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Topics - tomreyn

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476
If you are hosting a custom game and are currently at the lobby and have used the K shortcut key to disable music, then as soon as a new player connects to the lobby, your music will restart to play.

477
When you host a network game, you should be able to move other players to a different player slot. You are the host, so you should be able to define all aspects of the game (well, despite of the player names, I guess).

478
Feature requests / Faster End-of-game detection
« on: 20 September 2010, 20:28:22 »
Currently, it takes quite a while until the game realizes that you have won a game. I assume the test for whether you have won currently tests whether all hostile buildings have been destroyed AND have expired (destroyed buildings have vanished). I think the test conditions are imperfect. It would be better to check whether any of the remaining hostile teams still has a non-destroyed main building. If this is not the case, you win (instantly).

479
When a client is in the game lobby and has switched to team 8, increasing the team number once more will not immediately make it switch back to team 1 (as would be expected). Instead, the client will immediately switch to team 9, and only correct this (either to team 1 or back to team 8) when the server insists on it.

480
MegaGlest / MegaGlest 3.3.7 development snapshots
« on: 6 September 2010, 21:27:24 »
We just made some pre 3.3.7 development snapshots earlier, which should be compatible. You are welcome to use them and are likely to get support. Please join the IRC channel (#glest on irc.freenode.net). Please only use these builds if you know what you are doing and if you have a way to downgrade to 3.3.6 in case they won't work for you.

Linux 32 bit (built on Ubuntu 8.04, revision 944)
Linux 64 bit (built on Ubuntu 10.04, revision 943)
Windows 32 bit (revision 943)

Edit: Fixed URL and bitsize for Windows build, provided revision #s

481
Feature requests / Please rearrange elements in 'Custom Game' menu
« on: 5 September 2010, 11:06:30 »
Since we have this very nice option of filtering maps by # of players now, it may make more sense to rearrange the UI elements on the 'Custom Game' menu screen.
I suggest to move the map filter to the very top left position, followed by the map, tileset and tech tree options (on the same row). The next rows would be the player slots, followed by advanced options (if active).

This image should explain it much better:


482
In the 'custom game' screen, if a map only supports two players, it makes no sense to display 8 lines for each possible player slot. Please only display as many player slots as the currently selected map supports. I believe ths would make for a nicer interface.

If this cannot be done, please consider either greying out this player slot or at the very minimum greying out the < and > selection buttons in the inactive player slots.

483
Closed bug reports / [fixed] Bug: Switched user names
« on: 4 September 2010, 11:06:24 »
I was just playing a game with ultifd on r939 yesterday. While I logged onto his game server as 'tomreyntrunk', when I chatted in the lobby and in game, the game would report that I was 'AI1' (first CPU player). This incorrect output could be observed on both client and server. I created a log file of this game which I uploaded to the common location. Its name is megaglest_btrunk+r939_d20100904-042002UTC_ptomreyntrunk.tar.gz

484
Currently, when you click/activate one of your units, you will see a green circle around the unit. Equally, when you select an enemy unit, a red circle will show around it. Other than for red-green blind people, that's good as it is in my opinion.

However, when you play cooperatively with other players, it would be nice if their units, when selected by you, would have a different color circle around them than the enemy. Currently, this circle will be red, but I find this non-intuitive. I suggest to change the color of the circle drawn around selected friendly units to yellow.

485
MegaGlest / MegaGlest on Ubuntu
« on: 26 July 2010, 20:31:02 »
Thanks to http://playdeb.net you can now install MegaGlest from a package repository (an APT source). To do so, starting Ubuntu Lucid Lynx (10.04 - the latest Ubuntu release), you can open a terminal window and do this:

Code: [Select]
echo 'deb http://archive.getdeb.net/ubuntu lucid-getdeb games' | sudo tee -a /etc/apt/sources.list && wget -q -O- http://archive.getdeb.net/getdeb-archive.key | sudo apt-key add -

More information as well as instructions for older Ubuntu versions are provided on playdeb.net:
http://www.playdeb.net/software/megaglest
http://www.playdeb.net/updates/Ubuntu/all#how_to_install

The packages on playdeb.net are kindly provided by bojo42 who also runs a PPA here:
https://launchpad.net/~bojo42/+archive/megaglest/+packages

486
For those Linux users who do not wish to use the installer, here's a simple walkthrough for installing the game into your home directory.

You'll want to ensure you have 7-zip installed so that you can unpack the data package. On Debian and its derivates (Ubuntu etc.) you can use:
Code: [Select]
apt-get update && apt-get install p7zip-full
Then create a new directory the game will be placed in:
Code: [Select]
cd
mkdir megaglest-3.3.5
cd megaglest-3.3.5

Now you need to download the "Linux XX bit x86 binaries" and the "Full Data package". What XX is depends on the architecture your Liux distribution is optimized for. On Debian and its derivates (Ubuntu etc.) you can use the arch command to determine what you have. If it says x86_64 then you want the 64 bit version of the game, otherwise use the 32 bit version.

