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Messages - andy_5995

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426
Maps, tilesets and scenarios / Map - Strip Mining
« on: 16 January 2016, 18:49:04 »


Left vs Right, 6 players max
Download Strip Mining V1.0

License: Public Domain

427
Closed bug reports / Re: Crash as game is won
« on: 15 January 2016, 21:54:52 »
Quote from: filux
Probably you should add this with some description to https://forum.megaglest.org/index.php?topic=9763.msg92197#msg92197
because it looks similar for first look.

Filux, Jammy, and myself were playing Long Way Ahead V1.2 and after about 30 minutes of battle, there was a crash.
Code: [Select]
$ megaglest
megaglest v3.12-dev
Compiled using: GNUC: 40902 [64bit] platform: Linux-X64 endianness: little
GIT: [Rev: 5387.e7a9c01] - using STREFLOP [SSE] - [no-denormals]
*ERROR* [2016-01-15 14:17:17] In [menu_state_custom_game.cpp::simpleTaskForMasterServer Line 3295] error checking response from masterserver elapsed seconds = 0.00 / 15
Response:
Trying to connect to '24.179.142.105' using port '61357'...
socket_connect() failed.
 Reason: (111) Connection refused
wrong router setup
** #2 Socket peek error for sock = -1 err = -1 lastSocketError = 104 mustGetData = 0
** #2 Socket peek error for sock = 19 err = 0 lastSocketError = 0 mustGetData = 0
IsConnected socket has disconnected sock = -1 err = 0 lastSocketError = 0
Game unique identifier is: f39acbf2-bbc4-11e5-b1b4-c58017f9f7d0
Auto Change resolution to (1360 x 768) from (800 x 600)
In [/home/andy/megaglest-git/megaglest-source/source/glest_game/main/main.cpp::handleSIGSEGV Line: 5861] Error detected: signal 11:
Error saved to logfile [/home/andy/.megaglest/error.log]
*ERROR* [2016-01-15 15:28:02] In [/home/andy/megaglest-git/megaglest-source/source/glest_game/main/main.cpp::handleRuntimeError Line: 642] [In [/home/andy/megaglest-git/megaglest-source/source/glest_game/main/main.cpp::handleSIGSEGV Line: 5861] Error detected: signal 11:
] gameInitialized = 1, program = 0x7f940464d310
*ERROR* [2016-01-15 15:28:03] In [/home/andy/megaglest-git/megaglest-source/source/glest_game/main/main.cpp::handleRuntimeError Line: 661] [In [/home/andy/megaglest-git/megaglest-source/source/glest_game/main/main.cpp::handleSIGSEGV Line: 5861] Error detected: signal 11:

Stack Trace:
megaglest:Glest::Game::ExceptionHandler::handleRuntimeError(char const*, bool)address [0x7f940258a052] line: 0
megaglest:Glest::Game::handleSIGSEGV(int)address [0x7f940258a3c3] line: 0
/lib/x86_64-linux-gnu/libc.so.6:()address [0x7f93fda9e180] line: 0
/lib/x86_64-linux-gnu/libc.so.6:()address [0x7f93fdaf972e] line: 0
megaglest:Shared::Graphics::PixelBufferWrapper::getPixelBufferFor(int, int, int, int, int)address [0x7f94029c7260] line: 0
megaglest:Shared::Graphics::BaseColorPickEntity::getPickedList(int, int, int, int, std::vector<Shared::Graphics::BaseColorPickEntity*, std::allocator<Shared::Graphics::BaseColorPickEntity*> > const&)address [0x7f94029d38b3] line: 0
megaglest:Glest::Game::Renderer::selectUsingColorPicking(std::vector<Glest::Game::Unit*, std::allocator<Glest::Game::Unit*> >&, Glest::Game::Object const*&, bool, Shared::Graphics::Vec2<int> const&, Shared::Graphics::Vec2<int> const&)address [0x7f940251e10c] line: 0
megaglest:Glest::Game::Renderer::computeSelected(std::vector<Glest::Game::Unit*, std::allocator<Glest::Game::Unit*> >&, Glest::Game::Object const*&, bool, Shared::Graphics::Vec2<int> const&, Shared::Graphics::Vec2<int> const&)address [0x7f940251e7d6] line: 0
megaglest:Glest::Game::Gui::computeSelected(bool, bool)address [0x7f94025472a0] line: 0
megaglest:Glest::Game::Gui::update()address [0x7f94025476f4] line: 0
megaglest:Glest::Game::Game::update()address [0x7f94024806b5] line: 0
megaglest:Glest::Game::Program::loopWorker()address [0x7f94025b20f4] line: 0
megaglest:Glest::Game::glestMain(int, char**)address [0x7f940259dcbf] line: 0
megaglest:Glest::Game::glestMainSEHWrapper(int, char**)address [0x7f94025a2292] line: 0
/lib/x86_64-linux-gnu/libc.so.6:__libc_start_main()address [0x7f93fda8ab45] line: 0
megaglest:()address [0x7f940236c95a] line: 0
]
Waiting for the following threads to exit [1]:
Thread index: 0 ptr [0x7f94066cde30] isBaseThread: 1, Name: [SimpleTaskThread]
Waiting for the following threads to exit [1]:
Thread index: 0 ptr [0x7f94066cde30] isBaseThread: 1, Name: [SimpleTaskThread]
Waiting for the following threads to exit [1]:
Thread index: 0 ptr [0x7f94066cde30] isBaseThread: 1, Name: [SimpleTaskThread]
Waiting for the following threads to exit [1]:
Thread index: 0 ptr [0x7f94066cde30] isBaseThread: 1, Name: [SimpleTaskThread]
Waiting for the following threads to exit [1]:
Thread index: 0 ptr [0x7f94066cde30] isBaseThread: 1, Name: [SimpleTaskThread]
Waiting for the following threads to exit [1]:
Thread index: 0 ptr [0x7f94066cde30] isBaseThread: 1, Name: [SimpleTaskThread]
Waiting for the following threads to exit [1]:
Thread index: 0 ptr [0x7f94066cde30] isBaseThread: 1, Name: [SimpleTaskThread]
Waiting for the following threads to exit [1]:
Thread index: 0 ptr [0x7f94066cde30] isBaseThread: 1, Name: [SimpleTaskThread]
Waiting for the following threads to exit [1]:
Thread index: 0 ptr [0x7f94066cde30] isBaseThread: 1, Name: [SimpleTaskThread]
Aborted

