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Topics - andy_5995

Pages: 1 [2] 3 4
26
Maps, tilesets and scenarios / Wanted: music-themed tileset
« on: 22 February 2017, 20:54:48 »
I want to make a music-themed tileset, but I'm not really a graphic artist.. when I look inside a tileset directory, it looks very overwhelming.

Though there isn't much "color" to music... I was thinking of modifying the evergreen tileset, over-laying treble clefts onto the trees, and over-laying piano keys on the grass. Somewhere there would be 1/8 notes. Or maybe the trees would be shaped like guitars.

Does this give anyone ideas? Anyone interested in making something like this?

27
This is a fork of Earth-Breach's single-player scenario

I just made some small changes to his ingenious scenario to make it a multi-player scenario.

On Github at: https://github.com/andy5995/possession_obsession/tree/develop

Once the alphapack directory is copied to your MG techs folder, it can be used as a stand-alone mod/techtree

1 player can control 4 different factions: tech, Egypt, Romans, and Magic
https://s10.postimg.org/e9ce40zex/screen29.jpg

Latest release:
2018-02-20 - v1.1

28
Maps, tilesets and scenarios / new map - Teeth of Terror
« on: 12 February 2017, 03:59:50 »
A new 4v4 map:

teethofterror_A2.mgm




29
Maps, tilesets and scenarios / new map - Devil's Paradise
« on: 10 February 2017, 03:21:16 »
A new 5v3 map

devilsparadise_A2.mgm

Also can be played as 4v3, 2v6, etc...

License: Public Domain






30
MegaGlest / human vs human games
« on: 2 February 2017, 23:54:49 »
We had a rare 4vs4 game today:


31
Maps, tilesets and scenarios / new map river of tears
« on: 1 February 2017, 03:30:27 »
A new 4v4 map:
v1.5 https://drive.google.com/open?id=0B-Ixr8t8mjDsOHhLbnVFLXdxT3c

License: Public Domain


32
Bug reports / unconfirmed - pressing x produces no sound
« on: 30 January 2017, 20:19:16 »
I've noticed more than a few times that pressing 'x' and clicking on the map (sometimes) produces no sound.

Jammy commented in IRC that he also has noticed this.

I tried reproducing in a game with filux today, but failed.

If anyone else notices this on the git version, please mention it, and try to note what you were doing at the time.

I can't say exactly what I was doing at the time, but will pay more attention in the future.

33
MegaGlest / MegaGlest team on Folding@home
« on: 1 July 2016, 16:35:47 »
I created a MegaGlest team page for Folding@home

http://fah-web2.stanford.edu/cgi-bin/main.py?qtype=teampage&teamnum=231046

For those not familiar with Folding@home, here is a summary:

Quote
We are scientists. Citizens. Gamers. Thinkers. Parents. Friends. Family. We've joined forces to donate our unused computer power to help uncover the mysteries of protein folding and fight diseases. We are Folders, and this is our home.

The team number for MG is     231046.

34
This network scenario loads and runs fine when I run it from the 'scenario' menu. The network slot switches to AI as it should.

When I start a game from the host menu, the game loads, and then crashes a few seconds after it starts.

And when started from the host menu, I notice on the 'loading' screen that it is loading a 3rd faction - Persian.

Quote
[2016-06-18 11:46:17] Runtime Error information:
======================================================
In [/home/andy/src/megaglest-3.12.0/source/glest_game/main/main.cpp::handleSIGSEGV Line: 5862] Error detected: signal 11:

Stack Trace:
megaglest:Glest::Game::ExceptionHandler::handleRuntimeError(char const*, bool)address [0x7f383855eeb2] line: 0
megaglest:Glest::Game::handleSIGSEGV(int)address [0x7f383855f223] line: 0
/lib/x86_64-linux-gnu/libc.so.6:()address [0x7f38338500e0] line: 0
megaglest:Glest::Game::Game::initCamera(Glest::Game::Map*)address [0x7f3838428b13] line: 0
megaglest:Glest::Game::Game::init(bool)address [0x7f383846d345] line: 0
megaglest:Glest::Game::Program::setState(Glest::Game::ProgramState*, bool)address [0x7f383858036a] line: 0
megaglest:Glest::Game::MenuStateCustomGame::PlayNow(bool)address [0x7f3838608432] line: 0
megaglest:Glest::Game::MenuStateCustomGame::mouseClick(int, int, Shared::Platform::MouseButton)address [0x7f383861699b] line: 0
megaglest:Glest::Game::MainWindow::eventMouseDown(int, int, Shared::Platform::MouseButton)address [0x7f38385628f1] line: 0
megaglest:Shared::Platform::Window::handleMouseDown(SDL_Event)address [0x7f3838a3ac84] line: 0
megaglest:Shared::Platform::Window::handleEvent()address [0x7f3838a3b71d] line: 0
megaglest:Glest::Game::glestMain(int, char**)address [0x7f3838572af2] line: 0
megaglest:Glest::Game::glestMainSEHWrapper(int, char**)address [0x7f38385770f2] line: 0
/lib/x86_64-linux-gnu/libc.so.6:__libc_start_main()address [0x7f383383cb45] line: 0
megaglest:()address [0x7f38383424ca] line: 0

