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Messages - tomreyn

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151
Mods / Re: Terra Centauri: Last Stand
« on: 25 April 2014, 17:28:50 »
Exciting news! Looks like Terra Centauri will allow for a bunch of new tactics and a new gameplay. :)

152
Thanks for providing these details. I see the same on Ubuntu 12.04 now, though I used the strt_megaglest script to start the game (same issue and same workaround, though).

It does seem to work fine this way - I played a couple games today without any issues. So we may really just need an updated start_megaglest script to place the symlink in lib/

153
MegaGlest / Re: Headless server minimum players
« on: 19 April 2014, 19:39:10 »
To my knowledge, that's not possible on a headless unless you edit the source code. The requirement to have at least two human players in a game was added to prevent users from starting games too early or to block servers for other potential players.

You can, however, run a "headful" server this way, and can even script it to a degree (see --help output on a command line).

154
Nine words for a bug report? You can't be serious. :-(
Please do read the instructions at http://bugs.megaglest.org - your report on IRC was much more useful (but those handling the bug reports here won't get to read it).

155
David123 (Windows 7), Typedef and I (both Linux x86_64) were playing a game with Prax on one of the "MG Team" headless servers (the one listening on port 62001 on the "initiate" server) today. Somewhere in the middle of the game the process failed for both Typedef and me (possibly for David as well). I was controlling (headless admin / controlling player) this game from the start to this point.

Typedef's terminal output:
Code: [Select]
megaglest v3.9.1
Compiled using: GNUC: 40801 [64bit] on: Jan 30 2014 22:03:50 platform: Linux-X64 endianness: little
GIT: [Rev: 4638.0b86e1c] - using STREFLOP [SSE] - [no-denormals]
Game unique identifier is: 01b421ee-c1cf-11e3-95fe-43a44111f694
Game unique identifier is: 55b7c218-c234-11e3-bf24-11d82b53a9b9
*ERROR* [2014-04-12 13:39:38] In [/home/andy/bin/megaglest-source/source/glest_game/world/unit_updater.cpp::updateRepair Line: 2170] Error [ut == NULL
Stack Trace:
./megaglest:Shared::Platform::megaglest_runtime_error::megaglest_runtime_error(std::string const&, bool)address [0xb119d8] line: 305
./megaglest:Glest::Game::Map::findBestBuildApproach(Glest::Game::Unit const*, Shared::Graphics::Vec2<int>, Glest::Game::UnitType const*) constaddress [0xa0c02a] line: 1198
./megaglest:Glest::Game::UnitUpdater::updateRepair(Glest::Game::Unit*, int)address [0x9ec37b] line: 1945
./megaglest:Glest::Game::UnitUpdater::updateUnitCommand(Glest::Game::Unit*, int)address [0x9e42d5] line: 343
./megaglest:Glest::Game::UnitUpdater::updateUnit(Glest::Game::Unit*)address [0x9e48a8] line: 179
./megaglest:Glest::Game::World::updateAllFactionUnits()address [0x9cb5a9] line: 712
./megaglest:Glest::Game::World::update()address [0x9d2625] line: 871
./megaglest:Glest::Game::Game::update()address [0x560a4b] line: 2157
./megaglest:Glest::Game::Program::loopWorker()address [0x6a528e] line: 476
./megaglest:Glest::Game::glestMain(int, char**)address [0x6f66b7] line: 5451
./megaglest:Glest::Game::glestMainSEHWrapper(int, char**)address [0x6fa0a1] line: 5699
/lib/x86_64-linux-gnu/libc.so.6:__libc_start_main()address [0x7fd8bdfe0de5] line: 0
./megaglest() [0x4e70a8]address [0x4e70a8]
]
*ERROR* [2014-04-12 13:39:39] In [/home/andy/bin/megaglest-source/source/glest_game/world/unit_updater.cpp::updateUnitCommand Line: 374] Error [ut == NULL
Stack Trace:
./megaglest:Shared::Platform::megaglest_runtime_error::megaglest_runtime_error(std::string const&, bool)address [0xb119d8] line: 305
./megaglest:Glest::Game::Map::findBestBuildApproach(Glest::Game::Unit const*, Shared::Graphics::Vec2<int>, Glest::Game::UnitType const*) constaddress [0xa0c02a] line: 1198
./megaglest:Glest::Game::UnitUpdater::updateRepair(Glest::Game::Unit*, int)address [0x9ec37b] line: 1945
./megaglest:Glest::Game::UnitUpdater::updateUnitCommand(Glest::Game::Unit*, int)address [0x9e42d5] line: 343
./megaglest:Glest::Game::UnitUpdater::updateUnit(Glest::Game::Unit*)address [0x9e48a8] line: 179
./megaglest:Glest::Game::World::updateAllFactionUnits()address [0x9cb5a9] line: 712
./megaglest:Glest::Game::World::update()address [0x9d2625] line: 871
./megaglest:Glest::Game::Game::update()address [0x560a4b] line: 2157
./megaglest:Glest::Game::Program::loopWorker()address [0x6a528e] line: 476
./megaglest:Glest::Game::glestMain(int, char**)address [0x6f66b7] line: 5451
./megaglest:Glest::Game::glestMainSEHWrapper(int, char**)address [0x6fa0a1] line: 5699
/lib/x86_64-linux-gnu/libc.so.6:__libc_start_main()address [0x7fd8bdfe0de5] line: 0
./megaglest() [0x4e70a8]address [0x4e70a8]                                                                                           
                                                                                                                                     
