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Topics - John.d.h

Pages: 1 [2] 3 4 5
26
Bug reports / Freeze, git-master stuck at loading screen
« on: 27 May 2011, 10:09:29 »
I wish I would have taken note of what the console said... something about some variable failing to be in such-and-such a range.  I had just quit a game playing as the Dwarves vs. Tech on the map "In The Forest" (I quit because maps that size or bigger strain my machine) and this happened when restarting in "Valley of Death".

Code: [Select]
[URL=http://img17.imageshack.us/i/glestadvcrash27may20110.jpg/][IMG]http://img17.imageshack.us/img17/5941/glestadvcrash27may20110.th.jpg[/img][/URL]
Code: [Select]
Crash
Version: Advanced Engine git-master
Built: May 13 2011
Time: Fri May 27 05:58:40 2011
Description: SIGABRT:
Address: 0x5b51
Backtrace:
/home/john/glestae_git/build/source/game/glestadv(_ZN6Shared8Platform24PlatformExceptionHandler7handlerEiP7siginfoPv+0x301) [0x8518e77]
[0x3c340c]
[0x3c3416]
/lib/libc.so.6(gsignal+0x51) [0x5e3941]
/lib/libc.so.6(abort+0x182) [0x5e6e42]
/lib/libc.so.6(__assert_fail+0xf8) [0x5dc8e8]
/home/john/glestae_git/build/source/game/glestadv() [0x828113f]
/home/john/glestae_git/build/source/game/glestadv(_ZNK5Glest3Sim3Map7getTileERKN6Shared4Math4Vec2IiEE+0x24) [0x8281164]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest8Graphics8Renderer17renderObjectsFastEb+0x21a) [0x8324726]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest8Graphics8Renderer15computeSelectedERSt6vectorIPNS_8Entities4UnitESaIS5_EERPKNS3_9MapObjectERKN6Shared4Math4Vec2IiEESI_+0x206) [0x8320942]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest3Gui13UserInterface13computeTargetERKN6Shared4Math4Vec2IiEERS5_RSt6vectorIPNS_8Entities4UnitESaISC_EEb+0x7a) [0x83536cc]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest3Gui13UserInterface13mouseDownLeftEii+0x5f) [0x834c113]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest3Gui9GameState13mouseDownLeftEii+0x33) [0x82f89d1]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest4Main7Program9mouseDownEN6Shared8Platform11MouseButtonENS2_4Math4Vec2IiEE+0x51) [0x835ed75]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest7Widgets12WidgetWindow14eventMouseDownEiiN6Shared8Platform11MouseButtonE+0x1b9) [0x84a279b]
/home/john/glestae_git/build/source/game/glestadv(_ZN6Shared8Platform6Window15handleMouseDownE9SDL_Event+0x202) [0x851ba4e]
/home/john/glestae_git/build/source/game/glestadv(_ZN6Shared8Platform6Window11handleEventEv+0xbf) [0x851b31d]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest4Main7Program4loopEv+0x289) [0x835eca9]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest4Main9glestMainEiPPc+0x33f) [0x835854d]
/home/john/glestae_git/build/source/game/glestadv(main+0x79) [0x835888a]
/lib/libc.so.6(__libc_start_main+0xe7) [0x5cfce7]
/home/john/glestae_git/build/source/game/glestadv() [0x8274621]

=======================

27
Bug reports / Bug?: git-master, camera cycle not working
« on: 27 May 2011, 01:53:34 »
F is not doing what it used to.

28
or alternatively, "Crash: git-master, while kicking ass 8)"

Code: [Select]
Crash
Version: Advanced Engine git-master
Built: May 13 2011
Time: Wed May 25 04:34:57 2011
Description: SIGSEGV: address not mapped to object
Address: 0x204
Backtrace:
/home/john/glestae_git/build/source/game/glestadv(_ZN6Shared8Platform24PlatformExceptionHandler7handlerEiP7siginfoPv+0x301) [0x852323f]
[0x8d640c]
/home/john/glestae_git/build/source/game/glestadv(_ZNKSt4listIPN5Glest8Entities7CommandESaIS3_EE5emptyEv+0x6) [0x8281a68]
/home/john/glestae_git/build/source/game/glestadv(_ZNK5Glest8Entities4Unit10anyCommandEv+0x16) [0x82812ae]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest8Entities4Unit4killEv+0xb2) [0x82acbe8]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest8Entities4Unit6doKillEPS1_+0xd9) [0x82aeeaf]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest3Sim5World6doKillEPNS_8Entities4UnitES4_+0x18) [0x84d1610]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest3Sim5World6damageEPNS_8Entities4UnitEPKNS_10ProtoTypes15AttackSkillTypeES4_N6Shared4Math5fixedE+0x200) [0x84d14e4]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest3Sim5World3hitEPNS_8Entities4UnitEPKNS_10ProtoTypes15AttackSkillTypeERKN6Shared4Math4Vec2IiEENS0_5FieldES4_+0x1ff) [0x84d1119]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest3Sim15ParticleDamager17projectileArrivedEPN6Shared8Graphics14ParticleSystemE+0xea) [0x84d5f02]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest8Entities10Projectile6updateEv+0xa70) [0x82c4306]
/home/john/glestae_git/build/source/game/glestadv(_ZN6Shared8Graphics15ParticleManager6updateEv+0x4a) [0x8504758]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest8Graphics8Renderer21updateParticleManagerENS0_13ResourceScopeE+0x2c) [0x831cef0]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest3Gui9GameState6updateEv+0x202) [0x82f5fa2]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest4Main7Program4loopEv+0x240) [0x8361504]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest4Main9glestMainEiPPc+0x33f) [0x835adf1]
/home/john/glestae_git/build/source/game/glestadv(main+0x79) [0x835b12e]
/lib/libc.so.6(__libc_start_main+0xe7) [0xbd0ce7]
/home/john/glestae_git/build/source/game/glestadv() [0x8274891]

=======================


This was just as my Dwarven transport died with a load of Cannoneers on board.

29
Bug reports / [Fixed] Bug: How did this get explored?
« on: 25 May 2011, 08:45:04 »
Code: [Select]
[URL=http://img508.imageshack.us/i/screen21w.jpg/][IMG]http://img508.imageshack.us/img508/1457/screen21w.th.jpg[/img][/URL]
There are no units there, least of all mine, but I can see there.  And no, none of my units teleport.

30


I ordered the two Warriors into the transport and then selected the Cannoneer, immediately followed by the crash.  This is on Project Red while playing as Dwarves (currently pushing latest changes).

