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Topics - tomreyn

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426
This behaviour has been there for a long time, but I always forgot to point it out as an issue:
With my german language 105 key keyboard, when you hold down the shift key, then move the mouse to the border of the screen, the screen starts to scroll (as expected), but it does not stop scrolling until you release the shift key. This can be annoying when you try to multi-select units (by means of holding down shift and pointing + clicking) units which are close to the border of your screen.

427
I get this error message when I enter the custom game menu with my Ubuntu 10.10 open source ATI drivers:
 
Quote
v3.5.0-beta2-GNUC: 40405 [64bit]-Apr  8 2011 17:27:32, SVN: [Rev: 1501:2025M], [STREFLOP]
[2011-04-08 21:11:05] *ERROR* In [/home/user1/SCM/megaglest-trunk/source/glest_game/menu/menu_state_custom_game.cpp::render 1413] Error detected:
Error creating texture 2D, returned: 1281 (501) [] w = 750, h = 750, glInternalFormat = 32856, glFormat = 6408, glCompressionFormat = 32856

Screenshot:


As soon as I confirm the warning message / prompt the expected rest of the custom game menu shows up, but the mini map remains white.

Quote from: lspci -knn | fgrep -A3 VGA
01:00.0 VGA compatible controller [0300]: ATI Technologies Inc Radeon X1650 XT (Primary) (PCIE) [1002:7291]
   Subsystem: Micro-Star International Co., Ltd. Device [1462:0730]
   Kernel driver in use: radeon
   Kernel modules: radeon

Code: (dpkg -l '*mesa*' '*radeon*' '*fglrx*' '*-ati*' 'xserver-xorg' 'xserver-xorg-core' | grep '^i') [Select]
ii  fglrx-modaliases                          2:8.780-0ubuntu2                                  Identifiers supported by the ATI graphics driver
ii  libdrm-radeon1                            2.4.21-1ubuntu2.1                                 Userspace interface to radeon-specific kernel DRM services -- runtime
ii  libgl1-mesa-dev                           7.9~git20100924-0ubuntu2                          A free implementation of the OpenGL API -- GLX development files
ii  libgl1-mesa-dri                           7.9~git20100924-0ubuntu2                          A free implementation of the OpenGL API -- DRI modules
ii  libgl1-mesa-glx                           7.9~git20100924-0ubuntu2                          A free implementation of the OpenGL API -- GLX runtime
ii  libglu1-mesa                              7.9~git20100924-0ubuntu2                          The OpenGL utility library (GLU)
ii  libglu1-mesa-dev                          7.9~git20100924-0ubuntu2                          The OpenGL utility library -- development files
ii  mesa-common-dev                           7.9~git20100924-0ubuntu2                          Developer documentation for Mesa
ii  mesa-utils                                8.0.1-0ubuntu1                                    Miscellaneous Mesa GL utilities
ii  xserver-xorg                              1:7.5+6ubuntu3                                    the X.Org X server
ii  xserver-xorg-core                         2:1.9.0-0ubuntu7.3                                Xorg X server - core server
ii  xserver-xorg-video-ati                    1:6.13.1-1ubuntu5                                 X.Org X server -- AMD/ATI display driver wrapper
ii  xserver-xorg-video-radeon                 1:6.13.1-1ubuntu5                                 X.Org X server -- AMD/ATI Radeon display driver

428
Hi,

I've migrated all my data to another computer (with different hardware) and am now having trouble starting GAE:

Quote
tomreyn@mybox:~/SCM/glestae$ ./build/source/game/glestadv
[/home/tomreyn/.glestae] is in the search path.
[/home/tomreyn/SCM/glestae/data/game] is in the search path.
config-dir: /home/tomreyn/.glestae
data-dir: /home/tomreyn/SCM/glestae/data/game

Exception: An error occurred loading core data.
Please see glestadv-error.log
tomreyn@mybox:~/SCM/glestae$

Quote from: glestadv.log
Glest Advanced Engine: Program log file.

40: Setting video mode: 800x600 : 32bpp @60 Hz
40: Initialising OpenGL
60: Loading default texture.
60: Loading core data
60:     Textures
70:     Fonts
70:     Sounds
80:     Core data successfully loaded.
80: Initialising renderer.
80:     init core data.
80:     Error while initialising data in ResourceScope::GLOBAL.
        Error creating texture 2D

Any idea what may be wrong?

While I don't think it's this (build is clean), I'm not sure I have all requirements satisfied. Can you remind me to what they are / where to read up on them?

Thanks,

Tom

429
Titi and I just tested... I had the old munchy version already installed. There was ~/.megaglest/techs/munchy.7z dated 2011-03-26 and there were references to 'aliens' and 'monsters' factions in ~/.megaglest/Cache - both dated 2011-04-03.