Stack Trace:                                                                                                                         
./megaglest:Shared::Platform::megaglest_runtime_error::megaglest_runtime_error(std::string const&, bool)address [0xb119d8] line: 305
./megaglest:Glest::Game::UnitUpdater::updateRepair(Glest::Game::Unit*, int)address [0x9ec844] line: 2173                             
./megaglest:Glest::Game::UnitUpdater::updateUnitCommand(Glest::Game::Unit*, int)address [0x9e42d5] line: 343                         
./megaglest:Glest::Game::UnitUpdater::updateUnit(Glest::Game::Unit*)address [0x9e48a8] line: 179                                     
./megaglest:Glest::Game::World::updateAllFactionUnits()address [0x9cb5a9] line: 712                                                 
./megaglest:Glest::Game::World::update()address [0x9d2625] line: 871                                                                 
./megaglest:Glest::Game::Game::update()address [0x560a4b] line: 2157                                                                 
./megaglest:Glest::Game::Program::loopWorker()address [0x6a528e] line: 476                                                           
./megaglest:Glest::Game::glestMain(int, char**)address [0x6f66b7] line: 5451                                                         
./megaglest:Glest::Game::glestMainSEHWrapper(int, char**)address [0x6fa0a1] line: 5699                                               
/lib/x86_64-linux-gnu/libc.so.6:__libc_start_main()address [0x7fd8bdfe0de5] line: 0                                                 
./megaglest() [0x4e70a8]address [0x4e70a8]                                                                                           
]                                                                                                                                   
*ERROR* [2014-04-12 13:39:39] In [game.cpp::update Line: 2774] Error [ut == NULL                                                     
Stack Trace:                                                                                                                         
./megaglest:Shared::Platform::megaglest_runtime_error::megaglest_runtime_error(std::string const&, bool)address [0xb119d8] line: 305
./megaglest:Glest::Game::Map::findBestBuildApproach(Glest::Game::Unit const*, Shared::Graphics::Vec2<int>, Glest::Game::UnitType const*) constaddress [0xa0c02a] line: 1198                                                                                               
./megaglest:Glest::Game::UnitUpdater::updateRepair(Glest::Game::Unit*, int)address [0x9ec37b] line: 1945                             
./megaglest:Glest::Game::UnitUpdater::updateUnitCommand(Glest::Game::Unit*, int)address [0x9e42d5] line: 343                         
./megaglest:Glest::Game::UnitUpdater::updateUnit(Glest::Game::Unit*)address [0x9e48a8] line: 179                                     
./megaglest:Glest::Game::World::updateAllFactionUnits()address [0x9cb5a9] line: 712
./megaglest:Glest::Game::World::update()address [0x9d2625] line: 871
./megaglest:Glest::Game::Game::update()address [0x560a4b] line: 2157
./megaglest:Glest::Game::Program::loopWorker()address [0x6a528e] line: 476
./megaglest:Glest::Game::glestMain(int, char**)address [0x6f66b7] line: 5451
./megaglest:Glest::Game::glestMainSEHWrapper(int, char**)address [0x6fa0a1] line: 5699
/lib/x86_64-linux-gnu/libc.so.6:__libc_start_main()address [0x7fd8bdfe0de5] line: 0
./megaglest() [0x4e70a8]address [0x4e70a8]

Stack Trace:
./megaglest:Shared::Platform::megaglest_runtime_error::megaglest_runtime_error(std::string const&, bool)address [0xb119d8] line: 305
./megaglest:Glest::Game::UnitUpdater::updateRepair(Glest::Game::Unit*, int)address [0x9ec844] line: 2173
./megaglest:Glest::Game::UnitUpdater::updateUnitCommand(Glest::Game::Unit*, int)address [0x9e42d5] line: 343
./megaglest:Glest::Game::UnitUpdater::updateUnit(Glest::Game::Unit*)address [0x9e48a8] line: 179
./megaglest:Glest::Game::World::updateAllFactionUnits()address [0x9cb5a9] line: 712
./megaglest:Glest::Game::World::update()address [0x9d2625] line: 871
./megaglest:Glest::Game::Game::update()address [0x560a4b] line: 2157
./megaglest:Glest::Game::Program::loopWorker()address [0x6a528e] line: 476
./megaglest:Glest::Game::glestMain(int, char**)address [0x6f66b7] line: 5451
./megaglest:Glest::Game::glestMainSEHWrapper(int, char**)address [0x6fa0a1] line: 5699
/lib/x86_64-linux-gnu/libc.so.6:__libc_start_main()address [0x7fd8bdfe0de5] line: 0
./megaglest() [0x4e70a8]address [0x4e70a8]

Stack Trace:
./megaglest:Shared::Platform::megaglest_runtime_error::megaglest_runtime_error(std::string const&, bool)address [0xb119d8] line: 305
./megaglest:Glest::Game::UnitUpdater::updateUnitCommand(Glest::Game::Unit*, int)address [0x9e459f] line: 377
./megaglest:Glest::Game::UnitUpdater::updateUnit(Glest::Game::Unit*)address [0x9e48a8] line: 179
./megaglest:Glest::Game::World::updateAllFactionUnits()address [0x9cb5a9] line: 712
./megaglest:Glest::Game::World::update()address [0x9d2625] line: 871
./megaglest:Glest::Game::Game::update()address [0x560a4b] line: 2157
./megaglest:Glest::Game::Program::loopWorker()address [0x6a528e] line: 476
./megaglest:Glest::Game::glestMain(int, char**)address [0x6f66b7] line: 5451
./megaglest:Glest::Game::glestMainSEHWrapper(int, char**)address [0x6fa0a1] line: 5699
/lib/x86_64-linux-gnu/libc.so.6:__libc_start_main()address [0x7fd8bdfe0de5] line: 0
./megaglest() [0x4e70a8]address [0x4e70a8]
]