Code: [Select]
Crash
Version: Advanced Engine git-master
Built: May 13 2011
Time: Tue May 24 20:17:44 2011
Description: SIGABRT:
Address: 0x3992
Backtrace:
/home/john/glestae_git/build/source/game/glestadv(_ZN6Shared8Platform24PlatformExceptionHandler7handlerEiP7siginfoPv+0x301) [0x8523213]
[0x34540c]
[0x345416]
/lib/libc.so.6(gsignal+0x51) [0x5cc941]
/lib/libc.so.6(abort+0x182) [0x5cfe42]
/lib/libc.so.6(__assert_fail+0xf8) [0x5c58e8]
/home/john/glestae_git/build/source/game/glestadv() [0x82b730b]
/home/john/glestae_git/build/source/game/glestadv(_ZNK5Glest3Sim3Map7getCellERKN6Shared4Math4Vec2IiEE+0x24) [0x82b7330]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest8Entities4Unit16updateSkillCycleEPKNS_3Sim15SkillCycleTableE+0x19d) [0x82adeb9]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest3Sim19SimulationInterface16updateSkillCycleEPNS_8Entities4UnitE+0x1e) [0x84c7924]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest8Entities4Unit15doUpdateCommandEv+0x39d) [0x82ae45d]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest3Sim19SimulationInterface19doUpdateUnitCommandEPNS_8Entities4UnitE+0x11) [0x84c7903]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest8Entities4Unit8doUpdateEv+0x35) [0x82aec71]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest3Sim5World11updateUnitsEPKNS_8Entities7FactionE+0x3d) [0x84d0b31]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest3Sim5World12processFrameEv+0xca) [0x84d0c26]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest3Sim19SimulationInterface11updateWorldEv+0xce) [0x84c6e40]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest3Gui9GameState6updateEv+0x180) [0x82f5f60]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest4Main7Program4loopEv+0x240) [0x8361544]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest4Main9glestMainEiPPc+0x33f) [0x835ae31]
/home/john/glestae_git/build/source/game/glestadv(main+0x79) [0x835b16e]
/lib/libc.so.6(__libc_start_main+0xe7) [0x5b8ce7]
/home/john/glestae_git/build/source/game/glestadv() [0x8274891]

=======================

31
English, Spanish, windowed, full screen... they all do this.

32


Code: [Select]
Crash
Version: Advanced Engine git-master
Built: May 13 2011
Time: Sun May 22 03:40:32 2011
Description: SIGSEGV: address not mapped to object
Address: 0x84
Backtrace:
./glestadv(_ZN6Shared8Platform24PlatformExceptionHandler7handlerEiP7siginfoPv+0x301) [0x8522be7]
[0xfbb40c]
./glestadv(_ZNK5Glest8Entities4Unit5getIdEv+0x6) [0x8280f5e]
./glestadv(_ZN5Glest8Entities6EffectC1ENS1_12CreateParamsE+0x41) [0x82da3db]
./glestadv(_ZN5Glest3Sim13EntityFactoryINS_8Entities6EffectEE11newInstanceINS3_12CreateParamsEEEPS3_T_+0x3a) [0x84d7ad0]
./glestadv(_ZN5Glest3Sim19MasterEntityFactory9newEffectEPKNS_10ProtoTypes10EffectTypeEPNS_8Entities4UnitEPNS6_6EffectEN6Shared4Math5fixedEPKS7_PKNS2_8TechTreeE+0x77) [0x84d6433]
./glestadv(_ZN5Glest3Sim5World12applyEffectsEPNS_8Entities4UnitERKSt6vectorIPNS_10ProtoTypes10EffectTypeESaIS8_EES4_N6Shared4Math5fixedE+0x276) [0x84d13e6]
./glestadv(_ZN5Glest3Sim5World12applyEffectsEPNS_8Entities4UnitERKSt6vectorIPNS_10ProtoTypes10EffectTypeESaIS8_EERKN6Shared4Math4Vec2IiEENS0_5FieldEi+0x1e1) [0x84d1097]
./glestadv(_ZN5Glest8Entities4Unit17startSpellSystemsEPKNS_10ProtoTypes18CastSpellSkillTypeE+0x352) [0x82ab3ec]
./glestadv(_ZN5Glest8Entities4Unit6updateEv+0x274) [0x82aef82]
./glestadv(_ZN5Glest8Entities4Unit8doUpdateEv+0x11) [0x82aea0d]
./glestadv(_ZN5Glest3Sim5World11updateUnitsEPKNS_8Entities7FactionE+0x3d) [0x84d0401]
./glestadv(_ZN5Glest3Sim5World12processFrameEv+0xca) [0x84d04f6]
./glestadv(_ZN5Glest3Sim19SimulationInterface11updateWorldEv+0xce) [0x84c6710]
./glestadv(_ZN5Glest3Gui9GameState6updateEv+0x180) [0x82f5dde]
./glestadv(_ZN5Glest4Main7Program4loopEv+0x240) [0x83610dc]
./glestadv(_ZN5Glest4Main9glestMainEiPPc+0x33f) [0x835a9c9]
./glestadv(main+0x79) [0x835ad06]
/lib/libc.so.6(__libc_start_main+0xe7) [0x4bcce7]
./glestadv() [0x8274651]

=======================

Code: [Select]
<?xml version="1.0" standalone="no"?>

<unit>
<parameters>
<size value="2"/>
<height value="4"/>
<max-hp value="3000" regeneration="0"/>
<max-ep value="400" regeneration="10"/>
<armor value="35"/>
<armor-type value="light"/>
<sight value="12"/>
<time value="200"/>
<multi-selection value="true"/>
<cellmap value="false"/>
<levels>
<level name="brutal" kills="8"/>
<level name="monstrous" kills="20"/>
</levels>
<fields>
<field value="land"/>
</fields>
<properties/>
<light enabled="false"/>
<unit-requirements>
<unit name="standing_stones"/>
<unit name="shaman"/>
</unit-requirements>
<upgrade-requirements/>
<resource-requirements>
<resource name="gold" amount="300"/>
<resource name="wood" amount="150"/>
<resource name="food" amount="3"/>
</resource-requirements>
<resources-stored/>
<image path="images/therian.bmp"/>
<image-cancel path="../dun/images/moon_cancel.bmp"/>
<meeting-point value="false"/>
<!--
<selection-sounds enabled="true">
<sound path="sounds/therian_select1.ogg"/>
<sound path="sounds/therian_select2.ogg"/>
<sound path="sounds/therian_select3.ogg"/>
<sound path="sounds/therian_select4.ogg"/>
<sound path="sounds/therian_select5.ogg"/>
</selection-sounds>
-->
<selection-sounds enabled="false"/>
<!--
<command-sounds enabled="true">
<sound path="sounds/therian_ack1.ogg"/>
<sound path="sounds/therian_ack2.ogg"/>
<sound path="sounds/therian_ack3.ogg"/>
<sound path="sounds/therian_ack4.ogg"/>
<sound path="sounds/therian_ack5.ogg"/>
</command-sounds>
-->
<command-sounds enabled="false"/>

<!-- *** EMANATIONS *** -->

</parameters>

<!-- *** SKILLS *** -->


<skills>
<skill>
<type value="stop"/>
<name value="stop_skill"/>
<ep-cost value="0"/>
<speed value="100"/>
<anim-speed value="100"/>
<animation path="models/therian_stop.g3d"/>
<sound enabled="false"/>
</skill>