Code: [Select]
<?xml version="1.0" standalone="yes" ?>
<scenario>
--chess_01 / A MegaGlest ( https://megaglest.org/ ) 1 vs 1 network scenario
--Rev 2016.06.16-1
--https://github.com/andy5995/MegaGlest_scenarios_AA
--2 player chess with Indian faction on a 64x64 map
--Your shaman must survive
--By Andy Alt
--CC-BY-SA
<difficulty value="4"/>
<players>
<player control="human" faction="indian" team="1"/>
<player control="network" faction="indian" team="2"/>

--the other 2 players can be observers. No units are created for them.
<player control="network" faction="tech" team="8"/>
<player control="network" faction="tech" team="8"/>

</players>
<map value="forest_for_four"/>
<tileset value="autumn"/>
<tech-tree value="megapack"/>
<default-resources value="false"/>
<default-units value="false"/>
<default-victory-conditions value="false"/>
<fog-of-war value="false"/>

<scripts>
<global>
KingID = {}
</global>
<startup>

--function wait(seconds)
-- local start = os.time()
-- repeat until os.time() > start + seconds
--end

--setDisplayText('Your fire golem must survive')
--wait(7)
--clearDisplayText()

theKing='shaman'

showMessage('Intro' , 'chess_01')

NumOfStickfighters=8
NumOfFireArchers=2
NumOfAxeThrowers=2
NumOfHorsemen=2
NumOfThunderbirds=1


for playerNum=0, 1 do
for i=1, NumOfStickfighters do
createUnit('stickfighter', playerNum, startLocation(playerNum))
end
end

for playerNum=0, 1 do
for i=1, NumOfFireArchers do
createUnit('fire_archer', playerNum, startLocation(playerNum))
end
end

for playerNum=0, 1 do
for i=1, NumOfHorsemen do
createUnit('horseman', playerNum, startLocation(playerNum))
end
end

for playerNum=0, 1 do
for i=1, NumOfAxeThrowers do
createUnit('axe_thrower', playerNum, startLocation(playerNum))
end
end

for playerNum=0, 1 do
for i=1, NumOfThunderbirds do
createUnit('thunderbird', playerNum, startLocation(playerNum))
end
end

for playerNum=0, 1 do
createUnit(theKing, playerNum, startLocation(playerNum))

--assign variable to theKing to see who won later
KingID[playerNum +1]=lastCreatedUnit()
end




</startup>


<unitDied>
--thanks to titi of megaglest.org for helping me determine a winner
if KingID[2]==lastDeadUnit() then
setPlayerAsWinner(0)
endGame()
end

if KingID[1]==lastDeadUnit() then
setPlayerAsWinner(1)
endGame()
end


</unitDied>



</scripts>
</scenario>


35
Mods / how to determine if a unit is movable
« on: 17 June 2016, 15:59:29 »
I couldn't find a function that would return a value based on whether or not a unit is movable. Did I miss something? I'm using this page as a reference:
https://docs.megaglest.org/MG/Lua

In the meantime, I made this function. (It doesn't cover all factions)

Code: [Select]
nonMovableUnits = {
"blacksmith", "bone_tent", "castle", "house", "valhalla", "farm", "thor_totem", "mistletoe_tree", "mead_bar",
"air_pyramid", "desert_camp", "obelisk", "pyramid", "sphinx", "temple",
"beehive", "big_tent", "campfire", "horse_farm", "main_teepee", "reed", "round_tent", "tent", "totem"
}

function isMovableUnit(value)
local isMovable=1
for i = 1, #nonMovableUnits do
if value == nonMovableUnits[i] then
isMovable = 0
break
end
end

return isMovable
end

36
Maps, tilesets and scenarios / Desanction revisited scenario
« on: 11 June 2016, 15:30:40 »
A MegaGlest ( https://megaglest.org/ ) 5 human vs 3 CPU network scenario

Attempts to simulate a 5 human vs 5 CPU battle on the desanction map

License: CC-BY-SA

(Link removed - no longer valid)

37
Maps, tilesets and scenarios / chess network scenario
« on: 6 June 2016, 17:42:22 »
# mg_scenario_chess_01

A MegaGlest ( https://megaglest.org/ ) 1 vs 1 network scenario based on a popular game called "chess".

