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Messages - andy_5995

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351
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

352
Thanks for your feedback MuwuM.

I see the other scenarios use -- for the comments; that's why I chose to use that format. I changed some of the variables as you suggested.

There really is not much difference between this scenario and that of a normal game. The main difference is that the Egypt faction has to build a pyramid, so can't assist until a little later in the game.

I haven't had any really good ideas yet for a scenario and not yet familiar with all the commands available, so this first one isn't very complex.

Here is the update for it:
Code: [Select]
<?xml version="1.0" standalone="yes" ?>
<scenario>
--Grandezza Peril 1c
--This text file should go into ~/.megaglest/scenarios/grandezza_peril/grandezza_peril.xml
--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="romans" team="1"/>
<player control="cpu-mega" 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

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

--create workers
for playerNum=0, 1 do
for i=1, 4 do
createUnit('worker', playerNum, startLocation(playerNum))
end
end

for i=1, 4 do
createUnit('slave', 2, startLocation(2))
end



--create defense towers for Team 1
createUnit('defense_tower', 0, startLocation(0))
createUnit('beehive', 1, startLocation(1))
createUnit('guard_tower', 2, startLocation(2))




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


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

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



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

--The pyramid is located to the far right on player 0's base
--forcing the Egyptians (far left) to build a new one closer to home.
createUnit('pyramid', 3, startLocation(7))

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


</startup>



</scripts>
</scenario>

353
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>


354
In the meantime, I've made a couple of my own key bindings

I set up keyboard shortcuts to execute these scripts:

Alt-1 will run this script during the game:
Code: [Select]
#!/bin/sh
# 1st-unit.sh 20160425.1
# After a building has been selected, will move the mouse to
# the first unit and simulate a single-mouse click.
#
# This uses 'xmacroplay', included in the "xmacro" package found
# in most *nix distributions.
# The x & y coordinates for MotionNotify will depend on the
# players resolution, and can be found using xmacrorec2 from
# the "xmacro" package.

echo -e  "MotionNotify 1112 239" | /usr/bin/xmacroplay :0
echo -e "ButtonPress 1" | /usr/bin/xmacroplay :0
echo -e "ButtonRelease 1" | /usr/bin/xmacroplay :0

exit $?

assigned to Alt-4
Code: [Select]
#!/bin/sh
# 4clicks.sh 20160425.1
# simulate left-click 4 times
#

for i in 1 2 3 4

do

  echo -e "ButtonPress 1" | /usr/bin/xmacroplay :0
  echo -e "ButtonRelease 1" | /usr/bin/xmacroplay :0
  sleep 1s

done
exit $?

355
MegaGlest / Re: speed up build time with distcc
« on: 10 April 2016, 04:15:41 »
No, not Intel mobile versions.

# hdparm -t /dev/sda

/dev/sda:
 Timing buffered disk reads: 366 MB in  3.01 seconds = 121.57 MB/sec

I still have gcc (Ubuntu 4.8.4-2ubuntu1~14.04.1) 4.8.4
AMD Phenom(tm) II X4 965 Processor 3.4 Ghz + a normal harddisk ( no SSD )

For me it takes 3:20 to compile.

Dow you have intel mobile versions or why are they running so slow ?


356
MegaGlest / Re: Unable to see units during night.
« on: 10 April 2016, 02:14:06 »
I changed my brightness setting to 3.0 but nothing changed.

Debian 8 64
MG stable version and GIT



It worked when I tried it in Windows 10 though.

357
MegaGlest / Re: speed up build time with distcc
« on: 8 April 2016, 16:39:59 »
Seems like gcc5 isn't on Debian stable yet.

version info:
gcc (Debian 4.9.2-10) 4.9.2

Yes, I'm using build-mg.sh from mk/linux, and it's using all 4 cores.


