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Topics - filux

Pages: 1 [2]
26
Bug detected during studies on another bug. https://forum.megaglest.org/index.php?topic=9099.msg87924#msg87924



1000-935=65
Where the game lost a missing 65 units? :|

27
Bug separated from another topic.
CPU unnecessary builds buildings for food and wastes resources and place.

3. "CPU unnecessary builds buildings for food" .
(e.g. more than one farm, more than one main building, more than one other building {for example romans' temple})
There is many different buildings producing food in different factions and will be probably more in the future.
Here I suggested some additional variable being placed directly in the "units.xml" for example:

into farm.xml
<CPU-produce-resource enabled="false"/>

and into cow.xml
<CPU-produce-resource enabled="true"/>

...and cpu of course produces only units with "true".

All the examples described observations about food but the case is similar to other resources (eg energy, housing [e.g. small tent in Indian faction]) so improvements should be universal.

When this will be somehow fixed, then at first glance, you can no longer distinguish whether play cpu or human  :).

28
Sometimes it happens that the CPU units dying of hunger and I decided to look into the issue closer and noticed a couple of reasons for this.
I describe them illustratively as I see it from the point of view of the observer.
Problem occurs when the CPU produces combat units faster (e.g. in multiple buildings and/or which consume more than one resource) than food production units.

1. "too large sleep time between controls/checks how much "food" is now".
I suggest a significant reduction of this time, so on eye 10x.

2. "always command to produce one animal"
(even if cpu has a few farms, "only one building produce only one animal at one time").
If the time between checks will accordingly shortened, then it might be as is now, otherwise I suggest to give commands to the production of several animals "in one check".

3. "CPU unnecessary builds buildings for food" .
(e.g. more than one farm, more than one main building, more than one other building {for example romans' temple})
There is many different buildings producing food in different factions and will be probably more in the future.
Here I suggested some additional variable being placed directly in the "units.xml" for example:

into farm.xml
<CPU-produce-resource enabled="false"/>

and into cow.xml
<CPU-produce-resource enabled="true"/>


...and cpu of course produces only units with "true".

All the examples described observations about food but the case is similar to other resources (eg energy, housing) so improvements should be universal.

29
I saw this a long time ago but now I know how see whole effect.

This is a list of positive effects from upgrade.


It should look like this:
Code: [Select]
-> HP +1 [1]
-> Sight +1
-> EP +1 [1]
-> Damage +1
-> Armor +1
-> Walk Speed +1
-> Production Speed +1

- lack of mark of the new line between hp and sight: -> "...HP +1 [1]\n-> Sight +1..."
- lack of mark of the new line between sight and ep: -> "...-> Sight +1\n-> EP +1 [1]..."
- unnecessary mark of the new line between ep and ep's regeneration: "...-> EP +1\n[1]..."
- lack of mark of the new line between ep and damage: "...-> EP +1 [1]\n-> Damage +1..."

- "Walk Speed" > In my opinion better is "Move speed" like command "Move".

30
Maybe I'm wrong  :P but I can't imagine why "upgrade" section (faction>upgrades>upgrade folder>upgrade.xml) required own entries "image" and "image_cancel" and apparently the game loads these images and wastes resources? :silence:

<upgrade>
   <image path="..."/>
   <image-cancel path="..."/>
   ...
</upgrade>

If I'm right please eliminate the requirement of existence of these entries and images inside them,
and in order to backwards compatibility, lock the game ability using them even if they exist.  :)

31
I think that if the function is still in implementing and testing phase, and these things do not impede the game, the best choice is this forum.

I would like to: the game on the summary screen will take into account a player's nick who joined to the battle which already begun, and the information about joined time: "player joined at:"

e.g.
Few days ago I joined to red slot and after the battle I saw this:


...and I think I should see my red nickname and below:
"player joined at: 05:23"


32
MegaGlest / ALLOWED_SPECIAL_KEYS is not editable on Transifex
« on: 7 June 2013, 13:45:21 »
This is a continuation of the bug report about non-printable characters at https://forum.megaglest.org/index.php?topic=9017.0

It turned out that this, as now found in the language files, cannot be edited using the Transifex web interface:
Code: [Select]
; Special Key strokes allowed for this language and font (comma delimited)
ALLOWED_SPECIAL_KEYS=page down

Original post (by Filux):


Since the topic is still here I'll throw in a bit of information.

