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Messages - tomreyn

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126
Thanks you!

127
Closed bug reports / Re: unhandled error
« on: 5 October 2014, 02:36:52 »
Also, the image you tried to embed didn't make it.

128
MegaGlest / Re: play.mg - New look proposal
« on: 3 October 2014, 19:45:40 »
I concur with Alket, it's not easy to find something matching online. I searched for
Code: [Select]
html5 OR css cloud OR smoke OR nebula backgroundand
Code: [Select]
html5 OR css cloud effectand the only half-way matching results I could find are:

https://codepen.io/montanaflynn/pen/orxwK

http://www.clicktorelease.com/blog/how-to-make-clouds-with-css-3d
(as discussed at http://www.paulrohde.com/css-3d-clouds-retake/ )

And those were pretty CPU intensive for me. On the other hand, the download is pretty small.

129
MegaGlest / Re: play.mg - New look proposal
« on: 28 September 2014, 16:14:36 »
Looks awesome!

Is there anything we can do about the non-free-ness of this background video? I would like the new design to go on GitHub, and it should be fully GPL compatible.

Maybe we can also convert the video to an animated image to (possibly save on bandwith and client processing time)?

130
Annex: Conquer the World / Re: RELEASE 3 IS OUT!!! LINUX, PC, OSX!
« on: 16 September 2014, 22:50:18 »
We're working on it and it's almost ready (for Linux, Windows, OS X), at least from a technical perspective. And it sure is an awesome game. :)

131
Forum discussion / Re: BEFORE he was named as a key
« on: 16 September 2014, 22:42:59 »
A spammer indeed (it was also tagged as such on other site, based both on e-mail and IP address used when registering.

Three strategies I can think of:
  • SEO (which is why I edited the intial post now)
  • additional tags in their post which just didn't work (got filtered out) on our site but may work elsewhere
  • initial harmless post with the goal of getting whitelisted to spam later.

132
Closed bug reports / Re: Random freezes on ubuntu 14.04
« on: 10 September 2014, 23:52:02 »
So you have a Haswell CPU. Those should come with an integrated graphics chipset which should be good enough to run MegaGlest.
http://en.wikipedia.org/wiki/Intel_HD_and_Iris_Graphics#Haswell
If you experience freezes it's likely due to imperfect drivers. Since the hardware is relatively new, updating drivers can be a good idea.
https://01.org/linuxgraphics/downloads

133
Glad we could work it out. :)

134
Sounds like you haven't properly upgraded to 14.04 or have incorrect APT sources, at least for the PlayDeb PPA.
The error you run into while running MegaGlest 3.7.1 is still the same as before (the Nvidia driver reporting that it ran out of memory - which is, for what I can tell, not a bug in MegaGlest, which is why I moved this thread to the main forum where we try to help people run the game properly) and there is just this one error (anything else is of 'info' or 'warning' level).

To verify your Ubuntu upgrade succeeded properly and you are using the proper "deb" line for the PlayDeb PPA, post the output of the following commands:
sudo apt-get update
sudo apt-cache policy
yes n | sudo apt-get dist-upgrade
sudo apt-get install apt-show-versions
sudo apt-show-versions | grep -v uptodate

Again, I'm just offering to help here - this is most likely not a MegaGlest issue. Also keep in mind that you can also install MegaGlest using the installers we provide:
http://megaglest.org/download.html

135
I've looked several times in the repos for 12.04, and I can't find a more recent nVidia driver than the 331 that I've got now.

That's not exactly wrong. Due to the kernel and Xorg version shipped with 12.04, compatible Nvidia drivers with a higher version number than those starting "331." may not exist.
Still the numbers after the dot do matter (as discussed in my previous post here, which I edited a lot since it had nonsense in it initially). And there are these alternatives while you stick to Ubuntu 12.04:
http://packages.ubuntu.com/precise-updates/nvidia-331-updates
https://launchpad.net/~xorg-edgers

Surely upgrading to 14.04 can be a good idea, too. I'm very convinced it would instantly solve this problem for you as long as you use a current MG release (so 3.9.x).