358
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

359
MegaGlest / Re: A new challenge
« on: 12 March 2016, 18:56:41 »
Nice! Congratulations :)

360
For general reference, the github ticket for this at https://github.com/MegaGlest/megaglest-source/issues/111

361
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.


362
Bug reports / Re: MG-3.12.0, Crash mid-game on andy_5995's Server
« on: 11 February 2016, 06:16:58 »
As a reminder, I've been running my own build since almost the day I started playing.

This is the output from linux/support/system_report:
http://pastebin.com/SeFmjjtA

And my build output:

Code: [Select]
CPU cores detected: 4
CPU cores to be used: 4
We have detected the following system:
 [ Debian ] [ 8.3 ] [ jessie ] [ x86_64 ]
Turning ON dynamic FTGL, LUA, JPEG, PNG ... and forcing use the embedded IRCCLIENT
Calling cmake with EXTRA_CMAKE_OPTIONS =  -DSTATIC_FontConfig=OFF -DSTATIC_FTGL=OFF -DSTATIC_LUA=OFF -DSTATIC_JPEG=OFF -DSTATIC_PNG=OFF -DSTATIC_OGG=OFF -DFORCE_USE_EMBEDDED_Ircclient=ON
-- The C compiler identification is GNU 4.9.2
-- The CXX compiler identification is GNU 4.9.2
-- Check for working C compiler: /usr/bin/cc
-- Check for working C compiler: /usr/bin/cc -- works
-- Detecting C compiler ABI info
-- Detecting C compiler ABI info - done
-- Check for working CXX compiler: /usr/bin/c++
-- Check for working CXX compiler: /usr/bin/c++ -- works
-- Detecting CXX compiler ABI info
-- Detecting CXX compiler ABI info - done
-- CMAKE_SOURCE_DIR = /home/andy/src/megaglest-3.12.0
-- Build type for this compile will be: RelWithDebInfo
-- Determining version number system type to use:
-- ** Trying 3 part versioning
-- Detected MegaGlest Version is [v3.12.0]
-- Detected GNUC Compiler...
-- *NOTE: Checking for max SSE LEVEL [1]
-- Max SSE desired: [1]
-- Performing Test HAS_SSE3_EXTENSIONS
-- Performing Test HAS_SSE3_EXTENSIONS - Success
-- Performing Test HAS_SSE2_EXTENSIONS
-- Performing Test HAS_SSE2_EXTENSIONS - Success
-- Performing Test HAS_SSE_EXTENSIONS
-- Performing Test HAS_SSE_EXTENSIONS - Success
-- Found SSE extensions, using flags: -msse -mfpmath=sse
-- *NOTE: using SSE for STREFLOP.
-- Performing Test HAS_GCC_BACKTRACE
-- Performing Test HAS_GCC_BACKTRACE - Success
-- Found GCC backtrace lib, will support backtraces
-- Found Git: /usr/bin/git (found version "2.1.4")
-- *NOTE: NOT USING a Custom Data Install Path...
-- CMAKE_CXX_FLAGS_RELWITHDEBINFO: -O3 -O2 -g -DNDEBUG -g -O3 
-- **Found game source code.
-- Will try to build MegaGlest shared library
-- Found OpenSSL: /usr/lib/x86_64-linux-gnu/libssl.so;/usr/lib/x86_64-linux-gnu/libcrypto.so (found version "1.0.1k")
-- Found CURL: /usr/lib/x86_64-linux-gnu/libcurl.so (found version "7.38.0")