Each player receives 8 stickfighters, 2 fire archers, 2 axe-throwers, 2 horsemen, 1 thunderbird, and 1 shaman.

There are no workers or buildings.

As in the regular game of chess, fog-of-war is disabled. (I may change this later depending on feedback).

Think of the shaman as the King, and the thunderbird as the Queen.

The shaman must survive. Once a player loses his shaman, they lose the scenario.

The _01 is not the version number, but the chess scenario number. If there is a demand for this type of scenario, I will create more (i.e. 2v2, different factions, battles on smaller or larger maps)

License: CC-BY-SA

GitHub address: https://github.com/andy5995/mg_scenario_chess_01

or download the zip file: https://github.com/andy5995/mg_scenario_chess_01/archive/master.zip

I don't know how to test yet for the death of the fire golem, so the winner won't get declared. How to code that?


38
MegaGlest / intro.cpp patch
« on: 4 June 2016, 14:28:03 »
I told titi I may quit playing MG and start learning to code again.

Ok, here's my code contribution - a patch for intro.cpp ;)

The only change is that I corrected the spelling of "disappear".

Code: [Select]
--- intro.cpp 2016-01-05 16:28:05.540748226 -0600
+++ intro.andy_5995.cpp 2016-06-04 08:59:03.176499293 -0500
@@ -85,7 +85,7 @@
 int Intro::introTime = 50000;
 int Intro::appearTime = 2500;
 int Intro::showTime = 3500;
-int Intro::disapearTime = 2500;
+int Intro::disappearTime = 2500;
 
 Intro::Intro(Program *program):
  ProgramState(program)
@@ -136,7 +136,7 @@
  Intro::introTime = 3000;
  Intro::appearTime = 500;
  Intro::showTime = 500;
- Intro::disapearTime = 500;
+ Intro::disappearTime = 500;
  int showIntroPics = 0;
  int showIntroPicsTime = 0;
  bool showIntroPicsRandom = false;
@@ -184,7 +184,7 @@
  const XmlNode *showTimeNode= introNode->getChild("show-time");
  Intro::showTime = showTimeNode->getAttribute("value")->getIntValue();
  const XmlNode *disappearTimeNode= introNode->getChild("disappear-time");
- Intro::disapearTime = disappearTimeNode->getAttribute("value")->getIntValue();
+ Intro::disappearTime = disappearTimeNode->getAttribute("value")->getIntValue();
  const XmlNode *showIntroPicturesNode= introNode->getChild("show-intro-pictures");
  showIntroPics = showIntroPicturesNode->getAttribute("value")->getIntValue();
  showIntroPicsTime = showIntroPicturesNode->getAttribute("time")->getIntValue();
@@ -255,7 +255,7 @@
 
  int displayItemNumber = 1;
  int appear= Intro::appearTime;
- int disappear= Intro::showTime+Intro::appearTime+(Intro::disapearTime * 2);
+ int disappear= Intro::showTime+Intro::appearTime+(Intro::disappearTime * 2);
 
  const unsigned int maxIntroLines = 100;
  Lang &lang= Lang::getInstance();
@@ -686,15 +686,15 @@
 
  int difTime= 1000 * timer / GameConstants::updateFps - text->getTime();
 
- if(difTime > 0 && difTime < appearTime + showTime + disapearTime) {
+ if(difTime > 0 && difTime < appearTime + showTime + disappearTime) {
  float alpha= 1.f;
  if(difTime > 0 && difTime < appearTime) {
  //apearing
  alpha= static_cast<float>(difTime) / appearTime;
  }
- else if(difTime > 0 && difTime < appearTime + showTime + disapearTime) {
+ else if(difTime > 0 && difTime < appearTime + showTime + disappearTime) {
  //disappearing
- alpha= 1.f- static_cast<float>(difTime - appearTime - showTime) / disapearTime;
+ alpha= 1.f- static_cast<float>(difTime - appearTime - showTime) / disappearTime;
  }
 
  if(text->getText().empty() == false) {

39
Maps, tilesets and scenarios / Scenario ideas
« on: 8 May 2016, 18:26:37 »
One idea I had for a network scenario is:

A 2v2 128x128 map
The game starts, and 2 - 4 fire golems slowly start walking toward the enemy
A Shaman moves to the middle of the map, and begins building a beehive. He builds one a few spaces over, then goes backward and builds 2 more. He continues this pattern until he reaches your base.

