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Messages - tomreyn

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26
MegaGlest / Re: Heya, What'd I miss?
« on: 6 October 2017, 23:53:35 »
Welcome back.

If you just upgraded to v3.13.0 (as released on 09 Mar 2017) be sure to check the changelog. http://changelog.megaglest.org is a shortcut pointing to a web viewable variant of the file on the (GitHub hosted) Git repository.

Have some fun games!

27
MegaGlest / Re: Internet Play
« on: 26 September 2017, 00:45:22 »
There is an INI property for this, but I forgot the exact name and value, you'd need to check on the source code.

28
Have you tried the snapshot, yet?

29
Running ./start_megaglest (like in my previous post) would have been easier than what you went through there, since it would have helped you identify missing libraries in one go. Personally I would also not feel safe installing deb's downloaded from plain HTTP without validation - I bet your distribution provides compatible libraries (although I do not use it - I just know it is partially based on Ubuntu).

I think we can conclude by now that 'Find LAN game' does not always work with v3.13.0, and that this issue is limited to newer Linux distribution versions which make use of predictable network interface names.
So this is not going to work for you on v3.13.0, and I suggest you try a snapshot build (which, I would think, is, so far, compatible to v3.13.0). You could also build yourself, of course, but this would involve more work on your end.

31
The verbose output you posted (thanks) unfortunately does not hint on what may have gone wrong, so we may need to look into alternatives.

MegaGlest v3.13 (x86_64 / amd64 architecture), as downloaded from https://megaglest.org/download, shows this for me:

Code: [Select]
tomreyn@localhost:~/megaglest$ ./start_megaglest
megaglest v3.13.0
Compiled using: GNUC: 40804 [64bit] platform: Linux-X64 endianness: little
GIT: [Rev: 5607.967257e] - using STREFLOP [SSE] - [no-denormals]

And GNU file says:
Code: [Select]
tomreyn@localhost:~/megaglest$ file megaglest
megaglest: ELF 64-bit LSB executable, x86-64, version 1 (GNU/Linux), dynamically linked, interpreter /lib64/ld-linux-x86-64.so.2, for GNU/Linux 2.6.24, BuildID[sha1]=644621f3402ad6ce056767729f0fea2a1d85824f, not stripped

I suspect you are using a build created by someone other than us, such as your Linux distribution? Maybe you have more than one copy (different version?) of MegaGlest installed?

I would not expect different versions of MegaGlest to work together on a LAN game.

Unless the apparent version mismatch seems to be the cause, and unless Softcoder has better suggestions, I would suggest you edit glestuser.ini (https://docs.megaglest.org/MG/INI for details, it is usually located at ~/.megaglest/glestuser.ini) and set

Code: [Select]
DebugMode=true
DebugNetwork=true
DebugLogFile=/tmp/mg-debug.log
DebugLogFileNetwork=/tmp/mg-debug-net.log

Then reproduce the issue (start the game and try to connect to the running server on your LAN using the discovery option on the 'LAN game' menu), compress /tmp/mg-debug.log and /tmp/mg-debug-net.log into a zip or tar(.gz/.xz) file and make that archive available (by uploading it somewhere where we may download it from).

Be sure to remove those Debug... lines once you're done testing (or comment them out by prefixing lines with a hash # character).

32
Hi Tara24,

the approach you took should normally work if both computers are on the same network segment:

On the first Computer I went to New Game/LAN game and then clicked on Host Game

and on the second computer clicked on Find Lan Games.

Can you share their local IP addresses? Are the first three bytes of their IP addresses identical? Are both of them connected through wires or though wireless, or is it a mix?

Do you have a firewall running on either computer?

Start the server as you did before. On the second computer (the client), can you try entering the IP address of the other system to connect to it manually (From main menu: New game -> LAN game -> (enter the servers' IP address, make sure "server port #" matches the one the server shows)?

Try repeating these steps after launching MegaGlest from a terminal:
  • Change into the directory MegaGlest is installed in (e.g. 'cd ~/megaglest')
  • run: ./start_megaglest --verbose
  • Navigate to New game -> LAN game -> Find LAN Games
  • Check the terminal window to see whether any error messages were printed

33
Bug reports / MOVED: v3.11.1 = Last for XP?
« on: 20 July 2017, 17:52:10 »

34
MegaGlest / Re: v3.11.1 = Last for XP?
« on: 20 July 2017, 17:17:09 »
I would just like to reiterate that I disagree that any unsupported OS can be run in a safe way (possibly even if air gapped), and your reasoning does not convince me (but then I do not need to be convinced ;-) ), but will not go into details since this EOL OS discussion is getting off topic, which we should not do here.