1. On this Ubuntu 10.10, I did _not_ have the 'p7zip-full' package (which provides /usr/bin/7z) installed (only the 'p7zip' package which provides /usr/bin/7zr and /usr/bin/p7zip only) but did not get a warning about this on GUI, just "sh: 7z: not found" on standard or standard error output (not sure which).

2. So I installed p7zip-full. I still had the old 'munchy' faction (as downloaded via in-game mod menu). The "sh: 7z: not found" console message no longer appeared but the game did not realise that a munchy update was available. When I tried to "install" it said "You already have the tech: munchy installed." While this was true, it should have offered me to upgrade since my version was clearly outdated.

3. I then chose to "Remove" (munchy) and so it changed color. Then I selected to "Install" (munchy) and the download progress bar appeared but remained at 0%. And indeed no data was flowing. Looking at  ~/.megaglest/techs/ I still had munchy.7z there, still dated 2011-03-26. After deleting this file manually, I could download + install munchy in-game again.

430


Downloading the maps works good for me but i noticed that i could try to download the same map many times without getting a message like "you have already downloaded this map" and wasn't very clear what i had downloaded and what not in the list.

I assume you are referring to the Game Mods menu here. I do receive a message when I try to download a map I already have there, and I also receive a message after a download was completed successfully. Please retry this using english language and see if it works for you then.
Items you already have are displayed with a lighter background, items you do not yet have are displayed with a darker and more red background.

Talking about the messages after downloading the map i get this with the italian translation: http://img845.imageshack.us/img845/1912/lookmg.jpg and this with the english translation: http://img200.imageshack.us/img200/4338/lookmg0.jpg as you can see the download map doesnt become lighter or something like this. Im on windows xp.

Interesting, this indeed looks like a bug to me. I would expect that you would have differently colored items in the lists, indicating whether or not these are installed on your system. You should also get a warning saying that an item is already installed if it is. However, in your case, all items look exactly the same, indicating they are not installed, and even though you installed the 8king_cliff_battle.mgm map twice it still displays as being not installed.

Did you not receive a warning about the map being already installed?

Did you not receive a warning about the map failing to install properly?

Which Service pack of Windows XP do you have installed?

431
When you are hosting, and decide to close a slot which is currently in use by a player, the players' status ('Not ready') will remain on screen:




432
With 3.5.0 beta1 and RP-beta, immediately after I started a non-networked game with one CPU player on my team and 2 CPU players on the other team, MG crashed:

Quote
Core was generated by `./glest.bin'.
Program terminated with signal 6, Aborted.
#0  0x00007f4e7321aba5 in raise () from /lib/libc.so.6
#0  0x00007f4e7321aba5 in raise () from /lib/libc.so.6
#1  0x00007f4e7321e6b0 in abort () from /lib/libc.so.6
#2  0x00007f4e73213a71 in __assert_fail () from /lib/libc.so.6
#3  0x00000000004a46f2 in Glest::Game::RoutePlanner::doRouteCache (this=0x7f4e4fb1edc0, unit=0x7f4e50bf0c80) at /home/user1/SCM/megaglest-trunk/source/glest_game/ai/route_planner.cpp:576
#4  0x00000000004a4946 in Glest::Game::RoutePlanner::findPathToGoal (this=0x7f4e4fb1edc0, unit=0x7f4e50bf0c80, goal=..., target=...) at /home/user1/SCM/megaglest-trunk/source/glest_game/ai/route_planner.cpp:903
#5  0x00000000004a61ed in Glest::Game::RoutePlanner::findPathToResource (this=0x7f4e4fb1edc0, unit=0x7f4e50bf0c80, targetPos=..., rt=<value optimized out>) at /home/user1/SCM/megaglest-trunk/source/glest_game/ai/route_planner.cpp:214
#6  0x00000000006e3630 in Glest::Game::UnitUpdater::updateHarvest (this=0x7f4e5c04f140, unit=0x7f4e50bf0c80, frameIndex=-1) at /home/user1/SCM/megaglest-trunk/source/glest_game/world/unit_updater.cpp:932
#7  0x00000000006e106a in Glest::Game::UnitUpdater::updateUnitCommand (this=0x7f4e5c04f140, unit=0x7f4e50bf0c80, frameIndex=<value optimized out>) at /home/user1/SCM/megaglest-trunk/source/glest_game/world/unit_updater.cpp:268
#8  0x00000000006e7734 in Glest::Game::UnitUpdater::updateUnit (this=0x7f4e5c04f140, unit=0x7f4e50bf0c80) at /home/user1/SCM/megaglest-trunk/source/glest_game/world/unit_updater.cpp:155
#9  0x0000000000704e86 in Glest::Game::World::updateAllFactionUnits (this=0x7f4e5c04e978) at /home/user1/SCM/megaglest-trunk/source/glest_game/world/world.cpp:326
#10 0x0000000000709c07 in Glest::Game::World::update (this=0x7f4e5c04e978) at /home/user1/SCM/megaglest-trunk/source/glest_game/world/world.cpp:411
#11 0x00000000004dcb84 in Glest::Game::Game::update (this=0x7f4e5c04e950) at /home/user1/SCM/megaglest-trunk/source/glest_game/game/game.cpp:854
#12 0x000000000055c191 in Glest::Game::Program::loopWorker (this=0x17dd730) at /home/user1/SCM/megaglest-trunk/source/glest_game/main/program.cpp:281
#13 0x0000000000556e65 in Glest::Game::glestMain (argc=<value optimized out>, argv=<value optimized out>) at /home/user1/SCM/megaglest-trunk/source/glest_game/main/main.cpp:2194
#14 0x000000000055848e in Glest::Game::glestMainWrapper (argc=1, argv=0x7fffc0aa86c8) at /home/user1/SCM/megaglest-trunk/source/glest_game/main/main.cpp:2268
#15 0x00007f4e73205d8e in __libc_start_main () from /lib/libc.so.6
#16 0x000000000048cc89 in _start ()