428
Maps, tilesets and scenarios / Map - Equilateral Mayhem 3x3
« on: 15 January 2016, 01:55:09 »
This map is 128x64. The screenshot below shows almost the entire map during play, using the tileset 'Autumn'.

Equilateral Mayhem V1.0
http://i63.tinypic.com/2v8ip9y.jpg


Code: [Select]
<br /><span xmlns:dct="http://purl.org/dc/terms/" href="http://purl.org/dc/dcmitype/Dataset" property="dct:title" rel="dct:type">Strip Mining</span> by <a xmlns:cc="http://creativecommons.org/ns#" href="http://megaglest.org/" property="cc:attributionName" rel="cc:attributionURL">Andrew G. Alt</a> is licensed under a <a rel="license" href="http://creativecommons.org/licenses/by-sa/4.0/">Creative Commons Attribution-ShareAlike 4.0 International License</a>.

429
Off topic / password strength philosophy
« on: 15 January 2016, 01:13:14 »
Opinions on this?

Quote
Which of the following two passwords is stronger,
more secure, and more difficult to crack?

D0g.....................

PrXyc.N(n4k77#L!eVdAfp9

You probably know this is a trick question, but the answer is: Despite the fact that the first password is HUGELY easier to use and more memorable, it is also the stronger of the two! In fact, since it is one character longer and contains uppercase, lowercase, a number and special characters, that first password would take an attacker approximately 95 times longer to find by searching than the second impossible-to-remember-or-type password!

Password Haystacks

431
Maps, tilesets and scenarios / Map - Long Way Ahead
« on: 14 January 2016, 21:56:28 »
I created a map. This is Long Way Ahead v1.0.

I read the instructions for going to photomode with F8, but that didn't work very well with my map because of it's proportion.
It's 512x32.

This is a screenshot from the map editor.

http://i67.tinypic.com/2rmb8gg.png

If anyone is interested in this map and would like to make edits to it, I am good with that.

This is my first MG map, so I'm sure there will be changes to it.


Code: [Select]
<br /><span xmlns:dct="http://purl.org/dc/terms/" href="http://purl.org/dc/dcmitype/Dataset" property="dct:title" rel="dct:type">Strip Mining</span> by <a xmlns:cc="http://creativecommons.org/ns#" href="http://megaglest.org/" property="cc:attributionName" rel="cc:attributionURL">Andrew G. Alt</a> is licensed under a <a rel="license" href="http://creativecommons.org/licenses/by-sa/4.0/">Creative Commons Attribution-ShareAlike 4.0 International License</a>.

432
Understood.

My post about FC23 can be disregarded. ;)

433
Feature requests / Re: game start count-down timer display
« on: 13 January 2016, 22:31:06 »
On the other hand making some attempt to solving this long standing issue (of how to get many players into a game at the same time) is definitely worth spending some energy on. Maybe tweaking this approach a little more will make it really good (but I'm not sure how, yet)?