136
MegaGlest / Re: CE-GUI branch: feature/ce-gui
« on: 27 August 2014, 13:40:41 »
Actually, I was wondering with this new feature would it be possible to store new themes in the mod centre? It would be quite nice if the MG-user had an easy-to-add selection of themes to choose from that are created by the community :o )

I like the idea, but worried there wouldn't be much custom GUI development.

I know little about CEGUI, but my understanding so far is that anything GUI logic related is 'baked into' the builds you produce, and the set of looks to select from is limited by the amount of themes which come with your build. It may not be necessary to rebuild to allow for team switching, actually Softcoder had added an INI option (for testing purposes) to allow for theme selection, so at least by restarting the game theme switching may be possible.

However, for now, we really need to focus on getting any one of the CEGUI looks (and Softcoder actually came up with a really good one IMO) working throughout the game. Since this involves programmatic changes it rules out many of us - but by no means all of us - who contributed to MG so far.

Quote
Also will combo boxes be implemented for map, faction, tileset and techtree selections?

Everyone else can learn to use CEED, the CEGUI presentation editor (read: easy enough to use, kind of like a WYSIWYG editor) and improve the menus and screens which have already been converted to CEGUI. I assume this will also allow for replacing existing UI elements by alternatives which use different input styles. As long as there are no logical changes and CEGUI supports it out of the box, it should be straight-forward.

The CEGUI branch of the megaglest-source repository provides a 'newly' added script which will build the CEGUI framework and the CEED editor on Linux (only, I don't know how to do it on Windows).
Code: [Select]
cd source/external-deps/cegui-source
./build-ce-gui-for-mg.sh
After building it, you also need to build MG itself, which will reuse parts of this earlier build.

The current code produces drop-down boxes on the custom game menu. Trying to change them to combo boxes seems like a good first objective in getting to know CEED. Give it a try!

137
Either PlayDeb (which we also host a mirror for) or you could use our installer or archives to install a current game version in your home directory.

Regarding the proprietary Nvidia drivers, "331" is the main version number, there is also a sub version, appended after a dot. According to the output you posted, you are running v331.20:
Quote
OpenGL version string: 4.4.0 NVIDIA 331.20
which was released sometime last (?) year. The current version should be this:
Quote
Version:    340.32
Release Date:    2014.8.12
Operating System:    Linux 64-bit
http://www.nvidia.com/download/driverResults.aspx/77525/en-us

138
Hi Keith, and thanks for having taken the time to register and to compose a thorough report. Based on your description and output, the latest version you tested with seem to be MegaGlest 3.6.0.3? Please be sure to try with MegaGlest 3.9.1 and report back whether this issue is still present there.

More likely, however, this issue stems from your graphics drivers. We've seen similar reports from users of outdated versions of the proprietary Nvidia driver. Please upgrade your video drivers. You may do so by installing the nvidia-331-updates package or, if you're more adventurous, try the newer packages from the xorg-edgers PPA (read the README before you do).

Either way I very much recommend you upgrade MegaGlest, too, it is worth it, and a de facto requirement should you wish to play online.

139
MegaGlest / Re: MG Launcher/Lobby
« on: 23 August 2014, 08:13:06 »
CSV output

The CSV output, which is also used by the game, is found here:
http://master.megaglest.org/showServersForGlest.php

Source code:
https://github.com/MegaGlest/megaglest-masterserver/blob/master/showServersForGlest.php

Please don't hammer the master server, that is automated reloads should always take place in intervals of 10 or more seconds. (Failing to comply with this may result in temporary or permanent bans.)

