Author Topic: Bugs in GAE 0.2.8  (Read 6741 times)

daniel.santos

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Re: Bugs in GAE 0.2.8
« Reply #25 on: 2 November 2008, 07:50:32 »
Quote from: "titi"
And one new bug?:
I don't have any more minimap on one compter!?! I saw a switch in glestadv.ini but it had no effect. Is there a key to toggle it ingame?
I'm quite shure I saw a minimap there before! All other computers have a minimap !?! ( problem is there with 0.2.8 and current cvs version)
But I can click on the unvisible minimap and it has effect!

hmm, PhotoMode in the glest.ini?  I can't remember which key toggles this, but it should toggle all UI (buttons, etc.).  Also, make sure you check out from the 0.2.x branch and NOT the trunk (I'm not sure what the trunk points to at the moment honestly, it might be a mix of different branches).

svn co https://glest.codemonger.org/svn/repos/ ... ches/0.2.x gae
or, you can use:
svn switch https://glest.codemonger.org/svn/repos/ ... ches/0.2.x
if you already have it checked out

titi

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Re: Bugs in GAE 0.2.8
« Reply #26 on: 2 November 2008, 23:10:38 »
Very Good!!!!
Its much better now! Performance and behaviour like original glest and the same cpu usage! Thanks!
And now I try to reactivate the minimap.....
« Last Edit: 2 November 2008, 23:46:26 by titi »
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titi

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Re: Bugs in GAE 0.2.8
« Reply #27 on: 2 November 2008, 23:29:37 »
It was the photo mode! I think it should at least display anything, for example:
"GAE photo mode!" That will be good for promotion, because all screens will include it :) .
And if you don't know anything about the photomode ( like me ) its very helpful because you think your installation is destroyed!

Is there somewhere a list of the shortcuts?
I tried to find the toggle key for the photomode, and suddenly I could only select one single unit . This must be something like  "box select disable" and now I'm a it irritated about all the shortcuts.

Which known bugs are still unsolved now?
- If you want to walk a unit to another unit and you right click the unit to walk too, the red arrows new position isn't set. Its the old one from the command before.
- multiplayer is corrupt

So I will go on testing now( no not really now,but tomorrow).
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daniel.santos

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Re: Bugs in GAE 0.2.8
« Reply #28 on: 4 November 2008, 03:42:18 »
Quote from: "titi"
It was the photo mode! I think it should at least display anything, for example:
"GAE photo mode!" That will be good for promotion, because all screens will include it :)

Quote from: "titi"
Which known bugs are still unsolved now?
- If you want to walk a unit to another unit and you right click the unit to walk too, the red arrows new position isn't set. Its the old one from the command before.
- multiplayer is corrupt

So I will go on testing now( no not really now,but tomorrow).
Thanks again for all of your help.
- I started looking at the problem with the red arrow, maybe I'll put out a 0.2.8b if I can fix this one in a short amount of time.  This also happens when you right-click on the minimap.
- As for the multiplayer, I know it's still not working :(

daniel.santos

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Re: Bugs in GAE 0.2.8
« Reply #29 on: 5 November 2008, 10:12:29 »
titi, I found and fixed the cause of that silly arrow being in the wrong place sometimes! :)  I checked it into the 0.2 branch, but I figure I'll wait for 0.2.9 to release it (it seems to minor of a bug to make an official release for)

hailstone

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Re: Bugs in GAE 0.2.8
« Reply #30 on: 5 November 2008, 11:03:18 »
I am having trouble compiling the latest 0.2.x. It says that some Particle classes are undefined for particle_types.cpp. I will post the exact error message tomorrow.

The 0.2.8a tag worked after clearing /tmp/glest, running autogen.sh and compiling.
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Omega

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Re: Bugs in GAE 0.2.8
« Reply #31 on: 6 November 2008, 02:31:06 »
Ok, sorry, this is old, and I haven't downloaded the newest version yet, but anyway, every version of gae I've tried gets me this:
Code: [Select]
Crash
Version: Advanced Engine v0.2.7
Time: Mon Jul 07 23:36:49 2008
Description: Access violation (Writing address 0x4e5dd00)
Address: 04E5DD00

I know this is now at 0.2.8, but I dont have time to download it too...
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daniel.santos

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Re: Bugs in GAE 0.2.8
« Reply #32 on: 6 November 2008, 12:42:24 »
Quote from: "hailstone"
I am having trouble compiling the latest 0.2.x. It says that some Particle classes are undefined for particle_types.cpp. I will post the exact error message tomorrow.

