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Topics - tomreyn

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376
Bug reports / MG 3.5.0: logList.size() <= logCount [209][209]
« on: 22 April 2011, 19:49:26 »
I'm not sure whether this is really a bug but in my --verbose output it says Error [logList.size() <= logCount [209][209]]:

Code: [Select]
In [/home/softcoder/Code/megaglest/trunk/source/glest_game/network/network_manager.cpp::end Line: 62]
In [/home/softcoder/Code/megaglest/trunk/source/glest_game/network/network_manager.cpp::end Line: 71]
Opening logfile [/home/user1/.megaglest/debug.log] type = 0, currentDebugLog.fileStreamOwner = 1, file stream open = 1
Opening logfile [/home/user1/.megaglest/debug.log] type = 1, currentDebugLog.fileStreamOwner = 0, file stream open = 1
In [/home/softcoder/Code/megaglest/trunk/source/shared_lib/sources/platform/common/simple_threads.cpp::execute Line: 489] Error [logList.size() <= logCount [209][209]]
In [/home/softcoder/Code/megaglest/trunk/source/shared_lib/sources/platform/common/simple_threads.cpp::execute Line: 495] LogFile thread is starting to exit
In [/home/softcoder/Code/megaglest/trunk/source/shared_lib/sources/platform/common/simple_threads.cpp::execute Line: 498] LogFile thread is exiting, mustDeleteSelf = 0
In [/home/softcoder/Code/megaglest/trunk/source/glest_game/network/network_manager.cpp::end Line: 62]
In [/home/softcoder/Code/megaglest/trunk/source/glest_game/network/network_manager.cpp::end Line: 71]
In [/home/softcoder/Code/megaglest/trunk/source/glest_game/network/network_manager.cpp::init Line: 40]

377
In some cases when i host a game, others can connect fine to the lobby but when I press the button to start the game nothing happens. It just makes the 'click' sound and that's it, the game does not start. All users are 'ready' at this point. I had this on two 3.5.0 (release, using the Linux x86_64 installer) games with only one network player connected, and those were different people. So far only I seem to have this issue, not sure...

I was able to collect debug + network debug logs, as well as --verbose output (stdouterr.log) while this happened.

378
Bug reports / MG 3.5.0 freezing after player connects
« on: 22 April 2011, 18:11:25 »
This is a stacktrace of the game after Strannik connected to my server:

Code: [Select]
0x00007f4c270f47c4 in __lll_lock_wait () from /lib/x86_64-linux-gnu/libpthread.so.0
#0  0x00007f4c270f47c4 in __lll_lock_wait () from /lib/x86_64-linux-gnu/libpthread.so.0
#1  0x00007f4c270ef5cf in _L_lock_1005 () from /lib/x86_64-linux-gnu/libpthread.so.0
#2  0x00007f4c270ef42b in pthread_mutex_lock () from /lib/x86_64-linux-gnu/libpthread.so.0
#3  0x00007f4c2735648e in SDL_mutexP () from /usr/lib/libSDL-1.2.so.0
#4  0x000000000089539c in Shared::Platform::Mutex::p (this=0x2a9e930) at /home/softcoder/Code/megaglest/trunk/source/shared_lib/sources/platform/sdl/thread.cpp:117
#5  0x0000000000764c00 in Lock (this=<value optimized out>, mapSlotSignalledList=<value optimized out>, errorMsgList=..., eventList=<value optimized out>) at /home/softcoder/Code/megaglest/trunk/source/glest_game/../shared_lib/include/platform/sdl/thread.h:124
#6  MutexSafeWrapper (this=<value optimized out>, mapSlotSignalledList=<value optimized out>, errorMsgList=..., eventList=<value optimized out>) at /home/softcoder/Code/megaglest/trunk/source/glest_game/../shared_lib/include/platform/sdl/thread.h:97
#7  Glest::Game::ServerInterface::checkForCompletedClients (this=<value optimized out>, mapSlotSignalledList=<value optimized out>, errorMsgList=..., eventList=<value optimized out>) at /home/softcoder/Code/megaglest/trunk/source/glest_game/network/server_interface.cpp:629
#8  0x000000000076cecd in Glest::Game::ServerInterface::update (this=0x2a9e640) at /home/softcoder/Code/megaglest/trunk/source/glest_game/network/server_interface.cpp:860
#9  0x0000000000650136 in Glest::Game::Program::loopWorker (this=0x2444b50) at /home/softcoder/Code/megaglest/trunk/source/glest_game/main/program.cpp:316
#10 0x000000000064b525 in Glest::Game::glestMain (argc=<value optimized out>, argv=<value optimized out>) at /home/softcoder/Code/megaglest/trunk/source/glest_game/main/main.cpp:2622
#11 0x000000000064c53e in Glest::Game::glestMainWrapper (argc=1, argv=0x7fff39438c78) at /home/softcoder/Code/megaglest/trunk/source/glest_game/main/main.cpp:2704
#12 0x00007f4c23fcbeff in __libc_start_main () from /lib/x86_64-linux-gnu/libc.so.6
#13 0x0000000000572a39 in _start () at ../sysdeps/x86_64/elf/start.S:113

