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Messages - tomreyn

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2701
MegaGlest / Re: beta13
« on: 25 June 2010, 19:28:46 »
Hmm, where would I restore it from?

I did extract the language files contained in the Linux beta13 update:

Code: [Select]
tomreyn@hisbox:~/megaglest-3.3.5beta$ LC_ALL=C date
Fri Jun 25 21:21:14 CEST 2010

tomreyn@hisbox$ LC_ALL=C ls -l megaglest3.3.5-beta13_i386_linux_bin.tar.bz2
-rw-r--r-- 1 tomreyn tomreyn 9334253 Jun 25 07:50 megaglest3.3.5-beta13_i386_linux_bin.tar.bz2

tomreyn@hisbox:~/megaglest-3.3.5beta$ LC_ALL=C tar tjvf megaglest3.3.5-beta13_i386_linux_bin.tar.bz2 | fgrep 'english.lng'
tar: Record size = 8 blocks
-rw-r--r-- softcoder/softcoder   4991 2010-06-25 07:43 data/lang/english.lng

tomreyn@hisbox:~/megaglest-3.3.5beta$ LC_ALL=C tar xjvf megaglest3.3.5-beta13_i386_linux_bin.tar.bz2 data/lang/english.lng
tar: Record size = 8 blocks
data/lang/english.lng

tomreyn@hisbox:~/megaglest-3.3.5beta$ LC_ALL=C ls -l data/lang/english.lng
-rw-r--r-- 1 tomreyn tomreyn 4991 Jun 25 07:43 data/lang/english.lng

tomreyn@hisbox:~/megaglest-3.3.5beta$ LC_ALL=C md5sum data/lang/english.lng
5f9a7203cebdf66b710be103d4088e43  data/lang/english.lng

tomreyn@hisbox:~/megaglest-3.3.5beta$ LC_ALL=C fgrep -i 'Lang=' *.ini
glest.ini:Lang=english
glestuser.ini:;Lang=german

tomreyn@hisbox:~/megaglest-3.3.5beta$

But it still looks like this:

2702
MegaGlest / Re: beta13
« on: 25 June 2010, 16:27:04 »
With beta13 and an incorrect http_proxy setting (on purpose for testing), when I navigate to "Internet game -> Custom game" I get to see an error message which says "Error from Masterserver" in the window title but without any error message.

2703
Closed bug reports / Re: Issues with beta11
« on: 25 June 2010, 16:24:31 »
1. Publish on master server should always default to "no"
I started beta11 for the first time, went to Internet Game -> Custom Game. "Publish on master server" was set to 'off' - good. I activated it. I left the game, went to the same menu again, did _not_ 'Reload last settings', and "Publish on master server" was set to 'on' right from the start. I had expected it to be automatically set to 'off' whenever I enter the Internet Game -> Custom Game menu

I was wrong about this, sorry. The default setting has not changed to "Publish on master server = no" for Internet games. So this is not a bug.

2704
Closed bug reports / Re: Issues with beta11
« on: 24 June 2010, 23:15:54 »
2. Default "Auto refresh" setting does not apply
This is fixed in beta 12, thanks.

2705
Closed bug reports / Re: Issues with beta11
« on: 24 June 2010, 18:15:09 »
There are some game engines which actually include an IRC client (I'm thinking of the Unreal engines again). I'm not sure that's the right way to go technically but it sure can be comfortable for the users. The other way around, integrating the game more into the OS, the web browser (create a document format and MIME type to start a game and connect to a given server) and into IRC (add an IRC bot which interfaces with the master server, a global ladder etc.) might be a technically better way, but may also mean a slightly higher work load in the development and support area.

2706
MegaGlest / Intel GPU performance
« on: 24 June 2010, 15:46:41 »
First of all, I'm fully aware that Intel GPU's, especially the shared memory models (actually I'm not sure whether there are Intel models with dedicated GPU memory), are known to perform badly compared to standard gaming extension cards. I also know that this topic has been discussed before and that bad performance with a 3D game is to be expected. But I have some new facts which I think make it worth discussing this topic again.

I found a nice utility called intel_gpu_top, a user space utility Intel developed to accompany their Linux drivers for the purpose of performance tuning OpenGL graphics and applications. This utility nicely shows how busy your CPU currently is. Unless something the various performance indicatiors are busy, most of the performance will be claimed by an idle process (found on the very top of the output generated by this utility).

Then i took a video which includes three things:
  • A local-only (no networking) Megaglest 3.3.5b11 game is with 1 human and 7 AI players
  • A large terminal window in the background showing the intel_gpu_top output
  • A small terminal window in the front showing the output of the 'top' command


The gameplay/game performance is almost accurately recorded and presented in this video, the game did not noticeably slow down when I was recording compared to before I started recording. The video seems to play things back just a little bit slower than it actually was. Generally, however, the gameplay was already quite slow in this setup.