433
This report is unlikely to help us identify an issue (if there is one), it's more a reminder that we need to check what can be wrong there, if anything.

Quote from: MG_Uncle_933
i installed the beta version but it was broken (linux 64 bit). when i launched it, there popped a dialogue saying something ... about a tileset beginning with a letter A and something about duplicating it. I uninstalled it because i was not able to figure out what to do

Re-reading this report it may well have been that Uncle was connecting to a 3.5.0 server and was given a tileset download prompt in english language, which, I think, is not native to him.

I guess we need translations soon.

434
Hi again,

sorry for spamming your forums. ;-) While MegaGlest has just released a first beta of the upcoming 3.5 release, it still has some bugs we'll need to track down and (not actually me) fix. But I have a good idea of how we're making progress and how much longer it could take on our end to get this stable release out which both projects intend to release before the merge.

So I know that GAE has many interesting but also some very experimental (read: not always stable) features. So I'd like to help testing a little to contribute to stabilising those features of the game which are supposed to be stable. However, I really do not know, at all, which features are supposed to be/become (by the next release) stable and which will not. Do you have a list or a concise declaration on this available, so I can know what to test and not waste your time by bug reports on features which are not going to be stable by the time of the merge anyways?

Thanks

Tom

435
MegaGlest / MegaGlest translation mailing list
« on: 1 April 2011, 18:52:20 »
Dear past and future contributors to MegaGlest translations,

some months ago now, we have setup a megaglest-translations mailing list:

https://lists.sourceforge.net/lists/listinfo/megaglest-translations

We would like you who have previously contributed to translations to subscribe to it. This mailing list is an announcement-only mailing list, we use it for the sole purpose of notifying you when it is about time to get the translations sorted (so usually shortly before a release). So we are not going to spam you with irrelevant news if you sign up there, nor will anyone else. Some people have already signed up there after our last call on it (I contacted many people directly by email then), but we can be more!

So, please, if you are just considering to contribute translations to MegaGlest in the future, sign up to this mailing list. This makes things so much easier for us.

If you have any trouble signing up please notify me and explain the problem (what did you do, what did you expect to happen, what did actually happen).

Thank you,

Tom

436
MegaGlest / OS X community support
« on: 1 April 2011, 07:49:15 »
Currently there is no official support of MegaGlest on OS X, due to our lack of such hardware.
However, there are efforts by the MegaGlest community in place to provide such builds.

Please see the following threads for further information:

437
MegaGlest / [dev] To do for 3.5.0 release
« on: 1 April 2011, 07:39:35 »
Now in bold type, just for Omega:
This is supposed to be more of a to do list (maintained by the development team) than a discussion thread really. But please do feel free to pick a topic and start a separate discussion on it.



OUTSTANDING

(Please move fixed/done items down to the next section.)