When Strannik joined the server, mMy screen froze and did not recover within 5 minutes. I then killed the process (signal 9).

379
General discussion / TO DO for release
« on: 22 April 2011, 16:24:04 »
As discussed with silnarm, since issues reported on the forums have the obvious issue of moving into the void over time, let's collect issues which should be discussed and possibly fixed for the next GAE release here in this sticky thread. Grave issues should still go directly to the GAE Trac on sf.net.

I would appreciate you adding things here, too, either by editing this post (if you can, I assume there is no write locking, though, so beware) or by adding to it in new posts below.



OUTSTANDING

If you can edit this post, please move issues you know are fixed down to 'DONE'. Feel free to add a WON'T FIX category and move entries there as needed, too.
  • Test new/modified features (tomreyn)
    • Options menu (hailstone)
    • Normal mapping (silnarm)
    • Shaders in general: things like mesh/texture opacity, ensure meshes are being rendered as the original fixed pipe code was doing. (silnarm)
    • cloaking and detectors, "stress test" (make lots of detectors, move them around a bunch, kill them, make sure you can't detect in those areas (the engine uses counters per cloak group per tile, this is meant to test that those counters are being maintained properly)). (silnarm)
    • teleport, try teleport off map, into large areas of 'unwalkable' tileset objects, test the explored only flag... etc. (silnarm)
    • two-tier upgrade commands, actually all the 'production' type commands that can be single or two tier (produce, upgrade, morph) should have both versions tested, looking for tool-tip defects in particular ;) (silnarm)
    • Test addons including total conversion addons (unassigned)
    • cost-modifiers and store-modifiers (new upgrade options) and the 'affects' node, using units by name and tag (silnarm)
    • open the binary multiple times (hailstone)
    • Add a functionality to the + and - boxes on all occurrences of their appearance, or remove where unneeded. (unassigned)
  • problem with playback speed of some oggs? (silnarm)
  • Custom mouse cursor doesn't change back to default when quiting game because of error, such as server disconnected (hailstone)
  • add more things to fix here



DONE


380
d38f8c8a4afb98f17078f766db472829d198b988 fails to build for me on Ubuntu 11.04 beta2 x86_64

Code: [Select]
[  3%] Building CXX object source/shared_lib/CMakeFiles/shared_lib.dir/sources/graphics/gl/model_renderer_gl.cpp.o
/home/tomreyn/SCM/glestae/source/shared_lib/sources/graphics/gl/model_renderer_gl.cpp: In member function 'virtual void Shared::Graphics::Gl::ModelRendererGl::renderMesh(const Shared::Graphics::Mesh*, int, int, Shared::Graphics::UnitShaderSet*)':
/home/tomreyn/SCM/glestae/source/shared_lib/sources/graphics/gl/model_renderer_gl.cpp:303:23: error: 'anim' was not declared in this scope
/home/tomreyn/SCM/glestae/source/shared_lib/sources/graphics/gl/model_renderer_gl.cpp:304:53: error: call of overloaded 'setUniform(const char [16], int&)' is ambiguous
/home/tomreyn/SCM/glestae/source/shared_lib/include/graphics/gl/shader.h:38:15: note: candidates are: virtual bool Shared::Graphics::ShaderProgram::setUniform(const std::string&, GLuint)
/home/tomreyn/SCM/glestae/source/shared_lib/include/graphics/gl/shader.h:39:15: note:                 virtual bool Shared::Graphics::ShaderProgram::setUniform(const std::string&, GLfloat)
/home/tomreyn/SCM/glestae/source/shared_lib/sources/graphics/gl/model_renderer_gl.cpp:305:47: error: call of overloaded 'setUniform(const char [13], int&)' is ambiguous
/home/tomreyn/SCM/glestae/source/shared_lib/include/graphics/gl/shader.h:38:15: note: candidates are: virtual bool Shared::Graphics::ShaderProgram::setUniform(const std::string&, GLuint)
/home/tomreyn/SCM/glestae/source/shared_lib/include/graphics/gl/shader.h:39:15: note:                 virtual bool Shared::Graphics::ShaderProgram::setUniform(const std::string&, GLfloat)
make[2]: *** [source/shared_lib/CMakeFiles/shared_lib.dir/sources/graphics/gl/model_renderer_gl.cpp.o] Error 1
make[1]: *** [source/shared_lib/CMakeFiles/shared_lib.dir/all] Error 2
make: *** [all] Error 2

