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Topics - tomreyn

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401
Bug reports / Crash on connect to network port
« on: 16 April 2011, 02:43:30 »
When you try to connect to any local or remote network location where there is no open / listening network port, GAE (posing as a game client) will crash with this:

Quote
Crash!
Exception: Socket Error in : readAll() [Error code: 107]
Transport endpoint is not connected

This is a literal quote from the window which displays on screen. Unfortunately this error is not logged to any logfile (gae-crash.txt, glestadv-network.log, glestadv-error.log) and the screenshot produced at this point is reproducibly broken.

However, when you connect to a listening port (which just accepts the TCP connection but does not send any data), then cancel connecting on the GAE client, you crash with this instead:

Code: [Select]
Crash
Version: Advanced Engine git-master
Time: Sat Apr 16 04:40:18 2011
Description: SIGSEGV: address not mapped to object
Address: 0
Backtrace:
./build/source/game/glestadv(_ZN6Shared8Platform24PlatformExceptionHandler7handlerEiP7siginfoPv+0xf7) [0x70c387]
/lib/x86_64-linux-gnu/libpthread.so.0(+0xfc60) [0x7f304a424c60]
./build/source/game/glestadv(_ZN5Glest7Widgets12WidgetWindow20removeFloatingWidgetEPNS0_6WidgetE+0xb7) [0x68cc87]
./build/source/game/glestadv(_ZN5Glest4Menu17MenuStateJoinGame6updateEv+0x1a4) [0x59fb84]
./build/source/game/glestadv(_ZN5Glest4Main7Program4loopEv+0x19e) [0x5789ae]
./build/source/game/glestadv(_ZN5Glest4Main9glestMainEiPPc+0x323) [0x575313]
./build/source/game/glestadv(main+0x35) [0x5758f5]
/lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0xff) [0x7f30484fdeff]
./build/source/game/glestadv() [0x4c4f09]

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


402
Bug reports / [Fixed] Unnamed savegames
« on: 16 April 2011, 02:14:29 »
It is possible to save a game under the name of '' (empty string). On Linux, this results in a file called '.sav' to be created in the savegame directory. This savegame, however, does not show up on the 'Load Game' menu, and thus this savegame can never be loaded or deleted using the GUI.

403
I got this error while sending a group of workers (who had previously been harvesting gold) to build barracks:
Code: [Select]
In deleteInstance () [/home/tomreyn/SCM/glestae/source/game/world/type_factories.h : 68]
Runtime check fail: it != m_objTable.end()

Is there a way I can provide more information in case of such runtime errors? Is this information already sufficient?


404
When you setup a game with a network slot but no player is connected, and you try to start this game, then a message window displays saying "Some network slots are still unconnected". This message window comes with an X on its top right corner which users would assume allows for closing this window. However, clicking on this X has no effect at all.

This is the same for the warning window which shows up when you click on 'Load Game' in the main menu but you do not have any savegames.

405
When I double-click a unit, the expected behaviour is that in addition to this unit, neighbouring units of the same type are selected, too. However, this fails more often than not, resulting in either no unit at all or just the unit below the mouse pointer being selected. It is actually very rare that the expected behaviour works.

406
While it is possible to move windows in-game by double-clicking their title bar, this does not work for the units/building/command window (the right-most positioned window which is always visible). This is unexpected and inconsistent with the other windows' behaviour.

407
On the game end screen, if you have the 'Debug' window active, you may want to move or minimise this window so that the statistics can be viewed properly. However, any attempt to click on the 'Debug' window simply results in closing the statistics screen, returning you to the main menu.

408
I've ad two occasions where, at once (I cannot really tell how to reproduce this), my entire units and buildings became tinted in an unexpected color.

I assume this is not intended?

 

409
Bug reports / [Fixed] In-game game menu always takes focus
« on: 16 April 2011, 01:14:43 »
When you open (by hitting escape), then minimize, the in-game 'Game Menu', but also have the 'Debug' window open then you would tend to think you will be able to close the 'Debug' window by clicking on the X:



However, you cannot, the only thing you can interact with at this time is in fact the Game Menu. This behaviour is not congruent with the presentation.