<skill>
<type value="die"/>
<name value="die_skill"/>
<ep-cost value="0"/>
<speed value="100"/>
<anim-speed value="100"/>
<animation path="models/therian_die.g3d"/>
<!--
<sound enabled="true" start-time="">
<sound-file path="sounds/therian_die1.ogg"/>
<sound-file path="sounds/therian_die2.ogg"/>
<sound-file path="sounds/therian_die3.ogg"/>
<sound-file path="sounds/therian_die4.ogg"/>
<sound-file path="sounds/therian_die5.ogg"/>
</sound>
-->
<sound enabled="false"/>
<fade value="false"/>
</skill>

<skill>
<type value="move"/>
<name value="move_skill"/>
<ep-cost value="0"/>
<speed value="220"/>
<anim-speed value="100"/>
<animation path="models/therian_move.g3d"/>
<sound enabled="false"/>
</skill>

<skill>
<type value="attack"/>
<name value="attack_skill"/>
<ep-cost value="0"/>
<speed value="75"/>
<anim-speed value="75"/>
<animation path="models/therian_attack.g3d"/>
<sound enabled="false"/>
<!--
<sound enabled="true" start-time="0.0">
<sound-file path="sounds/therian_attack1.ogg"/>
<sound-file path="sounds/therian_attack2.ogg"/>
<sound-file path="sounds/therian_attack3.ogg"/>
<sound-file path="sounds/therian_attack4.ogg"/>
<sound-file path="sounds/therian_attack5.ogg"/>
</sound>
-->
<attack-strength value="325"/>
<attack-var value="50"/>
<attack-range value="1"/>
<attack-type value="heavy"/>
<attack-fields>
<field value="land"/>
</attack-fields>
<attack-start-time value="0"/>
<projectile value="false"/>
<splash value="false"/>
</skill>

<skill>
<type value="cast-spell"/>
<name value="roar_skill"/>
<ep-cost value="200"/>
<speed value="40"/>
<anim-speed value="40"/>
<animation path="models/therian_roar.g3d"/>
<sound enabled="false"/>
<start-time value="1.5"/>
<!--
<sound enabled="true" start-time="0.0">
<sound-file path="sounds/therian_roar1.ogg"/>
<sound-file path="sounds/therian_roar2.ogg"/>
<sound-file path="sounds/therian_roar3.ogg"/>
<sound-file path="sounds/therian_roar4.ogg"/>
<sound-file path="sounds/therian_roar5.ogg"/>
</sound>
-->
<projectile value="false"/>
<splash value="true">
<radius value="5"/>
<particle value="false"/>
</splash>
<effects>
<effect name="roar_of_terror"
image="images/roar_effect.bmp"
bias="detrimental"
stacking="extend"
target="foe"
chance="75"
damage-type="spirit"
duration="20">
<multipliers>
<attack-strength value="0.75"/>
</multipliers>
<flags>
<ends-with-source/>
<recourse-ends-with-root/>
</flags>
<recourse-effects>
<effect name="fear_tap"
image="images/fear_tap_effect.bmp"
bias="beneficial"
stacking="stack"
duration="20">
<static-modifiers>
<hp-regeneration value="1"/>
<attack-strength value="5"/>
</static-modifiers>
</effect>
</recourse-effects>
</effect>
</effects>
</skill>

</skills>

<!-- *** COMMANDS *** -->

<commands>
<command>
<type value="stop"/>
<name value="stop"/>
<image path="../dun/images/moon_stop.bmp"/>
<unit-requirements/>
<upgrade-requirements/>
<stop-skill value="stop_skill"/>
</command>

<command>
<type value="move"/>
<name value="move"/>
<image path="../dun/images/moon_move.bmp"/>
<unit-requirements/>
<upgrade-requirements/>
<move-skill value="move_skill"/>
</command>


<command>
<type value="attack"/>
<name value="attack"/>
<image path="images/therian_attack.bmp"/>
<unit-requirements/>
<upgrade-requirements/>
<move-skill value="move_skill"/>
<attack-skill value="attack_skill"/>
</command>

<command>
<type value="cast-spell"/>
<name value="roar"/>
<image path="images/therian_roar.bmp"/>
<unit-requirements/>
<upgrade-requirements/>
<affect value="target"/>
<cast-spell-skill value="roar_skill"/>
<cycle value="false"/>
</command>

<command>
<type value="guard"/>
<name value="guard"/>
<image path="../dun/images/moon_guard.bmp"/>
<unit-requirements/>
<upgrade-requirements/>
<move-skill value="move_skill"/>
<attack-skill value="attack_skill"/>
<max-distance value="8"/>
</command>

</commands>
</unit>

33
General discussion / [Resolved] Failed to build, rev c3e96
« on: 21 May 2011, 04:55:29 »
Code: [Select]
Log of git pull
Sat May 21 00:52:27 2011

Already up-to-date.

Sat May 21 00:52:35 2011
----------------
Log of git log -1 --pretty=tformat:You're now at this commit: %H
Sat May 21 00:52:35 2011

You're now at this commit: c3e960fb3ef11efb8728fe92b80629e62c4cf14e

Sat May 21 00:52:35 2011
----------------
Log of cmake -DGAE_DATA_DIR=/home/john/glestae_git/data/game -DGAE_USE_PHYSFS=ON ..
Sat May 21 00:52:35 2011

-- Could NOT find Doxygen  (missing:  DOXYGEN_EXECUTABLE)
-- disabled doc
-- Configuring done
-- Generating done
-- Build files have been written to: /home/john/glestae_git/build

Sat May 21 00:52:37 2011
----------------
Log of make
Sat May 21 00:52:37 2011

[ 28%] Built target shared_lib
[ 29%] Building CXX object source/game/CMakeFiles/glestadv.dir/sound/sound_renderer.cpp.o
In file included from /home/john/glestae_git/source/game/sound/sound_renderer.cpp:13:
/home/john/glestae_git/source/game/sound/sound_renderer.h:47: error: ISO C++ forbids declaration of ‘set’ with no type
/home/john/glestae_git/source/game/sound/sound_renderer.h:47: error: invalid use of ‘::’
/home/john/glestae_git/source/game/sound/sound_renderer.h:47: error: expected ‘;’ before ‘<’ token
/home/john/glestae_git/source/game/sound/sound_renderer.cpp: In member function ‘void Glest::Sound::SoundRenderer::playAmbient(Shared::Sound::StrSound*)’:
/home/john/glestae_git/source/game/sound/sound_renderer.cpp:125: error: ‘ambientStreams’ was not declared in this scope
/home/john/glestae_git/source/game/sound/sound_renderer.cpp: In member function ‘void Glest::Sound::SoundRenderer::stopAmbient(Shared::Sound::StrSound*)’:
/home/john/glestae_git/source/game/sound/sound_renderer.cpp:130: error: ‘ambientStreams’ was not declared in this scope
/home/john/glestae_git/source/game/sound/sound_renderer.cpp: In member function ‘void Glest::Sound::SoundRenderer::setAmbientVolume(float)’:
/home/john/glestae_git/source/game/sound/sound_renderer.cpp:135: error: ‘set’ is not a member of ‘std’
/home/john/glestae_git/source/game/sound/sound_renderer.cpp:135: error: expected primary-expression before ‘*’ token
/home/john/glestae_git/source/game/sound/sound_renderer.cpp:135: error: expected primary-expression before ‘>’ token
/home/john/glestae_git/source/game/sound/sound_renderer.cpp:135: error: ‘::iterator’ has not been declared
/home/john/glestae_git/source/game/sound/sound_renderer.cpp:135: error: expected ‘;’ before ‘it’
/home/john/glestae_git/source/game/sound/sound_renderer.cpp:135: error: ‘it’ was not declared in this scope
/home/john/glestae_git/source/game/sound/sound_renderer.cpp:135: error: ‘ambientStreams’ was not declared in this scope
make[2]: *** [source/game/CMakeFiles/glestadv.dir/sound/sound_renderer.cpp.o] Error 1
make[1]: *** [source/game/CMakeFiles/glestadv.dir/all] Error 2
make: *** [all] Error 2
make died with exit status 2