381
MegaGlest / MegaGlest 3.5.0 Release
« on: 20 April 2011, 17:52:21 »
MegaGlest 3.5.0 release - come and get it while its hot (svn revision 2145)
Downloads here: http://megaglest.org/download.html or below
https://www.youtube.com/watch?v=33Ez8mc_PUY
Changelog:
v3.5.0

- Menu changes to better group similar items
- Added Blender related tools in blender sub folder
- Modified binary and script names for Linux builds to avoid conflicts with original glest
- Added preview info in mod menu, scenario menu and tutorials
- End game stats have more info now
- Added more validations for modders for techtrees and scenarios (commandline options)
- Bugfix for OpenAL (now works in v 1.13)
- Updates to Romans faction
- Network messages generated by the game are now displayed in the local users selected language
- Support for custom credits (add the file data/core/menu/credits.txt)
- More AI player improvements
- Default screenshot format is now jpg (configurable in options menu)
- Fixed some performance problems with 'stuck' units
- improved resource selection
- performance improvements, now make it possible to play with more units and slower hardware than before.
- new maps with cliffs and higher terrain
- support for sending 7z tilesets and techtrees over network
- new game mod management console to download new game content or remove existing mod content
- multi-threaded pathfinding for better performance when many units are moving
- CPU AI player improvements (units get unstuck more often and stationary air units attack more efficiently)
- new tileset and resource particle support.
- added jpg screenshot support
- optional compressed GPU texture support
- improved harvesting and resource selection
- better support for multiple platform compiling
- Modifiable keyboard hotkeys
- bugfixes for map editor and g3d viewer to work more stable on multiple platforms
- LSB conform ".megaglest" usage



Please check the hard- and software requirements and recommendations.


Linux users need to install 7-zip (package p7zip-full on Debian + Ubuntu) to be able to install mods in the game (and to support various file transfer types).




Full installers:

Linux 64 bit:
Download Here (222.8 MB)
sha1sum 5f5ebe1ed4a1001defeda2b1c6d31343f3ddca72

Linux 32 bit:
Download Here (226.5 MB)
sha1sum a66a630617bb8118e4ed7152210d0b34750d26ee

Windows:
Download Here (183.6 MB)
sha1sum f8cf3157a4eac28154ca881ed71bc8d916d07ff3



Advanced options:
(click to show/hide)

Please remember to report any issues and bugs in a separate thread, not here.

382
When you enter a player name in the Options menu, hotkeys are active. This means that when you enter a player name containing 'e', a screenshot will be taken. This should not happen.

383
Since the client does now know the subversion revision it was built from, it would be nice if it would also send this information to a game server when connecting to it. Equally, the game server should notify the client of the revision it was built from. This would make the "are you really, really on SVN head" and "do you really, really, use a release build" questions superfluous.

384
MegaGlest / MegaGlest 3.5.1 hardware and software requirements
« on: 19 April 2011, 02:15:56 »
This is just for documentation, not meant as a discussion topic (but you are welcome to discuss if you feel like it nevertheless).