410
This is a glest-error.log for df40f564e3c7826296cbc92d4ce48e0cbd0f4537

Code: [Select]
Glest Advanced Engine: Error log file. 15-Apr-2011_17-07-38

Error: the texture named '' was not found.
Error: the texture named '' was not found.
                While loading background style for widget type 'CONSOLE'
                         loading 'Colours'
XML Error in techs/shibboleth/factions/alpha/units/archer/archer.xml:
        Node "cloak" doesn't have 1 children named  "image"

Tree: cloak (upgrade-requirements (upgrade )  group )
Error loading techs/shibboleth/factions/alpha/units/castle/models/castle.g3d:
        PHYSFS_openRead failed: techs/shibboleth/factions/alpha/units/castle/models/castle.g3d
        Error: No such file or directory
Error loading techs/shibboleth/factions/alpha/units/catapult/models/catapult_walking.g3d:
        PHYSFS_openRead failed: techs/shibboleth/factions/alpha/units/catapult/models/catapult_walking.g3d
        Error: No such file or directory
Error loading techs/shibboleth/factions/alpha/units/castle/destruction_models/defense_tower_destruction.g3d:
        PHYSFS_openRead failed: techs/shibboleth/factions/alpha/units/castle/destruction_models/defense_tower_destruction.g3d
        Error: No such file or directory
Error loading techs/shibboleth/factions/alpha/units/defense_tower/images/transport_load.bmp:
        referenced in techs/shibboleth/factions/alpha/units/defense_tower/defense_tower.xml
        PHYSFS_openRead failed: techs/shibboleth/factions/alpha/units/defense_tower/images/transport_load.bmp
        Error: No such file or directory
Error loading techs/shibboleth/factions/alpha/units/defense_tower/images/transport_load.bmp:
        referenced in techs/shibboleth/factions/alpha/units/defense_tower/defense_tower.xml
        PHYSFS_openRead failed: techs/shibboleth/factions/alpha/units/defense_tower/images/transport_load.bmp
        Error: No such file or directory
Error loading techs/shibboleth/factions/alpha/units/defense_tower/images/transport_unload.bmp:
        referenced in techs/shibboleth/factions/alpha/units/defense_tower/defense_tower.xml
        PHYSFS_openRead failed: techs/shibboleth/factions/alpha/units/defense_tower/images/transport_unload.bmp
        Error: No such file or directory
Error loading techs/shibboleth/factions/alpha/units/defense_tower/images/transport_unload.bmp:
        referenced in techs/shibboleth/factions/alpha/units/defense_tower/defense_tower.xml
        PHYSFS_openRead failed: techs/shibboleth/factions/alpha/units/defense_tower/images/transport_unload.bmp
        Error: No such file or directory
Error loading techs/shibboleth/factions/alpha/units/defense_tower/images/none.bmp:
        referenced in techs/shibboleth/factions/alpha/units/defense_tower/defense_tower.xml
        PHYSFS_openRead failed: techs/shibboleth/factions/alpha/units/defense_tower/images/none.bmp
        Error: No such file or directory
Error loading techs/shibboleth/factions/alpha/units/defense_tower/images/none.bmp:
        referenced in techs/shibboleth/factions/alpha/units/defense_tower/defense_tower.xml
        PHYSFS_openRead failed: techs/shibboleth/factions/alpha/units/defense_tower/images/none.bmp
        Error: No such file or directory
Error loading techs/shibboleth/factions/alpha/units/farm/images/none.bmp:
        referenced in techs/shibboleth/factions/alpha/units/farm/farm.xml
        PHYSFS_openRead failed: techs/shibboleth/factions/alpha/units/farm/images/none.bmp
        Error: No such file or directory
Error loading techs/shibboleth/factions/alpha/units/farm/images/none.bmp:
        referenced in techs/shibboleth/factions/alpha/units/farm/farm.xml
        PHYSFS_openRead failed: techs/shibboleth/factions/alpha/units/farm/images/none.bmp
        Error: No such file or directory
XML Error in techs/shibboleth/factions/alpha/units/merlin/merlin.xml:
        Node "detector" doesn't have 1 children named  "image"

