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Messages - tomreyn

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201
Feature requests / Re: Players Starting The Game Very Fast
« on: 28 February 2014, 18:11:16 »
I'm not sure what you're saying this time, your English is still really hard to comprehend.

On a side note, please do not full quote a post you are directly responding to, since it is obvious when at you are responding to when you do.

202
MegaGlest / Re: Bad translations and mods translations.
« on: 28 February 2014, 18:07:05 »
Please read http://translate.megaglest.org to get started as a contributor. Improving translations is (almost) always good except when you do not test your improvements on the game since then you may actually make them worse (such as too long text which are thus cut off, badly positioned line wraps, incorrect interpretations of the source which is not noticeable without the context the game provides).

The Italian translation team currently consists of five members, which is more than most other teams have, but some may be inactive by now, so increasing the team seems like a good idea to me.

GunChleoc has previously translated MegaGlest and continues to maintain a translation, so he knows this process well.

203
Mods / Re: Anyone needs these files?
« on: 28 February 2014, 04:19:52 »
Thanks, will you let us know when it's done, and also where?

204
On purpose, since it's an issue affecting everyone who downloaded the OS X 3.9.0 release (there is no 3.9.1 release for OS X) until two days ago. But I guess it's ok to un-sticky it now.

205
Feature requests / Re: Players Starting The Game Very Fast
« on: 27 February 2014, 02:14:17 »
I think what Victor is saying here is that it should not be possible to start a game until all players have readied up. And I agree with this.

Right now, this would introduce a problem on headless servers, though, since - if I recall correctly - those do not allow the controlling admin to kick players. As such, a malevolent or just unresponsive player could connect to a game and not ever ready up, factually blocking this game from starting indefinitely. So if this feature was introduced, it will be necessary to also enable the controlling player to kick other players. I think so far we do not allow for this on headless servers since it would put the controlling player into the position of indefinitely blocking the headless server (and currently we only have a few headlesss servers).

If Titi will succeed in engineering and stabilizing the new headless server, hosting headless servers will become much cheaper than it is now. So we will likely have a bunch more headless servers then which will make the issue where a controlling client blocks a server irrelevant. So if we get to this point, I don't see why we could not also allow (headless server) controlling players to block players. And that would allow for requiring everyone to ready up before a game can be started - on both headless servers and standard game hosts (where a player plays and hosts at the same time).

206
Mods / Re: Comments on Mods List on Wiki
« on: 27 February 2014, 02:00:10 »
I think the newly setup wiki is currently a bit of a mess (though Eliminator and others have already spent time on improving https://docs.megaglest.org/Mods/List - the page I assume you are primarily referring to). Omega did a great job copying all the content from Wikia to our new wiki, but we need yet to rearrange everything there now, update it, with a primary focus on MegaGlest.

Personally I think that factions should always be wrapped up in a techtree, since that's the only way you can easily and cleanly install and use them. So existing single faction downloads should be repackaged to become complete techtrees (can be minimal, possibly based on a techtree template so that you just need to add the existing faction data and make minimal changes), and a copyright + license statement, description text and screenshot should be added. This way they'll be (almost) ready to go to the mods menu, too.

Single factions which have not been repackaged as a techtree, yet, should (in my opinion) remain on a separate list. I agree with you when you say that any readily usable single faction techtrees should not be listed under "factions", but on the techtree list.

To make things even more complex, mods, to me, are not just the same as techtrees but can be any type of contribution which is in a format MegaGlest can use. Namely complete techtrees (consisting of one or more factions, resources etc.), scenarios, tillesets and maps. As such, https://docs.megaglest.org/Mods/List should either contain all of these mod types under the different headings (but this would make the page huge, so I think that's a bad way to deal with it) or - preferrably - it should be renamed to https://docs.megaglest.org/Techtrees/List or just https://docs.megaglest.org/Techtrees and additional pages should be added for the other mod types, with links to these pages on the Mods page (and no actual mods there).