* (tom) Update INI documentation

* (tom) Update techtree documentation on website

* (tom) Do some outreach, based on the release announcement



DONE

* (tom) Human players should be able to make units which have a heal skill heal themselves by clicking on the unit model, not the small circle on the ground surrounding the unit. See also this discussion. This is a 'nice to have' / bug fix cross over, so it's not a requirement to fix this now (but would be very nice).
[fixed by softcoder svn rev #2091]

* (titi) please look at this ( not shure if it should be done! ):
https://forum.megaglest.org/index.php?topic=6681.msg69146#msg69146
[fixed by softcoder svn rev #2090]

* (tom) line wrapping in the game mods menu: If the mods' description text contains '\n' then this should result in a line wrapping.
[fixed by softcoder svn rev #2089]

* (titi) either make screenshot messages optional or remove them ( I personally would remove them :-) )
They are too annoying on the screenshots
[fixed by softcoder, to disable console message for screenshots add this to glestuser.ini
DisableScreenshotConsoleText=true
]

* (titi) romans ballista should be air only not ground only.
[fixed by softcoder]

*(Ultifd) Fix transparent hills bug
[softcoder: won't be looked at for this release ( I think so too titi )]

* (tom) When another player leaves a running game, a quit notification is displayed to the remaining players. This quit message uses the locale of the quitting user, not that of the user it is displayed to. See also this discussion.
[fixed by softcoder]

* (tom) Assuming they are not important, hide socket errors such as:
Quote
[2011-04-01 10:03:25] *ERROR* SOCKET DISCONNECTED In [/home/softcoder/Code/megaglest/trunk/source/shared_lib/sources/platform/posix/socket.cpp::isConnected Line: 1448] ERROR Peek failed, err = -1, error = (Error: 107 - [Transport endpoint is not connected])
[2011-04-03 19:08:52] *ERROR* SOCKET WRITE TIMEOUT In [/home/softcoder/Code/megaglest/trunk/source/shared_lib/sources/platform/posix/socket.cpp::isWritable Line: 1424] i = 0 sock = 17
[fixed by softcoder]

* (tom) I feel we either need to make "RP-beta" work reliably in 3.5.0 and take on the responsibility of keeping it maintained in whatever may come next, or we should remove all references to it off the GUI (including "advanced" options).
=> Fixed in svn r1995 (softcoder). To have it show up in the UI edit the ini with the following:
Code: [Select]
EnableRoutePlannerPathfinder=true
* (titi) When people change slots before game has started they often loose their player names. Player name is just empty then and not recovered even if game starts. I don't know exactly when it happens, but it happens quite often.
(tom) I think this may also be a side-effect to loading last games' settings, but it is not necessarily limited to this; needs more testing.
Fixed in svn Rev # 1993 (softcoder)

* (titi) the map editor save location should be defaulted to the right place ( .megaglest/maps  for linux and so on )
Fixed in svn Rev # 1992 (softcoder)

* (titi) if 7zip is not installed there should be a user friendly error message. ( maybe we should already warn when entering the mods menu )
[softcoder: this is already the case in the mod menu]

* (tom) More user friendly hints (how to go about fixing this, even if it means loosing data) if the game fails to start due to availability of different versions of tilesets / techtrees. See also this discussion.
=> Fixed in r1978

* (tom) In Custom Game menu, a players' status may continue to display even after the players' slot was closed (and the player was disconnected)
=> Fixed in r1984

* (tom) When items downloaded via "Game Mods" menu or by other means can't be stored on disk (disk full), no error message is displayed. See this discussion.
=> Fixed in r1987

* (tom) I think JPG (not PNG) screenshots should be the default. See also this discussion.
=> Fixed in r1989

* (titi) With an upcoming number of mods we should default the techtree in the custom game menu to megapack and not the first one in an alphabetical list. But for full conversions keep in mind that "megapack" doesn't have to be there! ( maybe also a default for a beginner friendly map? )
=> Fixed in 1989

* (tom) Improve README file. The README file the installer currently displays is not really helpful. What we really need there is a very small file which basically just contains the same text as http://megaglest.org/get-started.html - for those without always-on Internet access. For people with Internet access, the URL to open after installation should be http://megaglest.org/get-started.html - not just http://megaglest.org/. See also this discussion.
=> This is now fixed for people with Internet access in that the Installer offer to load http://megaglest.org/get-started.html

* (titi) translations must be updated for release
[please all translators, translate all new strings found in the english.lng file]
=> A call for translations was posted to the megaglest-translations mailing list as well as to the forums. Some translations have since been provided. Not nearly enough, though, so there will be some english language strings in non-english language versions.

* (tom) Update version notifications on masterserver

* (tom) Update in-game announcements on masterserver about multi-player sessions

* (tom) Update 'downloads' section on website about v3.5.0 release, incl. changelog

* (tom) Update 'news' section on website about v3.5.0 release and multi-player sessions

* (tom) Ensure that we make it clear what our requirements are. I think this important information has somehow vanished under the hood before 3.4.0 was released (assumingly because I moved around and edited documentation files then). Please help documenting our requirements in this thread.

* (tom) Send release announcement to megaglest-announce and megaglest-development mailing lists
=> Announcement sent

438
General discussion / glestadv.ini documentation?
« on: 31 March 2011, 16:00:25 »
Hi folks,

I was looking into tweaking my configuration a little so that GAE would run a bit faster on my Intel GMA. Is there any documentation of glestadv.ini available?