Tree: detector (group )
techs/shibboleth/factions/alpha/units/swordman: Warning: node 'discount' of morph command is deprecated, use 'cost-modifier' instead
techs/shibboleth/factions/alpha/units/technician: Warning: node 'discount' of morph command is deprecated, use 'cost-modifier' instead
Error loading techs/shibboleth/factions/alpha/units/wall/null.g3d:
        PHYSFS_openRead failed: techs/shibboleth/factions/alpha/units/wall/null.g3d
        Error: No such file or directory

Lang look-up errors:
The key 'stop' was looked up in techs/shibboleth/factions/alpha/lang/alpha_en.lng and not found.
The key 'move' was looked up in techs/shibboleth/factions/alpha/lang/alpha_en.lng and not found.
The key 'wall' was looked up in techs/shibboleth/factions/alpha/lang/alpha_en.lng and not found.
The key 'wall' was looked up in gae/data/lang/en.lng and not found.
The key 'become_farm' was looked up in techs/shibboleth/factions/alpha/lang/alpha_en.lng and not found.
The key 'build_self' was looked up in techs/shibboleth/factions/alpha/lang/alpha_en.lng and not found.
The key 'Build Self' was looked up in gae/data/lang/en.lng and not found.
The key 'ExploredTargetOnly' was looked up in gae/data/lang/en.lng and not found.
The key 'produce_merlin' was looked up in techs/shibboleth/factions/alpha/lang/alpha_en.lng and not found.
The key 'become_tower' was looked up in techs/shibboleth/factions/alpha/lang/alpha_en.lng and not found.
The key 'upgrade_piercing_weapons' was looked up in techs/shibboleth/factions/alpha/lang/alpha_en.lng and not found.
The key 'eat_spinach' was looked up in techs/shibboleth/factions/alpha/lang/alpha_en.lng and not found.
The key 'upgrade_blade_weapons' was looked up in techs/shibboleth/factions/alpha/lang/alpha_en.lng and not found.
The key 'upgrade_shield' was looked up in techs/shibboleth/factions/alpha/lang/alpha_en.lng and not found.

411
Like all windows, the in-game debug window provides GUI elements to minimize and close them. The one to close them is depicted as an X in the windows' title bar. While a user would expect that clicking this X would close the "Debug" window, it actually has no effect at all.

412
The ???DestinationUnreachable.??? message - note the trailing dot - seems to be missing a translation string.

413
Bug reports / [Fixed] "Build self" command
« on: 15 April 2011, 15:53:49 »
I was trying to find out about the purpose of the "build self" command, which, in the Shibboleth techtree, in the Alpha faction, both farm and defense tower provide.

After discussing with hailstone for a while, it seems that the "build self" command is only supposed to be used internally by the time a building is first built, but it is never supposed to be manually triggered by a human player. If this is the case then this means that the "build self" command icon should never display for farm, defense tower or any other building.

414
Bug reports / [Fixed] Games with two "human" players
« on: 15 April 2011, 15:11:17 »
It is currently possible to setup a game with two (local, not networked remote) "human" players, which is not intended.

To reproduce:
1. Choose a 2 player map
2. Set player #1 to be CPU
3. Set player #2 to be CPU. Player #1 is automatically set to be "human".
4. Set player #2 to be human, too.

415
Bug reports / [Fixed] Buildings' icon flipped during placement
« on: 15 April 2011, 15:04:16 »
While positioning new buildings, the buildings' icon is displayed upside down.


416
When you set a player name in the 'Options' menu, this player name will have been forgotten after you exit the game and restart it.

417
Shadows are changing shape a lot, is this how it should be?
Like, even for small objects they change shape, i.e. they appear, disappear, reappear at the same position, within just minutes of game time. That's both with projected shadows and shadow mapping here.