Sat May 21 00:52:42 2011
----------------

34
General discussion / Excessive line breaks
« on: 4 May 2011, 04:18:34 »
In the unit tip for the Tower of Souls, not sure where else.
Code: [Select]
[URL=http://img845.imageshack.us/i/screen19t.jpg/][IMG]http://img845.imageshack.us/img845/4613/screen19t.th.jpg[/img][/URL]

35
When teleporting, the unit instantly appears at the destination, followed by two sounds.  Presumably, one is for the beginning of the jump and one for the end, but it seems wrong because there is no delay and they are from the same set of sounds.  One solution would be to only play the sound once, and keep the rest of the behavior as it is.  Another solution would be to put a (preferably xml-defined) gap between disappearing and reappearing.  Splitting the sounds list into departure and arrival sounds would also be nice.

Easily demonstrated with this unit:
https://github.com/johndh/Project-Red/tree/master/project_red/techs/project_red/factions/magic/units/silver_mage

36
General discussion / attack-strenght
« on: 1 May 2011, 20:31:38 »
This old legacy typo is no longer supported in upgrades, so be advised that some upgrades will not work exactly as expected.  I went ahead and fixed the typo in our Magitech upgrades (after verifying that they didn't work with "strenght"), but mods and other tech trees are likely still affected.

37
Bug reports / [Fixed] Bug: Mixed languages and dual speeds
« on: 1 May 2011, 07:14:20 »
Code: [Select]
[URL=http://img694.imageshack.us/i/screen12z.jpg/][IMG]http://img694.imageshack.us/img694/8363/screen12z.th.jpg[/img][/URL]
What is this "wood" I don't seem to have? :O

Code: [Select]
[URL=http://img571.imageshack.us/i/screen13z.jpg/][IMG]http://img571.imageshack.us/img571/922/screen13z.th.jpg[/img][/URL]
Load and unload speed are both 100.  Move speed is 300.  Should this be differentiated in the display?

38
Mods / Project Red: official announcement
« on: 29 April 2011, 10:12:07 »
Since there has been a lot of discussion about this mod going on in various parts of the forum, and since a lot of work is actually getting done now, I figure it's as good a time as any to give it its own thread (if only to consolidate the discussion).

Thus, I officially announce Project Red.  So, here's the what, who, when, why, and how of it all.

What is Project Red?
Project Red is an effort to compile some of the best factions available from the Glest community and enhance them in hopes of becoming the flagship tech of Glest Advanced Engine.  Existing units will be modified to take advantage of GAE-specific features (such as emanations), new units will be added where necessary (e.g. boats), and factions will be tested and balanced against each other.  Essentially, the idea is to create GAE's equivalent of the Megapack.

What is its purpose?
Currently, I believe that one of the reasons why MegaGlest is more popular than GAE is that it's a full game packaged with a full suite of content.  That is, it has its own factions that are under constant development, and thus it takes advantage of all its features as they become available.  In contrast, GAE is an engine whose potential is largely untapped because of a lack of content.  GAE does not have this same side-by-side development process that MG has, so players don't actually get to experience the power and flexibility of the engine (especially if they don't go looking for mods).  Project Red intends to remedy that.

Obviously the upcoming merger changes things significantly, but I really am not looking forward to seeing a new Glest with the Megapack as its flagship.  While useful, there are many things I don't like about the Megapack.  "What, like you could do better?"  With the help of others, I plan to. ;D

Who will benefit from this?
By growing alongside the engine and incorporating as many of GAE's new features as possible, this should bring a benefit to everyone involved.  Players will be able to do more, giving them a more dynamic and enjoyable gaming experience due to the new gameplay features.  Modders will be able to become part of an ambitious project and get the opportunity to show off their work without having to generate an entire faction or tileset single-handedly.  The GAE programmers will have more people using new features as they are developed, giving them greater playtesting (and debugging) than ever before.  The GAE project as a whole gets new content and screenshots to show off for publicity, hopefully attracting more players.  After the merger, these benefits should apply equally to the new Glest.  The larger game development community gets new content that they are free to use in their own FOSS projects.

Why is it called Project Red?
Many developers try to come up with a name that encompasses the main idea of the project, and it ends up restricting their progress as they try to maintain that original idea, instead of exploring new possibilities.  I want this to be more open-ended and flexible, so I picked something arbitrary.

What factions are currently planned?
Magic, Tech, Dwarves, Elves, Undead, Woodsmen.  I selected these factions because they have high artistic quality, a coherent fantasy theme, and should appeal to players and modders alike.  Factions may be added or dropped as time goes by, depending on scope and constraints.  gAMeboy has shown interest in revamping his Elves to include units with GAE features, such as boats, and Mr War is already working on a version of Tech that includes boats, so I'll hold off on working on those two factions.  Additionally, wciow has stated that he's taking another look at the Dwarves and Undead, so I plan to be in touch with these modders in the next couple days and hopefully we can all paddle in the same direction.  My first priority right now is Magic, since I'm fairly sure nobody else has dibs on that.

How much work are we talking about here?
That is very subject to change, but I'm currently looking at one to four units per faction, and some existing units could be improved, so a ballpark estimate would be that it's roughly equivalent to making one complete faction.  This is a very rough estimate.

Why don't you include my favorite faction?
A few people have asked about including Japan or other factions.  While I personally feel it would clash with the overall fantasy theme the project has so far, I'm leaving the possibility open, as multiple people have said they want it.  What it really comes down to is whether or not someone is willing to put forth the effort to make it a reality.  Factions that are clearly not up to the standard of quality or don't fit the prevailing stylistic themes of the project at the time will not be part of the official project, but there's nothing stopping anyone from making them into a compatible add-on.  I don't pretend to have a monopoly on anything here, and I expect that others will merge other factions into Project Red to really make it their own, in keeping with the true spirit of Free and Open Source software.

