Author Topic: Project Status and Changes  (Read 8719 times)

hailstone

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Project Status and Changes
« on: 29 May 2009, 15:18:40 »
Unfortunately Daniel hasn't posted on the forum for a few weeks and hasn't committed anything to svn since 28 April so I'll make some changes so that people can continue working on GAE:

1. Copy the latest version (r308) to the Sourceforge svn on the trunk. Any large modifications like pathfinding, networking, AI or GUI should be done in a new branch. The trunk should be usable at all times (ie stable) and a branch should be compilable at all times but not necessarily usable. I'll provide instructions for creating a branch once it's setup.

2. The bug tracker on Daniel's server isn't functioning so we'll need to abandon it and start using the bug tracker on Sourceforge

3. Create a new branch for upgrading to the latest Glest (add Lua etc)

4. Create a new branch for network code and remove unstable network code from the trunk

5. Make a stable version that people are able to compile on Linux and Windows (and downloadable binary packages)

As always feedback is encouraged (especially from programmers wanting to contribute code).

http://sourceforge.net/projects/glestae/
« Last Edit: 13 June 2009, 12:11:27 by @kukac@ »
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silnarm

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Re: Project Status and Changes
« Reply #1 on: 30 May 2009, 02:51:14 »
Quote
2. The bug tracker on Daniel's server isn't functioning so we'll need to abandon it and start using the bug tracker on Sourceforge
Yeah, this would be nice to have working.

Quote
3. Create a new branch for upgrading to the latest Glest (add Lua etc)
This should really be a priority... I might have a look at it after I'm done with my current 'sub' projects, unless anyone else wants to... anyone?

Quote
5. Make a stable version that people are able to compile on Linux and Windows (and downloadable binary packages)
0.2.11 is not stable ?  Seems pretty good to me.  I never got it to crash (before I starting hacking it up, that is!)

In general this will all be very good, having a branch for the pathfinder would be handy, would be nice to get some feedback from people, as I'm not likely to spot every bug myself...

I was hoping this Daniel chap would turn up soon, but I guess we need to get things moving, so let's get to it!
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hailstone

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Re: Project Status and Changes
« Reply #2 on: 31 May 2009, 14:59:11 »
I committed 0.2.11 in tags and copied to trunk since it's the latest stable and the latest 0.2.x is now named network. 0.3.x is not to be used so I added _deprecated to the end. I've committed all of the data files except for tech faction since I vaguely recall something about sourceforge not likely lots of binary files in their repository. I will need to double check.

So it's like this:
/data (without tech faction)
/branches/network (latest 0.2.x from codemonger)
/branches/0.3.x_deprecated
/branches/0.1.x
/tags/0.2.11 (latest)
/trunk (copy of 0.2.11)
/trunk_old (an older version of Glest)

It should be alright to copy trunk now for other branches. I will give you write access if you sign up to Sourceforge Silnarm.
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Omega

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Re: Project Status and Changes
« Reply #3 on: 12 June 2009, 02:27:35 »
Quote
3. Create a new branch for upgrading to the latest Glest (add Lua etc)
This should really be a priority... I might have a look at it after I'm done with my current 'sub' projects, unless anyone else wants to... anyone?
Yes, to me, this is what I am REALLY waiting for! Lua is already coded into regular glest, so it is outlined in there. Lua in GAE should be exactly the same, but with a few added functions.

1- setTimeout(timeInMiliseconds,'function()') -- A timeout function, exactly like JS.
2- setInterval(timeInMiliseconds,'function()') -- Ditto, but interval
3- A way to set position in an x,y grid. Glest uses cells, and I noticed AI reports say stuff like attacking base at x,y, so this IS 100% possible. I am not the only one to request it. For example code: givePositionCommand(summonerUnit, 'attack', coordinates(34,76)) -- The red part is the code of course, just an example.