Finally, we also need to track versions and point out which of these mods (and ideally which version of it, too) is currently available on the mod menu.

207
Mods / Re: Anyone needs these files?
« on: 27 February 2014, 01:19:03 »
The files on the first list I have at home, the files in the second list are available for download on http://download.megaglest.org (just append the directory + filenames listed). Don't expect these URLs to be static, though, I will likely move stuff around, yet.

208
Mods / Re: Anyone needs these files?
« on: 27 February 2014, 00:17:23 »
battleglest-0003-008.7z seems to be the latest file published, but I don't have a copy of it. Anyone else?

For now, I've uploaded battleglest-0003-003.7z.

A newer version is available in Muwum's GitHub repository at https://github.com/MuwuM/battleglest-data - but I assume this is still under development.



More files which can be found below http://downloads.megaglest.org/:

/:
domineonic.7z
elves_097.7z
elves_097.7z.MD5SUM
jungle_hdV1-0-1.7z
MegaGlest_cold_war.7z
MegaGlest_cold_war.7z.MD5SUM
Tech Hi-Res Textures.zip
woodsmen.7z

dwarves/:
aglarond-0.1.1a_blends.7z
aglarond-0.1.1b_blends_and_xcfs.7z
dwarf_blends.7z
dwarves-aglarond-0.1.2p2.7z
dwarves-aglarond-0.1.2-patch1.7z
dwarves-aglarond-0.1.2-patch2.7z
foundry_construct.g3d

scenarios/:
battleglest-0003-003.7z

techs/:
alliance.7z
armies_of_the_old_world.rar
City-Installer.exe
city_linux.7z
constellusv1.16.zip
creek2.7z
domineonic.7z
enemies_and_allies_beta7.7z
GlestINspaceMod.7z
hunter_1.0.7z
MRise_CoreFiles_v2.0.7z
MRise_Hyperion_v2.0.7z
MRise_Necribus_v2.0.7z
undeadpack.7z
V-Pack.7z

techs/glest_in_space_archived/:
GlestINSpaceV.0.1.8.7z
GlestINSpaceV.0.1.9.7z
V0.2.0.7z
V0.2.1.1.7z

209
The General headless server (Ubuntu 13.10 64-bit) ran into this segmentation fault today (Feb 26 17:33 UTC, roughly an hour before I'm posting this) while two network players were playing Japanese.

The game ID is b6ca0fbc-9f0b-11e3-8337-7dbb6aca62c7.

Console output:
Code: [Select]
== Current in-game stats (interval 600) ==
Render FPS: -1[-1]
Update FPS: 0[-1]
Time: 7.50 [0.00]
Log buffer count: 0
UnitRangeCellsLookupItemCache: pos [0] size [0] range [0][0] total KB: 0
ExploredCellsLookupItemCache: pos [36] sight [36] [16396][4957] total KB: 170
FowAlphaCellsLookupItemCache: surface count [0] total KB: 0
Selection type: color
Color picking used color list size: 831
Map: conflict
Tileset: desert2
Techtree: japanese
Frame count:0
Total unit count: 36

*TESTING*: START Waiting for lagging client playerIndex = 0 [Djordje] clientLagCount = 19.000000 [0.000000]
Switching masterserver admin to slot#1...
In [/home/softcoder/Code/megaglest/git/source/glest_game/main/main.cpp::handleSIGSEGV Line: 5602] Error detected: signal 11:
Error saved to logfile [/home/megaglest/.megaglest/error.log]
*ERROR* [2014-02-26 17:33:31] In [/home/softcoder/Code/megaglest/git/source/glest_game/main/main.cpp::handleRuntimeError Line: 629] [In [/home/softcoder/Code/megaglest/git/source/glest_game/main/main.cpp::handleSIGSEGV Line: 5602] Error detected: signal 11:
] gameInitialized = 1, program = 0x17384b0
*ERROR* [2014-02-26 17:33:34] In [/home/softcoder/Code/megaglest/git/source/glest_game/main/main.cpp::handleRuntimeError Line: 648] [In [/home/softcoder/Code/megaglest/git/source/glest_game/main/main.cpp::handleSIGSEGV Line: 5602] Error detected: signal 11:

Stack Trace:
./megaglest:Glest::Game::ExceptionHandler::handleRuntimeError(char const*, bool)address [0x7a7117] line: 639
./megaglest:Glest::Game::handleSIGSEGV(int)address [0x7a780f] line: 5607
/lib/x86_64-linux-gnu/libc.so.6:()address [0x7f5a8d7e3ff0] line: 0
./megaglest:Shared::Platform::Mutex::p()address [0xc133ab] line: 517
./megaglest:Glest::Game::ConnectionSlot::hasDataToRead()address [0xa0d46f] line: 1630
./megaglest:Glest::Game::ConnectionSlot::update(bool, int)address [0xa12238] line: 636
./megaglest:Glest::Game::ConnectionSlot::updateSlot(Glest::Game::ConnectionSlotEvent*)address [0xa1a85b] line: 516
./megaglest:Glest::Game::ConnectionSlotThread::execute()address [0xa1b100] line: 264
./megaglest:Shared::Platform::Thread::beginExecution(void*)address [0xc17452] line: 297
/usr/lib/x86_64-linux-gnu/libSDL-1.2.so.0:()address [0x7f5a9193eac8] line: 0
/usr/lib/x86_64-linux-gnu/libSDL-1.2.so.0:()address [0x7f5a9197e189] line: 0
/lib/x86_64-linux-gnu/libpthread.so.0:()address [0x7f5a91716f6e] line: 0
/lib/x86_64-linux-gnu/libc.so.6:clone()address [0x7f5a8d8a79cd] line: 0
]
Message:
In [/home/softcoder/Code/megaglest/git/source/glest_game/main/main.cpp::handleSIGSEGV Line: 5602] Error detected: signal 11:

Stack Trace:
./megaglest:Glest::Game::ExceptionHandler::handleRuntimeError(char const*, bool)address [0x7a7117] line: 639
./megaglest:Glest::Game::handleSIGSEGV(int)address [0x7a780f] line: 5607
/lib/x86_64-linux-gnu/libc.so.6:()address [0x7f5a8d7e3ff0] line: 0
./megaglest:Shared::Platform::Mutex::p()address [0xc133ab] line: 517
./megaglest:Glest::Game::ConnectionSlot::hasDataToRead()address [0xa0d46f] line: 1630
./megaglest:Glest::Game::ConnectionSlot::update(bool, int)address [0xa12238] line: 636
./megaglest:Glest::Game::ConnectionSlot::updateSlot(Glest::Game::ConnectionSlotEvent*)address [0xa1a85b] line: 516
./megaglest:Glest::Game::ConnectionSlotThread::execute()address [0xa1b100] line: 264
./megaglest:Shared::Platform::Thread::beginExecution(void*)address [0xc17452] line: 297
/usr/lib/x86_64-linux-gnu/libSDL-1.2.so.0:()address [0x7f5a9193eac8] line: 0
/usr/lib/x86_64-linux-gnu/libSDL-1.2.so.0:()address [0x7f5a9197e189] line: 0
/lib/x86_64-linux-gnu/libpthread.so.0:()address [0x7f5a91716f6e] line: 0
/lib/x86_64-linux-gnu/libc.so.6:clone()address [0x7f5a8d8a79cd] line: 0