The variable has not on Transifex yet. When you test translation, the game of course uses a file from Transifex and letter doesn't work.

33
When it is enabled, you can not turn it off, and when it is disabled you can not turn it on (I spotted missing variable in the ini file here).

It is easy to detect in the following way:
Enable or disable Text.Comp.>save changes>exit to main menu> back to options menu.

34
Every compilation which contain something from compression libs (e.g. every full rebuild  :look:) show multiple warnings like this:

Code: [Select]
[ 27%] ...
In file included from /home/filux/mglestsvn/source/shared_lib/sources/compression/compression_utils.cpp:20:0:
.../source/shared_lib/sources/miniz/miniz.c:3393:27: warning: always_inline function might not be inlinable [-Wattributes]
.../source/shared_lib/sources/miniz/miniz.c:3382:31: warning: always_inline function might not be inlinable [-Wattributes]
.../source/shared_lib/sources/miniz/miniz.c:3293:39: warning: always_inline function might not be inlinable [-Wattributes]
.../source/shared_lib/sources/miniz/miniz.c:3059:31: warning: always_inline function might not be inlinable [-Wattributes]
.../source/shared_lib/sources/miniz/miniz.c:2975:31: warning: always_inline function might not be inlinable [-Wattributes]
.../source/shared_lib/sources/miniz/miniz.c:2970:31: warning: always_inline function might not be inlinable [-Wattributes]
.../source/shared_lib/sources/miniz/miniz.c:2963:31: warning: always_inline function might not be inlinable [-Wattributes]
.../source/shared_lib/sources/miniz/miniz.c:2957:31: warning: always_inline function might not be inlinable [-Wattributes]
.../source/shared_lib/sources/miniz/miniz.c:2942:28: warning: always_inline function might not be inlinable [-Wattributes]
In file included from /home/filux/mglestsvn/source/shared_lib/sources/compression/compression_utils.cpp:20:0:
.../source/shared_lib/sources/miniz/miniz.c:2440:28: warning: always_inline function might not be inlinable [-Wattributes]
.../source/shared_lib/sources/miniz/miniz.c:2432:28: warning: always_inline function might not be inlinable [-Wattributes]
.../source/shared_lib/sources/miniz/miniz.c:2230:28: warning: always_inline function might not be inlinable [-Wattributes]
[ 27%]...

That is confusing  :confused: while the compilation contained some warnings and on end we see:
Quote
[100%] Built target megaglest.6
BUILD COMPLETE.


35
I decided to do a translation to main tech tree that participates actively in 90% of the battles -> Megapack  ::).

Before starting work (on the secret project :O) I have read all related with this topics available on the forum and found that my opinion support "both opposite parties in conflict" :).
Is it possible to do that both sides were satisfied?

Yes of course! it must be possible!  ;D

E.g.
Code: [Select]
[img]http://imgius.com/photos/20130601137008947274542.png[/img]    [img]http://imgius.com/photos/20130601137008947931906.png[/img]

[img]http://imgius.com/photos/20130601137008947204765.png[/img]    [img]http://imgius.com/photos/20130601137008947113111.png[/img]

But during the translation came to light fact, that the original strings contains some errors,
(one of them probably is here at least since glest v.3.2 because I found old description on the wiki :scared:)
so on the occasion of sometimes looking to the history and mythology I introduced some patches to English strings.

Summary: package is useful to everyone, especially when you play a lot in version 3.8 because only this version supports the translation of all strings.

Pack contains a translation to Megapack tech tree (very much tested) and also partial translation (contain Megapack section of course) to all of the other official tech trees containing something from Megapack :).

