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Messages - softcoder

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151
My hosting provider is not too great. Anyways, get the latest binary and give it a try. We have tried it multiple times here and it plays perfect on win64 systems (win 7 and win 8) and seems to offer better performance than the 32 bit windows binary for x64 systems.

152
MegaGlest / Re: menu layout and translations
« on: 8 November 2013, 02:51:23 »
I updated the status textures to the ones done by Elim in svn.

153
This should be fixed in svn

154
SOmehow i don't think that last test used the updated binary as it should have had more info in the error. Please redownload a new binary again and post the results.

155
It would be impossible to work on this without more detailed info (perhaps console output) from the clients and server when this occurs. Repeatable steps would also help. It sounds like a timing related bug when people connect at the same time (and i think it is not new).

156
Yes nig everything you are doing is right. Each output is giving me more details about where your problem is coming from. Please get the latest binary and test again.

And don't worry titi, I will not remove streflop before we release.

157
Please try again the latest binary in the same location, i added more debug info.

I just played a full network game with my son (!5 minutes long) and it played fine (no out of synch and no crash).

What is interesting is that the win64 build DOES NOT use streflop making my think we may be able to drop using that lib completely.

Thanks

158
Are these games single player or network games?

Also try this updated binary and pastebin the console output when it crashes again (after x minutes):
Code: [Select]
[url=http://soft-haus.com/glest/temp/megaglest64.exe]http://soft-haus.com/glest/temp/megaglest64.exe[/url]

159
Please try this experimental 64bit windows build which uses AVX instructions (instead of SSE2). Let me know if a) this build is fast and b) this build is stable.

Code: [Select]
[url=http://www.soft-haus.com/glest/temp/megaglest64-avx.exe]http://www.soft-haus.com/glest/temp/megaglest64-avx.exe[/url]

160
I updated the exe to svn head and made a few fixes for win64. Please give it a try again and let me know if you get any errors.

161
MegaGlest / More detailed data validation
« on: 4 November 2013, 07:32:07 »
I just wanted to mention that I made some changes to the 'validation' command line option handling. For example previous to the changes, when hitting errors like a 'missing resource', mg would crash with an error stating that the resource was missing and not continue validation. Now I 'try' to gracefully handle such cases when validating data and give some details about the error. So now I am able to validate Tiger's new island_survival scenario and see not only is there a missing resource, but also which units cannot be produced etc. This is committed in svn rev#: 4699

Thanks

162
MegaGlest / Re: Next release?
« on: 1 November 2013, 20:24:52 »
Very soon, I would say sometime in the next week or so if all goes well. We are doing final bug fixes and stabilization testing as we speak. Also getting the code ready to replace 3.7.1 in Debian / next Ubuntu.

163
MegaGlest / Re: Network game stats gathering
« on: 1 November 2013, 14:38:25 »
SVn now does not update slot info after someone has won the game.

164
MegaGlest / Re: Network game stats gathering
« on: 31 October 2013, 15:45:43 »
This uses the same thread as existing publish. It only sends stats if the user is publishing to masterserver so follows all the same rules.

Also, Omega, i fixed the auto update script (which also adds game stats link)

165
I cannot reproduce this, but try svn to see if some small changes fix it for you.

166
MegaGlest / Re: Network game stats gathering
« on: 31 October 2013, 09:51:05 »
Which auto update script? The other items were just artifacts of my testing. I added asynchronous retrieval of game stats when you click on the game status link

167
MegaGlest / Network game stats gathering
« on: 31 October 2013, 00:59:55 »
While being FAR from perfect, we now have a system of gathering in game statistics and storing it on the masterserver. All published games will have their game scores saved to the master server as we develop ways to use that information for interesting new game features.

I also made the web view display finished games that are no older than 8 hours old. This may help to see if people are actively playing during specific periods in the day:

http://master.megaglest.org/

Thanks

168
Is this still slow? For me I don't notice a slowdown when i switch.

169
Bug reports / Re: r4616: Crash after lag on Windows 7-64
« on: 29 October 2013, 22:36:50 »
Do we have reproducible steps for this defect?

170
This is likely fixed now in svn

171
This is likely fixed in in the latest svn revision (but it sets slots to closed when toggling language still)

172
The levelling uses enemy kills only, check the code in unit.cpp

Code: [Select]
void Unit::incKills(int team) {
++kills;
if(team != this->getTeam()) {
++enemyKills;
}

checkUnitLevel();
}

void Unit::checkUnitLevel() {
const Level *nextLevel= getNextLevel();
if(nextLevel != NULL && this->enemyKills >= nextLevel->getKills()) {
this->level= nextLevel;
 ...


173
This should be fixed in svn now (a clean shutdown after warning the user)

174
Bug reports / Re: Misspellings in Megapack
« on: 21 October 2013, 20:32:15 »
Do not rename anything, this will make more problems (for all of the reasons mentioned above). Just set the name in the translation file to whatever makes sense.

175
Bug reports / Re: Misspellings in Megapack
« on: 20 October 2013, 23:15:59 »
All of these names were the names of the unit folders created during the original faction creation. It is only recently that we even allowed translated names thus opening the ability to name things properly. For anyone wanting to fix it, please join the techtree project on transifex and fix the english translations of the techtrees.

Thanks

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