Hardware requirements:
* 1 GB RAM (1.5 GB recommended)
* Video card supporting OpenGL 1.4¹ or higher (dedicated Nvidia or ATI video card recommended)
* Audio chip supporting OpenAL (or higher)
* Multi-core CPU (modern CPU series with at least two cores of at least 1.5 Ghz recommended)

Software requirements:
* A version of any Linux distribution or Windows version which still receives security support
* Video drivers which work well with this operating system version and support OpenGL 1.4¹ or higher
* Audio drivers supporting OpenAL (or higher)
* Linux: A package of 7-zip providing the 7z executable (p7zip-full on Debian/Ubuntu)
* Linux dependencies include:

Code: [Select]
 
  libSDL 1.2
  libGLU
  libGL
  libOpenAL
  libogg
  libvorbis
  libvorbisfile
  libvorbisenc
  liblua 5.1
  libjpeg
  libpng
  libz
  libgnutls
  libicu
  libdl
 
  *note: libcurl and libxerces are compiled statically and some game tools (like g3d viewer) requires wxWidgets
 

¹ OpenGL 1.3 with GL_ARB_env_crossbar extension will also work.

385
When you try to connect to a server which is still listed on the masterserver but actually no longer listening for inbound connections, you get an error message saying "Connection failed". For somereason this message window looks strange (and it is the only one which does):


386
On 800x600, download status messages in the Game Mods menu overlap the 'Return' button - see the bottom:


387
General discussion / [Fixed] Missing widget textures
« on: 18 April 2011, 17:07:07 »
This is a quote from my glestadv-widget.log:

Code: [Select]
...
90000: ====================================================
90000: Loading styles for widget type 'Check Box'
90000: ====================================================
...
90000:  Loading Overlay
90000:          Error: the texture named '' was not found.
...
90000: ====================================================
90000: Loading styles for widget type 'Check Box Chk'
90000: ====================================================
...
90000:  Loading Overlay
90000:          Error: the texture named '' was not found.
...

388
Bug reports / [Fixed] Crash in 'About' menu
« on: 18 April 2011, 16:35:47 »
Currently you get a crash in the 'About' menu right when it tries to draw the models there.

Code: [Select]
Crash
Version: Advanced Engine git-master
Time: Mon Apr 18 18:32:42 2011
Description: SIGSEGV: address not mapped to object
Address: 0x5a1
Backtrace:
./build/source/game/glestadv(_ZN6Shared8Platform24PlatformExceptionHandler7handlerEiP7siginfoPv+0xf7) [0x7167e7]
/lib/x86_64-linux-gnu/libpthread.so.0(+0xfc60) [0x7fe3623c5c60]
./build/source/game/glestadv(_ZN5Glest8Graphics8Renderer20renderMenuBackgroundEPKNS_4Menu14MenuBackgroundE+0x6c3) [0x54a6d3]
./build/source/game/glestadv(_ZN5Glest4Menu8MainMenu8renderBgEv+0x57) [0x596507]
./build/source/game/glestadv(_ZN5Glest4Main7Program4loopEv+0x1f4) [0x57d094]
./build/source/game/glestadv(_ZN5Glest4Main9glestMainEiPPc+0x323) [0x579913]
./build/source/game/glestadv(main+0x35) [0x579ef5]
/lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xff) [0x7fe36049eeff]
./build/source/game/glestadv() [0x4c52e9]

389
Many windows, usually prompt / dialog windows, have scroll bars, but all of their content is always visible and there is no way to scroll in them. Other prompt / dialog windows do not have scroll bars. No scroll bars should be drawn / displayed where none are needed.

Examples where windows have superfluous scroll bars:
* Error: Some network slots are still unconnected.
* Exit Game?: You win!, Exit Game?
* Exit Game?: Exit Game?
* Exit Program?: Exit Program?

390
This happens when, while setting up a custom game with only on player in it - a "Human") -, you move the "Human" player to slot 3 (or any other slot than the first one), then close this slot:

Code: [Select]
glestadv: [redacted]/source/game/menu/menu_state_new_game.cpp:373: int Glest::Menu::getLowestFreeColourIndex(Glest::Widgets::PlayerSlotWidget**): Assertion `(slots[i]->getControlType() != ControlType::CLOSED) && "Closed slot has colour set."' failed.