From now the game is much more polonized, which is highly encouraging and important especially for beginners. ;)

link:
Code: [Select]
[url=http://s000.tinyupload.com/?file_id=53643710891761967169]Megapack tech tree - language corrections (English) and Polish translation [/url]

36
I think that it would be nice if the chat's engine in the lobby can respect the marks of the new line received from e.g. MGBot.

e.g.


should looks like this:
Code: [Select]
MGBot 'v3.8-dev|Windows-Rev: 4347|Jun  1 2013 09:58:52|carolinuss game|89.73.213.157|prax0.5.4|cliffway|desert2|1|1|1|61357|??|2|
v3.7.1|Linux-X64-Rev: 3948|Nov 23 2012 00:29:10|wassim cvs game|124.109.2.127|megapack|conflict|desert2|2|2|2|61357|TH|2|'


...and more preferably with an automatic word wrapping of long lines, like this:
Code: [Select]
MGBot 'v3.8-dev|Windows-Rev: 4347|Jun  1 2013 09:58:52|carolinuss game|
89.73.213.157|prax0.5.4|cliffway|desert2|1|1|1|61357|??|2|
v3.7.1|Linux-X64-Rev: 3948|Nov 23 2012 00:29:10|wassim cvs game|
124.109.2.127|megapack|conflict|desert2|2|2|2|61357|TH|2|'


37
This bug report is by tomreyn for filux:

We played a game on r4338 on Linux64 host (tomreyn hosting on atibox) and Linux64 client (Filux), rejoin was enabled. We played on a team with a CPU against 3 CPU opponents (all teamed up) - so two teams, a common setup. After the game finished fine and we had won and all enemy units and structures had been removed. Filux then chose to disconnect, then reconnected into the same slot he had played in, remaining connected for a minute or two. No problems. He repeated this. Again no problems. Then he chose to disconnect, then reconnect into an enemy CPU slot. As soon as he had rejoined he went OOS:

Code: [Select]
   [2013-05-31 02:19:31] *ERROR* In [commander.cpp::buildCommand Line: 1097]
    Can not find command type for network command = [networkCommandType = 0
    unitId = 200207
    commandTypeId = 3
    positionX = 62
    positionY = 107
    unitTypeId = 0
    targetId = 0
    wantQueue= 0
    fromFactionIndex = 0
    unitFactionUnitCount = 107
    unitFactionIndex = 2, commandStateType = 0, commandStateValue = -1, unitCommandGroupId = -1]
    Commands:  id = 0
    for unit = 200207
    [centrum ('center')]
    [
     
