a3c9]address [0x50a3c9]
]

The server did not crash, it just wrote this on the terminal end started a new game .

UPDATE:
It looks like this is a new bug, we were not able to reproduce this using 3.9.0

89
Mods / Techtree Barillion
« on: 8 December 2013, 01:51:56 »
Hi I started working on a new techtree ( maybe called "barillion" in the end ) .
In the end it should have 3 faction "Bugs" "Humans" "Aliens" .

We started with Bugs now and I just  have my first models and ideas for techtrees.
Does anyone wants to join the project ?

First ( non final ) "bug" techtree:
(click to show/hide)



( update; It should be "acid spewer" not "acid spyer" .... I am not a native english speaker  :-[ maybe there are more badly translated things )

91
Closed bug reports / [fixed] crash with missing tech tree (in v3.9.0)
« on: 23 November 2013, 15:22:45 »
I added 4 new scenarios to the mod center which need the tech tree imperial_2_plus .
When you now install the scenario MG shows a stacktrace and crashes after pressing "OK". This should not happen , instead a proper error message should be given.
Something like

techtree "imperial_2_plus" is missing.

92
I looked at the maps in the Modcenter and nearly all good ones are now in MG 3.9.0 itself. Thats why I decided  to remove those from the mod center.

Those which are left are  in my opinion quite bad, compared to the stuff I found in my maps folder. There are several maps I got from others when playing online and many of them are really fun.
What I want to do now is remove all maps beside Cliff_Way in the mod center and add new ones.

Only map left is hexagon.mgm maybe someone knows the author?

update: those maps are in mod center now:


Good maps from atze ( if I am right ):
  • pathfinder.mgm
  • forest_highland_a2.gbm
  • four_free_a2.gbm

Good maps from jammyjamjamman : ( https://forum.megaglest.org/index.php?topic=9205.0 )
  • ravine_crossing_a2.gbm
  • mountain_pass_a2.mgm
  • lost_river_a2.mgm

Good maps from others:
titi: trapped_a3.mgm ( this is final https://forum.megaglest.org/index.php?topic=9307.0)

93
Bug reports / Trouble with colorpicking in 3.9.0
« on: 23 November 2013, 00:25:31 »
Hi yesterday I had two games where I got selection trouble using colorpicking. In both cases I was not able to select a unit. whenever I tried to select the unit another unit was selected.

In the case I show now the unit I wanted to select was one of my genies. Whenever I tried to select it A tent of my indian partner was selected. I decided to take a screenshot of this situation. To do so I opened a selection rectangle around the genie and I pressed "E" key to get a screenshot. This turned out to be a cool debug feature also it was not our intention :D . I got a screenshot were the full scene was rendered in the way colorpicking would be rendered ( but I only got one screenshot also I pressed e 3 times ).

the screenshot:
(click to show/hide)

I tried this taking a screenshot with open selection rectangle again today and i got the same result, so this is really a nice way to look at/debug the colorpicking. Also this is a bug, I really want to keep this "feature"

now for the bug regarding colorpicking:
As you can see from this screenshot the both objects have the same selection color! This should never happen and causes the trouble we see from time to time using colorpicking selection method.
The genie was my unit, the tent was a partners one:
(click to show/hide)

( update: second screenshot was wrong )

94
Maps, tilesets and scenarios / 4 player map "Trapped"
« on: 22 November 2013, 23:59:03 »
Here is a new map I made for 4 player vs CPU. We lost a lot on this map today , so be careful with your setup ;-) . 4 megas were nearly undoable ( at least today ) .

http://titi.megaglest.org/maps/trapped_a3.mgm


95
Bug reports / Sudden slowdowns on windows ( rev 4780 )
« on: 12 November 2013, 23:25:13 »
This might be something similar as described by Coldfusionstorm but what I have are very sudden slowdowns. ( in case it matters here is Coldfusionstorms thread https://forum.megaglest.org/index.php?topic=9290.0 )

The Problem:
Suddenly in the middle of a ( multiplayer?) game the frames on windows drop a lot. You see frame drops from 80fps drop very suddenly to frames below 10 fps . So it is not a slow frame drop over time, it's more a switch from one second to another.