Version detection

The game currently displays warnings in the chat area when you run an outdated game version.
This is based on a simplistic flat file version checking mechanism: The game accesses URL which consists of three components:

VersionURL as defined in glest(user).ini + current game version (with "v" prefix) + ".txt"

Example URLs:
http://master.megaglest.org/files/versions/v3.9.0.txt
http://master.megaglest.org/files/versions/v3.9.1.txt
http://master.megaglest.org/files/versions/v3.8.0-beta1.txt

As you will notice, the URL for the current game version v3.9.1.txt returns an empty file (blank page, no error message). That's just because at some point we decided against displaying a message when you run the latest version, but to display one when you do not. All of these existing game versions will return a HTTP 200 status code, non-existing versions will return a different HTTP status code (usually a 404 status).

On the server side this is (currently) implemented with simple text files and symbolic links. The directory contents are as follows:
Code: [Select]
_LATEST_DEV_SNAPSHOT 
_LATEST_PRERELEASE 
_LATEST_RELEASE 
_LATEST_RELEASE_OFF 
_LATEST_RELEASE_PRERELEASE_AVAILABLE 
_OUTDATED 
_OUTDATED_BUT_COMPATIBLE 
v3.3.7.1.txt -> _OUTDATED
v3.3.7.2.txt -> _OUTDATED
v3.4.0-beta1.txt -> _OUTDATED
v3.4.0-beta2.txt -> _OUTDATED
v3.4.0-beta3.txt -> _OUTDATED
v3.4.0-dev.txt -> _OUTDATED
v3.4.0.txt -> _OUTDATED
v3.4.1-dev.txt -> _OUTDATED
v3.5.0-beta1.txt -> _OUTDATED
v3.5.0-beta2.txt -> _OUTDATED
v3.5.0-dev.txt -> _OUTDATED
v3.5.0.txt -> _OUTDATED
v3.5.1-dev.txt -> _OUTDATED
v3.5.1.txt -> _OUTDATED
v3.5.2-dev.txt -> _OUTDATED
v3.5.2.txt -> _OUTDATED
v3.5.3-beta1.txt -> _OUTDATED
v3.5.3-beta2.txt -> _OUTDATED
v3.5.3-dev.txt -> _OUTDATED
v3.6.0.1.txt -> _OUTDATED
v3.6.0.2.txt -> _OUTDATED
v3.6.0.3.txt -> _OUTDATED
v3.6.0.txt -> _OUTDATED
v3.6.1-dev.txt -> _OUTDATED
v3.7.0-beta1.txt -> _OUTDATED
v3.7.0-beta2.txt -> _OUTDATED
v3.7.0.txt -> _OUTDATED
v3.7.1-dev.txt -> _OUTDATED
v3.7.1.txt -> _OUTDATED
v3.8.0-beta1.txt -> _OUTDATED
v3.8.0-dev.txt -> _OUTDATED
v3.9.0.txt -> _OUTDATED_BUT_COMPATIBLE
v3.9.1.txt -> _LATEST_RELEASE

The former file system objects (starting with an underscore) are actual text files containing the text that is returned. The remaining file system objects (containing version numbers) are symbolic links pointing to these text files. This system is a bit ugly due to its simplicity, but it should scale better than server side scripts. A better approach would be client side logic interpreting the static information provided by the server, though, but this has not been implemented by anyone so far (and then the current system isn't that bad).

General announcement

Also in the chat area, the game will report an announcement if there's one configured.

This is retrieved from AnnouncementURL as configured in glest(user).ini. Currently this points to http://master.megaglest.org/files/announcement.txt for MegaGlest (other MG based games may point it elsewhere). We have used this to point out upcoming planned multi-player games, tournaments, new releases and general MG related news and hints in the past.

140
mk/linux/build/CMakeCache.txt is actually the file I meant, sorry. or you could just remove all of mk/linux/build/ next time. There's definitely no need to remove the entire repository (though this should effectively work, too).