35
MegaGlest / Re: v3.11.1 = Last for XP?
« on: 19 July 2017, 23:35:23 »
Hi Jez2k,

generally only supported operating system releases are supported by MegaGlests' developers. XP has been dead for a while now, and for good reasons - running it is no longer safe, for the reasons you mention, and several others, some of which are discussed in public. (A present with an outdated OS which has known security vulnerabilities is maybe not a good idea, but that's up to you to decide.) The fact that we do not support OS releases which their developers do no longer support is obvious enough that I do not consider it necessary to point this out in documentation (it is a safe bet for any application software and game).

This said, both https://megaglest.org/download and https://github.com/MegaGlest/megaglest-source/releases/ list (effectively the same) 32-bit builds for Windows. These may or may not work on unsupported Windows releases. If it turns out that they are not compatible, it may be possible to compile a build which could run on Windows XP (by possibly developing patches and) building yourself from source. But ... this is not supported for Windows XP, an answer you, or the new owner of this system, is going to hear regularly from now on, and for good reasons.

Tom

36
Feature requests / Re: Just a suggestion.
« on: 5 June 2017, 19:33:18 »
Hey KIRCHATAAA, it's nice to learn that you enjoy unit + resource sharing.
I'm afraid that of these additional features you discuss none are currently implemented. If there is sufficient demand, if it doesn't the break computer players 'strategies' and the developers can find the time to implement it (and it's not an overly complex task which would require a major rewrite), it may happen in the future.

37
Please note we also host a Mumble (voice chat) server at mumble.megaglest.org (where none of your voice chats are recorded or profiled).

38
MegaGlest / Re: wiki overhaul
« on: 12 March 2017, 22:41:22 »
So would I - very much.

Here's what I had replied on IRC:

Quote
These techtree docs need to be generated using a script which is in git - whenever data in the distribution is changed. we tend to forget this and so it's outdated. i guess both locations are probably  outdated.
What's more, this script produces broken unit images for me, it does not seem to work well with my hardware. i think it does work well on nvidia.
To be more precise: it's not the script that is broken there but the editor, producing images incorrectly (but that's all i know, could not even tell how it's incorrect).
Regarding xml source code on the wiki, there should already be some examples there, , not full files, but excerpts from xml files. but surely we could use more examples.
Regarding how to play: in the past, titi has disliked the idea of documenting "how to play" so much, because players should try + find out for themselves - it can be a fun experience.
In my perspective, too, the wiki should primarily be a resource for developers / modders (and game server hosts).

39
Please find backups of the "0.98 Final" (01-06-17) files at
SHA-256 checksums:
6fb0de5dbdfd6da5763f4d79d0cbda5faee2eae1f50715cb2aa6111eb9f42c47  egypt_remaster-1-6-17.7z
0a7a2affaeef1322dc4f23dd5ee6d5a03e69be3f8a76762de9baf65784864913  egypt-source-1-6-17.7z

Disclaimer: Please note I have not virus scanned these.

40
Mods / Re: Re-Mastering the Egypt Faction (Beta Up 7/21)
« on: 8 August 2016, 22:56:36 »
Based on your findings and report, you probably have a fast computer with a medium to upper class dedicated graphics card.
Have you also tried any of this on an Intel GPU?

41
If you would like to discuss with c_korn of PlayDeb (a third party Ubuntu package repository) how to best prepare Annex to easily go into PlayDeb, you should be able to find him on the FreeNode IRC network in #getdeb (it can take some hours or a day for him to respond). Alternatively there's a form mailer on the getdeb website.

If Annex can now build with CMake from MegaGlest sources then it would be good to update the GetDeb feature request to state so.

42
While ElkArte is making a lot of progress over SMF, and the developers are very responsive (I filed a bunch of bug reports and they were taken on within hours), it still shares a lot of properties with SMF which are not that awesome (the ElkArte developers' are not to be blamed for it, it just takes time to improve this large enough piece of code).

Indeed PHPBB might be another option. I haven't followed it lately, but I assume it has a more active community both on the software development and the user side.

Yet another option may be Discourse (Ruby). As well as Flarum, which tries to bring something similar to PHP.

43
Off topic / Re: Open-Source Discussion
« on: 5 July 2016, 19:36:34 »
Well, to be fair, the very last part of this page discusses the 'why not open source' (in bold print):
Quote
It is important to note that we do release the scientific modifications back to the open source community, but do not release information which would enable donors to cheat on points, which some donors have done ruining the experience for many others.