For example, to download the 64 bit Linux version:
Code: [Select]
wget 'http://sourceforge.net/projects/megaglest/files/megaglest_3.3.5/megaglest3.3.5_i386_64_linux_bin.tar.bz2/download'
wget 'http://sourceforge.net/projects/megaglest/files/megaglest_3.3.5/megaglest-data-3.3.5.7z/download'

Now extract the archives (I'm using the 64 bit file names again in this example) in the directory you are in:
Code: [Select]
7z x megaglest-data-3.3.5.7z
tar xjvf megaglest3.3.5_i386_64_linux_bin.tar.bz2

...and play!
Code: [Select]
./glest

Next time you want to play, you just need to:
Code: [Select]
cd ~/megaglest-3.3.5
./glest

You can, of course, also create a shortcut on your favourite window manager so that you just need to point and click to start the game in the future (and need not play around in a terminal window).

487
MegaGlest / Outreach on Megaglest: Let's say "thanks"!
« on: 2 July 2010, 16:35:07 »
Hi,

while I'm relatively new to this game and forum and I like the game a lot, just like most if not all of you but I cannot contribute to the game by helping programming it. So I was thinking about other ways we could return a favor to the authors and came up with an idea:
I think we should let more people know what a great game Megaglest is.

For the developers, this will mean their names become more known and, where freelancing, they may get hired more often or paid nearly as much as they deserve. ;) But this will also have nice side effects for us 'users': there will be more players to play network games and remaining bugs will be found more quickly. It could even mean that new programmers and graphics/maps developers find their way to Megaglest and add to the development team, speeding up development on future releases!

So how do we go about making the game more known? There are a couple steps involved in this:
(click to show/hide)

I know, this looks like lots of work. But I think we can do it, it really does not take as much efforts as it may seem on first glance, and we can all share the workload. Much if not most of the information and data we need already exists in one or the other way and we just need to bring it all together and brush it up a little.  After all, the upcoming release is going to be a great feature-rich and stable release and this game simply deserves more attention.

I'll happily serve as coordinator and german language media contact, so we just lack the media contacts for english, spanish and french. Where any IT resources are lacking, I can provide them (Wiki, mailing list/newsletter software, email addresses, hosting of other services). If it turns out this is going somewhere I will also sponsor a domain name for a year or two.

Here's a draft for the first step I just made up. You are welcome to extend on it in further posts on this thread.
(click to show/hide)

I will appreciate your additions here, since I do not know the game very well, yet, and most of all I can hardly compare it to the other Glest based games and modifications. Please contribute below, I will update this post with any additional information you can provide.

What do you think about this initiative in general, the suggested approach and most of all:

Are you going to volunteer? (And for what?)

488
Feature requests / [DONE] Feature request: Random factions
« on: 26 June 2010, 20:38:40 »
It would be nice if there was a way to have random factions for one, more or all of human + network + AI players. The way to implement this graphically is probably to just have a value of 'Random' in the 'Faction' row. This can make gameplay a little more exciting.

489
MegaGlest / Intel GPU performance
« on: 24 June 2010, 15:46:41 »
First of all, I'm fully aware that Intel GPU's, especially the shared memory models (actually I'm not sure whether there are Intel models with dedicated GPU memory), are known to perform badly compared to standard gaming extension cards. I also know that this topic has been discussed before and that bad performance with a 3D game is to be expected. But I have some new facts which I think make it worth discussing this topic again.

I found a nice utility called intel_gpu_top, a user space utility Intel developed to accompany their Linux drivers for the purpose of performance tuning OpenGL graphics and applications. This utility nicely shows how busy your CPU currently is. Unless something the various performance indicatiors are busy, most of the performance will be claimed by an idle process (found on the very top of the output generated by this utility).

Then i took a video which includes three things:
  • A local-only (no networking) Megaglest 3.3.5b11 game is with 1 human and 7 AI players
  • A large terminal window in the background showing the intel_gpu_top output
  • A small terminal window in the front showing the output of the 'top' command


The gameplay/game performance is almost accurately recorded and presented in this video, the game did not noticeably slow down when I was recording compared to before I started recording. The video seems to play things back just a little bit slower than it actually was. Generally, however, the gameplay was already quite slow in this setup.

As you can see on the intel_gpu_top output, the GPU is mostly idle at the same time. Also, as can be seen on the 'top' output, only one of my two U7300 1.3 GHz CPU cores is fully loaded and my 4 GB of RAM is only slightly loaded. Nevertheless the gameplay is somewhat slow.