I'll throw some idea out to help with the discussion.

First, a system where people can enter in times - or a range - when they are most likely to play. This system could just be a single forum thread, and then people can edit their answers at any time.

After a month, using the information from that post, try scheduling a few games around the most common time frames that people are available.

I don't see that any kind of formal "sign-up" sheet would be necessary. As you say, Tom, sometimes people forget or something comes up, so no reason that anybody has to commit.

For instance, if we see that several people will be available from 4pm-8pm (Time zones not needed for this example ;) ), post a schedule that a game will start at 5pm & 7pm.

So people see that, and if they can plan ahead, they are able to arrange to be in the lobby at those times. They know whoever can meet at those times will be there. Whoever shows up, plays. If there are lots of people, two or three games can be started at those times.

Another idea is to encourage people to post in the forums the times they are likely to be on. Other people will see "so-and-so" says he's often on daily at 6, or Saturdays at 3.

A third method would simply be to post in the server announcements something like "Headless server 3 will be starting a game at 5pm every day"

With all of these ideas, it has to be understood and agreed by regular participants to not start the server earlier than the times that have been posted.


434
MegaGlest / Re: Hello Topic
« on: 13 January 2016, 03:09:46 »
Hello, and welcome to all the new members. :)

435
Feature requests / Re: game start count-down timer display
« on: 13 January 2016, 03:05:56 »
I refer to this link for the quote that follows

How you and anyone can contribute to MegaGlest

Quote
Schedule and announce game events - yes, everybody can do this!, such as multi-player games for players in a given region in the world, tournaments etc. Announce it on the forums and we'll do our best to make it more widely known.

Because it's relevant to this thread, I simply wanted to make a note of it for forum readers.

436
MegaGlest / Re: >> MegaGlest 3.9.1 released <<
« on: 13 January 2016, 03:00:39 »
I wanted to suggest that this thread no longer needs to be pinned or sticky.

437
MegaGlest / Re: Snapshot / development builds
« on: 13 January 2016, 02:58:52 »
Tom, I ran  'MegaGlest-Installer-3.12-dev_x86_64_linux.run' (the installer) on a fresh installation of Fedora Core 23 x64.

The installer ran fine of course, but 'start_megaglest' gave me errors. Rather than installing libraries and trying to get it to work, I thought we might like to document the process from ground zero. Should I start a "Fedora Core" thread, and perhaps we can use the information later to update the wiki, if necessary? What do you think?


438
Do the latest snapshots work out of the box on Debian GNU/Linux 8 x86_64?

I tried a snapshot from the 10th (MegaGlest-Installer-3.12-dev_x86_64_linux). I installed, ran 'start_megaglest' and mg started up perfectly.

Bear in mind, I have all the deps installed already. My point being, someone who's never ran MG may still have to install the proper dependencies for it to run.

439
Feature requests / Re: recalling a marked spot on the map
« on: 13 January 2016, 02:08:12 »
Thanks, Tom. Can this topic be moved to "Feature Requests"?

440
I couldn't get mg 3.11.1 working on my 64-bit Debian 8 system. The instructions above fixed it.

441
Feature requests / recalling a marked spot on the map
« on: 11 January 2016, 22:13:59 »
I still have trouble being able automatically go to a place I have previously marked on the map.

I use F2 to mark, and told to enter a cell hint.

I can do that. A flag appears.

But when I want to go back to that position on the map, I can't.

I asked someone in the game once, and he said "F3". And F3 is what I remember seeing in the "hints"

But when I use F3, an X appears under my mouse pointer.

I would like to be able to mark a spot on the map, and then use a key to go back to that spot quickly.

In the MG option, under Keyboard Setup, F3 is set to "bookmarkremove". How do I recall the bookmark?

442
I understand, thank you for the explanation, Omega.

443
MegaGlest / Re: cmd arg to change default config directory
« on: 9 January 2016, 20:47:18 »
Thanks for the HOWTO, Tom.

Apparently $HOME couldn't be used after --ini-path because the path following that argument must be a relative path, not an absolute path.

I reference this thread:
ini-path argument using relative path

444
Those are points worth mentioning. Here's something Jeremy mentioned regarding "other" games:

Quote
While we have no plan to add "Other" as an option, members are highly encouraged to suggest nominees in the thread related to each poll. This both allows others members to discover new projects and has the potential to get the suggestion added to the poll.