So, basically, they are worried about cheating. It's more or less the same issue MegaGlest would need to deal with when it comes to competitive player rankings.

Sadly, their latest release seems to date back to 2013, which means it is probably full of (now) known bugs with security impact. And the fact that the software is closed souirce means only they could provide fixed builds (which they have not, but the software is still being distributed). If someone identifies a network exploitable security hole in this software any client running it could be added to a newly formed botnet.

So please don't get me wrong: I'm totally in favor of science, and think we should all contribute to it where we can. But since science is (or should be) publicly funded (i.e. by the people) already, I personally think that anything they produce should also be returned to the general public (including full source material). Doing this would be a relevant contribution to a more balanced world (where education is accessible to more people, and actual competition is revived - within limits).

This said, I do not and did not mean to discourage anyone using this or similar software (despite for the security aspect maybe, but it's obvious and everyone can just make up their minds on it).

44
Off topic / Open-Source Discussion
« on: 4 July 2016, 19:17:03 »
I try to make MegaGlest usable on the most widely used operating systems. Unfortunately, those are currently proprietary ones. Since I hold MegaGlest dear, I do so despite my antipathy to those OS.

From my perspective, that's a different choice to running some closed-source software on an open source OS, since it means loosing control. I could run it on Windows, but I don't normally use that OS, and this software is meant to be used while your computer is powered on but not being used (which is never the case for Windows here).

45
MegaGlest / Re: MegaGlest team on Folding@home
« on: 4 July 2016, 18:59:49 »
Sadly this V7 software is (at least much of it) closed source + proprietary to a company called Cauldron Development LLC.
For me, personally, this sadly rules out running it.
It also prevents anyone else but those with access to the source code from porting it to other platforms such as any of the ARM platforms.

46
MegaGlest / Re: can i modify games and sell it...
« on: 4 July 2016, 18:48:58 »
More precisely, you don't need to publish the engine source code (to a general public) even if you modified it (GPL), but you must make it available to those you made it available to (and they are at liberty to redistribute it as they wish). Concerning artworks and assets, you will need to provide credit (CC-BY-SA). These are more liberties and restrictions involved - please review the licenses available both in Git and the packaged game.

47
Why do you need to?

48
Hi everyone,

I am grateful to the past and present developers of the SimpleMachines forum software (which this forum runs on) for all the time and energy they spent on it for many years. You did a great job, there.

Presently, however, I am not convinced that SMF is being well maintained. There are critical security bugs in the current stable release which have been made public, addressed to a wide audience of both white and blackhat hackers early this month (two months after they were privately anonunced to the developers, as the person announcing them now states). To date, there is no public reaction to those by SMF, and attempts to discuss these vulnerabilities and possible counter measures are actively prevented on their support forum. While it's perfectly fine for a software which is based on volunteer work to develop slowly, this is not the right way to handle security vulnerabilities, be it a professional or volunteer run project.

Moreover, SMF development seems to have slowed down a lot during the past two years, while there are known issues which really should be addressed (an embedded anti-spam mechanism which works, support for newer versions  of dependencies such as PHP and MySQL, an extension / mod interface which is not patching, a more complete API, and more). While there was (and is?) a major version upgrade in the works for two or three years, it has not yet made it to a production ready release. At the same time, the source code repositories for the current stable release are not open, which is somewhat unusual for an open source software project.

Some of these issues may be better addressed by ElkArte, which forked off SMF a year (?) ago and has since undergone massive code changes. Whether those are, for our needs, to the better or worse I need yet to test. Which is why I'm currently in the process of setting up a test install on the staging site. This should happen once initial bugs (note that I'm testing a beta pre-release) have been sorted out.

If we should decide to go with ElkArte (it is definitely too early to tell at this point), there is an SMF importer available (which I am going to test, too) which has apparently undergone some testing on this migration path before.

So I'm mostly posting this to get some initial feedback on whether this sems like a good or bad idea from your POV, and to see whether I missed some major road blocks.
(Lack of response will not discourage me.)

Thanks,

Tom

49
Mods / Re: Re-Mastering the Egypt Faction
« on: 24 June 2016, 23:17:55 »
It's great that you are renewing this effort, Archmage! :)

Titi (who would need to comment on any changes to the default tech tree) is not going to be able to comment for a couple weeks.

But keep in mind that you can always make alternatives available on your own, such as for testing / prooving your point, so don't let the lack of feedback discourage you on that.

50
As Filux suggests in https://github.com/MegaGlest/megaglest-source/issues/102#issuecomment-222235278 this may now be fixed.
Also, this version of the game should no longer be in use.

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