Crash
Version: Advanced Engine git-master
Time: Mon Apr 18 18:22:49 2011
Description: SIGABRT:
Address: 0x3e8000040e8
Backtrace:
./build/source/game/glestadv(_ZN6Shared8Platform24PlatformExceptionHandler7handlerEiP7siginfoPv+0xf7) [0x7167e7]
/lib/x86_64-linux-gnu/libpthread.so.0(+0xfc60) [0x7f5e75c5ec60]
/lib/x86_64-linux-gnu/libc.so.6(gsignal+0x35) [0x7f5e73d4cd05]
/lib/x86_64-linux-gnu/libc.so.6(abort+0x186) [0x7f5e73d50ab6]
/lib/x86_64-linux-gnu/libc.so.6(__assert_fail+0xf5) [0x7f5e73d457c5]
./build/source/game/glestadv() [0x598e6d]
./build/source/game/glestadv(_ZN5Glest4Menu16MenuStateNewGame15onChangeControlEPNS_7Widgets6WidgetE+0x168) [0x59a788]
./build/source/game/glestadv(_ZN5Glest7Widgets16PlayerSlotWidget16onControlChangedEPNS0_6WidgetE+0x2d) [0x6af7ad]
./build/source/game/glestadv(_ZN5Glest7Widgets8DropList11setSelectedEi+0xbd) [0x6b157d]
./build/source/game/glestadv(_ZN5Glest7Widgets8DropList15onSelectionMadeEPNS0_6WidgetE+0x37) [0x6b1cf7]
./build/source/game/glestadv(_ZN5Glest7Widgets7ListBox10onSelectedEPNS0_6WidgetE+0xad) [0x6b0a5d]
./build/source/game/glestadv(_ZN5Glest7Widgets11ListBoxItem7mouseUpEN6Shared8Platform11MouseButtonENS2_4Math4Vec2IiEE+0x75) [0x6b1035]
./build/source/game/glestadv(_ZN5Glest7Widgets12WidgetWindow12eventMouseUpEiiN6Shared8Platform11MouseButtonE+0x3fc) [0x693f9c]
./build/source/game/glestadv(_ZN6Shared8Platform6Window11handleEventEv+0x2be) [0x7157ee]
./build/source/game/glestadv(_ZN5Glest4Main7Program4loopEv+0x4a) [0x57ceea]
./build/source/game/glestadv(_ZN5Glest4Main9glestMainEiPPc+0x323) [0x579913]
./build/source/game/glestadv(main+0x35) [0x579ef5]
/lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xff) [0x7f5e73d37eff]
./build/source/game/glestadv() [0x4c52e9]

391
When you open the "Save Game" dialog window you are supposed to enter the filename to save as. Keyboard input you make then will indeed feed into the filename which is then printed on screen (and on this window). However, if you decide to click (by mouse) anywhere else on the screen, there is no way to continue entering the filename, since there is no text input line displayed. And even if there was, I'm not sure it would bring you back to the mode where you are entering the filename. Since once you clicked anywhere else on screen any keyboard input you make is considered to be keyboard shortcuts.

392
General discussion / Missing language keys
« on: 18 April 2011, 15:29:09 »
I'll collect some missing translation keys here, they will be added over time.

Keys which are (assumely) only relevant for Shibboleth are tagged as such.

EnterFilename - as displayed when you failed to enter a filename in the "Save Game" dialog but just clicked on "Save"
build Self (Shibboleth) - as found on the description of a building which is just executing this command
wall (Shibboleth) - as found on the pop-up info for the "Build Wall" command

393
86b7fcfe7178a4693ae70bf91bdf903f7358387e fails to build:

Code: [Select]
[ 40%] Built target test_suite
[ 40%] Building CXX object source/g3d_viewer/CMakeFiles/gae_g3dviewer.dir/renderer.cpp.o
[redacted]/glestae/source/g3d_viewer/renderer.cpp: In member function ‘void Shared::G3dViewer::Renderer::renderTheModel(Shared::Graphics::Model*, float)’:
[redacted]/glestae/source/g3d_viewer/renderer.cpp:249:70: error: no matching function for call to ‘Shared::Graphics::ModelRenderer::begin(bool, bool, bool, Shared::G3dViewer::MeshCallbackTeamColor*)’
[redacted]/glestae/source/shared_lib/include/graphics/model_renderer.h:73:15: note: candidate is: virtual void Shared::Graphics::ModelRenderer::begin(Shared::Graphics::RenderParams)