-- CURL RET = 0 libs: [/usr/lib/x86_64-linux-gnu/libcurl.a -fPIE -pie -Wl,-z,relro -Wl,-z,now -Wl,--as-needed -lidn -lrtmp -lssh2 -lnettle -lgnutls -L/usr/lib/x86_64-linux-gnu/mit-krb5 -Wl,-z,relro -lgssapi_krb5 -lkrb5 -lk5crypto -lcom_err -llber -llber -lldap -lz]
-- #2 CURL RET = 0, using CURL static libs
-- Looking for include file pthread.h
-- Looking for include file pthread.h - found
-- Looking for pthread_create
-- Looking for pthread_create - not found
-- Looking for pthread_create in pthreads
-- Looking for pthread_create in pthreads - not found
-- Looking for pthread_create in pthread
-- Looking for pthread_create in pthread - found
-- Found Threads: TRUE 
-- Found SDL2: /usr/lib/x86_64-linux-gnu/libSDL2main.a;/usr/lib/x86_64-linux-gnu/libSDL2.so;-lpthread 
-- Looking for XOpenDisplay in /usr/lib/x86_64-linux-gnu/libX11.so;/usr/lib/x86_64-linux-gnu/libXext.so
-- Looking for XOpenDisplay in /usr/lib/x86_64-linux-gnu/libX11.so;/usr/lib/x86_64-linux-gnu/libXext.so - found
-- Looking for gethostbyname
-- Looking for gethostbyname - found
-- Looking for connect
-- Looking for connect - found
-- Looking for remove
-- Looking for remove - found
-- Looking for shmat
-- Looking for shmat - found
-- Looking for IceConnectionNumber in ICE
-- Looking for IceConnectionNumber in ICE - found
-- Found X11: /usr/lib/x86_64-linux-gnu/libX11.so
-- Found OpenGL: /usr/lib/x86_64-linux-gnu/libGL.so 
-- Found OpenAL: /usr/lib/x86_64-linux-gnu/libopenal.so 
-- Found Lua: /usr/lib/x86_64-linux-gnu/liblua5.2.so;/usr/lib/x86_64-linux-gnu/libm.so (found version "5.2.3")
-- Found JPEG: /usr/lib/x86_64-linux-gnu/libjpeg.so 
-- Found ZLIB: /usr/lib/x86_64-linux-gnu/libz.so (found version "1.2.8")
-- Found PNG: /usr/lib/x86_64-linux-gnu/libpng.so (found version "1.2.50")
-- FONTCONFIG was not found. Make sure FONTCONFIG_LIBRARY and FONTCONFIG_INCLUDE_DIR are set.
-- Found Freetype: /usr/lib/x86_64-linux-gnu/libfreetype.so (found version "2.5.2")
-- Found FTGL libraries at /usr/lib/x86_64-linux-gnu/libftgl.so and includes at /usr/include
-- **NOTE: FTGL font support was detected and enabled.
-- Found GLEW: /usr/include 
-- GLEW_LIBRARY: /usr/lib/x86_64-linux-gnu/libGLEW.so
-- Found PkgConfig: /usr/bin/pkg-config (found version "0.28")
-- checking for module 'libvlc'
--   found libvlc, version 2.2.1
-- Found LibVLC include-dir path: [/usr/include]
-- Found LibVLC library path: [/usr/lib/libvlc.so]
-- Found LibVLCcore library path: [LIBVLCCORE_LIBRARY-NOTFOUND]
-- LIBVLC version: 2.2.1
-- **WARNING: LIBVLC NOT found so videos are NOT supported.
-- ** Searching for library: FriBiDi...
-- checking for one of the modules 'glib-2.0'
-- Found GLib2: glib-2.0 /usr/include/glib-2.0;/usr/lib/x86_64-linux-gnu/glib-2.0/include
-- Looking for include file glib/gregex.h
-- Looking for include file glib/gregex.h - not found