As you can see on the intel_gpu_top output, the GPU is mostly idle at the same time. Also, as can be seen on the 'top' output, only one of my two U7300 1.3 GHz CPU cores is fully loaded and my 4 GB of RAM is only slightly loaded. Nevertheless the gameplay is somewhat slow.

In the top left of the intel_gpu_top output it says "core clock: 533 Mhz", this is cut off.

Does is make sense that the gameplay is slow while GPU, CPU and RAM are just partially loaded? Disk I/O does not seem to be the bottleneck (and the game should not cause much, I think, but I will happily add iotop into the test if you think I should).

Is it maybe that threading doesn't work so well yet and the CPU (one of which seems to be fully loaded) is the limiting factor? Is threading maybe optimized to 100% CPU load instead of (100% x number_of_cores) CPU load on Linux?

Thanks for your help!

Here's some more info on my GPU:
Code: [Select]
$ sudo lspci -nnvk -s 00:02.0
00:02.0 VGA compatible controller [0300]: Intel Corporation Mobile 4 Series Chipset Integrated Graphics Controller [8086:2a42] (rev 07)
Subsystem: ASUSTeK Computer Inc. Device [1043:1862]
Flags: bus master, fast devsel, latency 0, IRQ 28
Memory at fe400000 (64-bit, non-prefetchable) [size=4M]
Memory at d0000000 (64-bit, prefetchable) [size=256M]
I/O ports at dc00 [size=8]
Capabilities: [90] Message Signalled Interrupts: Mask- 64bit- Queue=0/0 Enable+
Capabilities: [d0] Power Management version 3
Kernel driver in use: i915
Kernel modules: i915

$ sudo lspci -nnvk -s 00:02.1
00:02.1 Display controller [0380]: Intel Corporation Mobile 4 Series Chipset Integrated Graphics Controller [8086:2a43] (rev 07)
Subsystem: ASUSTeK Computer Inc. Device [1043:1862]
Flags: bus master, fast devsel, latency 0
Memory at fe800000 (64-bit, non-prefetchable) [size=1M]
Capabilities: [d0] Power Management version 3

Edit: I've removed the link to the video previously referenced in this post since it will be offline soon.

2707
MegaGlest / Re: Cross-compatabilty and lagging cursor questions
« on: 24 June 2010, 11:59:11 »
No2DMouseRendering=true works great for me, thanks!

2708
Closed bug reports / Re: Issues with beta11
« on: 24 June 2010, 11:57:41 »
I think what you describe ("publish to master server=yes" at Internet Game -> Custom Game) is no longer the intended default in beta11, but I can be wrong (in which case you are right and it is not a bug).

2709
Feature requests / Allow for disbanding units
« on: 24 June 2010, 11:54:56 »
Sometimes you will end up with a situation where a unit is no longer of use. This can happen when you make a worker place buildings around itself or other units so that those other units can no longer move. In such situations it would be nice if it was possible to disband (kill/remove) that unit, so it stops consuming resources and slowing down the game while it cannot be used.

Edit: typo

2710
I'm afraid not. It still happened for me with beta 11.

2711
Closed bug reports / [fixed] Issues with beta11
« on: 24 June 2010, 10:56:05 »
All of the issues listed below occurred during (or before) the same multi player game. The game was hosted by me and I was playing with titi's two son's as well as one cooperative and one adversary bot, which were server controlled AI. My (game host) log file is called megaglest-v335b11_svn_2010-06-24_093408_UTC_tomreyn-titison-enno.tar.gz and can be found in the usual location (feel free to ask me for the URL). I do not have a core file. Screen shots referenced below can also be found in this location.

1. Publish on master server should always default to "no"
I started beta11 for the first time, went to Internet Game -> Custom Game. "Publish on master server" was set to 'off' - good. I activated it. I left the game, went to the same menu again, did _not_ 'Reload last settings', and "Publish on master server" was set to 'on' right from the start. I had expected it to be automatically set to 'off' whenever I enter the Internet Game -> Custom Game menu

2. Default "Auto refresh" setting does not apply
"Auto refresh", which is set to 10s by default now, did not work for titi|son (P.). He had to manually refresh to see my server (which had been running for more than a minute already). Daddy analyzed it:
Quote from: titi_at_work
<titi_at_work> yeah it must be set in the constructor too :/
<titi_at_work> autoRefreshTime=0;
<titi_at_work> should be autoRefreshTime=10*10;  
<titi_at_work> or simply 100 :)
While you are at it, just to make sure, please double check that the new default for server controlled AI ("yes") does in fact apply, too (it seems to apply, though).