394
I just got this when I invoked glestadv with the --lastgame argument:

Quote
terminate called after throwing an instance of 'std::runtime_error'
  what():  OpenGL error: invalid value at file: /home/tomreyn/SCM/glestae/source/game/graphics/renderer.cpp, line 377

Code: (gae-crash.txt) [Select]
Crash
Version: Advanced Engine git-master
Time: Sat Apr 16 17:14:09 2011
Description: SIGABRT:
Address: 0x3e8000019b7
Backtrace:
./build/source/game/glestadv(_ZN6Shared8Platform24PlatformExceptionHandler7handlerEiP7siginfoPv+0xf7) [0x713717]
/lib/x86_64-linux-gnu/libpthread.so.0(+0xfc60) [0x7fe9d6ec5c60]
/lib/x86_64-linux-gnu/libc.so.6(gsignal+0x35) [0x7fe9d4fb3d05]
/lib/x86_64-linux-gnu/libc.so.6(abort+0x186) [0x7fe9d4fb7ab6]
/usr/lib/x86_64-linux-gnu/libstdc++.so.6(_ZN9__gnu_cxx27__verbose_terminate_handlerEv+0x11d) [0x7fe9d586a6dd]
/usr/lib/x86_64-linux-gnu/libstdc++.so.6(+0xb9926) [0x7fe9d5868926]
/usr/lib/x86_64-linux-gnu/libstdc++.so.6(+0xb88f9) [0x7fe9d58678f9]
/usr/lib/x86_64-linux-gnu/libstdc++.so.6(__gxx_personality_v0+0x235) [0x7fe9d5868215]
/lib/x86_64-linux-gnu/libgcc_s.so.1(+0xf44b) [0x7fe9d532344b]
/lib/x86_64-linux-gnu/libgcc_s.so.1(_Unwind_Resume+0x8b) [0x7fe9d53238bb]
./build/source/game/glestadv(_ZN5Glest4Main7ProgramD1Ev+0xe5) [0x57f0d5]
./build/source/game/glestadv(_ZN5Glest4Main9glestMainEiPPc+0x720) [0x579870]
./build/source/game/glestadv(main+0x35) [0x579a55]
/lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xff) [0x7fe9d4f9eeff]
./build/source/game/glestadv() [0x4c5089]

last_gamesettings.gs, all relevant log and configuration files are available for download.

395
This happened when, in a restored (loaded save-) game, after I was commanding units on the front, I switched back the view/camera to my base on the other side of the map.

source/game/world/type_factories.h:68: void Glest::Sim::EntityFactory<Type>::deleteInstance(int) [with Entity = Glest::Entities::Command]: Assertion `false' failed.

Code: (gae-crash.txt) [Select]
Crash
Version: Advanced Engine git-master
Time: Sat Apr 16 17:02:10 2011
Description: SIGABRT:
Address: 0x3e800001914
Backtrace:
./build/source/game/glestadv(_ZN6Shared8Platform24PlatformExceptionHandler7handlerEiP7siginfoPv+0xf7) [0x713717]
/lib/x86_64-Windows ME-gnu/libpthread.so.0(+0xfc60) [0x7fee6e566c60]
/lib/x86_64-Windows ME-gnu/libc.so.6(gsignal+0x35) [0x7fee6c654d05]
/lib/x86_64-Windows ME-gnu/libc.so.6(abort+0x186) [0x7fee6c658ab6]
/lib/x86_64-Windows ME-gnu/libc.so.6(__assert_fail+0xf5) [0x7fee6c64d7c5]
./build/source/game/glestadv(_ZN5Glest3Sim13EntityFactoryINS_8Entities7CommandEE14deleteInstanceEi+0x330) [0x6dff70]
./build/source/game/glestadv(_ZN5Glest8Entities4Unit13clearCommandsEv+0x52) [0x4f0262]
./build/source/game/glestadv(_ZN5Glest8Entities4Unit4killEv+0x28f) [0x4f29bf]
./build/source/game/glestadv(_ZN5Glest8Entities4Unit6doKillEPS1_+0x9c) [0x4f2bec]
./build/source/game/glestadv(_ZN5Glest3Sim5World6damageEPNS_8Entities4UnitEPKNS_10ProtoTypes15AttackSkillTypeES4_N6Shared4Math5fixedE+0x143) [0x6d4d43]
./build/source/game/glestadv(_ZN5Glest3Sim5World3hitEPNS_8Entities4UnitEPKNS_10ProtoTypes15AttackSkillTypeERKN6Shared4Math4Vec2IiEENS0_5FieldES4_+0x2fa) [0x6d991a]
./build/source/game/glestadv(_ZN5Glest3Sim15ParticleDamager7executeEPN6Shared8Graphics14ParticleSystemE+0x17a) [0x6d9cba]
./build/source/game/glestadv(_ZN5Glest8Entities10Projectile6updateEv+0x10b) [0x4e7a8b]
./build/source/game/glestadv(_ZN6Shared8Graphics15ParticleManager6updateEv+0x22) [0x6f0e82]
./build/source/game/glestadv(_ZN5Glest3Gui9GameState6updateEv+0x102) [0x51db82]
./build/source/game/glestadv(_ZN5Glest4Main7Program4loopEv+0x19e) [0x57cb9e]
./build/source/game/glestadv(_ZN5Glest4Main9glestMainEiPPc+0x323) [0x579473]
./build/source/game/glestadv(main+0x35) [0x579a55]
/lib/x86_64-Windows ME-gnu/libc.so.6(__libc_start_main+0xff) [0x7fee6c63feff]
./build/source/game/glestadv() [0x4c5089]