You can't control the fire golems or the Shaman, but you can help the Shaman build the beehives.

The fire golems don't attack, they just keep moving forward. They must be escorted safely through enemy territory, and if any of them are destroyed, the scenario is lost.

What do you think?

40
Maps, tilesets and scenarios / Pizza Pie Island - map
« on: 8 May 2016, 18:11:22 »
This is a versatile map. It can be played 4v4, 2v6, 5v3, etc.

Note the alternating pattern for the players. If the first 4 slots have human players, they would each be separated by one enemy.





map file: https://drive.google.com/open?id=0B-Ixr8t8mjDsR05mZzBuN2RiLWs

It's just a prototype of an idea I had ;)


41
Bug reports / error NULL crash
« on: 6 May 2016, 19:22:45 »
I don't know what to put in the subject.

A crash for all 4 players. No idea how to reproduce it.

v3.12.0   finished   00:05:40   NL   david123 controls   megapack   0   0   0   bigeight4vs4a1   jungle   94.23.148.250   62001   Linux-X64-Rev: 5421.0fcffb1   2016-05-06 21:12:26

1    Network Player    david123    Windows-X64    1.00    Norsemen    1    no    0    0    0    22    4566    1,557    no    00:00:00
2    Network Player    andy5995    Linux-X64    1.00    Indian    1    no    0    0    0    11    2731    823    no    00:00:00
3    Network Player    andy123    Linux-X64    1.00    Romans    1    no    0    0    0    30    4381    1,938    no    00:00:00
4    Network Player    CuSToM94    Linux-X64    1.00    Egypt    1    no    0    0    4    31    4098    1,960    no    00:00:00
5    CPU Mega    AI1       4.90    Romans    2    no    2    2    0    24    9284    2,328    no    00:00:00
6    CPU Mega    AI2       3.50    Tech    2    no    0    0    0    20    7915    1,792    no    00:00:00
7    CPU Mega    AI3       3.50    Indian    2    no    0    0    0    42    8299    2,930    no    00:00:00
8    CPU Mega    AI4       4.90    Egypt    2    no    2    2    0    45    8013    3,251    no    00:00:00

Code: [Select]
*ERROR* [2016-05-06 14:12:23] In [/home/andy/src/megaglest-3.12.0/source/glest_game/world/unit_updater.cpp::updateRepair Line: 2235] Error [ut == NULL
Stack Trace:
megaglest:Shared::Platform::megaglest_runtime_error::megaglest_runtime_error(std::string const&, bool)address [0x7f96b0e8a9a1] line: 0
megaglest:Glest::Game::Map::findBestBuildApproach(Glest::Game::Unit const*, Shared::Graphics::Vec2<int>, Glest::Game::UnitType const*) constaddress [0x7f96b0d3d704] line: 0
megaglest:Glest::Game::UnitUpdater::updateRepair(Glest::Game::Unit*, int)address [0x7f96b0d5f473] line: 0
megaglest:Glest::Game::UnitUpdater::updateUnitCommand(Glest::Game::Unit*, int)address [0x7f96b0d539a0] line: 0
megaglest:Glest::Game::UnitUpdater::updateUnit(Glest::Game::Unit*)address [0x7f96b0d540b9] line: 0
megaglest:Glest::Game::World::updateAllFactionUnits()address [0x7f96b0d257cc] line: 0
megaglest:Glest::Game::World::update()address [0x7f96b0d2cac2] line: 0
megaglest:Glest::Game::Game::update()address [0x7f96b088d071] line: 0
megaglest:Glest::Game::Program::loopWorker()address [0x7f96b09bef54] line: 0
megaglest:Glest::Game::glestMain(int, char**)address [0x7f96b09aab1f] line: 0
megaglest:Glest::Game::glestMainSEHWrapper(int, char**)address [0x7f96b09af0f2] line: 0
/lib/x86_64-linux-gnu/libc.so.6:__libc_start_main()address [0x7f96abc74b45] line: 0
megaglest:()address [0x7f96b077a4ca] line: 0
]
*ERROR* [2016-05-06 14:12:23] In [/home/andy/src/megaglest-3.12.0/source/glest_game/world/unit_updater.cpp::updateUnitCommand Line: 439] Error [ut == NULL
Stack Trace:
megaglest:Shared::Platform::megaglest_runtime_error::megaglest_runtime_error(std::string const&, bool)address [0x7f96b0e8a9a1] line: 0
megaglest:Glest::Game::Map::findBestBuildApproach(Glest::Game::Unit const*, Shared::Graphics::Vec2<int>, Glest::Game::UnitType const*) constaddress [0x7f96b0d3d704] line: 0
megaglest:Glest::Game::UnitUpdater::updateRepair(Glest::Game::Unit*, int)address [0x7f96b0d5f473] line: 0
megaglest:Glest::Game::UnitUpdater::updateUnitCommand(Glest::Game::Unit*, int)address [0x7f96b0d539a0] line: 0
megaglest:Glest::Game::UnitUpdater::updateUnit(Glest::Game::Unit*)address [0x7f96b0d540b9] line: 0
megaglest:Glest::Game::World::updateAllFactionUnits()address [0x7f96b0d257cc] line: 0
megaglest:Glest::Game::World::update()address [0x7f96b0d2cac2] line: 0
megaglest:Glest::Game::Game::update()address [0x7f96b088d071] line: 0
megaglest:Glest::Game::Program::loopWorker()address [0x7f96b09bef54] line: 0
megaglest:Glest::Game::glestMain(int, char**)address [0x7f96b09aab1f] line: 0
megaglest:Glest::Game::glestMainSEHWrapper(int, char**)address [0x7f96b09af0f2] line: 0
/lib/x86_64-linux-gnu/libc.so.6:__libc_start_main()address [0x7f96abc74b45] line: 0
megaglest:()address [0x7f96b077a4ca] line: 0