In the top left of the intel_gpu_top output it says "core clock: 533 Mhz", this is cut off.

Does is make sense that the gameplay is slow while GPU, CPU and RAM are just partially loaded? Disk I/O does not seem to be the bottleneck (and the game should not cause much, I think, but I will happily add iotop into the test if you think I should).

Is it maybe that threading doesn't work so well yet and the CPU (one of which seems to be fully loaded) is the limiting factor? Is threading maybe optimized to 100% CPU load instead of (100% x number_of_cores) CPU load on Linux?

Thanks for your help!

Here's some more info on my GPU:
Code: [Select]
$ sudo lspci -nnvk -s 00:02.0
00:02.0 VGA compatible controller [0300]: Intel Corporation Mobile 4 Series Chipset Integrated Graphics Controller [8086:2a42] (rev 07)
Subsystem: ASUSTeK Computer Inc. Device [1043:1862]
Flags: bus master, fast devsel, latency 0, IRQ 28
Memory at fe400000 (64-bit, non-prefetchable) [size=4M]
Memory at d0000000 (64-bit, prefetchable) [size=256M]
I/O ports at dc00 [size=8]
Capabilities: [90] Message Signalled Interrupts: Mask- 64bit- Queue=0/0 Enable+
Capabilities: [d0] Power Management version 3
Kernel driver in use: i915
Kernel modules: i915

$ sudo lspci -nnvk -s 00:02.1
00:02.1 Display controller [0380]: Intel Corporation Mobile 4 Series Chipset Integrated Graphics Controller [8086:2a43] (rev 07)
Subsystem: ASUSTeK Computer Inc. Device [1043:1862]
Flags: bus master, fast devsel, latency 0
Memory at fe800000 (64-bit, non-prefetchable) [size=1M]
Capabilities: [d0] Power Management version 3

Edit: I've removed the link to the video previously referenced in this post since it will be offline soon.

490
Feature requests / Allow for disbanding units
« on: 24 June 2010, 11:54:56 »
Sometimes you will end up with a situation where a unit is no longer of use. This can happen when you make a worker place buildings around itself or other units so that those other units can no longer move. In such situations it would be nice if it was possible to disband (kill/remove) that unit, so it stops consuming resources and slowing down the game while it cannot be used.

Edit: typo

491
Closed bug reports / [fixed] Issues with beta11
« on: 24 June 2010, 10:56:05 »
All of the issues listed below occurred during (or before) the same multi player game. The game was hosted by me and I was playing with titi's two son's as well as one cooperative and one adversary bot, which were server controlled AI. My (game host) log file is called megaglest-v335b11_svn_2010-06-24_093408_UTC_tomreyn-titison-enno.tar.gz and can be found in the usual location (feel free to ask me for the URL). I do not have a core file. Screen shots referenced below can also be found in this location.

1. Publish on master server should always default to "no"
I started beta11 for the first time, went to Internet Game -> Custom Game. "Publish on master server" was set to 'off' - good. I activated it. I left the game, went to the same menu again, did _not_ 'Reload last settings', and "Publish on master server" was set to 'on' right from the start. I had expected it to be automatically set to 'off' whenever I enter the Internet Game -> Custom Game menu

2. Default "Auto refresh" setting does not apply
"Auto refresh", which is set to 10s by default now, did not work for titi|son (P.). He had to manually refresh to see my server (which had been running for more than a minute already). Daddy analyzed it:
Quote from: titi_at_work
<titi_at_work> yeah it must be set in the constructor too :/
<titi_at_work> autoRefreshTime=0;
<titi_at_work> should be autoRefreshTime=10*10;  
<titi_at_work> or simply 100 :)
While you are at it, just to make sure, please double check that the new default for server controlled AI ("yes") does in fact apply, too (it seems to apply, though).

3. Segfault during game stats
After hosting a 1 human, two network play, 2 CPU (one cooperative, one adversary) game, my game server crashed during display of the statistics. I could read the stats fine for a few seconds, and did not click when the game segfaulted apparently out of nothing. When the game server crashed, it is assumed that only one of the two human network slot users did receive a 'server disconnected' message (then got the stats view), the other did not receive a 'server disconnected' warning but ended up on the stats view immediately. This bug has been reported for earlier versions, but it is the first time it occurred to me (as a game host), but I don't usually host.

4. Lost unit
For some reason one of my (persian faction) workers decided to still consume my food but not work for me anymore. When I clicked on him he had a red circle around him as can be seen in the screen shot lostworker.png. I think I had previously ordered this and another worker (who is actually doing it as can be seen on the screen shot) to build a temple together (but I'm more like 50% sure about this - logs may tell). This issue may be a recursion over beta10 since I don't recall running into this before.