Mine:
Code: [Select]
megaglest v3.9.1
Compiled using: GNUC: 40403 [64bit] on: Jan 18 2014 17:44:55 platform: Linux-X64 endianness: little
GIT: [Rev: 4628.11ac54a] - using STREFLOP [SSE] - [no-denormals]
radeon: Acquired access to Hyper-Z.
*ERROR* [2014-04-12 13:20:10] SOCKET WRITE TIMEOUT In [/home/softcoder/Code/megaglest/git/source/shared_lib/sources/platform/posix/socket.cpp::isWritable Line: 1786] i = 0 sock = 12 []
Game unique identifier is: 55b7c218-c234-11e3-bf24-11d82b53a9b9
*ERROR* [2014-04-12 13:39:41] In [/home/softcoder/Code/megaglest/git/source/glest_game/world/unit_updater.cpp::updateRepair Line: 2170] Error [ut == NULL
Stack Trace:
./megaglest:Shared::Platform::megaglest_runtime_error::megaglest_runtime_error(std::string const&, bool)address [0xc05d8e] line: 305
./megaglest:Glest::Game::Map::findBestBuildApproach(Glest::Game::Unit const*, Shared::Graphics::Vec2<int>, Glest::Game::UnitType const*) constaddress [0xb39346] line: 1198
./megaglest:Glest::Game::UnitUpdater::updateRepair(Glest::Game::Unit*, int)address [0xb139ae] line: 1945
./megaglest() [0xb084db]address [0xb084db]
./megaglest:Glest::Game::UnitUpdater::updateUnit(Glest::Game::Unit*)address [0xb19b14] line: 179
./megaglest:Glest::Game::World::updateAllFactionUnits()address [0xafc0c7] line: 712
./megaglest:Glest::Game::World::update()address [0xafd7b6] line: 871
./megaglest:Glest::Game::Game::update()address [0x6707fd] line: 2157
./megaglest:Glest::Game::Program::loopWorker()address [0x7dc958] line: 476
./megaglest:Glest::Game::glestMain(int, char**)address [0x7d2a75] line: 5451
./megaglest:Glest::Game::glestMainSEHWrapper(int, char**)address [0x7d45c1] line: 5699
/lib/x86_64-linux-gnu/libc.so.6:__libc_start_main()address [0x7f58e578bde5] line: 0
./megaglest() [0x5eddd9]address [0x5eddd9]
]
*ERROR* [2014-04-12 13:39:42] In [/home/softcoder/Code/megaglest/git/source/glest_game/world/unit_updater.cpp::updateUnitCommand Line: 374] Error [ut == NULL
Stack Trace:
./megaglest:Shared::Platform::megaglest_runtime_error::megaglest_runtime_error(std::string const&, bool)address [0xc05d8e] line: 305
./megaglest:Glest::Game::Map::findBestBuildApproach(Glest::Game::Unit const*, Shared::Graphics::Vec2<int>, Glest::Game::UnitType const*) constaddress [0xb39346] line: 1198
./megaglest:Glest::Game::UnitUpdater::updateRepair(Glest::Game::Unit*, int)address [0xb139ae] line: 1945
./megaglest() [0xb084db]address [0xb084db]
./megaglest:Glest::Game::UnitUpdater::updateUnit(Glest::Game::Unit*)address [0xb19b14] line: 179
./megaglest:Glest::Game::World::updateAllFactionUnits()address [0xafc0c7] line: 712
./megaglest:Glest::Game::World::update()address [0xafd7b6] line: 871
./megaglest:Glest::Game::Game::update()address [0x6707fd] line: 2157
./megaglest:Glest::Game::Program::loopWorker()address [0x7dc958] line: 476
./megaglest:Glest::Game::glestMain(int, char**)address [0x7d2a75] line: 5451
./megaglest:Glest::Game::glestMainSEHWrapper(int, char**)address [0x7d45c1] line: 5699
/lib/x86_64-linux-gnu/libc.so.6:__libc_start_main()address [0x7f58e578bde5] line: 0
./megaglest() [0x5eddd9]address [0x5eddd9]

Stack Trace:
./megaglest:Shared::Platform::megaglest_runtime_error::megaglest_runtime_error(std::string const&, bool)address [0xc05d8e] line: 305
./megaglest:Glest::Game::UnitUpdater::updateRepair(Glest::Game::Unit*, int)address [0xb13f64] line: 2173
./megaglest() [0xb084db]address [0xb084db]
./megaglest:Glest::Game::UnitUpdater::updateUnit(Glest::Game::Unit*)address [0xb19b14] line: 179
./megaglest:Glest::Game::World::updateAllFactionUnits()address [0xafc0c7] line: 712
./megaglest:Glest::Game::World::update()address [0xafd7b6] line: 871
./megaglest:Glest::Game::Game::update()address [0x6707fd] line: 2157
./megaglest:Glest::Game::Program::loopWorker()address [0x7dc958] line: 476
./megaglest:Glest::Game::glestMain(int, char**)address [0x7d2a75] line: 5451
./megaglest:Glest::Game::glestMainSEHWrapper(int, char**)address [0x7d45c1] line: 5699
/lib/x86_64-linux-gnu/libc.so.6:__libc_start_main()address [0x7f58e578bde5] line: 0
./megaglest() [0x5eddd9]address [0x5eddd9]
]
*ERROR* [2014-04-12 13:39:43] In [game.cpp::update Line: 2774] Error [ut == NULL
Stack Trace:
./megaglest:Shared::Platform::megaglest_runtime_error::megaglest_runtime_error(std::string const&, bool)address [0xc05d8e] line: 305
./megaglest:Glest::Game::Map::findBestBuildApproach(Glest::Game::Unit const*, Shared::Graphics::Vec2<int>, Glest::Game::UnitType const*) constaddress [0xb39346] line: 1198
./megaglest:Glest::Game::UnitUpdater::updateRepair(Glest::Game::Unit*, int)address [0xb139ae] line: 1945
./megaglest() [0xb084db]address [0xb084db]
./megaglest:Glest::Game::UnitUpdater::updateUnit(Glest::Game::Unit*)address [0xb19b14] line: 179
./megaglest:Glest::Game::World::updateAllFactionUnits()address [0xafc0c7] line: 712
./megaglest:Glest::Game::World::update()address [0xafd7b6] line: 871
./megaglest:Glest::Game::Game::update()address [0x6707fd] line: 2157
./megaglest:Glest::Game::Program::loopWorker()address [0x7dc958] line: 476
./megaglest:Glest::Game::glestMain(int, char**)address [0x7d2a75] line: 5451
./megaglest:Glest::Game::glestMainSEHWrapper(int, char**)address [0x7d45c1] line: 5699
/lib/x86_64-linux-gnu/libc.so.6:__libc_start_main()address [0x7f58e578bde5] line: 0
./megaglest() [0x5eddd9]address [0x5eddd9]