Since it could matter:
Code: [Select]
OpenGL vendor string: X.Org R300 Project
OpenGL renderer string: Gallium 0.4 on ATI RV560
OpenGL version string: 2.1 Mesa 7.10.2
OpenGL shading language version string: 1.20
OpenGL extensions:
    GL_ARB_copy_buffer, GL_ARB_depth_texture, GL_ARB_draw_buffers,
    GL_ARB_draw_elements_base_vertex, GL_ARB_explicit_attrib_location,
    GL_ARB_fragment_coord_conventions, GL_ARB_fragment_program,
    GL_ARB_fragment_program_shadow, GL_ARB_fragment_shader,
    GL_ARB_framebuffer_object, GL_ARB_half_float_vertex,
    GL_ARB_map_buffer_range, GL_ARB_multisample, GL_ARB_multitexture,
    GL_ARB_occlusion_query, GL_ARB_pixel_buffer_object,
    GL_ARB_point_parameters, GL_ARB_point_sprite, GL_ARB_provoking_vertex,
    GL_ARB_shader_objects, GL_ARB_shading_language_100, GL_ARB_shadow,
    GL_ARB_texture_border_clamp, GL_ARB_texture_compression,
    GL_ARB_texture_cube_map, GL_ARB_texture_env_add,
    GL_ARB_texture_env_combine, GL_ARB_texture_env_crossbar,
    GL_ARB_texture_env_dot3, GL_ARB_texture_mirrored_repeat,
    GL_ARB_texture_non_power_of_two, GL_ARB_texture_rectangle,
    GL_ARB_texture_rg, GL_ARB_texture_swizzle, GL_ARB_transpose_matrix,
    GL_ARB_vertex_array_bgra, GL_ARB_vertex_array_object,
    GL_ARB_vertex_buffer_object, GL_ARB_vertex_program, GL_ARB_vertex_shader,
    GL_ARB_window_pos, GL_EXT_abgr, GL_EXT_bgra, GL_EXT_blend_color,
    GL_EXT_blend_equation_separate, GL_EXT_blend_func_separate,
    GL_EXT_blend_logic_op, GL_EXT_blend_minmax, GL_EXT_blend_subtract,
    GL_EXT_compiled_vertex_array, GL_EXT_copy_texture,
    GL_EXT_draw_range_elements, GL_EXT_fog_coord, GL_EXT_framebuffer_blit,
    GL_EXT_framebuffer_multisample, GL_EXT_framebuffer_object,
    GL_EXT_gpu_program_parameters, GL_EXT_multi_draw_arrays,
    GL_EXT_packed_depth_stencil, GL_EXT_packed_pixels,
    GL_EXT_pixel_buffer_object, GL_EXT_point_parameters,
    GL_EXT_polygon_offset, GL_EXT_provoking_vertex, GL_EXT_rescale_normal,
    GL_EXT_secondary_color, GL_EXT_separate_shader_objects,
    GL_EXT_separate_specular_color, GL_EXT_shadow_funcs,
    GL_EXT_stencil_two_side, GL_EXT_stencil_wrap, GL_EXT_subtexture,
    GL_EXT_texture3D, GL_EXT_texture_cube_map, GL_EXT_texture_edge_clamp,
    GL_EXT_texture_env_add, GL_EXT_texture_env_combine,
    GL_EXT_texture_env_dot3, GL_EXT_texture_filter_anisotropic,
    GL_EXT_texture_lod_bias, GL_EXT_texture_mirror_clamp,
    GL_EXT_texture_object, GL_EXT_texture, GL_EXT_texture_rectangle,
    GL_EXT_texture_sRGB, GL_EXT_texture_swizzle, GL_EXT_vertex_array_bgra,
    GL_EXT_vertex_array, GL_OES_EGL_image, GL_OES_read_format,
    GL_APPLE_packed_pixels, GL_APPLE_vertex_array_object,
    GL_ATI_blend_equation_separate, GL_ATI_separate_stencil,
    GL_ATI_texture_env_combine3, GL_ATI_texture_mirror_once,
    GL_IBM_multimode_draw_arrays, GL_IBM_rasterpos_clip,
    GL_IBM_texture_mirrored_repeat, GL_INGR_blend_func_separate,
    GL_MESA_pack_invert, GL_MESA_window_pos, GL_MESA_ycbcr_texture,
    GL_NV_blend_square, GL_NV_conditional_render, GL_NV_light_max_exponent,
    GL_NV_packed_depth_stencil, GL_NV_texgen_reflection,
    GL_NV_texture_env_combine4, GL_NV_texture_rectangle,
    GL_SGIS_generate_mipmap, GL_SGIS_texture_border_clamp,
    GL_SGIS_texture_edge_clamp, GL_SGIS_texture_lod, GL_SUN_multi_draw_arrays