It would also be good to know which values are supported there and which are known to cause trouble in some configurations.
For MG, Softcoder has documented this at http://wiki.megaglest.org/INI (though this is somewhat outdated now since this document refers to 3.4.0 and there were several changes since, mostly if not exclusively added properties, I think).

Thanks...

439
General discussion / [Fixed?] SIGSEGV on exit
« on: 31 March 2011, 15:29:11 »
This crash dump is from when I tried to exit the game (return to OS) a few seconds after loading a saved game. This based on git master as of now.

Here's just the backtrace:
Quote
Crash
Version: Advanced Engine git-master
Time: Thu Mar 31 17:11:51 2011
Description: SIGSEGV: address not mapped to object
Address: 0x1b8
Backtrace:
./source/game/glestadv(_ZN6Shared8Platform24PlatformExceptionHandler7handlerEiP7siginfoPv+0x10d) [0x6b37dd]
/lib/libpthread.so.0(+0xfb40) [0x7f0c63064b40]
./source/game/glestadv(_ZN5Glest8Entities4Unit15doUpdateCommandEv+0x8b) [0x4cf3cb]
./source/game/glestadv(_ZN5Glest8Entities4Unit8doUpdateEv+0x54) [0x4d24f4]
./source/game/glestadv(_ZN5Glest3Sim5World11updateUnitsEPKNS_8Entities7FactionE+0x64) [0x66f724]
./source/game/glestadv(_ZN5Glest3Sim5World12processFrameEv+0x82) [0x670512]
./source/game/glestadv(_ZN5Glest3Sim19SimulationInterface11updateWorldEv+0xb8) [0x661238]
./source/game/glestadv(_ZN5Glest3Gui9GameState6updateEv+0xdd) [0x4ef3bd]
./source/game/glestadv(_ZN5Glest4Main7Program4loopEv+0x15e) [0x55ae0e]
./source/game/glestadv(_ZN5Glest4Main9glestMainEiPPc+0x417) [0x559917]
./source/game/glestadv(main+0x35) [0x559d95]
/lib/libc.so.6(__libc_start_main+0xfe) [0x7f0c6115dd8e]
./source/game/glestadv() [0x4a10c9]

440
Closed bug reports / [fixed] Assorted issues
« on: 29 March 2011, 08:40:14 »
1. When your workers die of hunger, for some time, you are unable to produce new workers. The game claims there are insufficient resources available even though you actually do have enough. I assume there is a correlation to whether or not the worker corpses have already rotten/vanished or not. Note how there are many gold resources available and the game still states the opposite when the user clicks on the icon to produce a worker:



2. In current development revisions, when a building which provides a building animation (such as the persian tent) is producing something but the user cancels production, the animation continues. See the magician in the persian tent in this example:



3. At least on my Intel GPU, with all effects disabled, I *may* have some artefacts on the 'cliff way' map. See the cliffs on the right where some elliptic areas are brighter than you would expect:


441
In 3.4.0, the egyptian priest can not heal itself when it is controlled by a human player: the error message is something along the lines of "invalid order".
However, egyptian priests controlled by a Mega CPU keep healing themselves all the time. They also do it vice versa, but also by themselves.

While this could be claimed to be a feature, I'm not sure it is entirely intended...

442
Maps, tilesets and scenarios / Map bug: Eight Rivers
« on: 20 March 2011, 03:52:53 »
On the "Eight Rivers" map, with an all AI game (slot 0 is human observer, so 7 CPU players), the orange CPU player is unable to attack the yellow CPU player from within the middle of the map, because it keep getting stuck.

The problem is the corner at the top of this screenshot (near the upper pile of gold), units will always head south there.



Another issue on this same map is that some units will always walk into the dead end on the outer part of the land here:



I think the right fix there would be to ensure that all the outer edges of the land are not walkable, i.e. filled with trees.

443
Feature requests / Display map name in debug view
« on: 20 March 2011, 03:20:09 »
Please display the name of the current map (possibly also techtree and tileset) in debug view (?). This would make reporting map bugs easier.

444
Normally when you setup a game, the "Human" player starts in the first slot. On the very left column the current status (ready / brb / not ready) of this player, as set above the table (using the arrow buttons), is displayed.

However, then the "Human" player switches to another slot, the current status no longer displays. This can be worked around by changing the "Control" type of the slot the "Human" player previously took to something other than "Closed". This is not an issue when there are closed slots with a higher slot # than that of the "Human" player.

Summing up: Whenever there is a "Closed" slot with a lower slot # than that of the "Human" player, the "Human" players' status does not show.

445
In fact I only had the chance to test this once, but I think Debill told me that with this and earlier SVN revisions map downloads are always claimed to be corrupt by the receiving client:


446
Please hide, in the game lobby, all IRC users whose nickname does not start with MG_, so that others can still be on the channel but do not get continuously harassed.