Stack Trace:
./megaglest:Shared::Platform::megaglest_runtime_error::megaglest_runtime_error(std::string const&, bool)address [0xc05d8e] line: 305
./megaglest:Glest::Game::UnitUpdater::updateRepair(Glest::Game::Unit*, int)address [0xb13f64] line: 2173
./megaglest() [0xb084db]address [0xb084db]
./megaglest:Glest::Game::UnitUpdater::updateUnit(Glest::Game::Unit*)address [0xb19b14] line: 179
./megaglest:Glest::Game::World::updateAllFactionUnits()address [0xafc0c7] line: 712
./megaglest:Glest::Game::World::update()address [0xafd7b6] line: 871
./megaglest:Glest::Game::Game::update()address [0x6707fd] line: 2157
./megaglest:Glest::Game::Program::loopWorker()address [0x7dc958] line: 476
./megaglest:Glest::Game::glestMain(int, char**)address [0x7d2a75] line: 5451
./megaglest:Glest::Game::glestMainSEHWrapper(int, char**)address [0x7d45c1] line: 5699
/lib/x86_64-linux-gnu/libc.so.6:__libc_start_main()address [0x7f58e578bde5] line: 0
./megaglest() [0x5eddd9]address [0x5eddd9]

Stack Trace:
./megaglest:Shared::Platform::megaglest_runtime_error::megaglest_runtime_error(std::string const&, bool)address [0xc05d8e] line: 305
./megaglest() [0xb087b1]address [0xb087b1]
./megaglest:Glest::Game::UnitUpdater::updateUnit(Glest::Game::Unit*)address [0xb19b14] line: 179
./megaglest:Glest::Game::World::updateAllFactionUnits()address [0xafc0c7] line: 712
./megaglest:Glest::Game::World::update()address [0xafd7b6] line: 871
./megaglest:Glest::Game::Game::update()address [0x6707fd] line: 2157
./megaglest:Glest::Game::Program::loopWorker()address [0x7dc958] line: 476
./megaglest:Glest::Game::glestMain(int, char**)address [0x7d2a75] line: 5451
./megaglest:Glest::Game::glestMainSEHWrapper(int, char**)address [0x7d45c1] line: 5699
/lib/x86_64-linux-gnu/libc.so.6:__libc_start_main()address [0x7f58e578bde5] line: 0
./megaglest() [0x5eddd9]address [0x5eddd9]
]

David was not in the position to preserve his output. Nor does the server do so. The error.log file was no updated on Davids computer, mine nor on the server.

156
I don't remember waiting that (90s) long for you - ever.

157
MegaGlest / Re: Post Cup Results here!
« on: 9 April 2014, 21:28:35 »
Let's wait until saturday and decide then. If those who need yet to play have not gotten back to us until then, I say we proceed with Titi's option (1) and play the next round on Sunday and during the coming week.

158
On a headless server, when just a single player fails to initialize the game before the timeout, the game will fail for all connected players. It does not need to be the game admin who runs into the timeout - any one player who runs into a timeout makes the game fail for all players.

What really should happen there is that just this one player gets disconnected and the game starts for everyone else.

Also, the player who gets disconnected sends his message about him failing to initialize in time in his localized language - and it is displayed in this language to all the other players (or just to the game admin?). This message should be displayed in each recipients' local language, not that of the sender.

159
Currently the max. wait time during game initialization is 180 seconds. However, whenever you have to wait more than 90 (or even 60) seconds it means that this player you are waiting for has too slow hardware or a very bad Internet connection and will get disconnected either immediately or shortly after the start of this game.  For me, with my old, old graphics card it never takes longer than 10-15 seconds.

So I think it's a good idea to reduce the game initialization time to a maximum of 120s or 90s. This really ought to be enough. And it's annoying for all other players to have to wait for a single player with bad hardware or connection who will just time out.

160
MegaGlest / Re: Post Cup Results here!
« on: 5 April 2014, 20:31:49 »
basxto vs tomreyn -> tomreyn

161
Mandate Engine / Re: Mandate Update Thread
« on: 4 April 2014, 20:16:29 »
Have you considered to host your website on GitHub.io (using GitHub as a web page editor)? Or you could use the GitHub wiki - both options are free.

162
Mods / Re: GLADE Team Project: Dark Magic
« on: 3 April 2014, 20:00:49 »
This download is from media1.gamefront.com, which is an alias for wpc.1f32.edgecastcdn.net, which means you download from a CDN (coral distribution network), specifically Verizon Edgecast (the second largest CDN there is) which means you will download from a location which is close to you in Internet topology. So actually there should be no problems anywhere between your ISP and the download location (i.e. the problem would most likely be somewhere between your computer and your ISP's peering points). If problems persist, try to download through a remote proxy server. Or from this mirror.

163
Not a bug, since this is documented in the README (did you read it first, as requested on http://bugs.megaglest.org ?):

Quote
1. System requirements
[..]
Software requirements:
[..]
* Audio drivers supporting OpenAL

We could add a hint on the need of libopenal to http://megaglest.org/installation.html and section 2. Installation of the README though.

164
MegaGlest / Re: Organizing the cup - please comment
« on: 24 March 2014, 12:01:19 »
About the organizers:
I think there are only minimal advantages over the other players. So i dont think its bad for the other players.

  • The final decision on who, if anyone, wins a round is made by the organizers.
This would seem like a relevant advantage to me. Should they also do the pairings in the first round, they definitely have effective means to put themselves into an easy position, and their perceived opponents into a bad one. Also, do you know any relevant competition which allows its organizers to take part in it, especially if they're also the ones who came up with the rules?

Maybe we can allow the organizers to take part this first time. But in general, we should not.

, I'm not too keen to do the organization really.

This said, aside from dadadu66, none of the organizers team is fixed from my perspective. I would also prefer to play. And I will happily step down from the organizer role any time and would really prefer to do so if there will be someone else helping Dadadu66 organize. The reason I help out now is that it seemed necessary to drive this initiative further to actually make the cup happen (which is an old idea and it is really about time there is a cup / tournament / competition).

One thing to think about:
Dadadu66 added 2 players who are not registered at the forum. What about them? do we let them play? Because they can obviously not post that they won.