Game ending with stats:
-----------------------
Description: Conflict
Faction count: 4
Game duration (mins): 0
Max Concurrent Units: 40
Total EndGame Concurrent Unit Count: 40
player #0 Djordje (Network) faction: Japanese Team: 0 victory: 0 # kills: 0 # enemy kills: 0 # deaths: 0
# units produced: 0 # resources harvested: 0
player #1 Brle23 (Network) faction: Japanese Team: 0 victory: 0 # kills: 0 # enemy kills: 0 # deaths: 0
# units produced: 0 # resources harvested: 0
player #2 AI1 (CPU x 1.0) faction: Japanese Team: 1 victory: 0 # kills: 0 # enemy kills: 0 # deaths: 0
# units produced: 1 # resources harvested: 25
player #3 AI2 (CPU x 1.0) faction: Japanese Team: 1 victory: 0 # kills: 0 # enemy kills: 0 # deaths: 0
# units produced: 1 # resources harvested: 50
-----------------------

Headless server is about to quit...
Waiting for the following threads to exit [1]:
Thread index: 0 ptr [0x17d5400] isBaseThread: 1, Name: [connection_slot.cpp_396]
Waiting for the following threads to exit [1]:
Thread index: 0 ptr [0x17d5400] isBaseThread: 1, Name: [connection_slot.cpp_396]
Waiting for the following threads to exit [1]:
Thread index: 0 ptr [0x17d5400] isBaseThread: 1, Name: [connection_slot.cpp_396Segmentation fault (core dumped)
ERROR: Server has quit unexpectedly.

GDB trace:
Code: [Select]
Using host libthread_db library "/lib/x86_64-linux-gnu/libthread_db.so.1".
Core was generated by `./megaglest --ini-path=./ --data-path=./ --headless-server-mode=vps,exit'.
Program terminated with signal 11, Segmentation fault.
#0  0x000000000068a5db in std::_Rb_tree<std::string, std::pair<std::string const, long>, std::_Select1st<std::pair<std::string const, long> >, std::less<std::string>, std::allocator<std::pair<std::string const, long> > >::_M_erase(std::_Rb_tree_node<std::pair<std::string const, long> >*) ()
#0  0x000000000068a5db in std::_Rb_tree<std::string, std::pair<std::string const, long>, std::_Select1st<std::pair<std::string const, long> >, std::less<std::string>, std::allocator<std::pair<std::string const, long> > >::_M_erase(std::_Rb_tree_node<std::pair<std::string const, long> >*) ()
#1  0x000000000068a80d in std::map<std::string, long, std::less<std::string>, std::allocator<std::pair<std::string const, long> > >::~map() ()
#2  0x0000000000681527 in Glest::Game::Game::~Game (this=0x17daf60, __in_chrg=<optimized out>) at /home/softcoder/Code/megaglest/git/source/glest_game/game/game.cpp:471
#3  0x00000000007e2e93 in Glest::Game::Program::~Program (this=0x17384b0, __in_chrg=<optimized out>) at /home/softcoder/Code/megaglest/git/source/glest_game/main/program.cpp:283
#4  0x00000000007a7292 in Glest::Game::ExceptionHandler::handleRuntimeError (msg=<optimized out>, getStackTraceString=true) at /home/softcoder/Code/megaglest/git/source/glest_game/main/main.cpp:723
#5  0x00000000007a780f in Glest::Game::handleSIGSEGV (sig=<optimized out>) at /home/softcoder/Code/megaglest/git/source/glest_game/main/main.cpp:5606
#6  <signal handler called>
#7  Shared::Platform::Mutex::p (this=0x3f800000) at /home/softcoder/Code/megaglest/git/source/shared_lib/sources/platform/sdl/thread.cpp:517
#8  0x0000000000a0d46f in Lock (this=<optimized out>) at /home/softcoder/Code/megaglest/git/source/glest_game/../shared_lib/include/platform/sdl/thread.h:193
#9  MutexSafeWrapper (ownerId=..., mutex=<optimized out>, this=<optimized out>) at /home/softcoder/Code/megaglest/git/source/glest_game/../shared_lib/include/platform/sdl/thread.h:164
#10 Glest::Game::ConnectionSlot::hasDataToRead (this=0x17e08c0) at /home/softcoder/Code/megaglest/git/source/glest_game/network/connection_slot.cpp:1630
#11 0x0000000000a12238 in Glest::Game::ConnectionSlot::update (this=0x17e08c0, checkForNewClients=216, lockedSlotIndex=<optimized out>) at /home/softcoder/Code/megaglest/git/source/glest_game/network/connection_slot.cpp:636
#12 0x0000000000a1a85b in Glest::Game::ConnectionSlot::updateSlot (this=0x17e08c0, event=0x7f5a7effac20) at /home/softcoder/Code/megaglest/git/source/glest_game/network/connection_slot.cpp:512
#13 0x0000000000a1b100 in slotUpdateTask (event=<optimized out>, this=<optimized out>) at /home/softcoder/Code/megaglest/git/source/glest_game/network/connection_slot.cpp:158
#14 Glest::Game::ConnectionSlotThread::execute (this=0x17d5400) at /home/softcoder/Code/megaglest/git/source/glest_game/network/connection_slot.cpp:264
#15 0x0000000000c17452 in Shared::Platform::Thread::beginExecution (data=data@entry=0x17d5400) at /home/softcoder/Code/megaglest/git/source/shared_lib/sources/platform/sdl/thread.cpp:295
#16 0x00007f5a9193eac8 in SDL_RunThread (data=0x17e1720) at ../../src/thread/SDL_thread.c:204
#17 0x00007f5a9197e189 in RunThread (data=<optimized out>) at ../../src/thread/pthread/SDL_systhread.c:47
#18 0x00007f5a91716f6e in start_thread (arg=0x7f5a7effd700) at pthread_create.c:311
#19 0x00007f5a8d8a79cd in clone () at ../sysdeps/unix/sysv/linux/x86_64/clone.S:113