Stack Trace:
megaglest:Shared::Platform::megaglest_runtime_error::megaglest_runtime_error(std::string const&, bool)address [0x7f96b0e8a9a1] line: 0
megaglest:Glest::Game::UnitUpdater::updateRepair(Glest::Game::Unit*, int)address [0x7f96b0d5fa04] line: 0
megaglest:Glest::Game::UnitUpdater::updateUnitCommand(Glest::Game::Unit*, int)address [0x7f96b0d539a0] line: 0
megaglest:Glest::Game::UnitUpdater::updateUnit(Glest::Game::Unit*)address [0x7f96b0d540b9] line: 0
megaglest:Glest::Game::World::updateAllFactionUnits()address [0x7f96b0d257cc] line: 0
megaglest:Glest::Game::World::update()address [0x7f96b0d2cac2] line: 0
megaglest:Glest::Game::Game::update()address [0x7f96b088d071] line: 0
megaglest:Glest::Game::Program::loopWorker()address [0x7f96b09bef54] line: 0
megaglest:Glest::Game::glestMain(int, char**)address [0x7f96b09aab1f] line: 0
megaglest:Glest::Game::glestMainSEHWrapper(int, char**)address [0x7f96b09af0f2] line: 0
/lib/x86_64-linux-gnu/libc.so.6:__libc_start_main()address [0x7f96abc74b45] line: 0
megaglest:()address [0x7f96b077a4ca] line: 0
]
*ERROR* [2016-05-06 14:12:23] In [game.cpp::update Line: 2783] Error [ut == NULL
Stack Trace:
megaglest:Shared::Platform::megaglest_runtime_error::megaglest_runtime_error(std::string const&, bool)address [0x7f96b0e8a9a1] line: 0
megaglest:Glest::Game::Map::findBestBuildApproach(Glest::Game::Unit const*, Shared::Graphics::Vec2<int>, Glest::Game::UnitType const*) constaddress [0x7f96b0d3d704] line: 0
megaglest:Glest::Game::UnitUpdater::updateRepair(Glest::Game::Unit*, int)address [0x7f96b0d5f473] line: 0
megaglest:Glest::Game::UnitUpdater::updateUnitCommand(Glest::Game::Unit*, int)address [0x7f96b0d539a0] line: 0
megaglest:Glest::Game::UnitUpdater::updateUnit(Glest::Game::Unit*)address [0x7f96b0d540b9] line: 0
megaglest:Glest::Game::World::updateAllFactionUnits()address [0x7f96b0d257cc] line: 0
megaglest:Glest::Game::World::update()address [0x7f96b0d2cac2] line: 0
megaglest:Glest::Game::Game::update()address [0x7f96b088d071] line: 0
megaglest:Glest::Game::Program::loopWorker()address [0x7f96b09bef54] line: 0
megaglest:Glest::Game::glestMain(int, char**)address [0x7f96b09aab1f] line: 0
megaglest:Glest::Game::glestMainSEHWrapper(int, char**)address [0x7f96b09af0f2] line: 0
/lib/x86_64-linux-gnu/libc.so.6:__libc_start_main()address [0x7f96abc74b45] line: 0
megaglest:()address [0x7f96b077a4ca] line: 0