3. Segfault during game stats
After hosting a 1 human, two network play, 2 CPU (one cooperative, one adversary) game, my game server crashed during display of the statistics. I could read the stats fine for a few seconds, and did not click when the game segfaulted apparently out of nothing. When the game server crashed, it is assumed that only one of the two human network slot users did receive a 'server disconnected' message (then got the stats view), the other did not receive a 'server disconnected' warning but ended up on the stats view immediately. This bug has been reported for earlier versions, but it is the first time it occurred to me (as a game host), but I don't usually host.

4. Lost unit
For some reason one of my (persian faction) workers decided to still consume my food but not work for me anymore. When I clicked on him he had a red circle around him as can be seen in the screen shot lostworker.png. I think I had previously ordered this and another worker (who is actually doing it as can be seen on the screen shot) to build a temple together (but I'm more like 50% sure about this - logs may tell). This issue may be a recursion over beta10 since I don't recall running into this before.

5. Selecting all units within a box drawn by mouse fails sometimes
When you draw a box around units to select them, not all units may get selected. This can be seen in drawbox-selection.png. As titi reported and I think I have seen, too, it may also happen that units adjacent to the draw box but not even partially covered by it can get selected. This is assumed to only happen on Linux, or to happen on Linux more often than on Windows. Titi raised a theory that it may be related to mouse drivers (personally I'm not completely convinced of this theory since I don't have this issue when drawing selection boxes around icons on my Desktop, but then I understand much, much less of game development than you). This bug has been around since the first Megaglest version I played, so this is not a recursion.

6. Mouse pointer position at start of game causes scrolling
Sometimes, when a new game starts, my mouse pointer is positioned in the lower right corner, making the view move in south-eastern direction so that I immediately loose focus on my units/base. This is being discussed in a separate thread.

7. In-game chat does not support special characters
While you can add special characters like german umlauts (äöüÄÖÜ) to the language files and they are correctly displayed in the game menus and messages, in-game chat does not seem to support these characters. When you press such a key while chatting, nothing is printed at all. This may be a feature request more than an 'issue', but it can seem a little bit inconclusive that I8N is supported in one place but not in another.

2712
Closed bug reports / Re: Bugs in megaglest-3.3.5beta7.1
« on: 24 June 2010, 08:52:06 »
1. When you are starting a server but the port is already in use you get an error message (which doesn't look nice, yet). Once you clicked that error message away, you end up on the server configuration screen. This doesn't make sense since you cannot run the server if it cannot bind to the server port. Clicking any button will bring you back to the previous screen. That's fine for now, it's merely a matter of good looks and hardly a nuisance.

Thanks, the behaviour and the error message are now improved. However, if the port is already in use by another application then, whenever you the 'Control' setting of a player to 'network' (this can happen accidentially, and you don't even get to see what you switched it to) the message about the port being blocked will pop up again. It might be better to just have the message say "Can not bind to network port 61357. \nNetwork slots disabled." and to disable network slots until you leave and re-enter the game hosting menu.

This is really a minor issue, but I think it would make the game even nicer for new players.

2713
Very nice, thanks! :-)

2714
Actually I was too quick. This is not fixed in beta9 but it only occurs occasionally. titi_linux says he also observed it, and that it can be a Linux only issue.

2715
You could just replace the (then mostly useless) "Player1".."Player8" table row if it's a matter of space.

2716
Beta 9 fixed it for me. Thanks.

2717
MegaGlest / Re: Cross-compatabilty and lagging cursor questions
« on: 22 June 2010, 13:49:39 »
This is about motion, so a screen shot won't help, he'd have to take a video.

I do actually have the same issue (slow mouse movement even in single player), but - at least partially - attributed this to my slow graphics so far (and still do), but with greymists' hardware this can't be the reason in his case. For me the mouse reacts slow in the first place (even on the menus) but it gets really slow and choppy when many units exist anywhere on the map, whether visible or not.

2718
In the end of game screen, only the player slots are displayed so far. If there are several players with the same faction and you forgot which slot you were playing in then it's not possible to tell which of the players listed in the end of game statistics screen you are. Please add the player names and their colors into this screen. Thanks!

2719
At the beginning of a game, the mouse pointer is positioned on the lower right end of the screen, making the game scroll immediately when the game starts so that the view looses focus on your units. This is especially irritating for new players, since it can happen that the view would scroll to a place where a different player's units are, possibly making you think those would be your units (but then you can't control them).

This happens since one of the latest betas, it did not happen before. I usually use 800x600 resolution on my Linux system.

2720
MegaGlest / Re: Cross-compatabilty and lagging cursor questions
« on: 22 June 2010, 03:54:53 »
Finally, using the terminal, I CD'd into my home/megaglest folder, ran the command and then typed "glest" which to my suprize, launched Glest rather than MegaGlest.

This should have been the right way to do it.

I do have both Glest and MegaGlest installed but only MegaGlest is installed in my home folder so why did Glest launch instead?.