210
Mods / Anyone needs these files?
« on: 26 February 2014, 18:18:33 »
I just looked at the *Glest* related files I have here. Some of the old downloads were since deleted off file hosting sites, so maybe I have something here which is otherwise missing. Please let me know if so and I'll make it available (that's IF it used to be publicly available before).

Code: [Select]
55M     astro_marines.zip
2,3M    glest_logo_kit.zip
28K     Glest_model.zip
69M     battleglest-0003-001.7z
75M     battleglest-0003-003.7z
3,4M    glest-icons+sources.7z
45M     GlestINspaceModWorkingGame_18.7z
42M     GlestINspaceModWorkingGame_9.7z
65M     MRise_CoreFiles_v2.0.7z
265M    MRise_Hyperion_v2.0.7z
230M    MRise_Necribus_v2.0.7z
12M     new_lands.7z
28M     prax_0.5.9.1.7z
30M     prax_alpha_0.2.2.7z
181M    republic_vs_police_state_linux.7z
14M     storm_raven_clan.7z
72K     Tigers Maps.7z
14M     undeadpack.7z
20M     woodsmen1.2.7z
20M     woodsmen.7z

211
Mods / Re: New mod menu downloads?
« on: 26 February 2014, 18:13:41 »
So far, Titi and Softcoder have had the final say o what goes into the mod downloads. I don't know all of these factions, but if someone will prepare variants of them which are properly packaged techtrees and meet the formal criteria (or they already do) then they sure should be added. Note that some of these are already available on the mod menu (Prax, Japanese, Imperial).

The same goes for techtrees which combine two or more compatibly-licensed factions, where balancing changed have been applied (to make them compatible) and tested (for more than 5 minutes).

212
As an update to this: the above full download (MegaGlest_3.9-tomreyn1_macintel_osx.zip) is now the default OS X download on http://megaglest.org

213
It's alright, thanks for explaining.

If you need more help, please provide full error messages. See the FAQ on how to get those.