396
As of beta 2, the MG configurator modifies the main glest.ini file, not glestuser.ini. I think this is counter productive, it does more bad than good, since we never ever want glest.ini touched by users, and it just gives the wrong impression that is is okay to edit this file and that doing so will definately result in the changes you made t be applied.

I think the configurator should either be changed to read its initial data from both glestuser.ini and glest.ini, understanding that settings in glestuser.ini take precedence, and then write only to glestuser.ini. Or we should remove the configurator off the release/distribution for now.

397
Bug reports / [Fixed] "Move Skill set, but pos == nextPos"
« on: 16 April 2011, 04:07:08 »
I just had GAE (commit a35cf04270f36c56d4f3df6fd622e3f6745bdb9f) bail out with an error on Shibboleth:
Quote
Move Skill set, but pos == nextPos

This error is displayed on screen...



... but it is _not_ written to any logs.

It can be reproduced by adding some opponents' units to your attack queue. In my case, I was attacking with a bunch of archers (who were not visible to the attacked units), and put two workers of the CPU player I was attacking on the archers' attack queue. As soon as they killed the first worker, this error message displayed and the game ended, bailing out to the main menu.

398
Bug reports / [Fixed] CLI menu shortcuts result in layered menus
« on: 16 April 2011, 03:04:45 »
When you use CLI arguments such as -server or -client to directly invoke a GAE submenu (bypassing the main menu), the main menu is still displayed in the background, overlayed by the requested submenu. This is a bit difficult to read, and it looks different than what it would look like if you had navigated to this submenu manually from the main menu.

399
While the GAE usage says:
Quote from: GAE usage (output of glestae --help)
 -client IP               startup and immediately connect to server IP

the 'IP' argument seems to be outright ignored. All this command does is to open the 'Join Game' menu where you then need to manually type the servers' IP address, whether or not you provided it on the command line.

Edit by Omega: Fixed formatting error caused by nesting a BBCode tag inside the attributes of another BBCode tag.

400
Bug reports / [Fixed] Inconsistent CLI argument format
« on: 16 April 2011, 02:56:43 »
To make the game show the CLI usage, you need to invoke
Code: [Select]
glestadv --help
This, on the other hand, will not display the usage:
Code: [Select]
glestadv -help
Instead, this results in this output:
Code: [Select]
unknown argument: -help
All the other CLI arguments use a single dash format, though, as the usage shows:
Code: [Select]
glestadv --help
usage: ./build/source/game/glestadv [options]
  -server                  startup and immediately host a game
  -client IP               startup and immediately connect to server IP
  -configdir path          set location of configs and logs to path
  -datadir path            set location of data
  -loadmap map tileset     load maps/map.gbm with tilesets/tileset for map preview
  -scenario category name  load immediately scenario/category/name

Trying to invoke GAE with a double-dashed variant of these options again results in (for example):
Code: [Select]
unknown argument: --client
GAE should either accept only single or only double-dashes CLI arguments, or both, but not require single-dashes arguments in some and double-dashed arguments in other cases (unless a getopts-like difference of single vs. multiple character arguments is made).

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