--jeremy

Welcome to the 2015 LinuxQuestions.org Members Choice Awards

445
Off topic / Re: 2015 FOSS game round-up
« on: 9 January 2016, 20:32:06 »
Cool thread, John, thanks. I think the only new game I tried in 2015 was MegaGlest. :)

446
How to do this? If we will assume absolute path as default (maybe less confusing). Example:
Code: [Select]
--ini-path=/home/andy/.megaglest-git/mk/linux/
--ini-path=rel,./
Easy to document, easy to remember, easy to use.

... and I probably finished with this topic because I have a feeling that I am feeding ... :silence:

For absolute, I was thinking something like
Code: [Select]
--ini-path=~/.megaglest-git
But I was looking for a way to specify a different config directory, not simply use a different ini, so I don't really feel a need to discuss this further. Thanks for the replies, gentlemen. :)

As a matter of opinion, I am simply used to being able to use relative or absolute. Interesting discussion, though some of it was lost on me. :) I've done very little coding in the last three years, and I never became an expert.


447
MegaGlest / Re: cmd arg to change default config directory
« on: 8 January 2016, 19:27:22 »
Thank you, filux

448
MegaGlest / Re: cmd arg to change default config directory
« on: 5 January 2016, 22:44:50 »
Thanks for the reply, Tom, but that data dir is not the same as the userData dir.

Quote
#2 An error occurred and MegaGlest will close.
Error msg = [Regular and User data paths cannot have the same value [../../../../.megaglest-git/]

But perhaps the first question I should have asked: Can I use the same user data dir (~/.megaglest) for 3.11.1 as I do for the development version?

I could hard-code the user data dir into the source code, if I knew which source file to edit. I looked through several yesterday but couldn't find it.

Cheers!

449
Closed bug reports / [fixed] Crash as game is won
« on: 4 January 2016, 02:58:40 »
Quote
megaglest v3.12-dev
Compiled using: GNUC: 40902 platform: Linux endianness: little
GIT: [Rev: 5356.f3e96a6] - using STREFLOP [SSE] - [no-denormals]

I was playing scenario Beginner 1. I believe I was about to get the message that I won, but instead, the game crashed. I think I had destroyed the entire enemy base, but not positive. This is the error log:
Quote
[2016-01-03 20:44:56] Runtime Error information:
======================================================
In [/home/andy/megaglest-git/megaglest-source/source/glest_game/main/main.cpp::handleSIGSEGV Line: 5763] Error detected: signal 11:

Stack Trace:
./megaglest:Glest::Game::ExceptionHandler::handleRuntimeError(char const*, bool)address [0xb6e48caa] line: 0
./megaglest:()address [0xb6e48fb1] line: 0
linux-gate.so.1:__kernel_sigreturn()address [0xb6982d1c] line: 0
/lib/i386-linux-gnu/i686/cmov/libc.so.6:()address [0xb5eb2c80] line: 0
./megaglest:Shared::Graphics::PixelBufferWrapper::getPixelBufferFor(int, int, int, int, int)address [0xb725a4e1] line: 0
./megaglest:Shared::Graphics::BaseColorPickEntity::getPickedList(int, int, int, int, std::vector<Shared::Graphics::BaseColorPickEntity*, std::allocator<Shared::Graphics::BaseColorPickEntity*> > const&)address [0xb7266542] line: 0
./megaglest:Glest::Game::Renderer::selectUsingColorPicking(std::vector<Glest::Game::Unit*, std::allocator<Glest::Game::Unit*> >&, Glest::Game::Object const*&, bool, Shared::Graphics::Vec2<int> const&, Shared::Graphics::Vec2<int> const&)address [0xb6de08b4] line: 0
./megaglest:Glest::Game::Renderer::computeSelected(std::vector<Glest::Game::Unit*, std::allocator<Glest::Game::Unit*> >&, Glest::Game::Object const*&, bool, Shared::Graphics::Vec2<int> const&, Shared::Graphics::Vec2<int> const&)address [0xb6de0d91] line: 0
./megaglest:Glest::Game::Gui::computeSelected(bool, bool)address [0xb6e080d5] line: 0
./megaglest:Glest::Game::Gui::update()address [0xb6e08627] line: 0
./megaglest:Glest::Game::Game::update()address [0xb6d4bdbf] line: 0
./megaglest:Glest::Game::Program::loopWorker()address [0xb6e6d2c7] line: 0
./megaglest:Glest::Game::glestMain(int, char**)address [0xb6e56072] line: 0
./megaglest:Glest::Game::glestMainSEHWrapper(int, char**)address [0xb6e5e1a8] line: 0
./megaglest:main()address [0xb6c3fc7f] line: 0
/lib/i386-linux-gnu/i686/cmov/libc.so.6:__libc_start_main()address [0xb5d9ba63] line: 0
./megaglest:()address [0xb6c46957] line: 0