214
Mods / Mod downloads
« on: 26 February 2014, 13:00:48 »
A mostly complete list of MegaGlest mods and downloads can now be found at

   https://docs.megaglest.org/Mods/List

Please note that several of these mods are also available from the games' mod menu for easy installation.

New mods should be added to the above list and announced here on the Mods forum.

215
Mods / Re: Factions Download Center
« on: 26 February 2014, 12:37:12 »
So, for now, the new location is https://docs.megaglest.org/Mods/List
This may change to https://docs.megaglest.org/wiki/Mods/List soon.

Instead of two lists with several broken links, we now have one list with several broken links. That's (seriously) an improvement - thanks Eliminator! - but more quality time will need to be spent to point out which downloads actually work and which mods are lost.

Also, I think we want to make this (docs.megaglest.org) a MegaGlest (and compatible) only site soon, because it is currently quite difficult to find your way on the wiki if you're a new user and have no idea what vanilla Glest and GAE are (and the old wiki is retained at Wikia for reference). But this will need to be part of a larger overhaul of the wiki.

That said, I've un-stickied this topic (I don't see the need to close it, we may want to continue discussion here for a while - though the wiki related discussion could also go onto the "Discussion" page there) and added a new sticky with a link to the wiki.

216
MegaGlest / Re: linux 32bit bug
« on: 25 February 2014, 21:56:45 »
We since had a chat on this.

Quote
<tomreyn> kratos: regarding titi's hint, you need to change into the directory MegaGlest is installed in
<tomreyn> where the executable files are
<tomreyn> regarding f1lux's, the configuration files are in ~/.megaglest as discussed at http://wiki.megaglest.org/INI

Here's Kratos' output of --opengl-info and xrandr:
http://pastebin.com/ZuJJGnDm

I then asked this:
Quote
<tomreyn> on the forum, i suggested that you just move your MegaGlest configuration directory, ~/.megaglest , out of the way, and try to start MegaGlest then. have you done this?
<tomreyn> you could run this command to achieve this: mv ~/.megaglest ~/.megaglest.orig

But Kratos closed his web browser (which was running the web chat) then, so that's how far we got.

So there are two problems on your end, Kratos:

Firstly, your MegaGlest configuration file is incompatible to your computer.

Secondly, you are missing two libraries as can be seen on the Pastebin link:
Code: [Select]
./megaglest: /usr/lib/liblber-2.4.so.2: no version information available (required by ./megaglest)
./megaglest: /usr/lib/libldap_r-2.4.so.2: no version information available (required by ./megaglest)

This is a support case, not a bug, alas I'm moving it out of the bug reports.

217
MegaGlest / Re: linux 32bit bug
« on: 25 February 2014, 09:40:23 »
As I just learnt, Manjaro uses a rolling release development model synching updates from Arch Linux once in a while (apparently not making a difference between security patches and normal package updates), so "0.8.7" in "Manjaro Linux 0.8.7" just refers to the installer image.

That is to say: you're really running Manjaro's rolling release, unless you disabled the update mechanism - did you?

Just reinstalling the same version of the game (or did you upgrade?) will not cause it to fail, unless the installation was interrupted or the file system / hard disk is inconsistent. So I'm wondering what else may have changed?

Nevertheless, try editing glestuser.ini as the other topic I referred to in my previous post above suggests. Or just move ~/.megaglest out of the way and try whether it'll start up fine then. Definitely try Filux' suggestions, too.

When you add more information to a forum topic within minutes and there's no reply, yet, please just edit/update your previous forum post (don't make a fresh post). Thanks.

218
Thanks for the update, Jammy. I've tagged it as an [invalid] bug report and moved it to the closed bugs alas. Good luck sorting out those driver issues!

219
Mods / Re: New game experiences
« on: 24 February 2014, 23:25:11 »
Prax isn't my work - it's made by Atze. I couldn't get any techtree done, surely not such a good one.