Who will be working on this?
While I'll be putting a great deal of effort into this myself, I've been in touch with other members of the Glest community who I would like to work with and who I feel would be beneficial to the project, and I plan to contact more whenever it becomes appropriate to do so.

How can I help?
If you're skilled at modeling, texturing, animation, sound recording, voice acting, and/or icon making, then this project will probably have a use for you.  If not, there are less-technical areas that could use contributors to take some of the stress off of others -- things like XML and wiki editing.  Texture photographers and concept artists may also be useful.  Barring any of that, we'll be needing playtesters for balancing and quality assurance.  We reserve the right to deny any volunteers who are unpleasant, and art contributions that aren't useful or aren't good enough will not make their way into the project's development.  This helps to ensure that this project will be fun and rewarding for the developers.

Under what license will the content be released?
Currently, the plan is to release all content generated from Project Red under the Creative Commons Attribution Share-Alike 3.0 license (allowing later versions).

When will this all be finished?
It will take as long as it takes, but hopefully that won't be egregiously long.  I can't predict the future and I don't like deadlines, so I'm under no pretense of making one.

Why aren't there any screens yet?
Projects and exams.  I'll get around to it shortly. :)

Where will development be hosted?
The Project Red Github page is always up to date, including source files.

I have another question!
Post it below and I'll do my best to indulge your curiosity.

39
Bug reports / Bug? Unit cost is not multiplied on multi-produce
« on: 24 April 2011, 00:32:10 »
For Project Green, Tech has the ability to hire dwarven mercenaries in groups of three, but it only has the cost of one.  Is this the intended behavior, or should it be charging for three?

40
Feature requests / Teleport other, or targeted unload
« on: 22 April 2011, 21:42:39 »
For something I'm working on with a few other community members, it would be helpful to give a unit the ability to send other units to remote locations.  The simplest way I see of doing this is having the unit be a transport, and allow it to target its unload command (presumably with a very long range) to unload its residents somewhere else at a distance.

Edit: Just to clarify, I'm talking about a stationary building that can send units elsewhere, not a mobile transport that would simply drop them off.

41
I have a feeling this might be a known issue since the new GUI stuff is still WIP, but here you go.



What is this building?  Who knows! :P

42
Bug reports / Crash: Excessive blackness, takes forever to clear
« on: 17 April 2011, 04:40:32 »
This is what the game looks like for me when it starts (and for a little while after).  This is occasionally followed by a freeze when I click on something.



gdb backtrace: http://pastebin.com/ZmFLgRfv

43
Bug reports / Crash: git-master, when starting a game
« on: 17 April 2011, 04:32:20 »
This is from one of yesterday's revisions, as today's is giving me a make error.  The crash image is a plain white screen with nothing on it.  It crashes immediately after initializing music (in fact, sometimes I can hear a split second of it before the crash).  This happens consistently for me when playing as the Woodsmen and sometimes with Elves, but other factions in the same tech tree don't seem to cause the crash.  When I stripped out the models to upload a lightweight version for debugging, I found that it doesn't crash.  I haven't changed anything in this entire add-on lately, and it worked fine a few days ago as far as I could tell.  So, I guess something with the models and/or textures are causing this particular revision to behave badly, but I can't begin to guess what it might be.

Code: [Select]
Crash
Version: Advanced Engine git-master
Time: Sat Apr 16 23:43:57 2011
Description: SIGABRT:
Address: 0x1563
Backtrace:
/home/john/glestae_git/build/source/game/glestadv(_ZN6Shared8Platform24PlatformExceptionHandler7handlerEiP7siginfoPv+0x301) [0x85092c7]
[0x6c740c]
[0x6c7416]
/lib/libc.so.6(gsignal+0x51) [0x4dc941]
/lib/libc.so.6(abort+0x182) [0x4dfe42]
/lib/libc.so.6(__assert_fail+0xf8) [0x4d58e8]
/usr/lib/dri/i965_dri.so(+0x1305fe) [0x203e5fe]
/usr/lib/dri/i965_dri.so(+0x13064c) [0x203e64c]
/usr/lib/dri/i965_dri.so(+0x11890c) [0x202690c]
/home/john/glestae_git/build/source/game/glestadv(_ZN6Shared8Graphics2Gl15ModelRendererGl10renderMeshEPKNS0_4MeshEPNS_4Math4Vec3IfEEPNS0_13UnitShaderSetE+0xe89) [0x84f05cb]
/home/john/glestae_git/build/source/game/glestadv(_ZN6Shared8Graphics2Gl15ModelRendererGl6renderEPKNS0_5ModelEPNS_4Math4Vec3IfEEPNS0_13UnitShaderSetE+0x89) [0x84ef653]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest8Graphics8Renderer15renderUnitsFastEb+0x84c) [0x830e488]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest8Graphics8Renderer22renderShadowsToTextureEv+0x4ad) [0x830b451]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest3Gui9GameState8render3dEv+0x47) [0x82e3813]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest3Gui9GameState8renderBgEv+0x4d) [0x82e1691]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest4Main7Program4loopEv+0x12f) [0x834a2b5]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest4Main9glestMainEiPPc+0x33f) [0x8343d95]
/home/john/glestae_git/build/source/game/glestadv(main+0x79) [0x83440d2]
/lib/libc.so.6(__libc_start_main+0xe7) [0x4c8ce7]
/home/john/glestae_git/build/source/game/glestadv() [0x8267f51]

=======================

Code: [Select]
<game-settings>
   <description value="Oceanside" />
   <mapPath value="maps/oceanside" />
   <tilesetPath value="tilesets/dark_forest" />
   <techPath value="techs/project_red" />
   <scenarioPath value="" />
   <thisFactionIndex value="0" />
   <factionCount value="2" />
   <fogOfWar value="true" />
   <shroudOfDarkness value="true" />
   <randomStartLocs value="false" />
   <defaultUnits value="true" />
   <defaultResources value="true" />
   <defaultVictoryConditions value="true" />
   <factions>
      <faction>
         <type value="dwarves" />
         <playerName value="Player" />
         <control value="1" />
         <team value="0" />
         <startLocationIndex value="0" />
         <colourIndex value="0" />
         <resourceMultiplier value="1.00" />
      </faction>
      <faction>
         <type value="woodsmen" />
         <playerName value="AI Player" />
         <control value="4" />
         <team value="1" />
         <startLocationIndex value="1" />
         <colourIndex value="1" />
         <resourceMultiplier value="1.00" />
      </faction>
   </factions>
</game-settings>

gdb backtrace I got while trying to reproduce a different bug but encountered this one again instead:
Code: [Select]
[New Thread 0xb6793b70 (LWP 6657)]
[New Thread 0xaf4ceb70 (LWP 6658)]
[Thread 0xaf4ceb70 (LWP 6658) exited]
max clearance in LAND = 2
max clearance in AIR = 2
max clearance in ANY_WATER = 0
max clearance in DEEP_WATER = 0
max clearance in AMPHIBIOUS = 0
glestadv: vbo/vbo_exec_array.c:825: vbo_exec_DrawRangeElementsBaseVertex: Assertion `ctx->Array.ArrayObj->_MaxElement >= 1' failed.