447
MegaGlest / Observer mode: Particle vs unit sounds
« on: 14 March 2011, 21:11:55 »
When in observer mode, while particle sounds of all units of all players anywhere on the map are audible, units sounds of units not in reach of the observers' starting point are not. This seems like a bug to me.

448
The following crash occurred when I was a client in a multi-player game and hit the E key to make a screen shot:

Code: [Select]
Core was generated by `./glest.bin'.
Program terminated with signal 11, Segmentation fault.
#0  0x00007f3c2e30da98 in ?? () from /lib/libc.so.6
#0  0x00007f3c2e30da98 in ?? () from /lib/libc.so.6
#1  0x00007f3c2e310254 in calloc () from /lib/libc.so.6
#2  0x00007f3c26ce1ed8 in _mesa_PushAttrib (mask=<value optimised out>) at main/attrib.c:424
#3  0x000000000051cb1f in Glest::Game::Renderer::renderSurface (this=0xa30920, renderFps=<value optimised out>) at /home/user1/SCM/megaglest-trunk/source/glest_game/graphics/renderer.cpp:1854
#4  0x00000000004cf400 in Glest::Game::Game::render3d (this=0x7f3c182a3360) at /home/user1/SCM/megaglest-trunk/source/glest_game/game/game.cpp:1597
#5  0x00000000004d9636 in Glest::Game::Game::renderWorker (this=0x7f3c182a3360) at /home/user1/SCM/megaglest-trunk/source/glest_game/game/game.cpp:916
#6  0x00000000005446dd in Glest::Game::Program::loopWorker (this=0x2363640) at /home/user1/SCM/megaglest-trunk/source/glest_game/main/program.cpp:260
#7  0x0000000000543b4f in Glest::Game::ExceptionHandler::handleRuntimeError(char const*) ()
#8  0x0000000000538242 in Glest::Game::handleSIGSEGV (sig=<value optimised out>) at /home/user1/SCM/megaglest-trunk/source/glest_game/main/main.cpp:458
#9  <signal handler called>
#10 0x00007f3c26dd90d4 in fast_read_rgba_pixels (ctx=<value optimised out>, x=<value optimised out>, y=0, width=1366, height=<value optimised out>, format=<value optimised out>, type=5121, pixels=0x7f3bfbb32460, packing=0x7fffdf851a20, transferOps=0) at swrast/s_readpix.c:241
#11 0x00007f3c26dd9752 in read_rgba_pixels (ctx=0x2393630, x=0, y=0, width=1366, height=768, format=6407, type=5121, packing=0x23a3350, pixels=0x7f3bfbb32460) at swrast/s_readpix.c:321
#12 _swrast_ReadPixels (ctx=0x2393630, x=0, y=0, width=1366, height=768, format=6407, type=5121, packing=0x23a3350, pixels=0x7f3bfbb32460) at swrast/s_readpix.c:563
#13 0x00007f3c26c94b75 in intelReadPixels (ctx=0x2393630, x=<value optimised out>, y=<value optimised out>, width=1366, height=768, format=<value optimised out>, type=5121, pack=0x23a3350, pixels=0x7f3bfbb32460) at intel_pixel_read.c:203
#14 0x00007f3c26d44b38 in _mesa_ReadPixels (x=<value optimised out>, y=<value optimised out>, width=1366, height=768, format=6407, type=5121, pixels=0x7f3bfbb32460) at main/readpix.c:206
#15 0x000000000050c795 in Glest::Game::Renderer::saveScreen (this=0xa30920, path=<value optimised out>) at /home/user1/SCM/megaglest-trunk/source/glest_game/graphics/renderer.cpp:3818
#16 0x000000000053a7ef in Glest::Game::MainWindow::eventKeyDown (this=<value optimised out>, key=<value optimised out>) at /home/user1/SCM/megaglest-trunk/source/glest_game/main/main.cpp:703
#17 0x00000000007103a1 in Shared::Platform::Window::handleEvent () at /home/user1/SCM/megaglest-trunk/source/shared_lib/sources/platform/sdl/window.cpp:188
#18 0x000000000054103a in Glest::Game::glestMain (argc=<value optimised out>, argv=<value optimised out>) at /home/user1/SCM/megaglest-trunk/source/glest_game/main/main.cpp:1768
#19 0x0000000000541cc6 in glestMainWrapper (argc=1, argv=0x7fffdf852648) at /home/user1/SCM/megaglest-trunk/source/glest_game/main/main.cpp:1822
#20 main (argc=1, argv=0x7fffdf852648) at /home/user1/SCM/megaglest-trunk/source/glest_game/main/main.cpp:1834

449
Closed bug reports / [non-issue] 3.4.0: Segfault in lobby
« on: 6 March 2011, 00:32:54 »
I was connected to debill's server, awaiting the game. debill and ultifd were chatting. I then changed my faction (I think) and some seconds after this the game crashed (but I am not sure it is related).