That's a good question. Based on the rules I came up with (this part is not something Dadadu66 and I discussed) they will not be able to participate unless they register on the forums and will post their cup results here. Not registering on the forums also means we have no means to contact them through the forum (nor by e-mail) to make them aware of the next cup round. Even if we were, if they do not speak English they may not understand these e-mails.

What do you say, Dadadu66?

My suggestion for the cup:

We play in several rounds depending on how many player we get. Every group playing in these preliminary rounds should have 4 players. The 2 winners qualify for the next round.  In the following round place 1 and 2 should be in different groups.
Place 3 and 4 play for the best place which is reachable for them with the same system.

This system ensures that everyone has enough games to play and all have fun :D .

If I'm getting this right you're suggesting to have 2vs2 games in the first round, then 1vs1 all along. Having more than just 1vs1 games in the first round (only) seems like a good idea if we'll have more than 16 participants for sure since this reduces the amount of total games in this round. However, playing in teams may cause good players to loose in the first round because their team members are new. So it's not ideal and I don't think we should do it unless we have > 16 players (since with 16, the organizational effort is still manageable).

Should the groups we start with be set by random, or should the organizers set the groups to get a maximum of fun because we know the players a bit?
Random might end with things like this: titi_son, derek, jammy, and tomreyn beeing one group in first round which is really bad. 
I personally strongly recommend that the organizers do the setup.

While randomness would be fair, with artificial pairings the organizers will take all the blame. However, it won't be possible to prove randomly generated pairings with an acceptable effort, in which case the organizers can be blamed as well.

A possible cup participant came up with the question about a prize. I don't think we will be able to organize any sponsors or prizes in this short term.
Something we can organize is fame, though. That is, I suggest to announce the 3 top positions on the website, and the top 1 position on social media, too. That's not nearly as great as, say, a (sponsored) new video card (incl. world-wide shipping), but it is what we can realistically do at this time.

165
The 'General' headless server froze again. I'm not sure whether the __lll_lock_* state is indicative for this, but searching on the forums will show that we've seen similar freezes on several servers going back to at least v3.5.1.

This is what gdb -q -n -ex "bt" -batch megaglest `pidof megaglest` reports:

Code: [Select]
#0  __lll_lock_wait_private () at ../nptl/sysdeps/unix/sysv/linux/x86_64/lowlevellock.S:95
#1  0x00007f70be1e8b6d in _L_lock_49 () at malloc.c:5151
#2  0x00007f70be1e161c in ptmalloc_lock_all () at arena.c:248
#3  0x00007f70be2248e2 in __libc_fork () at ../nptl/sysdeps/unix/sysv/linux/x86_64/../fork.c:95
#4  0x00007f70be1d39e1 in _IO_new_proc_open (fp=fp@entry=0x2a58400, command=command@entry=0x7fffaf23c0c0 "addr2line -C -e /home/megaglest/megaglest-3.9.1/megaglest -f -i 0x7a7117", mode=<optimized out>, mode@entry=0xea65e7 "r") at iopopen.c:183
#5  0x00007f70be1d3d37 in _IO_new_popen (command=0x7fffaf23c0c0 "addr2line -C -e /home/megaglest/megaglest-3.9.1/megaglest -f -i 0x7a7117", mode=0xea65e7 "r") at iopopen.c:301
#6  0x0000000000c0552d in getFileAndLine (flen=<optimized out>, file=<optimized out>, address=<optimized out>, function=<optimized out>) at /home/softcoder/Code/megaglest/git/source/shared_lib/sources/platform/sdl/platform_util.cpp:131
#7  Shared::Platform::PlatformExceptionHandler::getStackTrace () at /home/softcoder/Code/megaglest/git/source/shared_lib/sources/platform/sdl/platform_util.cpp:289
#8  0x00000000007a7117 in Glest::Game::ExceptionHandler::handleRuntimeError (msg=<optimized out>, getStackTraceString=true) at /home/softcoder/Code/megaglest/git/source/glest_game/main/main.cpp:638
#9  0x00000000007a780f in Glest::Game::handleSIGSEGV (sig=<optimized out>) at /home/softcoder/Code/megaglest/git/source/glest_game/main/main.cpp:5606
#10 <signal handler called>
#11 malloc_consolidate (av=av@entry=0x7f7090000020) at malloc.c:4086
#12 0x00007f70be1e37e8 in _int_free (av=0x7f7090000020, p=0x7f7090076ca0, have_lock=0) at malloc.c:3994
#13 0x0000000000b1b225 in deallocate (this=<optimized out>, __p=<optimized out>) at /usr/include/c++/4.4/ext/new_allocator.h:95
#14 _M_deallocate (__p=<optimized out>, this=<optimized out>, __n=<optimized out>) at /usr/include/c++/4.4/bits/stl_vector.h:146
#15 ~_Vector_base (this=<optimized out>, __in_chrg=<optimized out>) at /usr/include/c++/4.4/bits/stl_vector.h:132
#16 ~vector (this=<optimized out>, __in_chrg=<optimized out>) at /usr/include/c++/4.4/bits/stl_vector.h:313
#17 ~UnitRangeCellsLookupItem (this=<optimized out>, __in_chrg=<optimized out>) at /home/softcoder/Code/megaglest/git/source/glest_game/world/unit_updater.h:47
#18 ~pair (this=<optimized out>, __in_chrg=<optimized out>) at /usr/include/c++/4.4/bits/stl_pair.h:68
#19 destroy (__p=<optimized out>, this=<optimized out>) at /usr/include/c++/4.4/ext/new_allocator.h:115
#20 _M_destroy_node (__p=<optimized out>, this=<optimized out>) at /usr/include/c++/4.4/bits/stl_tree.h:383
#21 std::_Rb_tree<int, std::pair<int const, Glest::Game::UnitRangeCellsLookupItem>, std::_Select1st<std::pair<int const, Glest::Game::UnitRangeCellsLookupItem> >, std::less<int>, std::allocator<std::pair<int const, Glest::Game::UnitRangeCellsLookupItem> > >::_M_erase (this=0x7f709006ac48, __x=0x7f709006ac80) at /usr/include/c++/4.4/bits/stl_tree.h:972
#22 0x0000000000b1b504 in _M_erase (__x=0x7f70941ddaf0, this=<optimized out>) at /usr/include/c++/4.4/bits/stl_tree.h:970
#23 ~_Rb_tree (this=<optimized out>, __in_chrg=<optimized out>) at /usr/include/c++/4.4/bits/stl_tree.h:614
#24 ~map (this=<optimized out>, __in_chrg=<optimized out>) at /usr/include/c++/4.4/bits/stl_map.h:87
#25 ~pair (this=<optimized out>, __in_chrg=<optimized out>) at /usr/include/c++/4.4/bits/stl_pair.h:68
#26 destroy (__p=<optimized out>, this=<optimized out>) at /usr/include/c++/4.4/ext/new_allocator.h:115
#27 _M_destroy_node (__p=<optimized out>, this=<optimized out>) at /usr/include/c++/4.4/bits/stl_tree.h:383
#28 std::_Rb_tree<int, std::pair<int const, std::map<int, Glest::Game::UnitRangeCellsLookupItem, std::less<int>, std::allocator<std::pair<int const, Glest::Game::UnitRangeCellsLookupItem> > > >, std::_Select1st<std::pair<int const, std::map<int, Glest::Game::UnitRangeCellsLookupItem, std::less<int>, std::allocator<std::pair<int const, Glest::Game::UnitRangeCellsLookupItem> > > > >, std::less<int>, std::allocator<std::pair<int const, std::map<int, Glest::Game::UnitRangeCellsLookupItem, std::less<int>, std::allocator<std::pair<int const, Glest::Game::UnitRangeCellsLookupItem> > > > > >::_M_erase (this=0x7f7090053bf8, __x=<optimized out>) at /usr/include/c++/4.4/bits/stl_tree.h:972
#29 0x0000000000b1b679 in ~_Rb_tree (this=<optimized out>, __in_chrg=<optimized out>) at /usr/include/c++/4.4/bits/stl_tree.h:614
#30 ~map (this=<optimized out>, __in_chrg=<optimized out>) at /usr/include/c++/4.4/bits/stl_map.h:87
#31 ~pair (this=<optimized out>, __in_chrg=<optimized out>) at /usr/include/c++/4.4/bits/stl_pair.h:68
#32 destroy (__p=<optimized out>, this=<optimized out>) at /usr/include/c++/4.4/ext/new_allocator.h:115
#33 _M_destroy_node (__p=<optimized out>, this=<optimized out>) at /usr/include/c++/4.4/bits/stl_tree.h:383
#34 _M_erase (__x=0x0, this=0x2a2b8c0) at /usr/include/c++/4.4/bits/stl_tree.h:972
#35 _M_erase (__x=0x2da11e0, this=0x2a2b8c0) at /usr/include/c++/4.4/bits/stl_tree.h:970
#36 _M_erase (__x=<optimized out>, this=0x2a2b8c0) at /usr/include/c++/4.4/bits/stl_tree.h:970
#37 _M_erase (__x=<optimized out>, this=0x2a2b8c0) at /usr/include/c++/4.4/bits/stl_tree.h:970
#38 _M_erase (__x=<optimized out>, this=0x2a2b8c0) at /usr/include/c++/4.4/bits/stl_tree.h:970
#39 _M_erase (__x=<optimized out>, this=0x2a2b8c0) at /usr/include/c++/4.4/bits/stl_tree.h:970
#40 std::_Rb_tree<Shared::Graphics::Vec2<int>, std::pair<Shared::Graphics::Vec2<int> const, std::map<int, std::map<int, Glest::Game::UnitRangeCellsLookupItem, std::less<int>, std::allocator<std::pair<int const, Glest::Game::UnitRangeCellsLookupItem> > >, std::less<int>, std::allocator<std::pair<int const, std::map<int, Glest::Game::UnitRangeCellsLookupItem, std::less<int>, std::allocator<std::pair<int const, Glest::Game::UnitRangeCellsLookupItem> > > > > > >, std::_Select1st<std::pair<Shared::Graphics::Vec2<int> const, std::map<int, std::map<int, Glest::Game::UnitRangeCellsLookupItem, std::less<int>, std::allocator<std::pair<int const, Glest::Game::UnitRangeCellsLookupItem> > >, std::less<int>, std::allocator<std::pair<int const, std::map<int, Glest::Game::UnitRangeCellsLookupItem, std::less<int>, std::allocator<std::pair<int const, Glest::Game::UnitRangeCellsLookupItem> > > > > > > >, std::less<Shared::Graphics::Vec2<int> >, std::allocator<std::pair<Shared::Graphics::Vec2<int> const, std::map<int, std::map<int, Glest::Game::UnitRangeCellsLookupItem, std::less<int>, std::allocator<std::pair<int const, Glest::Game::UnitRangeCellsLookupItem> > >, std::less<int>, std::allocator<std::pair<int const, std::map<int, Glest::Game::UnitRangeCellsLookupItem, std::less<int>, std::allocator<std::pair<int const, Glest::Game::UnitRangeCellsLookupItem> > > > > > > > >::_M_erase (this=0x2a2b8c0, __x=<optimized out>) at /usr/include/c++/4.4/bits/stl_tree.h:970
#41 0x0000000000b091c6 in ~_Rb_tree (this=<optimized out>, __in_chrg=<optimized out>) at /usr/include/c++/4.4/bits/stl_tree.h:614
#42 ~map (this=<optimized out>, __in_chrg=<optimized out>) at /usr/include/c++/4.4/bits/stl_map.h:87
#43 Glest::Game::UnitUpdater::~UnitUpdater (this=0x2a2b850, __in_chrg=<optimized out>) at /home/softcoder/Code/megaglest/git/source/glest_game/world/unit_updater.cpp:113
#44 0x0000000000af1235 in Glest::Game::World::~World (this=0x2a2b038, __in_chrg=<optimized out>) at /home/softcoder/Code/megaglest/git/source/glest_game/world/world.cpp:148
#45 0x000000000068144b in Glest::Game::Game::~Game (this=0x2a2aff0, __in_chrg=<optimized out>) at /home/softcoder/Code/megaglest/git/source/glest_game/game/game.cpp:471
#46 0x0000000000795319 in Glest::Game::BattleEnd::~BattleEnd (this=0x96ec510, __in_chrg=<optimized out>) at /home/softcoder/Code/megaglest/git/source/glest_game/main/battle_end.cpp:103
#47 0x00000000007e2e93 in Glest::Game::Program::~Program (this=0x29e4470, __in_chrg=<optimized out>) at /home/softcoder/Code/megaglest/git/source/glest_game/main/program.cpp:283
#48 0x00000000007a251f in Glest::Game::MainWindow::~MainWindow (this=0x29e4a60, __in_chrg=<optimized out>) at /home/softcoder/Code/megaglest/git/source/glest_game/main/main.cpp:813
#49 0x00000000007cc0f7 in Glest::Game::glestMain (argc=0, argv=0x2a54000) at /home/softcoder/Code/megaglest/git/source/glest_game/main/main.cpp:5570
#50 0x00000000007d45c1 in Glest::Game::glestMainSEHWrapper (argc=4, argv=0x7fffaf248f38) at /home/softcoder/Code/megaglest/git/source/glest_game/main/main.cpp:5697
#51 0x00007f70be184de5 in __libc_start_main (main=0x7d46d0 <main(int, char**)>, argc=4, ubp_av=0x7fffaf248f38, init=<optimized out>, fini=<optimized out>, rtld_fini=<optimized out>, stack_end=0x7fffaf248f28) at libc-start.c:260
#52 0x00000000005eddd9 in _start ()