Program received signal SIGABRT, Aborted.
0x0012e416 in __kernel_vsyscall ()
(gdb) backtrace
#0  0x0012e416 in __kernel_vsyscall ()
#1  0x005aa941 in raise () from /lib/libc.so.6
#2  0x005ade42 in abort () from /lib/libc.so.6
#3  0x005a38e8 in __assert_fail () from /lib/libc.so.6
#4  0x00d8e5fe in ?? () from /usr/lib/dri/i965_dri.so
#5  0x00d8e64c in ?? () from /usr/lib/dri/i965_dri.so
#6  0x00d7690c in ?? () from /usr/lib/dri/i965_dri.so
#7  0x084f05cb in Shared::Graphics::Gl::ModelRendererGl::renderMesh(Shared::Graphics::Mesh const*, Shared::Math::Vec3<float>*, Shared::Graphics::UnitShaderSet*) ()
#8  0x084ef653 in Shared::Graphics::Gl::ModelRendererGl::render(Shared::Graphics::Model const*, Shared::Math::Vec3<float>*, Shared::Graphics::UnitShaderSet*)
    ()
#9  0x0830e488 in Glest::Graphics::Renderer::renderUnitsFast(bool) ()
#10 0x0830b451 in Glest::Graphics::Renderer::renderShadowsToTexture() ()
#11 0x082e3813 in Glest::Gui::GameState::render3d() ()
#12 0x082e1691 in Glest::Gui::GameState::renderBg() ()
#13 0x0834a2b5 in Glest::Main::Program::loop() ()
#14 0x08343d95 in Glest::Main::glestMain(int, char**) ()
#15 0x083440d2 in main ()

44
Commit # 885eba6fc25b51b1690a00ca2e4d14c6832767a4

Code: [Select]
Crash
Version: Advanced Engine git-master
Time: Fri Apr 15 22:42:47 2011
Description: SIGABRT:
Address: 0x6393
Backtrace:
/home/john/glestae_git/build/source/game/glestadv(_ZN6Shared8Platform24PlatformExceptionHandler7handlerEiP7siginfoPv+0x301) [0x8503d67]
[0xe8640c]
[0xe86416]
/lib/libc.so.6(gsignal+0x51) [0x408941]
/lib/libc.so.6(abort+0x182) [0x40be42]
/lib/libc.so.6(__assert_fail+0xf8) [0x4018e8]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest6Search12RoutePlanner14findPathToGoalEPNS_8Entities4UnitERNS0_9PMap1GoalERKN6Shared4Math4Vec2IiEE+0x319) [0x8445a0d]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest6Search12RoutePlanner18findPathToResourceEPNS_8Entities4UnitERKN6Shared4Math4Vec2IiEEPKNS_10ProtoTypes12ResourceTypeE+0x114) [0x83cfce6]
/home/john/glestae_git/build/source/game/glestadv(_ZNK5Glest10ProtoTypes18HarvestCommandType6updateEPNS_8Entities4UnitE+0x26a) [0x83ce246]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest8Entities4Unit15doUpdateCommandEv+0xf6) [0x82a000e]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest3Sim19SimulationInterface19doUpdateUnitCommandEPNS_8Entities4UnitE+0x11) [0x84a9237]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest8Entities4Unit8doUpdateEv+0xe7) [0x82a0b7b]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest3Sim5World11updateUnitsEPKNS_8Entities7FactionE+0x3d) [0x84b2331]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest3Sim5World12processFrameEv+0xca) [0x84b2426]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest3Sim19SimulationInterface11updateWorldEv+0xce) [0x84a8774]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest3Gui9GameState6updateEv+0x167) [0x82ddcfb]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest4Main7Program4loopEv+0x1da) [0x8347488]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest4Main9glestMainEiPPc+0x33f) [0x83410bd]
/home/john/glestae_git/build/source/game/glestadv(main+0x79) [0x83413fa]
/lib/libc.so.6(__libc_start_main+0xe7) [0x3f4ce7]
/home/john/glestae_git/build/source/game/glestadv() [0x8267ec1]

=======================


45
I had just ordered two groups of Battlemages to guard my Nexus (Project Green), but other than that, nothing special.  The Battlemages were also under the effect of an emanation from their White Mage, and another from the enemy Inquisitor was probably just about wearing off at the time of the crash.

Code: [Select]
[URL=http://img155.imageshack.us/i/glestadvcrash15apr20110.jpg/][IMG]http://img155.imageshack.us/img155/2232/glestadvcrash15apr20110.th.jpg[/img][/URL]
[URL=http://img96.imageshack.us/i/glestadvcrash15apr20110.jpg/][IMG]http://img96.imageshack.us/img96/2232/glestadvcrash15apr20110.th.jpg[/img][/URL]

Code: [Select]
Crash
Version: Advanced Engine git-master
Time: Fri Apr 15 08:44:20 2011
Description: SIGABRT:
Address: 0x6a7f
Backtrace:
/home/john/glestae_git/build/source/game/glestadv(_ZN6Shared8Platform24PlatformExceptionHandler7handlerEiP7siginfoPv+0x301) [0x850a3a7]
[0xad440c]
[0xad4416]
/lib/libc.so.6(gsignal+0x51) [0xc46941]
/lib/libc.so.6(abort+0x182) [0xc49e42]
/lib/libc.so.6(__assert_fail+0xf8) [0xc3f8e8]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest6Search12AnnotatedMap13annotateLocalEPKNS_8Entities4UnitE+0xee) [0x843baec]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest6Search12RoutePlanner17doQuickPathSearchEPNS_8Entities4UnitERKN6Shared4Math4Vec2IiEE+0x6f) [0x8449d77]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest6Search12RoutePlanner18findPathToLocationEPNS_8Entities4UnitERKN6Shared4Math4Vec2IiEE+0x3d7) [0x844a585]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest6Search12RoutePlanner8findPathEPNS_8Entities4UnitERKN6Shared4Math4Vec2IiEE+0x27) [0x82a9fbd]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest8Entities4Unit6travelERKN6Shared4Math4Vec2IiEEPKNS_10ProtoTypes13MoveSkillTypeE+0x26d) [0x829fc3f]
/home/john/glestae_git/build/source/game/glestadv(_ZNK5Glest10ProtoTypes15MoveCommandType6updateEPNS_8Entities4UnitE+0x123) [0x83d9ec1]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest8Entities4Unit15doUpdateCommandEv+0xf6) [0x82a05e2]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest3Sim19SimulationInterface19doUpdateUnitCommandEPNS_8Entities4UnitE+0x11) [0x84af513]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest8Entities4Unit8doUpdateEv+0xe7) [0x82a114f]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest3Sim5World11updateUnitsEPKNS_8Entities7FactionE+0x3d) [0x84b860d]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest3Sim5World12processFrameEv+0xca) [0x84b8702]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest3Sim19SimulationInterface11updateWorldEv+0xce) [0x84aea50]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest3Gui9GameState6updateEv+0x167) [0x82df10f]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest4Main7Program4loopEv+0x1da) [0x834aec4]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest4Main9glestMainEiPPc+0x33f) [0x8344af9]
/home/john/glestae_git/build/source/game/glestadv(main+0x79) [0x8344e36]
/lib/libc.so.6(__libc_start_main+0xe7) [0xc32ce7]
/home/john/glestae_git/build/source/game/glestadv() [0x8267dd1]

=======================

46
MegaGlest / MegaGlest, MegaGlest, or MegaGlest?
« on: 15 April 2011, 11:25:14 »
This may seem trivial, but it's bugging me, so how should the name of this game be written?  The use has been inconsistent, even on this forum, so is it Megaglest, MegaGlest, or Mega Glest?