141
Try this:
1. Ensure that data/glest_game is up to date (it needs to be git pull'ed separately)
2. Do a full rebuild of the game engine if you haven't done so in a while (by deleting mk/linux/CMakeCache.txt before you rebuild)

142
Mandate Engine / Re: Mandate Permanent Cancellation
« on: 27 June 2014, 01:17:30 »
It's a pity that you're going to give it up, I liked the idea that there was something *Glest* going next to MegaGlest, and while I never got where you were heading you seemed to have spent a lot of time and made a good progress. So what happened?

143
Mandate Engine / Re: Can't compile on Kubuntu 14.04
« on: 27 June 2014, 01:00:20 »
That'd be libfreetype6-dev on (K)Ubuntu 14.04 - though I have not actually tried to build Mandate or GAE on this Ubuntu release (but an earlier one).

144
No need to test the one on the netbook. 945 GM* is definitely too slow (check videocardbenchmark.net on that). But the other computer which currently runs windows should be fine, both with the integrated graphics as well as with the separate nvidia card.

145
On Linux, be sure to install a supported kernel version, too. Yours is 3.5.0-40-generic #62.
The default Ubuntu Precise (12.04 LTS) kernel version is listed at
http://packages.ubuntu.com/precise/linux-image-generic
or, if using the PAE kernel,
http://packages.ubuntu.com/precise/linux-image-generic-pae

The latest kernel version available for Ubuntu Precise (a backport from Trusty) is currently
http://packages.ubuntu.com/precise/linux-image-3.13.0-24-generic

So you're using some weird version from somewhere in the middle currently which also lacks security patches.

146
Actually I think MG should work on this computer. The CPU is rather weak, but the integrated GPU should be good enough - probably about as useful as my external ATI (though offloading more to CPU, I guess).
It is definitely stronger than my intelbox (see my signature below this post for specs) and even that runs (on Linux) MegaGlest at lowest settings.

An access violation error rather points to buggy drivers. And Intel drivers were in very bad shape on Windows until not too long ago (catching up with Linux now). So make sure you get the latest matching Intel chipset, Intel graphics, and Nvidia driver which match your hardware, and try again.

I'm also interested in the Linux error you were (not) discussing, since there we have better debug tools.

147
General discussion / Re: Mods install problems
« on: 29 April 2014, 19:46:23 »
0.3.2 (January 2011) is old, try something newer (i.e. git). There has been no development this year, but a bit during the past years.

148
I think so far we've often used Debian stable as "the oldest stuff we need to support". And Debian Wheezy (stable) has support for libtasn1-6 via backports (which have security support these days). So I guess we could switch to ...-6 indeed.

https://packages.debian.org/search?keywords=libtasn1-6&exact=1

149
Feature requests / Re: Schemas for multiplayer
« on: 29 April 2014, 19:31:19 »
Having the map file (showing only maps for the selected # of players) on the headless as well (we already have it when you host yourself) this would already make things a lot easier.

About the options Alket suggests, these could be displayed whether or not they make sense in terms of start positions as long they matches the total # of player for the currently selected map (i.e. "5vs3" would be an option on a 4vs4 map, but 2vs2 wouldn't).

150
Thank you very much for documenting a possible fix, Alket.

I think one should not need to place a symbolic link in the global file system hierarchy nor install the -dev package (which provides the symlink target), though. Here's how you achieve the same by just local modifications for x86_64 and i686 (i386) platforms:

Code: [Select]
cd ~/megaglest/lib && \
rm -f libtasn1.so* && \
case `uname -i` in i686) ln -s /usr/lib/i386-linux-gnu/libtasn1.so.6 libtasn1.so.3;; x86_64) ln -s /usr/lib/x86_64-linux-gnu/libtasn1.so.6 libtasn1.so.3;; *) echo 'Error: unknown architecture' >&2 && exit 1;; esac

Neither fix is ideal in that we (sym)link to a library of a different version, which may be incompatible. Maybe we need to include this library in future releases.

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