166
MegaGlest / Organizing the cup - please comment
« on: 22 March 2014, 17:17:24 »
Organizing MegaGlest Cup #1

Dadadu66 and I worked out an organizational process and rules for the cup today. These are not final, I post them here as a request for comments - so please tell us what you think! We will finalize them during the next few days, taking your comments into account.

We were a bit undecided about how many players to allow to enroll, how long the cup should span in general and how many rounds we should play per week. We seemed to agree that it should not span longer than a month altogether, and that we should not have too many players, (surely less than 100) during this first cup. If 16 players or less will enroll then we want to play one round per week, if there are more players, we may need to do more rounds per week.

I've added some more details which dadadu66 and I did not actually discuss, based on what I realized was imprecise and what I think makes most sense. None of this is final today.

General overview

We will play a classic elimination style cup. That is, as soon as the enrollment period is over, the cup organizers will form groups of two players (either randomly, or paired by players' timezones, or supposed player strengths, or a mix of these - this is yet unclear and will be decided by the organizers when the enrollment period ends). These players will compete in the first round. The winner of the round will advance to the next round. In case there will be an uneven number of players in a round, the leftover player will automatically win this round and advance.

Organizers

The cup is organized by dadadu66, tomreyn and titi_linux. Organizers cannot take part in the cup as players. ( titi: organizers  are allowed to play too!)

Cup rounds

Since we are in different time zones we need to be flexible about the time of day to play at. We will use Doodle.com to suggest several times on Saturdays and Sundays to each of these groups. For each of the groups, the players will have to vote on these suggested times no later than 2 days before the round will take place. At this time (cup day - 2 days) the cup organizers will review the group votes and will announce when each of these groups will play - based on a time slot both players can make. If the players have not found a time slot which they can both make, it's a draw, and neither player advances to the next round. If either player does not vote in time, he looses and the other player advances to the next round. If both players do not vote in time, it's a draw and neither player advances to the next round.

Example match time vote which the two members of a rounds group will be invited to vote on:
http://doodle.com/rgbc36s6cti52fxd

By default, the times given on Doodle refer to Berlin, Germany, which matches the times listed on Play.MG. Players can use the options provided on Doodle (or a service such as timeanddate.com) to convert the times to their local time zone.

If players would prefer to play at a different time or on a different day, they are welcome to do so by arranging an alternative match time (and date) on the forums in advance. To do so, both players must post the same Berlin, Germany time and date they have agreed to play at to the same forum topic, providing the round number this refers to. Alternative dates and time and only be during or before the designated dates, never later. Only when both players participating in a round have agreed to the same Berlin, Germany, match time, this will overrule any votes for their groups' game in this round only. Other than that, the game will take place at the times voted for on Doodle (or not at all, if players forget to vote there, causing both of them to loose).

Matches, winning conditions

How are matches carried out?
  • Players must use their forum user name as a player name. The player name can be set in options. If a player does not show up within five minutes after the designated match time, the other player wins.
  • At match start time, one of the players will setup a headless server (first come, first serve). Games are played on any of the "MG-Team" headless servers. If they are busy, players can choose to use a different headless server or host a game themselves.
  • Games are played on the Conflict map, with the Desert2 tileset. One player will play in player slot #1, the other player on player slot #4 (first come, first serve).
  • Each player is free to choose their faction
  • The game must not be started before both players have signalled 'ready'. If a player has not signalled ready 5 minutes after the game host was setup (but no earlier than 5 minutes after the match start time), he looses. If the game host / controlling admin fails to start the game 5 minutes after the other player signalled ready, the game host / controllig admin looses
  • If a player gets disconnected during the first 5 minutes of a game, the game will be restarted. If a player gets disconnected more than once, or later than 5 minutes into the game, the other player wins.
  • Play.MG is the authoritative source for information on whether a game took place, whether it was finished, who won and who exited a game prematurely.  A game is won if the winner shows up as the games winner on Play.MG. Only once this is the case, and the players received the in-game notification message on whether or not they have won the match, they can safely disconnect. If a player exits a game prematurely, he looses.
  • When the game ends, the winner must post to the forums that he won a game, providing the game round, the start time of the game (as listed on play.mg) and the designated participants. Unless the winner is listed as a winner of this game on Play.MG he must also post why he claims to be the winner of this game. The other player has the ability to challenge this by posting to the same forum, either on the same forum post, or on another one where he claims to be the winner in the same way.
  • The final decision on who, if anyone, wins a round is made by the organizers.
While it is technically possible to cheat, but please do not do it. It just spoils the fun for everyone, including you.
If someone tries to cheat and the organizers learn about it (and can be convinced that it took place), this player will be excluded from this and any future cups.
Building paths through shallow water is not cheating.