This was the terminal output:
Quote
./megaglest
megaglest v3.12-dev
Compiled using: GNUC: 40902 platform: Linux endianness: little
GIT: [Rev: 5356.f3e96a6] - using STREFLOP [SSE] - [no-denormals]
mgtest@asus:~/megaglest-git/megaglest-source/mk/linux$ ./megaglest
megaglest v3.12-dev
Compiled using: GNUC: 40902 platform: Linux endianness: little
GIT: [Rev: 5356.f3e96a6] - using STREFLOP [SSE] - [no-denormals]
Game unique identifier is: a8cab710-b28a-11e5-a913-67f19378f672
Auto Change resolution to (1280 x 768) from (800 x 600)
Auto Change resolution to (1280 x 768) from (800 x 600)
Auto Change resolution to (1280 x 768) from (800 x 600)
In [/home/andy/megaglest-git/megaglest-source/source/glest_game/main/main.cpp::handleSIGSEGV Line: 5763] Error detected: signal 11:
Error saved to logfile [/home/mgtest/.megaglest/error.log]
*ERROR* [2016-01-03 20:44:55] In [/home/andy/megaglest-git/megaglest-source/source/glest_game/main/main.cpp::handleRuntimeError Line: 641] [In [/home/andy/megaglest-git/megaglest-source/source/glest_game/main/main.cpp::handleSIGSEGV Line: 5763] Error detected: signal 11:
] gameInitialized = 1, program = 0xb8a08818
*ERROR* [2016-01-03 20:44:56] In [/home/andy/megaglest-git/megaglest-source/source/glest_game/main/main.cpp::handleRuntimeError Line: 660] [In [/home/andy/megaglest-git/megaglest-source/source/glest_game/main/main.cpp::handleSIGSEGV Line: 5763] Error detected: signal 11:

Stack Trace:
./megaglest:Glest::Game::ExceptionHandler::handleRuntimeError(char const*, bool)address [0xb6e48caa] line: 0
./megaglest:()address [0xb6e48fb1] line: 0
linux-gate.so.1:__kernel_sigreturn()address [0xb6982d1c] line: 0
/lib/i386-linux-gnu/i686/cmov/libc.so.6:()address [0xb5eb2c80] line: 0
./megaglest:Shared::Graphics::PixelBufferWrapper::getPixelBufferFor(int, int, int, int, int)address [0xb725a4e1] line: 0
./megaglest:Shared::Graphics::BaseColorPickEntity::getPickedList(int, int, int, int, std::vector<Shared::Graphics::BaseColorPickEntity*, std::allocator<Shared::Graphics::BaseColorPickEntity*> > const&)address [0xb7266542] line: 0
./megaglest:Glest::Game::Renderer::selectUsingColorPicking(std::vector<Glest::Game::Unit*, std::allocator<Glest::Game::Unit*> >&, Glest::Game::Object const*&, bool, Shared::Graphics::Vec2<int> const&, Shared::Graphics::Vec2<int> const&)address [0xb6de08b4] line: 0
./megaglest:Glest::Game::Renderer::computeSelected(std::vector<Glest::Game::Unit*, std::allocator<Glest::Game::Unit*> >&, Glest::Game::Object const*&, bool, Shared::Graphics::Vec2<int> const&, Shared::Graphics::Vec2<int> const&)address [0xb6de0d91] line: 0
./megaglest:Glest::Game::Gui::computeSelected(bool, bool)address [0xb6e080d5] line: 0
./megaglest:Glest::Game::Gui::update()address [0xb6e08627] line: 0
./megaglest:Glest::Game::Game::update()address [0xb6d4bdbf] line: 0
./megaglest:Glest::Game::Program::loopWorker()address [0xb6e6d2c7] line: 0
./megaglest:Glest::Game::glestMain(int, char**)address [0xb6e56072] line: 0
./megaglest:Glest::Game::glestMainSEHWrapper(int, char**)address [0xb6e5e1a8] line: 0
./megaglest:main()address [0xb6c3fc7f] line: 0
/lib/i386-linux-gnu/i686/cmov/libc.so.6:__libc_start_main()address [0xb5d9ba63] line: 0
./megaglest:()address [0xb6c46957] line: 0
]
Segmentation fault

450
MegaGlest / cmd arg to change default config directory
« on: 4 January 2016, 01:54:07 »
How can I change the default config directory from the command line when I start megaglest? For testing, I'd like to specify something other than ~/.megaglest

I searched the wiki and forum, and looked at the --help options but didn't see the answer.

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