What we discovered so far:
- It only happens in multiplayer games ( Lan/Internet does not matter )
- it only happens on windows
- even very fast hardware is affected
- if the servers pauses/unpauses the game, The fps are back to normal. ( This shows it's clearly not load dependend, but must be a timing issue combined with thread trouble )
- it looks like this problem is relativly new ( I think rev r4682 did not had this problem )

( some revisions ago this was much worse than it is now, but it still happens , we did not saw it in 2 other games today, but our last one showed it )

96
MegaGlest / Sourceforge Version changed ( SVN location changed!!! )
« on: 5 November 2013, 20:19:52 »
To switch your current svn checkout to the new svn location on sorceforge go to the directory were you checkced out and do:

For new svn(subversion) versions:
Code: [Select]
svn relocate https://svn.code.sf.net/p/megaglest/code/trunk

For older svn(subversion) versions
Code: [Select]
svn switch --relocate https://megaglest.svn.sourceforge.net/svnroot/megaglest/trunk https://svn.code.sf.net/p/megaglest/code/trunk


97
When I go to custom menu and I change teh techtree in the listbox, it always display the string "Megapack". Just atzes mod does somehow display "Prax ..." .
(This happens when My language is set to german or english )

98
MegaGlest / balancing changes for magic faction
« on: 29 October 2013, 23:42:32 »
revision 4653 introduced some changes for the magic faction. Please try and comment it!

To see what was changed, best look here:
http://sourceforge.net/apps/trac/megaglest/changeset/4653

99
Tomreyn told me that this is a serious problem regarding the tech horsemen.
And ineed you should not get a reward for killing your teammates.

100
A crash related to translations and search in GraphicListBox. I know whats wrong , so this is mainly just an reminder for me. This happens when you use a pressed key compined wiht the maps selection box, as its not translated.

Code: [Select]
Stack Trace:
./megaglest:Glest::Game::ExceptionHandler::handleRuntimeError(char const*, bool)address [0x6c93f0] line: 653
./megaglest() [0x6c965f]address [0x6c965f]
/lib/x86_64-linux-gnu/libc.so.6:()address [0x7fc8455b74a0] line: 0
/usr/lib/x86_64-linux-gnu/libstdc++.so.6:std::basic_string<char, std::char_traits<char>, std::allocator<char> >::basic_string(std::string const&)address [0x7fc845ef2f28] line: 0
./megaglest:Glest::Game::GraphicListBox::mouseClick(int, int, std::string)address [0x55257a] line: 547
./megaglest:Glest::Game::MenuStateCustomGame::mouseClick(int, int, Shared::Platform::MouseButton)address [0x81ef7e] line: 1011
./megaglest:Glest::Game::MainWindow::eventMouseDown(int, int, Shared::Platform::MouseButton)address [0x6a8474] line: 890
./megaglest:Shared::Platform::Window::handleMouseDown(SDL_Event)address [0xadffe5] line: 677
./megaglest:Shared::Platform::Window::handleEvent()address [0xae0eef] line: 162
./megaglest:Glest::Game::glestMain(int, char**)address [0x6d698f] line: 5300
./megaglest:Glest::Game::glestMainSEHWrapper(int, char**)address [0x6d9314] line: 5643
./megaglest:Glest::Game::glestMainWrapper(int, char**)address [0x6d94f2] line: 5715
/lib/x86_64-linux-gnu/libc.so.6:__libc_start_main()address [0x7fc8455a276d] line: 0
./megaglest() [0x50c169]address [0x50c169]
]
Waiting for the following threads to exit [1]:
Thread index: 0 ptr [0x40c1040] isBaseThread: 1, Name: [SimpleTaskThread]
Waiting for the following threads to exit [1]:
Thread index: 0 ptr [0x40c1040] isBaseThread: 1, Name: [SimpleTaskThread]
Waiting for the following threads to exit [1]:
Thread index: 0 ptr [0x40c1040] isBaseThread: 1, Name: [SimpleTaskThread]
Waiting for the following threads to exit [1]:
Thread index: 0 ptr [0x40c1040] isBaseThread: 1, Name: [SimpleTaskThread]
Waiting for the following threads to exit [1]:
Thread index: 0 ptr [0x40c1040] isBaseThread: 1, Name: [SimpleTaskThread]
Waiting for the following threads to exit [1]:
Thread index: 0 ptr [0x40c1040] isBaseThread: 1, Name: [SimpleTaskThread]
Waiting for the following threads to exit [1]:
Thread index: 0 ptr [0x40c1040] isBaseThread: 1, Name: [SimpleTaskThread]
Waiting for the following threads to exit [1]:
Thread index: 0 ptr [0x40c1040] isBaseThread: 1, Name: [SimpleTaskThread]
Waiting for the following threads to exit [1]:
Thread index: 0 ptr [0x40c1040] isBaseThread: 1, Name: [SimpleTaskThread]
Waiting for the following threads to exit [1]:
Thread index: 0 ptr [0x40c1040] isBaseThread: 1, Name: [SimpleTaskThread]

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