    HP: 643/9500
    Pancerz: 20 (kamienny 'stone')
    Zasięg wykrywania: 15
    Magazyn.: 150 żywność 'food'
    Magazyn.: 2000 złoto 'gold'
    Magazyn.: 1500 kamień 'stone'
    Magazyn.: 1200 drewno 'wood']
    actual local factionIndex = 2.
    Unit Type Info:
    [Unit Name: [zentrum] id = 19 maxHp = 9500 hpRegeneration = 0 maxEp = 0 epRegeneration = 0 maxUnitCount = 0 fields index = 0 value = 1 fields index = 1 value = 0 properties index = 0 value = 1 properties index = 1 value = 0 armor = 20 armorType Name: [stein id = 4 light = 1 lightColor = x [1] y [0.93] z [0.65] multiSelect = 0 sight = 15 size = 6 height = 6 rotatedBuildPos = 0.0000000000000000 rotationAllowed = 1 cellMap: [6] i = 0 j = 0 value = 0 i = 0 j = 1 value = 0 i = 0 j = 2 value = 0 i = 0 j = 3 value = 1 i = 0 j = 4 value = 1 i = 0 j = 5 value = 1 i = 1 j = 0 value = 1 i = 1 j = 1 value = 1 i = 1 j = 2 value = 0 i = 1 j = 3 value = 1 i = 1 j = 4 value = 1 i = 1 j = 5 value = 1 i = 2 j = 0 value = 1 i = 2 j = 1 value = 1 i = 2 j = 2 value = 0 i = 2 j = 3 value = 0 i = 2 j = 4 value = 1 i = 2 j = 5 value = 1 i = 3 j = 0 value = 1 i = 3 j = 1 value = 1 i = 3 j = 2 value = 0 i = 3 j = 3 value = 0 i = 3 j = 4 value = 1 i = 3 j = 5 value = 1 i = 4 j = 0 value = 0 i = 4 j = 1 value = 0 i = 4 j = 2 value = 0
    i = 4 j = 3 value = 0 i = 4 j = 4 value = 0 i = 4 j = 5 value = 0 i = 5 j = 0 value = 1 i = 5 j = 1 value = 1 i = 5 j = 2 value = 1 i = 5 j = 3 value = 0 i = 5 j = 4 value = 1 i = 5 j = 5 value = 1 skillTypes: [4] i = 0 Stop i = 1 Be built i = 2 Produkuje i = 3 Die commandTypes: [1] i = 0 Produkuje storedResources: [4] i = 0 żywność 'food'
    150/0 i = 1 złoto 'gold'
    2000/2000 i = 2 kamień 'stone'
    1500/1500 i = 3 drewno 'wood'
    1200/300 levels: [0] meetingPoint = 1 countInVictoryConditions = 0]
    Network unit type:
    [arbeiter]
    isCancelPreMorphCommand: 0
    Game out of synch.
    [2013-05-31 02:19:34] *ERROR* In [game.cpp::update Line: 2648] Error [Error [#3]: Game is out of sync, please check log files for details.
    Stack Trace:
    ./megaglest:Shared::Platform::megaglest_runtime_error::megaglest_runtime_error(std::string const&, bool)address [0x9fd422] line: 237
    ./megaglest:Glest::Game::Commander::buildCommand(Glest::Game::NetworkCommand const*) constaddress [0x57f2b2] line: 1115
    ./megaglest:Glest::Game::Commander::giveNetworkCommand(Glest::Game::NetworkCommand*) constaddress [0x581102] line: 963
    ./megaglest:Glest::Game::Commander::updateNetwork(Glest::Game::Game*)address [0x58439b] line: 641
    ./megaglest:Glest::Game::Game::update()address [0x5c3050] line: 2130
    ./megaglest:Glest::Game::Program::loopWorker()address [0x6af0e1] line: 459
    ./megaglest:Glest::Game::glestMain(int, char**)address [0x69d470] line: 5110
    ./megaglest:Glest::Game::glestMainSEHWrapper(int, char**)address [0x6a1569] line: 5357
    /lib64/libc.so.6:__libc_start_main()address [0x7fe444749455] line: 0
    ./megaglest() [0x5147d9]address [0x5147d9]
    ]

38
Tomreyn and I tested rejoin function.
I hosted a 1vs1 game and tomrey few times disconnected himself and rejoin,
then I kicked him and he properly couldn't join to game anymore.

After completed tests I spotted that I still have him in the "kicking menu", as if he was still in the game.
Menu, warning message and confirmation all pointed that he was still in game.
Then I kicked "him" few times and he was still present.



Edit (tomreyn, 2013-06-05):

 As Filux pointed pointed out correctly, I posted a duplicate report on this issue. The following posts stem from there.

39
Tested a moment ago, both clients were r.4325.

setup the battle, map for 4 players-conflict, first slot to admin, second slot closed, third slot to client, fourth slot closed, opposite teams>
run game>
client disconnect himself or admin kicked client>
client try rejoin without success,

button is visible, after press it, the game "thinking a little" (abnormal pause) and nothing happen.

40
Detected on svn but I believe the same situation is on 3.7.1.

I found two strings associated with more than one meaning (main language file) which e.g. makes it impossible to translate them correctly.

The first string is: "Can repair" > "String ID: CanRepair"
determine correctly the possibility of repair, but at the same time also determine incorrectly the possibility of healing. I suggest to adding another string "Can heal" and connect it into the right place.

The second string is more subtle ;) : "All" > "String ID: All"
determine correctly e.g. (I found it, but probably are more places) 'all' the units after the "Affected Units", but at the same time also determine incorrectly the writing to all on chat. I suggest to adding another string "To all" and connect it into the right place.
[e.g. in Polish 'All'>'Wszystkie' && 'To all'>'Do wszystkich']

...and please don't forget to make both strings translatable ;).

41
Doesn't work (alt+e) letter.
This problem noticed carolinus  ;) in in-game chat.

In Polish exist "ę" letter as combination (alt+e), and a lot of words contain this letter.