-- Looking for fribidi_utf8_to_unicode in fribidi
-- Looking for fribidi_utf8_to_unicode in fribidi - found
-- Looking for fribidi_charset_to_unicode in fribidi
-- Looking for fribidi_charset_to_unicode in fribidi - found
-- Using FriBiDi: /usr/lib/x86_64-linux-gnu/libfribidi.so
-- BREAKPAD_ROOT=/home/andy/src/megaglest-3.12.0/mk/linux/../../google-breakpad/ Operating system: linux
-- BREAKPAD_INCLUDE_DIR=BREAKPAD_INCLUDE_DIR-NOTFOUND
-- ** WARNING: Could not find GoogleBreakpad. Disabling GoogleBreakpad support.
-- Looking for miniupnpc...
-- Found MINIUPNP: /usr/lib/x86_64-linux-gnu/libminiupnpc.a 
-- Found the miniupnpc headers at /usr/include/miniupnpc
-- Performing Test MINIUPNPC_VERSION_1_7_OR_HIGHER
-- Performing Test MINIUPNPC_VERSION_1_7_OR_HIGHER - Success
-- Found miniupnpc version is v1.7 or higher
-- *** Using miniupnpc lib found in [/usr/include/miniupnpc] MINIUPNP_FOUND [TRUE] MINIUPNP_LIBRARY [/usr/lib/x86_64-linux-gnu/libminiupnpc.a]
-- **No macros required for miniupnpc version
-- *** Using EMBEDDED libircclient because it was forced by option
-- Performing Test HAS_LIBIRCCLIENT_1_6
-- Performing Test HAS_LIBIRCCLIENT_1_6 - Failed
-- EXTERNAL_LIBS = [-Bstatic /usr/lib/x86_64-linux-gnu/libcurl.a -fPIE -pie -Wl,-z,relro -Wl,-z,now -Wl,--as-needed -lidn -lrtmp -lssh2 -lnettle -lgnutls -L/usr/lib/x86_64-linux-gnu/mit-krb5 -Wl,-z,relro -lgssapi_krb5 -lkrb5 -lk5crypto -lcom_err -llber -llber -lldap -lz;/usr/lib/x86_64-linux-gnu/libssl.so;/usr/lib/x86_64-linux-gnu/libSDL2main.a;/usr/lib/x86_64-linux-gnu/libSDL2.so;-lpthread;/usr/lib/x86_64-linux-gnu/libGLU.so;/usr/lib/x86_64-linux-gnu/libGL.so;/usr/lib/x86_64-linux-gnu/libSM.so;/usr/lib/x86_64-linux-gnu/libICE.so;/usr/lib/x86_64-linux-gnu/libX11.so;/usr/lib/x86_64-linux-gnu/libXext.so;/usr/lib/x86_64-linux-gnu/libSM.so;/usr/lib/x86_64-linux-gnu/libICE.so;/usr/lib/x86_64-linux-gnu/libX11.so;/usr/lib/x86_64-linux-gnu/libXext.so;/usr/lib/x86_64-linux-gnu/libopenal.so;/usr/lib/x86_64-linux-gnu/liblua5.2.so;/usr/lib/x86_64-linux-gnu/libm.so;dl;/usr/lib/x86_64-linux-gnu/libjpeg.so;/usr/lib/x86_64-linux-gnu/libpng.so;/usr/lib/x86_64-linux-gnu/libftgl.so;/usr/lib/x86_64-linux-gnu/libfreetype.so;/usr/lib/x86_64-linux-gnu/libGLEW.so;/usr/lib/x86_64-linux-gnu/libfribidi.so;glib-2.0;/usr/lib/x86_64-linux-gnu/libminiupnpc.a]
-- Will try to build MegaGlest game
-- OGG/Vorbis includes: /usr/include
-- OGG library        : /usr/lib/x86_64-linux-gnu/libogg.so
-- Vorbis library     : /usr/lib/x86_64-linux-gnu/libvorbis.so
-- Vorbis file library: /usr/lib/x86_64-linux-gnu/libvorbisfile.so
-- CURL RET = 0 libs: [/usr/lib/x86_64-linux-gnu/libcurl.a -fPIE -pie -Wl,-z,relro -Wl,-z,now -Wl,--as-needed -lidn -lrtmp -lssh2 -lnettle -lgnutls -L/usr/lib/x86_64-linux-gnu/mit-krb5 -Wl,-z,relro -lgssapi_krb5 -lkrb5 -lk5crypto -lcom_err -llber -llber -lldap -lz]