418
General discussion / Compile warnings: map.cpp.o
« on: 15 April 2011, 14:52:16 »
Code: [Select]
[ 36%] Building CXX object source/map_editor/CMakeFiles/gae_mapeditor.dir/map.cpp.o
/home/tomreyn/SCM/glestae/source/map_editor/map.cpp: In member function ‘void MapEditor::Map::loadFromFile(const std::string&)’:
/home/tomreyn/SCM/glestae/source/map_editor/map.cpp:579:47: warning: ignoring return value of ‘size_t fread(void*, size_t, size_t, FILE*)’, declared with attribute warn_unused_result
/home/tomreyn/SCM/glestae/source/map_editor/map.cpp:590:53: warning: ignoring return value of ‘size_t fread(void*, size_t, size_t, FILE*)’, declared with attribute warn_unused_result
/home/tomreyn/SCM/glestae/source/map_editor/map.cpp:591:53: warning: ignoring return value of ‘size_t fread(void*, size_t, size_t, FILE*)’, declared with attribute warn_unused_result
/home/tomreyn/SCM/glestae/source/map_editor/map.cpp:598:53: warning: ignoring return value of ‘size_t fread(void*, size_t, size_t, FILE*)’, declared with attribute warn_unused_result
/home/tomreyn/SCM/glestae/source/map_editor/map.cpp:605:53: warning: ignoring return value of ‘size_t fread(void*, size_t, size_t, FILE*)’, declared with attribute warn_unused_result
/home/tomreyn/SCM/glestae/source/map_editor/map.cpp:613:37: warning: ignoring return value of ‘size_t fread(void*, size_t, size_t, FILE*)’, declared with attribute warn_unused_result

This is on b1070c1fcfb2e0865235261fc0671eb96e7912fa

419
Bug reports / [Fixed] widget_invert branch won't build
« on: 15 April 2011, 00:34:32 »
I'm currently having this build error on the widget_invert branch:
Code: [Select]
[ 33%] Building CXX object source/game/CMakeFiles/glestadv.dir/test_pane.cpp.o
[ 34%] In file included from /home/tomreyn/SCM/glestae/source/game/menu/main_menu.h:18:0,
                 from /home/tomreyn/SCM/glestae/source/game/test_pane.cpp:13:
/home/tomreyn/SCM/glestae/source/game/world/world.h:172:6: error: declaration of 'Glest::Sim::Map Glest::Sim::World::map'
/usr/include/c++/4.5/bits/stl_map.h:87:5: error: changes meaning of 'map' from 'class std::map<int, std::basic_string<char> >'

420
Hi everyone,

hopefully maaany of you have, by now, signed up to the one and only MegaGlest translations announcement list. If you did, then you will have read this message by now, so this is really just a copy of what we already sent along the translation mailing list, for those who missed to subscribe to this very low volume announcement-only mailing list so far...

We are getting close to releasing MegaGlest 3.5.0 - you can already download the second beta at

  http://glest.org/glest_board/?topic=6794.0

This also means we need your help again, since the translation files need some updates.

We have therefore compiled a translation package for you:

  http://freeit.org/glest/other/megaglest-3.5.0_translations.7z

This file contains the main language files, some language files for tutorials and some for scenarios. The main language files are really the most important ones. It's totally okay to completely ignore the tutorials and scenarios if this is getting too much for you.

Within these files, you will find some remarks such as:
Code: [Select]
  ; Next line needs translation, include by ../../../../source/tools/merge_new_language_vars/merge_new_language_vars.pl on Thu Apr 14, 2011

Only the lines following these comments need to be translated (all the other lines were already translated in the past).