What's installed below your /home/<user>/ path and what not does not really matter when it comes to making a choice which application will be invoked. What matters there is what is in the $PATH environment variable, and in which order it is given there. I assume the path to the Glest directory is contained in your $PATH, but that of megaglest is not.

In my Applications menu the path to MegaGlest is /home/<user>/megaglest/glest. I think the path to Glest is /usr/games/glest.

Anyway, not sure what to do now since I can't test the command and Glest gets launched rather than MegaGlest.

Code: [Select]
cd /home/<user>/megaglest/
export SDL_VIDEO_X11_DGAMOUSE=0
./glest

If the last command doesn't work or still starts glest instead of megaglest then replace the last line above by this:
Code: [Select]
./bin/glest.bin 2>&1 | tee -a glest.log

I guess it can be a good idea for you to join us on IRC and find someone to guide you through it if it remains an issue. But please be patient, we may not always be around 24 hours. ;-)

2721
MegaGlest / Re: Cross-compatabilty and lagging cursor questions
« on: 22 June 2010, 00:26:20 »
Hi! You run this command in a terminal window before you start the game (from the same terminal window).

2722
Let's not mix up server and client mode here. Megaglest works fine without any open ports as long as you don't host a game. You can already join a remotely hosted Megaglest game this way. However, if you want to host a game yourself, then you will need to ensure that inbound connections on TCP port 61357 work. This will be no different for pretty much every other game: once you host a game for other Internet players, you'll need to ensure inbound connections can reach the computer you host the game on.

2723
MegaGlest / Re: Some ideas for the future
« on: 21 June 2010, 02:02:27 »
Those with forced HTTP or SOCKS proxies and Windows should be able to use http://widecap.com/ to proxify the game for now. This should allow you to access the master server, so you can join existing games. It will, most likely not allow you to host a game, though, unless port forwarding is setup at your router and this connection is forwarded through or allowed to bypass the proxy server. I have not verified whether this solution works (but it technically should). I don't use Windows and I'm mildly interested in supporting it, so you're on your own there until proxy support is native to the game.

On Linux, with a forced HTTP proxy, all you need to do is prefix the binary you're invoking by the http_proxy environment variable like so:
Code: [Select]
http_proxy='http://192.168.2.100:8080/' ./glest.binI've tested this and it works for me.

If you need to use a forced SOCKS4/5 proxy instead, install tsocks, configure it and invoke the game as
Code: [Select]
tsocks ./glest.bin

2724
The "HTTPS everywhere" extension is nice, but its name is a little misleading. It won't give you SSL everywhere, but just on some (mainstream) sites where it is supported server-side but not enabled everywhere within that site by default. As the article ultifd pointed us to mnetiones there is also a similar extension for Chrome/Chromium. If you like "HTTPS everywhere" (and use Firefox), you may also like ForceTLS http://forcetls.sidstamm.com/ (make sure you read up on how to use it, otherwise it's useless), SSL Blacklist http://codefromthe70s.org/sslblacklist.aspx (warns you about compromised SSL certificates - make sure you install the 'local database' extension, too), CertPatrol http://patrol.psyced.org/ (warns you when an SSL certificate for a known/previously visited web site has changed, which can be indication of a Man-in-the-Middle attack against you).

Coming back to the original topic of this thread: josepzin has, as he told us, and as it looks like by what we can tell (the spam links are gone), since cleared up the malware off this website. He also provided me with some of the files the attacker had uploaded and I had a look at them. One of those files was a so-called PHP shell, a variant of the old C99 PHP shell. Once uploaded, it allows you to run shell commands on the web server as the user PHP runs as. Amongst others, this allows you to view and write to other files within the constraints of the same website (apache VirtualHost), to upload and download files, and to execute system/shell commands as a non-privileged user on the server. It has not been clear how the original attack was carried out which allowed the attacker to upload the PHP shell. It is unknown whether the board software or other parts of the site may, while a recent version, have been modified by the attacker to place a backdoor (this is not too probable, though, since it may mean some extra manual work and you'd need to know what you're doing to do it at all and in a non-obvious manner, but most intruders don't have those capabilities or just don't go to such lengths). I still don't think it's too likely the the deleted forum account is related to this intrusion, but I can be wrong (and I don't care too much about the original cause since all that really matters is whether his posts is available, and it is). So I assume the intrusion has been cleaned up completely at this point. Let's hope it doesn't happen again too soon. Peoples' awareness is now raised, and that alone is a good safety measure.

2725
MegaGlest / Re: Cannot start megaglest 3.3.4.3
« on: 17 June 2010, 00:41:25 »
To answer your earlier question:

Is MEgaGlest an add-on to normal Glest? So i just start up Glest instead of looking for a Megaglest exe?

MegaGlest is a fork of Glest, as such it is completely autonomous anddoes not require Glest to run.

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