-- #2 CURL RET = 0, using CURL static libs
-- GLEW_LIBRARY: /usr/lib/x86_64-linux-gnu/libGLEW.so
-- Found LibVLC include-dir path: [/usr/include]
-- Found LibVLC library path: [/usr/lib/libvlc.so]
-- Found LibVLCcore library path: [LIBVLCCORE_LIBRARY-NOTFOUND]
-- **WARNING: LIBVLC NOT found so videos are NOT supported.
-- ***Note: The final output path for the MegaGlest engine will be [/home/andy/src/megaglest-3.12.0/mk/linux/]
-- BREAKPAD_ROOT=/home/andy/src/megaglest-3.12.0/mk/linux/../../google-breakpad/ Operating system: linux
-- BREAKPAD_INCLUDE_DIR=BREAKPAD_INCLUDE_DIR-NOTFOUND
-- ** WARNING: Could not find GoogleBreakpad. Disabling GoogleBreakpad support.
-- Will try to build MegaGlest map editor
-- Found wxWidgets: TRUE 
--  wxWidgets: /usr/lib/x86_64-linux-gnu/wx/include/gtk2-unicode-3.0;/usr/include/wx-3.0 ;/;  -L/usr/lib/x86_64-linux-gnu;-pthread;;;-lwx_gtk2u_gl-3.0;-lwx_gtk2u_core-3.0;-lwx_baseu-3.0
-- ***Note: The final output path for MegaGlest Map Editor will be [/home/andy/src/megaglest-3.12.0/mk/linux/]
-- Will try to build MegaGlest model viewer
-- GLEW_LIBRARY: /usr/lib/x86_64-linux-gnu/libGLEW.so
--  wxWidgets: /usr/lib/x86_64-linux-gnu/wx/include/gtk2-unicode-3.0;/usr/include/wx-3.0 ;/;  -L/usr/lib/x86_64-linux-gnu;-pthread;;;-lwx_gtk2u_gl-3.0;-lwx_gtk2u_core-3.0;-lwx_baseu-3.0
-- ***Note: The final output path for MegaGlest G3d Viewer will be [/home/andy/src/megaglest-3.12.0/mk/linux/]
-- Will try to build MegaGlest model import/export tools
-- Found LibXml2: /usr/lib/x86_64-linux-gnu/libxml2.so (found version "2.9.1")
-- Will try to build MegaGlest unit tests
-- Found CPPUNIT: /usr/lib/x86_64-linux-gnu/libcppunit.so 
-- ** Searching for library: FriBiDi...
-- Using FriBiDi: /usr/lib/x86_64-linux-gnu/libfribidi.so
-- EXTERNAL_LIBS = [/usr/lib/x86_64-linux-gnu/libcppunit.so;/usr/lib/x86_64-linux-gnu/libSDL2main.a;/usr/lib/x86_64-linux-gnu/libSDL2.so;-lpthread;/usr/lib/x86_64-linux-gnu/libfribidi.so;glib-2.0]
-- ***Note: The final output path for the MegaGlest engine will be [/home/andy/src/megaglest-3.12.0/mk/linux/]
-- =====> Found Define: CURL_STATICLIB
-- =====> Found Define: STREFLOP_SSE
-- =====> Found Define: HAS_GCC_BACKTRACE
-- Configuring done
-- Generating done
-- Build files have been written to: /home/andy/src/megaglest-3.12.0/mk/linux/build
==================> About to call make with 4 cores... <==================
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363
MegaGlest / Re: problem connecting to server and lobby chat
« on: 10 February 2016, 17:52:54 »
titi, I posted it here to see if anyone else thought there was another reason, something I'd missed, to "double-check" my troubleshooting. My intention was to be helpful, not to annoy you by posting a useless thread. :)