For reference, here's a (slightly edited, to remove unrelated content and fix spelling mistakes) log of the chat which, for the most part, lead to this post:
http://pastebin.com/raw.php?i=EZUPxmEt

167
MegaGlest / Re: WIP: dabascht's QT4/5 based map editor
« on: 22 March 2014, 13:13:37 »
this will lack the game data, so previews will fail. You could do a --recursive clone, though, or instruct people to point the submodule "remote" to a local directory where the game data already exists as a git repository.

168
MegaGlest / Re: WIP: dabascht's QT4/5 based map editor
« on: 22 March 2014, 01:27:40 »
You're making good progress there!

Some more suggestions for further improvement:

Split toolbars more:
In my opinion, the "heights and diameters" tool bar should be split up in two ("Heights", "Diameters"), so that users will be able to access all diameter icons with a single click even on smaller resolutions (or when windowed). The QT tool bar implementation is rather flexible (try drawing one of them around with the mouse to see), it would be a pity not to make better use of this. So I'd actually split up the "objects and surfaces" toolbar, which is really about editing, surfaces and objects, into tool bars labelled "Edit", "Surfaces", "Objects".

Zoom:
Much better now. But it continues to zoom to the center of the map (not the mouse pointer position) until the map fully fills the window and the canvas is no longer visible. Only then will it actually zoom towards the mouse pointer.

169
Off topic / Re: Cryengine is announcing Linux support!
« on: 21 March 2014, 12:50:18 »
No, John is not paranoid there, not even slightly. By now, there have been public statements by many of the acting parties confirming that all of the largest IT companies (which also happen to be the largest IT companies in the world), and all of them, were in bed with secret services. Again, the actors themselves have come forward and stated that it's true. So I think we can safely consider these to be facts, not an irrational fear which paranoia (a key element to several types of mental illnesses) can develop from.

On a side note, please be aware that suggesting that someone can be paranoid should not be done lightly and only after you have double-checked that what they are saying are not actually facts (which you may just have missed), since doing so can change how other less reflective people will value their past and future statements.

Both to contrast the facts discussed above, but also to explain why paranoia can be widespread these days, here is a conspiracy theory (if one many political scientists in different cultures agree upon):
For more than a decade now, the "westeners" (which I guess includes me) live in a climate of constant fear, intentionally driven to irrational levels starting around 9/11 by (some, not all) political parties because they (like anyone who is into simple psychology) know how people react (and then vote) if put under constant stress. To me, someone who is supposed to represent the people and is to act in their best faith, but actually abuses their power to create, as part of a strategy, artificial uncertainty and fears amongst those people, willfully degrading social coherence as a side effect, just to remain in power for longer, has deceived these people and is guilty of treachery of a whole country. And so are every other countries' leaders who apply the same strategies to their politics and extend this despicable business.

170
Forum discussion / MySQL 5.6 patch applied
« on: 21 March 2014, 00:19:02 »
The MySQL 5.6 compatibility patch discussed at the SMF forums is now applied to the staging and live variant of our forums. The live forum backup file is forum_20140321_000418.tar.xz

171
Mods / Re: Stunning Character Collection for Indie Developers
« on: 20 March 2014, 11:38:14 »
These guys look great!

Please consider adding an additional goal which will have all your and the animators expenses covered and will also allow you to publish your works under a liberal license such as CC-BY-SA 4.0, so that. This way, if this additional goal is reached, projects which do not have funding available (such as most open source games, including MegaGlest) could also make use of your models.

Good luck on your campaign!

172
Off topic / Re: Cryengine is announcing Linux support!
« on: 20 March 2014, 09:29:40 »
Personally I know next to nothing about CryEngine. I do know that it's proprietary, though, and that I would not be contributing my spare time to any project based on proprietary code, no matter what features it has and how well it performs. I'm sure it's the same for Softcoder and maybe Titi, too. It is obvious that the most technically advanced games are proprietary, as are the reasons for it.

The decision to spend our spare time on a fully open source project is a deliberate choice which grew out of the GNU philosophy but - at least in my case - also out of recurring experiences of working with proprietary software. As a result, we cannot be part of the most technologically advanced game project, which is a difficult decision, but one I (and I am convinced that's the same for Softcoder and Titi) can and want to live with - otherwise we would not be doing this.

This said, it's perfectly fine to discuss other engines, including proprietary ones, on these off topic forums. Please do accept it, though, when the relatively small but slowly growing number of idealistic people (and people who can afford to be idealistic in their spare time - surely not a situation everyone is in, but a luxury) who contribute to Free Software state that they will prefer to work on those rather than contributing to a software which is owned by someone else, under terms defined by someone else.

173
MegaGlest / Re: A first cup to begin this idea ^^ (enrrollment)
« on: 18 March 2014, 16:06:40 »
Game results are listed at http://play.mg (and have been for a while). With Javascript support activated, click on "Finished" (for a finished game obviously) to see them. They will only be correct if everyone waited long enough for the game to really end. If players quit too early they will be invalid, and the game will need to be repeated.

Doing so on purpose is one (of several) ways to how players could spoil the fun, so we'll need to come up with a strategy to penalize such abuse, while not entirely discriminating against people who experience rare technical difficulties.

174
MegaGlest / Re: Just an idea : A megaglest cup
« on: 18 March 2014, 00:32:48 »
I'd say end of March at the latest. Otherwise it will loose momentum and everyone will get sidetracked and we'll finally forget about it entirely...

Or are we missing *really* good reasons to wait until October?

175
MegaGlest / Versioning of map editor
« on: 17 March 2014, 17:01:11 »
While testing basxto's map editor, I notices that the map editor is versioned, and versioned differently than the game. The map editor shipped with MegaGlest 3.9.1 is versioned "1.6.1".

I think the map editor should not be versioned, or not versioned differently than the game itself, for as long as it is released as part of it. That's unless there is a good reason to do so, which I cannot currently think of.

What I think should be versioned is the map format. And once that's done the map editor should point out which map format versions it is compatible to.

I'd appreciate any developers' feedback on this.

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