Edit: Spelling ;)

47
Bug reports / [Fixed] Crash: git-master, while creating new game
« on: 15 April 2011, 10:49:12 »
It happened while switching between tech trees in the new game menu.

Code: [Select]
[URL=http://img600.imageshack.us/i/glestadvcrash15apr20110.jpg/][IMG]http://img600.imageshack.us/img600/2232/glestadvcrash15apr20110.th.jpg[/img][/URL]
[URL=http://img848.imageshack.us/i/glestadvcrash15apr20110.jpg/][IMG]http://img848.imageshack.us/img848/2232/glestadvcrash15apr20110.th.jpg[/img][/URL]

Code: [Select]
Crash
Version: Advanced Engine git-master
Time: Fri Apr 15 06:43:05 2011
Description: SIGSEGV: address not mapped to object
Address: 0x3a
Backtrace:
/home/john/glestae_git/build/source/game/glestadv(_ZN6Shared8Platform24PlatformExceptionHandler7handlerEiP7siginfoPv+0x301) [0x850a3a7]
[0x75940c]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest7Widgets12WidgetWindow6updateEv+0x2b9) [0x8494621]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest4Main7Program4loopEv+0x1a6) [0x834ae90]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest4Main9glestMainEiPPc+0x33f) [0x8344af9]
/home/john/glestae_git/build/source/game/glestadv(main+0x79) [0x8344e36]
/lib/libc.so.6(__libc_start_main+0xe7) [0x8b5ce7]
/home/john/glestae_git/build/source/game/glestadv() [0x8267dd1]

=======================
Code: [Select]
Glest Advanced Engine: Error log file. 15-Apr-2011_06-41-08

Error: the texture named '' was not found.
Error: the texture named '' was not found.
While loading background style for widget type 'CONSOLE'
loading 'Colours'

Lang look-up errors:
<snip/>

48
Bug reports / Minor GUI bugs in git master
« on: 15 April 2011, 10:27:35 »
The recent revisions to the GUI look fantastic and things seem to be running more smoothly for me, but here are a few little hiccups I've noticed:

Just another place where the diacritics aren't working:

(Should be Leñadores)

And the orange down arrow seems to be missing.


49
Bug reports / [fixed] "make" error with git master
« on: 14 April 2011, 06:52:43 »
Code: [Select]
Log of git pull
Thu Apr 14 02:14:27 2011

Already up-to-date.

Thu Apr 14 02:14:29 2011
----------------
Log of cmake -DGAE_DATA_DIR=/home/john/glestae_git/data/game -DGAE_USE_PHYSFS=ON ..
Thu Apr 14 02:14:29 2011

-- Could NOT find Doxygen  (missing:  DOXYGEN_EXECUTABLE)
-- disabled doc
-- Configuring done
-- Generating done
-- Build files have been written to: /home/john/glestae_git/build

Thu Apr 14 02:14:31 2011
----------------
Log of make
Thu Apr 14 02:14:31 2011

[ 30%] Built target shared_lib
[ 30%] Building CXX object source/game/CMakeFiles/glestadv.dir/ai/gaia.cpp.o
In file included from /home/john/glestae_git/source/game/gui/user_interface.h:17,
                 from /home/john/glestae_git/source/game/game/game.h:19,
                 from /home/john/glestae_git/source/game/world/sim_interface.h:14,
                 from /home/john/glestae_git/source/game/ai/gaia.cpp:12:
/home/john/glestae_git/source/game/gui/display.h:119: error: default argument for parameter of type ‘Shared::Math::Vec2i&’ has type ‘Shared::Math::Vec2i’
make[2]: *** [source/game/CMakeFiles/glestadv.dir/ai/gaia.cpp.o] Error 1
make[1]: *** [source/game/CMakeFiles/glestadv.dir/all] Error 2
make: *** [all] Error 2
make died with exit status 2

Thu Apr 14 02:14:40 2011
----------------

Linux Mint 32-bit

50


Code: [Select]
Crash
Version: Advanced Engine git-master
Time: Wed Mar  9 18:54:34 2011
Description: SIGABRT:
Address: 0x2365
Backtrace:
/home/john/glestae_git/build/source/game/glestadv(_ZN6Shared8Platform24PlatformExceptionHandler7handlerEiP7siginfoPv+0x301) [0x84a362b]
[0x77440c]
[0x774416]
/lib/libc.so.6(gsignal+0x51) [0x571941]
/lib/libc.so.6(abort+0x182) [0x574e42]
/lib/libc.so.6(__assert_fail+0xf8) [0x56a8e8]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest8Entities10Projectile7setPathEN6Shared4Math4Vec3IfEES5_i+0x375) [0x8281781]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest3Sim19SimulationInterface20updateProjectilePathEPNS_8Entities4UnitEPNS2_10ProjectileERKN6Shared4Math4Vec3IfEESC_+0x47) [0x834b623]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest3Sim19SimulationInterface18doUpdateProjectileEPNS_8Entities4UnitEPNS2_10ProjectileERKN6Shared4Math4Vec3IfEESC_+0x34) [0x844ef0c]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest8Entities4Unit18startAttackSystemsEPKNS_10ProtoTypes15AttackSkillTypeE+0x90e) [0x8266d92]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest8Entities4Unit6updateEv+0x21f) [0x826a9bd]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest8Entities4Unit8doUpdateEv+0x12) [0x826a3ea]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest3Sim5World11updateUnitsEPKNS_8Entities7FactionE+0x3d) [0x84572c7]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest3Sim5World12processFrameEv+0xca) [0x84573bc]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest3Sim19SimulationInterface11updateWorldEv+0xd7) [0x844e2a7]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest3Gui9GameState6updateEv+0x167) [0x82a4f0f]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest4Main7Program4loopEv+0x1b1) [0x8316b39]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest4Main9glestMainEiPPc+0x33f) [0x83100d1]
/home/john/glestae_git/build/source/game/glestadv(main+0x79) [0x8310378]
/lib/libc.so.6(__libc_start_main+0xe7) [0x55dce7]
/home/john/glestae_git/build/source/game/glestadv() [0x823fd11]

=======================

I was testing out some changes to Project Green, including a new multi-produce command to produce three gunners.  The gunners are slightly modified dwarvish Canoneers.  Their attack includes an EP requirement (costs 1, has 1, regenerates 1).  Testing out their attack, I targeted my own Inquisitor, and the game crashed.