Stack Trace:
megaglest:Shared::Platform::megaglest_runtime_error::megaglest_runtime_error(std::string const&, bool)address [0x7f96b0e8a9a1] line: 0
megaglest:Glest::Game::UnitUpdater::updateRepair(Glest::Game::Unit*, int)address [0x7f96b0d5fa04] line: 0
megaglest:Glest::Game::UnitUpdater::updateUnitCommand(Glest::Game::Unit*, int)address [0x7f96b0d539a0] line: 0
megaglest:Glest::Game::UnitUpdater::updateUnit(Glest::Game::Unit*)address [0x7f96b0d540b9] line: 0
megaglest:Glest::Game::World::updateAllFactionUnits()address [0x7f96b0d257cc] line: 0
megaglest:Glest::Game::World::update()address [0x7f96b0d2cac2] line: 0
megaglest:Glest::Game::Game::update()address [0x7f96b088d071] line: 0
megaglest:Glest::Game::Program::loopWorker()address [0x7f96b09bef54] line: 0
megaglest:Glest::Game::glestMain(int, char**)address [0x7f96b09aab1f] line: 0
megaglest:Glest::Game::glestMainSEHWrapper(int, char**)address [0x7f96b09af0f2] line: 0
/lib/x86_64-linux-gnu/libc.so.6:__libc_start_main()address [0x7f96abc74b45] line: 0
megaglest:()address [0x7f96b077a4ca] line: 0

Stack Trace:
megaglest:Shared::Platform::megaglest_runtime_error::megaglest_runtime_error(std::string const&, bool)address [0x7f96b0e8a9a1] line: 0
megaglest:Glest::Game::UnitUpdater::updateUnitCommand(Glest::Game::Unit*, int)address [0x7f96b0d53c91] line: 0
megaglest:Glest::Game::UnitUpdater::updateUnit(Glest::Game::Unit*)address [0x7f96b0d540b9] line: 0
megaglest:Glest::Game::World::updateAllFactionUnits()address [0x7f96b0d257cc] line: 0
megaglest:Glest::Game::World::update()address [0x7f96b0d2cac2] line: 0
megaglest:Glest::Game::Game::update()address [0x7f96b088d071] line: 0
megaglest:Glest::Game::Program::loopWorker()address [0x7f96b09bef54] line: 0
megaglest:Glest::Game::glestMain(int, char**)address [0x7f96b09aab1f] line: 0
megaglest:Glest::Game::glestMainSEHWrapper(int, char**)address [0x7f96b09af0f2] line: 0
/lib/x86_64-linux-gnu/libc.so.6:__libc_start_main()address [0x7f96abc74b45] line: 0
megaglest:()address [0x7f96b077a4ca] line: 0
]
Auto Change resolution to (1280 x 720) from (800 x 600)
**WARNING** thread destructor delayed, trying to exit...
andy@oceanus:~$ cat ~/.megaglest/error.log
[2016-05-04 13:09:46] Runtime Error information:
======================================================
In [/home/andy/src/megaglest-3.12.0/source/glest_game/main/main.cpp::handleSIGSEGV Line: 5862] Error detected: signal 11:

Stack Trace:
megaglest:Glest::Game::ExceptionHandler::handleRuntimeError(char const*, bool)address [0x7f6343026eb2] line: 0
megaglest:Glest::Game::handleSIGSEGV(int)address [0x7f6343027223] line: 0
/lib/x86_64-linux-gnu/libc.so.6:()address [0x7f633e3180e0] line: 0
/usr/lib/x86_64-linux-gnu/libstdc++.so.6:()address [0x7f633ec1a564] line: 0
/usr/lib/x86_64-linux-gnu/libstdc++.so.6:std::_Rb_tree_insert_and_rebalance(bool, std::_Rb_tree_node_base*, std::_Rb_tree_node_base*, std::_Rb_tree_node_base&)address [0x7f633ec1a841] line: 0
megaglest:std::_Rb_tree<std::string, std::pair<std::string const, Shared::Platform::Mutex*>, std::_Select1st<std::pair<std::string const, Shared::Platform::Mutex*> >, std::less<std::string>, std::allocator<std::pair<std::string const, Shared::Platform::Mutex*> > >::_M_insert_unique_(std::_Rb_tree_const_iterator<std::pair<std::string const, Shared::Platform::Mutex*> >, std::pair<std::string const, Shared::Platform::Mutex*> const&)address [0x7f6342e5507c] line: 0
megaglest:std::map<std::string, Shared::Platform::Mutex*, std::less<std::string>, std::allocator<std::pair<std::string const, Shared::Platform::Mutex*> > >::operator[](std::string const&)address [0x7f6342fce9f1] line: 0
megaglest:std::map<std::string, unsigned int, std::less<std::string>, std::allocator<std::pair<std::string const, unsigned int> > >& Shared::PlatformCommon::CacheManager::getCachedItem<std::map<std::string, unsigned int, std::less<std::string>, std::allocator<std::pair<std::string const, unsigned int> > > >(std::string)address [0x7f63434bda67] line: 0
megaglest:Shared::PlatformCommon::getFolderTreeContentsCheckSumRecursively(std::vector<std::string, std::allocator<std::string> >, std::string, std::string const&, Shared::Util::Checksum*, bool)address [0x7f63434b6700] line: 0
megaglest:Shared::PlatformCommon::FileCRCPreCacheThread::execute()address [0x7f63434c66f6] line: 0
megaglest:Shared::Platform::Thread::beginExecution(void*)address [0x7f634350f0fd] line: 0
/usr/lib/x86_64-linux-gnu/libSDL2-2.0.so.0:()address [0x7f634285ccfc] line: 0
/usr/lib/x86_64-linux-gnu/libSDL2-2.0.so.0:()address [0x7f63428a69c9] line: 0
/lib/x86_64-linux-gnu/libpthread.so.0:()address [0x7f63425d10a4] line: 0
/lib/x86_64-linux-gnu/libc.so.6:clone()address [0x7f633e3cb87d] line: 0

42
Maps, tilesets and scenarios / Scenario - Egypt has fallen
« on: 4 May 2016, 04:52:56 »
My first scenario. I'm sure it will need some adjustments. It's a network scenario. What does anyone think of it?

Code: [Select]
<?xml version="1.0" standalone="yes" ?>
<scenario>
--Grandezza Peril 1a
--Stay alive long enough for your Egyptian ally to reinforce your armies!
--By Andy Alt
--CC-BY-SA
<difficulty value="4"/>
<players>
<player control="network" faction="tech" team="1"/>
<player control="human" faction="indian" team="1"/>
<player control="network" faction="persian" team="1"/>
<player control="cpu-ultra" faction="egypt" team="1"/>
<player control="cpu-mega" faction="magic" team="2"/>
<player control="cpu-mega" faction="magic" team="2"/>
<player control="cpu-mega" faction="magic" team="2"/>
<player control="cpu-mega" faction="magic" team="2"/>
</players>
<map value="grandezza"/>
<tileset value="autumn"/>
<tech-tree value="megapack"/>
<default-resources value="true"/>
<default-units value="false"/>
<default-victory-conditions value="true"/>
<fog-of-war value="true"/>

<scripts>
<startup>


--Team 1 units
--create workers
for j=0, 2 do
for i=1, 4 do
createUnit('worker', j, startLocation(j))
end
end

--Main buildings for Team 1
createUnit('castle', 0, startLocation(0))
createUnit('main_teepee', 1, startLocation(1))
createUnit('palace', 2, startLocation(2))

--create defense towers for Team 1
for i=0, 3 do
createUnit('defense_tower', 0, startLocation(i))
end


--Egypt (player 4, Team 1) units

--4 slaves or just one? for loop disabled
--for i=1, 4 do
createUnit('slave', 3, startLocation(3))
--end

--The pyramid is located far away, forcing the Egyptians to build a new one closer to home
createUnit('pyramid', 3, startLocation(0))

--build a farm for them otherwise they will try to build one before starting
--construction on a pyramid
createUnit('farm', 3, startLocation(3))

--create AI units (Team 2, Magic)
for i=4, 7 do
createUnit('mage_tower', i, startLocation(i))
createUnit('energy_source', i, startLocation(i))
createUnit('battlemage', i, startLocation(i))
createUnit('daemon', i, startLocation(i))
createUnit('golem', i, startLocation(i))

--give them an extra energy source
createUnit('energy_source', i, startLocation(i))

for j=1, 4 do
createUnit('initiate', i, startLocation(i))
end

end

--displayFormattedText ('%s', 'Stay alive long enough for your Egyptian ally to reinforce your armies!')