If you can help with translations then please edit these lines, save the edited file(s) and test your changes on the latest MegaGlest 3.5.0 beta - testing it is very, very important, please do it no matter what!

If you're new to translating MegaGlest, please have a look at our Wiki where we explain the general process:

  http://wiki.megaglest.org/Translations

If you have any other questions, please don't hesitate to contact us via email at contact 4T megaglest D0T org, on http://forums.megaglest.org or on the IRC chat, available through http://chat.megaglest.org (but please bring some time there, we are not around 24/7!). These contacts are also where you can send your finished translations.

Thanks in advance for your help! And please let us know how you'd like to be credited (i.e. your name, and may we add your e-mail address, too?)

Thanks again,

Tom

421
General discussion / Cannot build secondary Mage Tower
« on: 14 April 2011, 18:08:04 »
Whenever I select an initiate, then click on the Icon to build a secondary mage tower, nothing happens: I am unable to position the new mage tower, and thus unable to build another one.

422
When you attempt to start a game with network slots where some network slots are still unconnected, a message saying so is displayed. You need to confirm this message by clicking on 'OK'. However, on the screen displaying this message, there is no mouse pointer, so it's hard to click the OK button (pressing Enter does not work either).

423
When you enter the 'New Game' menu but have already something else bound to the 61357 TCP port, GAE bails out with an error:
Code: [Select]
Socket Error in : bind() [Error code: 98]
Address already in use

While the 'New Game' menu can be used to start a network game, it does not do so by default (the default seems to be a local human vs AI game), so it should not expect to be able to bind to this port. In fact, it should not do any socket operations until  the user actually opens a network player slot.

424
MegaGlest / MG 3.5.0 beta 1 uninstallation
« on: 13 April 2011, 00:34:03 »
I just uninstalled MegaGlest 3.5.0 beta 1 using the uninstall-megaglest.sh script.

The uninstaller doesn't remove the 'lib' subdirectory which contains the symlinks the start script creates:
Code: [Select]
tomreyn@thatatitower:~$ ls -lah megaglest-3.5.0-beta1/lib/
total 8,0K
drwxr-xr-x 2 tomreyn tomreyn 4,0K 2011-04-13 02:15 .
drwxr-xr-x 3 tomreyn tomreyn 4,0K 2011-04-13 02:15 ..
lrwxrwxrwx 1 tomreyn tomreyn   27 2011-04-11 22:50 libdirect-1.2.so.0 -> /usr/lib/libdirect-1.2.so.9
lrwxrwxrwx 1 tomreyn tomreyn   29 2011-04-11 22:50 libdirectfb-1.2.so.0 -> /usr/lib/libdirectfb-1.2.so.9
lrwxrwxrwx 1 tomreyn tomreyn   27 2011-04-11 22:50 libfusion-1.2.so.0 -> /usr/lib/libfusion-1.2.so.9
lrwxrwxrwx 1 tomreyn tomreyn   23 2011-04-11 22:50 libopenal.so.0 -> /usr/lib/libopenal.so.1
tomreyn@thatatitower:~$

In a way that's correct since those symlinks were created by the start script, not the installer. On the other hand i think one would want those removed when uninstalling...

425
It turns out the reason I reacted so harshly when I realized the changed colors on the end-of-game stats screen is not that a huge amount of changes tho how things display have been made, but that it is because of a bug, possibly in mesa.

Sometimes, both on my laptop with the Intel GPU, and the separately installed (but settings migrated from the laptop) tower PC with an ATI (X1650), the end-of-game screen would look something like this:



This is also what it looked like the first time I realized that changes were made to the colors there. But only now I learnt that things are actually supposed to look differently. And since both the open source Intel and ATI drivers seem to be based on mesa, this would seem to be the common base causing this issue.

While the laptop won't be available for the time being (in repair) I hope to be able to upgrade the tower system (with the ATI) to Ubuntu 11.04 soon. This should get me a newer X11, and hopefully a more mature open source ATI driver for this (according to AMD's categorization) legacy GPU chipset.

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