220
MegaGlest / Re: linux 32bit bug
« on: 24 February 2014, 20:47:22 »
You are providing almost zero details. Reference an earlier post, but just in text and don't set a link - I don't remember that other post.
Have you actually read http://bugs.megaglest.org ?

Based on the 32bpp 0 stencil 16 depth-buffer message, please check https://forum.megaglest.org/index.php?topic=6616.msg68222#msg68222

221
Mods / Re: Factions Download Center
« on: 24 February 2014, 02:04:35 »
You can upload files here (I haven't tested it, yet): https://docs.megaglest.org/Special:Upload

222
Mods / Re: Factions Download Center
« on: 23 February 2014, 18:17:15 »
Sure, just tell me the URL to point to once it's done. Note that Omega and I just moved the Wiki to our own hosting.

I think it would be a remarkable improvement to wrap all factions up in a tech tree just by itself, since this makes it easy to actually try them. This would lay the foundation to do balancing work allowing several of these factions to be joined in techtrees. (But if you already have an obvious pairing, sure, why not.)

Thanks for offering to work on this, I hope there can be additional contributors.

223
Mods / Re: Factions Download Center
« on: 23 February 2014, 12:03:33 »
Here's an update on broken links - I guess at least 50% of the links in the first post fail now (and this will just get worse over time unless we act):

Megapack

Woodsmen
Japanese
Undead
Dark Magic (No Download)
Dark Magic (No Download)
Malevolent Rising (No Download)
-  times out
Undersea (Aqua-Pack)
BattleGlest
Orcs (No Download)
Green Dawn Martian Invasion
- 2 of 3 downloads are available (ghost town map is missing)
Animal Cruelity (No download)
Apocalyptic Dawn
- 1 of 3 downloads are available (7-zip and Linux packages are missing)
Whimsical Forest
Bio, Nano, Influx (No download)
- points to "Influx", a first person perspective puzzle game unrelated to *Glest*
Raiders (No Download)
Project Green (No download)


I guess keeping this list makes less and less sense. I think it would be better to keep copies of what we think should be retained (can be all that is still accessible) in multiple places, including our own hosting, which will shortly get remote backup capabilities, too. If someone is willing to go over the list and point out what should be retained, what the files should be named and how they should be titled (friendly name / description of the download), and - optionally, just where it's possible to tell (incl. reference), which license they are  - I'll be happy to download them and host them on our servers, providing updates download links and instructions for mirroring them.

For now I guess we should unsticky this post since it's kind of misleading when so many links are broken. Such a list would also be better maintained on a wiki where several people can edit them.

Finally I don't agree with the quality measurements, those seem to be rather subjective (but I'm happy to discuss this separately, or not at all).

224
Thanks for summing it all up, Filux!

Sadly Dave did not report himself so the developers don't have the means to ask him for further details or to work with him towards fixing it. On the other hand, as long as there is no OS X developer with own hardware this won't be possible anyways.

Having read the report, all I can say is that Dave has a well equipped system, which based on its hardware should be able to run MegaGlest very well. This is a dual graphics card system, though, so maybe this could be the source of problems (in the drivers, the X server, or MegaGlest/SDL). His OS X version is the very latest stable release (Mac OS X 10.9.1) so this should not be a problem.

Based on the stack trace (mentioning gleRunVertexSubmitImmediate), a very wild guess is that maybe --disable-vbo may help him.

That's:

Code: [Select]
open -n -a MegaGlest.app --args '--fullscreen=true --disable-vbo'

... with or without --fullscreen=true

He probably won't read it, but maybe some other OS X user can benefit of it.

225
Mods / Re: New game experiences
« on: 19 February 2014, 17:37:35 »
Please don't double post (I just deleted your other post which had the exact same text).

Regarding mods, have you had a look at MegaGlests' game mod menu?
Also this sticky topic (on this forum) has a couple more factions (some of which you will need to manually wrap into a techtree to be able to use them).
Last but (by no means) least, there is also Annex.

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