</startup>



</scripts>
</scenario>


43
MegaGlest / speed up build time with distcc
« on: 6 April 2016, 21:04:59 »
Last week I experimented building MG using 'distcc' to speed up build time.
Normally I build on a quad-core 3.2G machine. I distributed (using distcc) the build to a second computer 2 cores @2.4 g. The build went from ~8 minutes to ~5 minutes

44
Feature requests / numbers below units, build 1 to 9 with one click
« on: 14 February 2016, 04:07:56 »
Right now, clicking on a barracks, and then clicking on the swordman icon will build 1 swordman.

What if there was a number (0-9) below each unit icon? I could change that number to 3 by clicking an up or down arrow, so that every time I click the unit icon, it would add 3 units to the production queue. Later in the game, if I want to change it back to 1, or to 9, I could click the up or down arrow above and below the number.


45
Closed bug reports / [invalid] crash during gameplay 3.12.0
« on: 8 February 2016, 20:35:35 »
This crash happened during a game. We don't know how to reproduce yet.

I was hosting on my server, non-headless.

The build is my own, version 3.12.0 on Debian 8 Linux x64

Terminal output:
http://pastebin.com/2H7CQyf6



Nothing was written to ~/.megaglest/error.log

The map we were playing was one I had recently created:
https://drive.google.com/file/d/0B-Ixr8t8mjDsWGJNUVFJVFlwcTA/view?usp=sharing

I had the map editor open, and the map loaded, but am reasonably certain I didn't change the map while MG was running ;)


46
Forum discussion / suggest link to home page on forum and wiki
« on: 5 February 2016, 18:00:43 »
I thought it could help with navigation if there was a link to megaglest.org in the header of the forum and the wiki.

47
Closed feature requests / Enhancements to team play
« on: 4 February 2016, 02:54:27 »
I think it would be good if there were more features built in that would help with team play, something that could help organize strategy better.

Some ideas I had about this:

1. A pop-up menu to give commands

2. If a player would like to request that his teammates send troops to a location on the map, he makes the appropriate selection from the pop-up menu, and then clicks the location of the map. The area would "light up" in the mini-map for ten seconds. Perhaps even a flashing outline or shadow of a "soldier" symbol would appear indicating to other players "send all available units to this location"

3. If a player would like to request that a totem be built at a particular location, a player could use a procedure similar to the one outlined above. A flashing totem would appear in the spot requested.

What I outlined in #2 could be used for immediate danger, or simply to station some soldiers at a particular location. If it's an emergency situation, the mini-map would flash red, but for just placing soldiers into position to secure it, it would flash yellow.

4. A way to signal to other players that the enemy is approaching and is about to attack


48
MegaGlest / running Windows installer as underprivileged user
« on: 31 January 2016, 18:14:47 »
I use Windows normally by logging into a non-admin account.

When I ran the Windows installer, I was automatically prompted for my root password ('root' being my Windows admin user name).

On Linux, when I run the installer without root privileges (which I always do), I'm prompted for an installation target, and can simply install to my home directory as an underprivileged user.

On Windows, I think a user should have to right-click on the downloaded installation package, and click "run as admin" to install as admin.

If they don't install with admin privs, then they should receive a prompt asking them for a target directory.

Just my opinion, but thought it was worth a discussion.

49
Feature requests / message when server shuts down
« on: 30 January 2016, 18:49:16 »
I noticed this again after filux and titi played. Titi was hosting. When he shut his server down, the screen freezes for ~5 seconds. Mouse pointer disappears.

I thought it would be good to have a message that pops up "Server shutting down, please wait..." or something to remind users (esp. new players) that their client isn't frozen.

50
MegaGlest / problem connecting to server and lobby chat
« on: 28 January 2016, 19:17:53 »
I thought it would be good to start a thread on this to keep track of any progress made on the issue, and for other users who may experience the same problem.

Player Kitten reports that while on her home network, she is unable to connect to an MG game server, and unable to connect to the lobby. She can get to the screen where the servers are listed.

Using the same computer, a Macbook running Mac OS 10.9.5, and the same installation of MG, she is able to connect on a different network.

Her home network uses Verizon as an ISP.

Through troubleshooting with her on IRC (she is *very* easy to work with!), I've determined the problem is either Verizon blocking outgoing ports (but found no information in search engines to verify this), or the router on her home network. Presently, she is not sure if she can gain access to the router to check for blocked outgoing ports.

A third possible reason may be that the firewall on her computer is set up to use different zones.

I have very little experience in configuring a firewall to use zones, but I know that zones can allow different types of access when the computer is connected to one network, but on another network the firewall rules may be different.

I suggest anyone who has experienced a similar problem reply to this forum post or contact the MG team : https://megaglest.org/contact


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