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Messages - tomreyn

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2676
Closed bug reports / Re: MegaGlest not working on XP
« on: 19 July 2010, 00:35:07 »
Hi kingnothing,

your CPU may not be able to cope with this game. I have a current dual-core (Core2duo) mobile CPU and mine's rather busy.

Still, the game should not just crash. Can you put a copy of the error report into a spoiler box here, please?

Edit: better do as Softcoder says, that's much more helpful.

2677
MegaGlest / Re: Cannot start megaglest 3.3.4.3
« on: 14 July 2010, 23:19:30 »
hm, well I checked and I have those things installed. Still, I get this:

Quote
./glest64.sh: Zeile 55: ldconfig: Kommando nicht gefunden.
default openal library is missing, attempting to find and link to a newer version if available...
./glest64.sh: Zeile 62: ldconfig: Kommando nicht gefunden.
./glest64.sh: Zeile 69: ldconfig: Kommando nicht gefunden.
default directfb library is missing, attempting to find and link to a different location if available...
./glest64.sh: Zeile 76: ldconfig: Kommando nicht gefunden.
./glest64.sh: Zeile 83: ldconfig: Kommando nicht gefunden.
default fusion library is missing, attempting to find and link to a different location if available...
./glest64.sh: Zeile 90: ldconfig: Kommando nicht gefunden.
./glest64.sh: Zeile 97: ldconfig: Kommando nicht gefunden.
default direct library is missing, attempting to find and link to a different location if available...
./glest64.sh: Zeile 104: ldconfig: Kommando nicht gefunden.
./bin/glest.bin: error while loading shared libraries: libSDL-1.2.so.0: cannot open shared object file: No such file or directory

These issues (ldconfig not found, libSDL-1.2.so.0 not found) should be fixed in 3.3.5.1 (as soon as it gets released) and in r671.
The various other unrelated issues mentioned in this thread are not affected (not changed, still broken if they were broken) by this.

Some other issues regarding the 'glest' start/wrapper script OpenSuSE 11 were fixed in r696. To make use of it, you can download the document at 
http://megaglest.svn.sourceforge.net/viewvc/megaglest/branches/release-3.3.5.1/mk/linux/glest?revision=696&pathrev=696
to your megaglest 3.3.5.0 main directory, replacing th existing 'glest' file. Then run
Code: [Select]
chmod +x glestand finally start the game as usually: either click the application starter icon on your graphical desktop or execute, in a terminal window, after changing into the game directory:
Code: [Select]
./glest

2678
Closed bug reports / Re: Megaglest build error
« on: 14 July 2010, 15:24:54 »
Hmm it looks like this thread was somehow missed. Is this still an issue for you, treba?

2679
MegaGlest / Re: how would i get megaglest for mac?
« on: 12 July 2010, 07:08:30 »
I've just notified Mr. Seki (supposedly = KaSek) of this thread (using the contact form on his blog), maybe he can contribute some experience and help with building Mega Glest on a Mac. I think it would be great to be able to provide builds, and possibly user support, for this platform, too.

2680
Closed bug reports / Re: Megaglest Editor Question
« on: 12 July 2010, 06:48:08 »
Hi commrade23,
I just tried exactly what you described, resizing a map to 64x64, then back to 128x128, then to 256x256, clicking the X on the settings window to close and apply these new values. It did work for me. I'm using an editor which is the same version and build date as yours, the only difference is that I'm doing it on Linux. I therefore assume what you describe is a bug in the latest version of the editor. Please edit your first post and make it say 'Bug: Megaglest Editor v1.5.0b3 (built July 03 2010)' so the developers will catch up on it.
Thanks for your report.

2681
On the other hand you could argue that one should not be awarded points for killing ones' own units.

2682
MegaGlest / Re: 3.3.5.1 alpha is available - please test
« on: 8 July 2010, 13:09:17 »
3.3.5.1alpha1 improves rendering speed for me (not extremely but duly noticeable and not just by the FPS values) and did not seem to introduce new issues. So I recommend everyone else tries it, too.

2683
No it's not currently an issue anymore.

2684
For those Linux users who do not wish to use the installer, here's a simple walkthrough for installing the game into your home directory.

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

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

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

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

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

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

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

2685
MegaGlest / Outreach on Megaglest: Let's say "thanks"!
« on: 2 July 2010, 16:35:07 »
Hi,

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

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

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

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

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

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

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

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

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

2686
Yes, the recent tests ensured that. But then, the dosconnects during the game are actually good for testing, and testing the game is my highest priority. Fun comes next.

2687
BTW, do you really disconnect every time each day? You know, you cause us to DC too...

That's not my choice to make unfortunately and it's quite common for ADSL lines in Germany.

2688
MegaGlest / Re: Cross-compatabilty and lagging cursor questions
« on: 30 June 2010, 22:46:03 »
So your RenderFPS was 6 there. Mine goes down as low as 2 if there are many units in the game (whether or not they are visible to me).

2689
Remaining issues for me:
Yeah the alt enter thing, you got that
now you press the "/" key for that tomreyn.

We seem to be talking about different matters here. I have edited my previous post to make it more clearly.

Quote
when a client  pings the server (presses the N key) it still says -1.00
well the "ping function" is off cause It had problems or something...

I can't tell whether that's still the case but I can tell that it doesn't look nice and I think a release is supposed to look nice so I listed it.