And I thought by posting this thread, it had the potential to help other people who may have similar issues in the future.

Any "work-around" I had meant to ask about was suggestions about other ports I could try running my server on to help Kitten connect.

I haven't seen her around the lobby for a while though, so I don't really know if she plans to play again.

Since I posted, one other possible reason for the blocking that occurred to me was that she might connect through a proxy server on her home network.

364
Closed bug reports / Re: crash during gameplay 3.12.0
« on: 9 February 2016, 19:36:15 »
I"m sorry, this thread can be deleted. I probably didn't restart MG after adding a map.

365
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 ;)


366
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.

367
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


368
Here's another idea for a ranking system:

A player scores 10,000 points, he gets a ranking of 1

He plays a few more games, another 20,000 points gets him a ranking of 2

40,000 gets him a ranking of 3

80,000 = 4

160,000 = 5

320,000 = 6

369
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.

370
MegaGlest / Re: MG on Slackware
« on: 31 January 2016, 18:06:50 »
After I created the symlink as mentioned in the LQ post (above), the installer executed and completed.

I haven't yet installed the dependencies for the game to run yet.

I expect to be able to get them using sbopkg and the Slackbuilds repository.

However, I'm going to make a note here about pre-built Slackware packages that aren't included with the Slackware distribution.

Here is a repo of many such packages, and other Slack-related scripts and information:
http://www.slackware.com/~alien/
Quote
Hi! I am Eric Hameleers, or Alien BOB as I am called on various Slackware forums & channels. I am a long time Slackware user, part of the Slackware team, but I am not a Slackware employee. You'll find scripts I wrote here, lots of Slackware packages, their build scripts, and several articles I wrote for my Wiki of course.
All of what I make available here is not official Slackware-released software. Do not bug Pat about what you download from my homepage (other than to tell him he should include my packages in the official Slackware distribution if you like them :-)

371
Maps, tilesets and scenarios / Re: Map - Strip Mining
« on: 31 January 2016, 04:05:43 »

372
MegaGlest / Re: MG on Slackware
« on: 31 January 2016, 03:57:59 »
Some nice person posted a quick and easy fix for this in the LQ thread I linked to above.

Next time I boot to Slack, I'll give it a try.

373
1. We somehow need to block complete newbies from playing multiplayer!

Suggestion how to achieve this:
1. we need a scenario that comes up whenever a noob tries to play multiplayer. We do not unlock the real internet menu if the newbie does not win this scenario. In the scenario we shoudl maybe record the fps somehow. If he just gets an average of below 30 or 40fps  we tell him that his hardware is too bad to play multiplayer.

Similar to your suggestion: have a rating level for that user stored locally in the userDataPath. If he or she completes the tutorial, or win any one of the "easy" scenarios their rating would be high enough to play a multi-player game.

In the scenarios menu, only display "easy" scenarios. When his or her rating increases, unlock the difficult scenarios.

You'd also have lock out the option to 'publish on master server' from the LAN game setup screen.

Maybe a good approach would be to not lock or disable anything, but have a rating displayed next to their name. That way, other players can make the choice whether or not to try playing with the new user.

For instance, my name would show as 'andy_5995(3).

In game setup/hosting, a box to check: 'allow newbies'?

As for computer specs, while I'm not a coder, I like the idea of recording fps rather than probing their hardware.

Perhaps a ping test could be enabled. I wouldn't even mind if MG did a ping test for *me* before trying to start an MP game. If ping is too low, cout a message saying something similar to "Your network may not support an MP Game at this time. Try again later, or play now?"

374
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.

375
MegaGlest / Re: MG on Slackware
« on: 30 January 2016, 17:37:51 »
The 3.12.0 installer doesn't execute on Slackware 14.2b.

error while loading shared libraries: libtinfo.so.5: cannot open shared object file

14.2b is slackware current. They are approaching a stable release.

The libtinfo discussion is at http://www.linuxquestions.org/questions/showthread.php?p=5490389

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