5. Selecting all units within a box drawn by mouse fails sometimes
When you draw a box around units to select them, not all units may get selected. This can be seen in drawbox-selection.png. As titi reported and I think I have seen, too, it may also happen that units adjacent to the draw box but not even partially covered by it can get selected. This is assumed to only happen on Linux, or to happen on Linux more often than on Windows. Titi raised a theory that it may be related to mouse drivers (personally I'm not completely convinced of this theory since I don't have this issue when drawing selection boxes around icons on my Desktop, but then I understand much, much less of game development than you). This bug has been around since the first Megaglest version I played, so this is not a recursion.

6. Mouse pointer position at start of game causes scrolling
Sometimes, when a new game starts, my mouse pointer is positioned in the lower right corner, making the view move in south-eastern direction so that I immediately loose focus on my units/base. This is being discussed in a separate thread.

7. In-game chat does not support special characters
While you can add special characters like german umlauts (äöüÄÖÜ) to the language files and they are correctly displayed in the game menus and messages, in-game chat does not seem to support these characters. When you press such a key while chatting, nothing is printed at all. This may be a feature request more than an 'issue', but it can seem a little bit inconclusive that I8N is supported in one place but not in another.

492
In the end of game screen, only the player slots are displayed so far. If there are several players with the same faction and you forgot which slot you were playing in then it's not possible to tell which of the players listed in the end of game statistics screen you are. Please add the player names and their colors into this screen. Thanks!

493
At the beginning of a game, the mouse pointer is positioned on the lower right end of the screen, making the game scroll immediately when the game starts so that the view looses focus on your units. This is especially irritating for new players, since it can happen that the view would scroll to a place where a different player's units are, possibly making you think those would be your units (but then you can't control them).

This happens since one of the latest betas, it did not happen before. I usually use 800x600 resolution on my Linux system.

494
Closed bug reports / [fixed] Bugs in megaglest-3.3.5beta7.1
« on: 16 June 2010, 05:02:21 »
1. When you are starting a server but the port is already in use you get an error message (which doesn't look nice, yet). Once you clicked that error message away, you end up on the server configuration screen. This doesn't make sense since you cannot run the server if it cannot bind to the server port. Clicking any button will bring you back to the previous screen. That's fine for now, it's merely a matter of good looks and hardly a nuisance.

2. When announcing a server to the master server, it's currently possible to inject arbitrary values for the various fields. This allows for falsifying information on a server. It also allows for injecting values unexpected by the client. The client will then display error messages whenever it tries to parse the server list. This currently boild down to a DoS situation, since with the error messages popping up as soon as the master server info is parsed, clients will not be able to connect to any server whatsoever.

It's also possible to add and remove fields. This allows, for example, to promote fake servers listening on arbitrary IP addresses (currently only on the hard coded default port, though).

495
Feature requests / Feature request: Removal from master server
« on: 15 June 2010, 20:46:03 »
Possible servers are automatically announced to the master server, however they seem to remain listed until they time out. While this is good by itself, it would be better to also add a hook which will remove a given server off the master server when the server stops to pose as such, i.e. when the menu for hosting a server game is closed. This could possibly prevent that you see your own computer in the server list when returning from the menu where you configure a server.

I guess that's not very well explained, feel free to ask if anything needs better explanations.

496
Feature requests / Bugs and feature requests
« on: 14 June 2010, 00:30:32 »
Here's a couple of bugs and feature requests, based on 3.3.5 beta 3, using the binary 32bit linux builds on ubuntu lucid (10.04) x86_64 (Linux 2.6.32).

Bugs:
* Only one CPU seems to get used
* Games get out of sync (no error message) with many players (this can be related to mixed Windows/Linux games): while some players see something happening, others only see the same thing delayed by several minutes. Once it seemed like those different parties actually saw different endings for the same game.
* Possibly related: in a multi-player game with several linux and windows players, it took several minutes for my units to actually recact to a given command. For example, when I ordered cutting trees, this was only taken on 3 to 5 minutes later. Once it started this happened continuously and lasted until the end of the game, but the delay decreased towards the end of the game.
* The default key binding (glestkeys.ini) for ResetCameraMode is "32". This is probably a typo?

Feature requests:
* Please provide a dedicated (CLI only) server so we can run game servers on well connected dedicated servers in data centers.
* Please improve graphics performance (if possible). I use an Intel i915 based chipset (Intel Corporation Mobile 4 Series Chipset Integrated Graphics Controller (rev 07)) which explains bad graphics performance - but it should not be that bad. It is actually ok when playing alone with multiple computer players ('CPU') but it becomes unbearable on network games with multiple players. I can hardly point and click then, just guess (where the mouse pointer will show up next) and click.
* Please make in-game chat colors represent the users' color.
* Please indicate, textually, for each unit which player it belongs to.

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