2690
Remaining 'issues' for me:
  • the synch mismatch warning is still there before game starts in top right corner
  • you cannot switch between full screen and windowed mode (using alt+enter) during game initialization
  • when a client pings the server (presses the N key) it still says -1.00
  • When the server disconnects it still says "Error: Server disconnected. YES or NO" (buttons should be replaced by a single 'OK' button or similar)

2691
MegaGlest / Re: Cross-compatabilty and lagging cursor questions
« on: 30 June 2010, 00:47:43 »
EDIT: I just did a screen recording (link below) of the issues in the latest Beta 15 of MegaGlest that shows the choppyness/jerkyness I was talking about. This was done on my 1.5G Pentium 4 Dell Inspiron 2200 laptop with 1G of RAM and 128M integrated Intel video with 3D accelerated drivers running Ubuntu 10.04.

That's about how it looks on my laptop with a shared memory on-board GPU (Intel GMA X4500MHD) using Ubuntu 10.04 with either the standard or a 2.6.34 Ubuntu kernel and the i915 (open source) driver, too. It is about what can be expected of such hardware apparently. It gets worse when there are many units in the game. It should be more fluid on your other PC where you have a dedicated GPU, fast CPU and plenty of RAM, though. And it seems to be for others.

With the hardware described above I get down to 4 FPS, which is really not much. You can check this by pressing ? during the game.

2692
MegaGlest / Re: Cross-compatabilty and lagging cursor questions
« on: 29 June 2010, 07:46:39 »
I just tried to download your video but I can't, you seem to have exceeded your bandwidth limit. Let me know on IRC if I can host it elsewhere for you.

2693
MegaGlest / Re: Cross-compatabilty and lagging cursor questions
« on: 28 June 2010, 15:00:14 »
I'm not a developer of this software but I'd appreciate a recording (ideally on both your systems) since I run it on Linux (on a notebook with shared RAM Intel GPU), too, and would like to be able to compare it. See also my other thread ("Intel GPU performance", which also includes a video) on this matter.

2694
Feature requests / Re: Feature request: Random factions
« on: 28 June 2010, 10:21:29 »
Sounds like a good plan. Thanks.

2695
Feature requests / Re: Feature request: Random factions
« on: 27 June 2010, 19:12:30 »
The reason is simple (and I provided it above): because it can make the game more exciting. Maybe not for everyone, and some may not like it. But I'm not suggesting to introduce a new default, just an option.

2696
MegaGlest / Re: beta13
« on: 27 June 2010, 19:09:13 »
So I'm the third person to have reproduced this.

2697
Claymore told me on IRC that he suggests not to introduce this feature if it only requires a single key stroke to trigger a currently selected unit to be disbanded. However, he seems to be ok with a key combo triggering it.

I've been in situations where I had units trapped and, at the same time, I was lacking the ability to create new units (for lack of energy/food) but needed to do so urgently. Unfortunately I had no units with ranged weapons in the area and having to move some there just to kill a trapped unit feels quite silly. Of course, you can try and just ignore that trapped unit but I like it when all units serve some purpose.

2698
Feature requests / [DONE] Feature request: Random factions
« on: 26 June 2010, 20:38:40 »
It would be nice if there was a way to have random factions for one, more or all of human + network + AI players. The way to implement this graphically is probably to just have a value of 'Random' in the 'Faction' row. This can make gameplay a little more exciting.

2699
MegaGlest / Re: beta13
« on: 26 June 2010, 01:24:14 »
Ok the german.lng is missing some strings that are in english.lng. If you change to english mode you will see the right error.
The game should not be using german.lng, it is commented out (note the semi colon in the 'fgrep' output).

I just removed the line referencing the german language file completely, but the result is still the same. You can try yourself on Linux using:
Code: [Select]
http_proxy='http://127.0.0.2:8080/' ./glest.bin(assuming that nothing binds to this port on this IP address)

Edit 1:
You get the same result without using a proxy when using a "Masterserver" setting (in glest.ini or glestuser.ini) which refers to a host name which cannot be resolved.

Edit 2:
I tried to reproduce other peoples' reports about beta13 crashing in case of an incorrect router setup, but cannot seem to reproduce it. I tried combinations of: port forwarding off, port forwarding for UDP only, multiple IP addresses bound to network interface.

However, if the master server drops (not rejects) connections, the game will freeze for minutes in 'Internet Game' menu. It seems that the HTTP request blocks the game until the TCP timeout is reached. Such blocking calls also seem to cause the OpenAL buffer underruns, resulting in the "Restarting audio source because of buffer underrun." message.

Edit 3:
This is unlikely to get abused, but there does not currently seem to be a limit as to how much data will get downloaded form the master server. Just for fun, I just pointed the master server to a download location of the latest beta on a sourceforge mirror site, and the file did seem to get downloaded completely, and since thie took more than 10 seconds (default refresh time), it would repeat indefinatelywith no real chance of user intervention, which finally caused te game to segfault (trace + log files: megaglest3.3.5-beta13_i386_linux_bin.tar.bz2).

2700
MegaGlest / Re: Where exactly do MOD files/folders go?
« on: 25 June 2010, 19:54:18 »
Ah that's very nice. I think it could be even better to enforce which files the game will consider to be safe by making the game not load any data files found in its own data directories other than those referenced in a signature/checksum based whitelist file. I would recommend for such a signature file to be plain text and thus easily editable, though, so that whoever knows what they are doing are still able to add legitimate data files to the 'official' game data. For improved performance, a precompiled cached copy of the signature file could be used by the game when starting up as long as this precompiled copy matches the contents of the whitelist (which could be checked on startup by a separate file signature on the whitelist file, as contained in the precompiled copy).

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