The 0.2.8a tag worked after clearing /tmp/glest, running autogen.sh and compiling.

Ok,I'm adding "rm -rf /tmp/gae/build" to the autogen.sh script because this is bound to cause problems I'm guessing that a cleaner way to deal with this would be to integrate it into the configure script with some type of --builddir= setting.

omega, please download 0.2.8a and report if you have the same problem.  It will also help if you can identify any series of events of commands that happen that lead up to the crash.  Also, maybe I can get you a debug build to run, as it can give a better crash result. -- Even better, if you can save a game that leads to a crash, that will help too.

hailstone

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Re: Bugs in GAE 0.2.8
« Reply #33 on: 6 November 2008, 12:53:31 »
Edit: Well you beat me to it Daniel. lol. That does fix it.
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titi

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Re: Bugs in GAE 0.2.8
« Reply #34 on: 6 November 2008, 14:46:30 »
I just want to say, that I played 2 games using GAE 0.2.8a yesterday and had no problems with it!
I used my "slow" computer and one of the games was a 2 hour fight!! No more performance issues and well working cpu players( 3 cpu ultras ) !
I only played my game, so no real testing (for example savegame was not tested ).
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daniel.santos

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Re: Bugs in GAE 0.2.8
« Reply #35 on: 6 November 2008, 22:59:53 »
w00t! :)

titi

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Re: Bugs in GAE 0.2.8
« Reply #36 on: 11 November 2008, 22:09:40 »
uuh I forgot...
 here is the linux32 binary for 0.2.8a ( only the binary this time )
http://www.titusgames.de/gae/glestadv-l ... .8a.tar.gz

( Tell me if you need testers for multiplayer! )
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Omega

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Re: Bugs in GAE 0.2.8
« Reply #37 on: 16 November 2008, 15:27:54 »
Code: [Select]
Crash
Version: Advanced Engine v0.2.8
Time: Fri Nov 07 13:30:03 2008
Description: Access violation (Writing address 0x4dfec40)
Address: 04DFEC40

Dang, it still doesn't work for me!

Here's my computers stats:
OS: Windows Vista (Service pack 1) (Version: 6.0.6001)
Processor: AMD Athlon 64 X2 Dual-Core Processor TK-55 1.80 GHz
RAM: 2.00 GB
Hard Disc Drive: 180 GB
System Type: 32-Bit Operating System
System Model: Toshiba Satellite A210 (X86 Based PC)
Graphics Card: ATI Radeon X1200 (831 MB Memory)
Resolution: 1280 x 800 x 60 hertz
Bit Depth: 32
2D Driver Version: 7.01.01.670
Open GL Version: 6.14.10.6747
Direct3D Version: 7.14.10.0517

Anti-Aliasing Level: 6x (adaptive AA set on highest quality)
Anistropic Filtering Level: Per pixel samples 16x

Other Info: Triple buffering is set for OpenGL.

Here's what I'm going to do. First of all, I'd like to try Kubunta (a linux OS). I have Kubunta installed beside Vista, and I downloaded a precompiled Linux version of GAE as well as a precompiled Linux version of Glest 3.2-beta3. However, I don't know how to play the files (one has a .bin extension and the other has no extension). Can you either tell me how to use such files or give me step by step instructions on the fastest way to compile under Kubunta? (I am a pro with Vista, but a complete noob with Linux)
If that doesn't work, I'll try to compile the source for GAE on my own, but I'd prefer to have a ready made visual studio 2008 project.

But for now, I just want to learn how to get GAE to work under kubunta (someone tell me how! I'm a complete noob on linux). If that fails, I guess its my Graphics card, and then I'll have to try my Dads computer. (We have three computers at my house, an old one which glest won't work on, and one which I haven't tried yet)
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mictes

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Re: Bugs in GAE 0.2.8
« Reply #38 on: 16 November 2008, 15:54:11 »
OT:
Sorry but I must say that now:
It's name is Kubuntu  8)

[Die - @kukac@]