When someone write a word, the letters are just not visible, and the words looks as someone wrote them with a broken keyboard.  :(
E.g. "proszę cię większy" => "prosz ci wikszy"

Problem is spotted in polish language but I believe it might be a more general problem, and in other languages with that combination might occur too. :look:


Edit (tomreyn, 2013-05-18): clarified subject

42
Doesn't work "kicking" :P player (during a battle), which rejoined to the same slot as was previously.

It can be very disruptive error, if is someone who want impede game to others.  :(



Edit (tomreyn, 2013-05-26):

I'll try to provide a summary of what I currently understand this is about:

This report is about the new feature where you may re-join a game which is already running. The problem is that a player who disconnects / is disconnected from a game and later re-connects can no longer be forcefully disconnected by the game admin.
To reproduce:
  • Host a game, and have a second player join (you may want to add an easy magic CPU opponent but this is not necessary to reproduce)
  • Set the game up so that it allows for re-joining (advanced options)
  • Start the game
  • The client player voluntarily disconnects or is forcefully disconnected by the server admin (using in-game menu)
  • The client re-joins the game, selecting the same slot he was using when the game started originally
  • The admin tries to forcefully disconnect this player, but this player is not listed  in the in-game menu (but he should be).
Edit (tomreyn, 2013-05-29):
[fixed].

43
This topic is closely related with that topic: Name Creation on first game.

Even when the player has set its own nickname it happens he/she doesn't remember that or is confused by prefix and suffix, and doesn't recognize himself.
E.g.
Code: [Select]
[20:19] <MG_Bende_258> MG_Bende_258 MG_Bende_258hallo
[20:19] <MG_Bende_258> hi

I think that somewhere in lobby is worth to add well visible information (of course translatable ;)) like that:
V
"Hello Bende your current nick in chat is: MG_Bende_258"
^

44
When before a battle I downloading something bigger from another player (e.g. Tech) and it takes quite a long time then of course the other players write a little bit and subtitles begin to obscure the download bar as it is located in the exact location where is chat.
After some time, people naturally begin to ask, how many percentages is?, and I don't see them.  :|

The bar is a little visible, but the inscriptions (%) are unreadable.

Maybe might be worthwhile to move the download's bar to a place that is not obscures.

I noticed this issue in 3.7.1 version, I hadn't the possibility to test in the svn but I assume that it looks the same. ;)

45
Occurs during a "regular build" and during a "full rebuild".

Code: [Select]
We have detected the following system:
 [ SUSE LINUX ] [ 12.2 ] [ Mantis ] [ x86_64 ]

...

-- Will try to build MegaGlest unit tests
CMake Error at mk/cmake/Modules/FindCppUnit.cmake:90 (message):
  Could not find CppUnit
Call Stack (most recent call first):
  source/tests/CMakeLists.txt:12 (FIND_PACKAGE)

-- Configuring incomplete, errors occurred!
ERROR: CMAKE failed.

46
I was wondering for a long time why scenarios "Amazones" and "Amazones light" describes the same level of difficulty. It's a little confusing.
For the "Amazones" scenario I propose to change:
Code: [Select]
<difficulty value="3"/>   =>   <difficulty value="4"/>

47
If someone does the translation, and then use the advanced translation and have been download files from transifex then only those translations from the main file, hints and scenarios are taken into account, and the rest you need manually swap. The situation is identical to 3.7.1 and the latest svn. Would have been nice to make the game seen also the rest of the files (tutorials).

Summary (tomreyn):
Overloading tutorial (but not scenario) localizations with what's stored in $UserData_Root/ does not work. As such, it is currently not possible to test tutorial localizations made on Transifex.

48
I've written a few scripts for Megaglest svn and linux users.

Main script performs ( among others ;] ) the function of updating, compiling and running the latest svn revision of the MegaGlest game.
Another scripts are designed for a newbies and/or a little more convenient users  to carry out the whole (a first) "installation process" on svn game.
The last script helps to download fast and fun all the official mods available in game mods' centre.

Everything is in one package and each user in it can find and get what he/she needs :).

filux's scripts

I think it multiply the number of Megaglest betatesters ;)

Pages: 1 [2]