Code: [Select]
Core was generated by `./bin/glest.bin'.
Program terminated with signal 11, Segmentation fault.
#0  0x00007f6ff4b5da98 in ?? () from /lib/libc.so.6
#0  0x00007f6ff4b5da98 in ?? () from /lib/libc.so.6
#1  0x00007f6ff4b60254 in calloc () from /lib/libc.so.6
#2  0x00007f6fecd13ed8 in _mesa_PushAttrib (mask=<value optimised out>) at main/attrib.c:424
#3  0x000000000070f9e0 in Shared::Graphics::Gl::ParticleRendererGl::renderManager (this=0x25d4f00, pm=0x258a0e0, mr=0x2588770) at /home/softcoder/Code/megaglest/trunk/source/shared_lib/sources/graphics/gl/particle_renderer_gl.cpp:48
#4  0x00000000005081f6 in Glest::Game::Renderer::renderParticleManager (this=0xa02800, rs=Shared::Graphics::rsMenu) at /home/softcoder/Code/megaglest/trunk/source/glest_game/graphics/renderer.cpp:534
#5  0x0000000000590cdb in Glest::Game::MainMenu::render (this=0x29fbca0) at /home/softcoder/Code/megaglest/trunk/source/glest_game/menu/main_menu.cpp:106
#6  0x000000000054103d in Glest::Game::Program::loopWorker (this=0x25cdca0) at /home/softcoder/Code/megaglest/trunk/source/glest_game/main/program.cpp:260
#7  0x0000000000540187 in Glest::Game::ExceptionHandler::handleRuntimeError(char const*) ()
#8  0x0000000000535012 in Glest::Game::handleSIGSEGV (sig=<value optimised out>) at /home/softcoder/Code/megaglest/trunk/source/glest_game/main/main.cpp:447
#9  <signal handler called>
#10 0x00007f6fece0b0c3 in fast_read_rgba_pixels (ctx=<value optimised out>, x=<value optimised out>, y=0, width=1366, height=<value optimised out>, format=<value optimised out>, type=5121, pixels=0x7f6fe4c1c6f0, packing=0x7fff3a4854e0, transferOps=0) at swrast/s_readpix.c:239
#11 0x00007f6fece0b752 in read_rgba_pixels (ctx=0x25f10a0, x=0, y=0, width=1366, height=768, format=6407, type=5121, packing=0x2600dc0, pixels=0x7f6fe4c1c6f0) at swrast/s_readpix.c:321
#12 _swrast_ReadPixels (ctx=0x25f10a0, x=0, y=0, width=1366, height=768, format=6407, type=5121, packing=0x2600dc0, pixels=0x7f6fe4c1c6f0) at swrast/s_readpix.c:563
#13 0x00007f6feccc6b75 in intelReadPixels (ctx=0x25f10a0, x=<value optimised out>, y=<value optimised out>, width=1366, height=768, format=<value optimised out>, type=5121, pack=0x2600dc0, pixels=0x7f6fe4c1c6f0) at intel_pixel_read.c:203
#14 0x00007f6fecd76b38 in _mesa_ReadPixels (x=<value optimised out>, y=<value optimised out>, width=1366, height=768, format=6407, type=5121, pixels=0x7f6fe4c1c6f0) at main/readpix.c:206
#15 0x000000000050e4b5 in Glest::Game::Renderer::saveScreen (this=0xa02800, path=<value optimised out>) at /home/softcoder/Code/megaglest/trunk/source/glest_game/graphics/renderer.cpp:3535
#16 0x00000000005360ff in Glest::Game::MainWindow::eventKeyDown (this=<value optimised out>, key=<value optimised out>) at /home/softcoder/Code/megaglest/trunk/source/glest_game/main/main.cpp:686
#17 0x00000000006ea033 in Shared::Platform::Window::handleEvent () at /home/softcoder/Code/megaglest/trunk/source/shared_lib/sources/platform/sdl/window.cpp:181
#18 0x000000000053cfd5 in Glest::Game::glestMain (argc=<value optimised out>, argv=<value optimised out>) at /home/softcoder/Code/megaglest/trunk/source/glest_game/main/main.cpp:1742
#19 0x00007f6ff4b00d8e in __libc_start_main () from /lib/libc.so.6
#20 0x000000000048f729 in _start () at ../sysdeps/x86_64/elf/start.S:113

450
segmentation fault with 3.4.0:
The game was loading, I was a client connected to debill's server, and I was continuing to type a message I had started to type before the game started to load (hoping that my message would show up after the game would start), then, while the game was still loading, I hit enter to submit my message. Then it crashed for me, and for me only.