I tried the same thing again and reproduced the crash.

Code: [Select]
Crash
Version: Advanced Engine git-master
Time: Wed Mar  9 19:10:13 2011
Description: SIGABRT:
Address: 0x244d
Backtrace:
/home/john/glestae_git/build/source/game/glestadv(_ZN6Shared8Platform24PlatformExceptionHandler7handlerEiP7siginfoPv+0x301) [0x84a362b]
[0x72d40c]
[0x72d416]
/lib/libc.so.6(gsignal+0x51) [0x52d941]
/lib/libc.so.6(abort+0x182) [0x530e42]
/lib/libc.so.6(__assert_fail+0xf8) [0x5268e8]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest8Entities10Projectile7setPathEN6Shared4Math4Vec3IfEES5_i+0x375) [0x8281781]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest3Sim19SimulationInterface20updateProjectilePathEPNS_8Entities4UnitEPNS2_10ProjectileERKN6Shared4Math4Vec3IfEESC_+0x47) [0x834b623]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest3Sim19SimulationInterface18doUpdateProjectileEPNS_8Entities4UnitEPNS2_10ProjectileERKN6Shared4Math4Vec3IfEESC_+0x34) [0x844ef0c]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest8Entities4Unit18startAttackSystemsEPKNS_10ProtoTypes15AttackSkillTypeE+0x90e) [0x8266d92]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest8Entities4Unit6updateEv+0x21f) [0x826a9bd]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest8Entities4Unit8doUpdateEv+0x12) [0x826a3ea]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest3Sim5World11updateUnitsEPKNS_8Entities7FactionE+0x3d) [0x84572c7]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest3Sim5World12processFrameEv+0xca) [0x84573bc]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest3Sim19SimulationInterface11updateWorldEv+0xd7) [0x844e2a7]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest3Gui9GameState6updateEv+0x167) [0x82a4f0f]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest4Main7Program4loopEv+0x1b1) [0x8316b39]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest4Main9glestMainEiPPc+0x33f) [0x83100d1]
/home/john/glestae_git/build/source/game/glestadv(main+0x79) [0x8310378]
/lib/libc.so.6(__libc_start_main+0xe7) [0x519ce7]
/home/john/glestae_git/build/source/game/glestadv() [0x823fd11]

=======================

Trying to reproduce again, I got it to crash just during the act of recruiting the gunner squad:



Code: [Select]
Crash
Version: Advanced Engine git-master
Time: Wed Mar  9 19:19:02 2011
Description: SIGSEGV: address not mapped to object
Address: 0x40
Backtrace:
/home/john/glestae_git/build/source/game/glestadv(_ZN6Shared8Platform24PlatformExceptionHandler7handlerEiP7siginfoPv+0x301) [0x84a362b]
[0x67e40c]
/home/john/glestae_git/build/source/game/glestadv(_ZNK5Glest10ProtoTypes14ProducibleType23getAdvancesToSubfactionEv+0x6) [0x828c576]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest8Entities7Faction22checkAdvanceSubfactionEPKNS_10ProtoTypes14ProducibleTypeEb+0x17) [0x828bc0b]
/home/john/glestae_git/build/source/game/glestadv(_ZNK5Glest10ProtoTypes18ProduceCommandType6updateEPNS_8Entities4UnitE+0x236) [0x839fbda]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest8Entities4Unit15doUpdateCommandEv+0xf6) [0x8269952]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest3Sim19SimulationInterface19doUpdateUnitCommandEPNS_8Entities4UnitE+0x11) [0x844ee4f]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest8Entities4Unit8doUpdateEv+0xe7) [0x826a4bf]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest3Sim5World11updateUnitsEPKNS_8Entities7FactionE+0x3d) [0x84572c7]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest3Sim5World12processFrameEv+0xca) [0x84573bc]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest3Sim19SimulationInterface11updateWorldEv+0xd7) [0x844e2a7]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest3Gui9GameState6updateEv+0x167) [0x82a4f0f]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest4Main7Program4loopEv+0x1b1) [0x8316b39]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest4Main9glestMainEiPPc+0x33f) [0x83100d1]
/home/john/glestae_git/build/source/game/glestadv(main+0x79) [0x8310378]
/lib/libc.so.6(__libc_start_main+0xe7) [0x2f3ce7]
/home/john/glestae_git/build/source/game/glestadv() [0x823fd11]

=======================

... and again, a little while after the units were produced.



Code: [Select]
Crash
Version: Advanced Engine git-master
Time: Wed Mar  9 19:22:26 2011
Description: SIGSEGV: address not mapped to object
Address: 0x1040
Backtrace:
/home/john/glestae_git/build/source/game/glestadv(_ZN6Shared8Platform24PlatformExceptionHandler7handlerEiP7siginfoPv+0x301) [0x84a362b]
[0x5cd40c]
/home/john/glestae_git/build/source/game/glestadv(_ZNK5Glest10ProtoTypes14ProducibleType23getAdvancesToSubfactionEv+0x6) [0x828c576]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest8Entities7Faction22checkAdvanceSubfactionEPKNS_10ProtoTypes14ProducibleTypeEb+0x17) [0x828bc0b]
/home/john/glestae_git/build/source/game/glestadv(_ZNK5Glest10ProtoTypes18ProduceCommandType6updateEPNS_8Entities4UnitE+0x236) [0x839fbda]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest8Entities4Unit15doUpdateCommandEv+0xf6) [0x8269952]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest3Sim19SimulationInterface19doUpdateUnitCommandEPNS_8Entities4UnitE+0x11) [0x844ee4f]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest8Entities4Unit8doUpdateEv+0xe7) [0x826a4bf]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest3Sim5World11updateUnitsEPKNS_8Entities7FactionE+0x3d) [0x84572c7]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest3Sim5World12processFrameEv+0xca) [0x84573bc]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest3Sim19SimulationInterface11updateWorldEv+0xd7) [0x844e2a7]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest3Gui9GameState6updateEv+0x167) [0x82a4f0f]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest4Main7Program4loopEv+0x1b1) [0x8316b39]
/home/john/glestae_git/build/source/game/glestadv(_ZN5Glest4Main9glestMainEiPPc+0x33f) [0x83100d1]
/home/john/glestae_git/build/source/game/glestadv(main+0x79) [0x8310378]
/lib/libc.so.6(__libc_start_main+0xe7) [0x5e4ce7]
/home/john/glestae_git/build/source/game/glestadv() [0x823fd11]

=======================

Here's a copy of the addon I'm using, with everything impertinent (models, textures, the Magic faction) stripped out (~300K):
http://www.mediafire.com/?byq2r6xxh9xwaoj  This is what I used to reproduce the last two crashes, hence the placeholders.

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