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Messages - nig

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76
may be interesting:

the error in 4040 is reproducable : Just start scenario "Anarchy" and do completely nothing. After 15 min the error appears.
Debug is off.
Funny: If I change the tileset in "Anarchy.xml" to winter, everything is fine. An overflow from blocked workers or just an issue with openGL?
If I change back to "winter-forest" error appears again.

greets

77
Closed bug reports / Re: selection issues
« on: 24 January 2013, 12:46:04 »

Quote
Please don't use the main debug logging setting (Debug=1/true) unless you are trying to reproduce a specific issue.

well, I am hunting ZwGetContextThread!ntdll (null)(0) +18, right?

I am logging to ramdisk now and hope this will work without too bad sideeefects.

Greets

78
Closed bug reports / Re: selection issues
« on: 23 January 2013, 22:27:00 »
4040: green snake on green gras: difficult to select.

Greets

79
4040 did it reproducable on two different machines, playing scenario Anarchy.

But: I had today several long network games hosted on headless linux 371 without any error.

Greets

80
r4040 did it again.

logs, screen and console at http://www.datafilehost.com/download-2075b3fd.html

greets

81
Generally i would love glest to be a little toleranter in clicking of moving units. Often  its really impossible to doubleclick troups on the run because you cant hit the sweetspot twice on one unit.

maybe its possible to make the second click of a double click independent from its position?

Greets

82
Closed bug reports / Re: selection issues
« on: 22 January 2013, 23:08:37 »
seems to be a little better in 4039. But still:

cannot select an initiate standing on dead summoners coat.
really hard to klick an persian castle in the desert.

the mysterious zwGet +18 seems to better now too - but now there is a delay up to 3 secs between order and reaction of MG in networkgame.
Maybe it have to switchof debug-logging again?

Greets

83
Closed bug reports / Re: selection issues
« on: 21 January 2013, 12:12:52 »
Yes, seem to be the colour-picking. if the strange behaviour described above appears, you can try to put the following line in your glestuser.ini and restart glest.

Code: [Select]
EnableColorPicking=false
worked fine for me.

84
4036 on Win7 64 today. I hosted a game and it broke with fatal error [main] after about half an hour or so.
game broke immediatly after it reported an frame synchronisation error for one player (see screens). Sorry, no debug.log.

network, console and screens...:
http://www.datafilehost.com/download-b69b59ce.html

Greets

85
Playing with tomreyn and others tonight I get Framecount-errors one after the other. First was hosted by tom, the second by david, I guess. First appeared in the very end of the game (dont know, if host was quitting), second appeared in game progress (the very big one with 8 Networkplayers).

Debug was turned off for having less lag. Network, error and screens at
http://www.datafilehost.com/download-630ac50f.html
http://www.datafilehost.com/download-f9b51288.html

Greets

86
i must say, that I cannot remember that i ever mentioned that behaviour as a bug. I am mostly on windows.

But nowadays there are lots of issues.. see at https://forum.megaglest.org/index.php?topic=8855.0

87
Closed bug reports / Re: selection issues
« on: 19 January 2013, 17:29:49 »
its really boring... is this the new colourpicking you talk about here:  https://forum.megaglest.org/index.php?topic=8579.0  ?

its bader then ever. You cant select egyptian workers standing on Buildings theay build befor, you cant select your own ornithoper above trees. its just not working. And: selection seems to take quite a longer time if a bigger amount of units is selected.

jee.. thats bad.

Greets


88
now we are complete OT again.

Quote
Google Search? Youtube? Facebook?
You are very familiar with the most evil hosts.

Ive got no prblems with Ads. I am not using an Ad-Blocker. Thats you! If Ads are okay, that system can only work if the users dont betray the hosters about the views and clicks on ads.

Internet should be usable without borders, should respect privacy and should be allowed to provide services for free, for share and for fun.
All this is in danger to disappear.

lets keep internet free for everyone, no matter who you are. Registration is the first border . Dont  build borders in the net. Weve got enough of them in the real world.

Greets

89
yes, sorry I forget to compress that one.

ini-files here: http://megaglest.pzt.me/050s   I added one line after the game, as I told you on irc. its marked in glestuser.ini

greets

90
happening on megaglest v3.7.2-dev
Compiled using: VC++: 1600 on: Jan 16 2013 21:34:05 platform: Windows endianness: little
SVN: [Rev: 4034] - using STREFLOP [SSE] - [no-denormals]

selection via rectangle having strange effects. Wrong items are selected too. See screen at http://megaglest.pzt.me/86wg

sometimes even complete different kinds of units are selected: You selected three initiates and an behemoth is selected too. This is weired because the ordering options are different then of course.

another thing is, that it is nearly impossible to attack a ornithopter by rightclick, when he is above trees. you will always select only trees and all your fighters will be gone, before they did any hit.
all thios happened in scenario "one hope"

greets


91
Mediafire requires an registration with valid email-adress and declares to be ad-supported. Thats an nogo for me. may be i find another one.