Code: [Select]
Core was generated by `./bin/glest.bin'.
Program terminated with signal 6, Aborted.
#0  0x00007fd5ffcabba5 in raise () from /lib/libc.so.6
#0  0x00007fd5ffcabba5 in raise () from /lib/libc.so.6
#1  0x00007fd5ffcaf6b0 in abort () from /lib/libc.so.6
#2  0x00007fd5ffce543b in ?? () from /lib/libc.so.6
#3  0x00007fd5ffcef4b6 in ?? () from /lib/libc.so.6
#4  0x00007fd5ffcf5c83 in free () from /lib/libc.so.6
#5  0x00000000004c6dc3 in _M_dispose (this=0x7fff5305c490, __in_chrg=<value optimised out>) at /usr/include/c++/4.4/bits/basic_string.h:231
#6  ~basic_string (this=0x7fff5305c490, __in_chrg=<value optimised out>) at /usr/include/c++/4.4/bits/basic_string.h:498
#7  Shared::Platform::MutexSafeWrapper::~MutexSafeWrapper (this=0x7fff5305c490, __in_chrg=<value optimised out>) at /home/softcoder/Code/megaglest/trunk/source/glest_game/../shared_lib/include/platform/sdl/thread.h:100
#8  0x00000000006d5a98 in Shared::PlatformCommon::LogFileThread::addLogEntry (this=0xb62920, type=<value optimised out>, logEntry=<value optimised out>) at /home/softcoder/Code/megaglest/trunk/source/shared_lib/sources/platform/common/simple_threads.cpp:216
#9  0x00000000006dbd68 in Shared::Util::SystemFlags::handleDebug (type=Shared::Util::SystemFlags::debugSystem, fmt=<value optimised out>) at /home/softcoder/Code/megaglest/trunk/source/shared_lib/sources/util/util.cpp:325
#10 0x0000000000535d1c in Glest::Game::MainWindow::eventKeyDown (this=0xba9e30, key=76 'L') at /home/softcoder/Code/megaglest/trunk/source/glest_game/main/main.cpp:629
#11 0x00000000006ea033 in Shared::Platform::Window::handleEvent () at /home/softcoder/Code/megaglest/trunk/source/shared_lib/sources/platform/sdl/window.cpp:181
#12 0x000000000066e76b in Glest::Game::TechTree::load (this=0x7fd5e0352ce0, dir=<value optimised out>, factions=<value optimised out>, checksum=<value optimised out>, techtreeChecksum=<value optimised out>) at /home/softcoder/Code/megaglest/trunk/source/glest_game/types/tech_tree.cpp:164
#13 0x000000000066f4bf in Glest::Game::TechTree::loadTech (this=<value optimised out>, pathList=DWARF-2 expression error: DW_OP_reg operations must be used either alone or in conjuction with DW_OP_piece or DW_OP_bit_piece.
) at /home/softcoder/Code/megaglest/trunk/source/glest_game/types/tech_tree.cpp:40
#14 0x000000000067b36f in Glest::Game::World::loadTech (this=<value optimised out>, pathList=<value optimised out>, techName=<value optimised out>, factions=<value optimised out>, checksum=<value optimised out>) at /home/softcoder/Code/megaglest/trunk/source/glest_game/world/world.cpp:230
#15 0x00000000004e0b80 in Glest::Game::Game::load (this=0x7fd5e0094e80, loadTypes=<value optimised out>) at /home/softcoder/Code/megaglest/trunk/source/glest_game/game/game.cpp:430
#16 0x0000000000541da2 in Glest::Game::Program::setState (this=0xba9ca0, programState=0x7fd5e0094e80, cleanupOldState=<value optimised out>) at /home/softcoder/Code/megaglest/trunk/source/glest_game/main/program.cpp:412
#17 0x0000000000562fe3 in Glest::Game::MenuStateConnectedGame::update (this=0x1ddaed0) at /home/softcoder/Code/megaglest/trunk/source/glest_game/menu/menu_state_connected_game.cpp:1391
#18 0x0000000000541249 in Glest::Game::Program::loopWorker (this=0xba9ca0) at /home/softcoder/Code/megaglest/trunk/source/glest_game/main/program.cpp:283
#19 0x000000000053cfcd in Glest::Game::glestMain (argc=<value optimised out>, argv=<value optimised out>) at /home/softcoder/Code/megaglest/trunk/source/glest_game/main/main.cpp:1743
#20 0x00007fd5ffc96d8e in __libc_start_main () from /lib/libc.so.6
#21 0x000000000048f729 in _start () at ../sysdeps/x86_64/elf/start.S:113

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