92
huuh 4034 did it again on win7 64.

Iwas playing a scenario all alone...long...  near the end of the game there it is again: error message and the offer to quit. No collapse, no freeze.

logs and screens: http://www.fastshare.org/download/debug4.zip

Greets

93
was this on 16.1.  around 20:21? then you can get my (windows client) debuglog here: http://www.fastshare.org/download/timeoutdebug.log

greets

94
well, showing an error when nothing is wrong seems not be very cool to me...?

how about "Game closed by server" or "server disconnected?"

anyway, if you say this behaviour is okay, then its okay for me.    :)

95
rev 4019 reports "error detected" after linux hoster exits the battle. host was Linux-X64-Rev: 4021

screen and logs at:
http://www.fastshare.org/download/debug2.zip

Greets

96
Closed bug reports / Re: crash at map-download Win 7 64
« on: 12 January 2013, 19:11:39 »
yes, client was 3.7.1. Headless was one of yours.... probably linux 3.7.2. beta on that night.
(the night of posting)

[ edit: controller was Brazilian. With Brazilians  There are often issues ( I guess: package errors) with with " map diffrent from server"- Messages. often the game is running good without throwing players out, although the server was reporting diffrent map.

May Be Brazilians are hacking their maps all day long.... and may be its just digital " misunderstanding"? ]

97
Closed bug reports / Re: crash at map-download Win 7 64
« on: 12 January 2013, 08:47:56 »
I am on headless (linux) waiting for a game to start. I am not controlling it. Controller is changing maps.
I got the message from headless that one map is missing, and ask me if I want to to download it by ftp. This is the last message I get from my MG alive cause its freezing now, immediatly after the missing map message.

The map missing is reported as "four rivers". strange, because i got "four rivers" already.

Thats all I can remember for sure now.
Maybe it was just random time for "00000000 00000000 00000000 f1ea8736 ZwGetContextThread!ntdll (null)(0) +18" to appear?

Greets

98
megaglest v3.7.2-dev
Compiled using: VC++: 1600 on: Jan 11 2013 05:33:05 platform: Windows endianness : little SVN: [Rev: 4006] - using STREFLOP [SSE] - [no-denormals]

did the same (?) again today. This time i wasnt in there - but this time i have logs and console-output at: http://www.fastshare.org/download/debug1.zip

Greets

[ediit: forget headless log, crash seem to happen early in game:]

=========================================
Headless Server Current Game information:
=========================================
Network connection for index: 1
------------------------------
Connected: 1
Handshake received: 1
Connected at: 2013-01-11 19:38:00
Connection duration: 0 hours 1 minutes 0 seconds.
Player Index: 1
IP Address: 201.8.172.63
Player name: higo
Language: portuguese
Game Version: v3.7.1-VC++: 1600-Rev: 3948
Session id: 18014
Socket id: 416
Total Slot Count: 1
=========================================

99
may be its all the same, my personal "niggybug" on windows.

its this "ZwGetContextThread!ntdll (null)(0) +18" again. This time the headless (urg) running 3.7.2 rev 4001 died somehow in the final of a long big 4 player game.

Errorlog
Quote
[2013-01-10 23:20:01] Runtime Error information:
======================================================
Unknown error!
Stack Trace:
00000000 00000000 00000000 d182862d ZwGetContextThread!ntdll (null)(0) +18
00000000 00000000 00000000 d182862d ZwGetContextThread!ntdll (null)(0) +18

everything was fine (may be controller diconnected, because it was the final undertaking on the screen), and suddenly my windows client (other machine but running win7 64 3.7.2. r4001 too) displayed:
"server disconnected"

screen of server: http://megaglest.pzt.me/4i3v

logs of server were destroyed by server restart through batch as I closed the "Megaglest.exe funktionoiert nicht mehr" - Window. So exit-option of headless-mode was still alive, although windows reportet died application.

shall we put all this "ZwGetContextThread!ntdll (null)(0) +18" on windows in one thread or is this a very common errormessage?

yes, i will try 4005

Greets

100
MG stable means: MG did not freeze or collapse. Error was on my client  4001.

post edited.

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