I would happily go away making scenarios with this!
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silnarm

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Re: Project Status and Changes
« Reply #4 on: 12 June 2009, 05:48:20 »
All in good time Omega... we're a bit 'light' on programmers atm :(

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Re: Project Status and Changes
« Reply #5 on: 13 June 2009, 03:36:47 »
You should make this a sticky

Omega

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Re: Project Status and Changes
« Reply #6 on: 13 June 2009, 11:12:45 »
All in good time Omega... we're a bit 'light' on programmers atm :(
Yeah, I know. I'm just pointing out that whenever we DO get to it... Even if it takes years, I'm sure we'll get to it sometime (though I do hope it won't take years, lol).
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hailstone

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Re: Project Status and Changes
« Reply #7 on: 13 June 2009, 12:06:36 »
My last exam is on 17th June GMT+10 time, then I have holidays so I will be able to do more than I have been.

Here's the plan:
1. Replace xerces with TinyXML
1. Get Silnarm's pathfinding merged with trunk
2. Update to latest Glest
3. Create packages, basic documentation
4. Have a Glest weekend where many people jump on IRC and play GAE to find bugs. Then we have a team trying to fix as many bugs before the weekend is finished. A 48 hour bug hunt.
5. Official release.

I would make it sticky but I'm not a moderator.

EDIT: added TinyXML item
EDIT2: added official release item
« Last Edit: 20 June 2009, 23:05:27 by hailstone »
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@kukac@

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Re: Project Status and Changes
« Reply #8 on: 13 June 2009, 12:12:26 »
Here ya go!

(Since the old groups aren't functionating now, it seems only Daniel possess his moderator rights)

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Re: Project Status and Changes
« Reply #9 on: 13 June 2009, 13:00:26 »
If there i anything serious to test concerning GAE-multiplayer, give me a hint, we have 4 computers all in local lan and I will quickly find 4 players :) .
Try Megaglest! Improved Engine / New factions / New tilesets / New maps / New scenarios

silnarm

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Re: Project Status and Changes
« Reply #10 on: 14 June 2009, 04:33:36 »
My last exam is on 17th June GMT+10 time, then I have holidays so I will be able to do more than I have been.
Here's the plan:
1. Get Silnarm's pathfinding merged with trunk
2. Update to latest Glest

1. I'm going to call that a deadline, three days to clean up the pathfinder...
2. Which version of Glest was gae0.2.11 built off ?? I'll do a diff on the latest to what gae started off with, and have a look at how 'smooth' or not this might be.

If there i anything serious to test concerning GAE-multiplayer, give me a hint, we have 4 computers all in local lan and I will quickly find 4 players :) .

What is the deal with multiplayer atm? I know from scouring the forums weeks ago the Daniel was working on it, is that work contained in 0.3 ? How different is 0.2.11s multiplayer from Vanilla Glest ??

I know there are some sync issues... I have a wild theory that with the new pathfinder, and hence World::update() not stalling so badly, there wont be so long between calls to NetworkManager::update() and some of these problems may vanish...
Just a wild theory of course, I've been wrong before, I'll be wrong again, I could be wrong here :)
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hailstone

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Re: Project Status and Changes
« Reply #11 on: 14 June 2009, 07:59:30 »
Here ya go!

(Since the old groups aren't functionating now, it seems only Daniel possess his moderator rights)

Thanks @kukac@.

1. I'm going to call that a deadline, three days to clean up the pathfinder...
2. Which version of Glest was gae0.2.11 built off ?? I'll do a diff on the latest to what gae started off with, and have a look at how 'smooth' or not this might be.
I've modified my previous post to include replacing xerces with TinyXML. If you aren't ready by then I can work on that instead.

I think it started from 3.1.2 though Daniel imported a few later versions of Glest. I see a message that 3.2.1 was going to be imported so try from that.

What is the deal with multiplayer atm? I know from scouring the forums weeks ago the Daniel was working on it, is that work contained in 0.3 ? How different is 0.2.11s multiplayer from Vanilla Glest ??
All of the network code is in 0.2.x from codemonger and now the network branch on sourceforge. It is a complete rewrite of the networking code. 0.3 was going to be when we added GUI and continued working on some network features. (see https://forum.megaglest.org/index.php?topic=4015.msg24515#msg24515 )

I tried the pathfinder branch networked on the same computer but still had lots of sync problems. It might be fixed in the network branch though.

If there i anything serious to test concerning GAE-multiplayer, give me a hint, we have 4 computers all in local lan and I will quickly find 4 players :) .
I think it would be best to only do testing for the above projects until either Daniel returns or we've done the above (since I'm not that familiar with the new network code and it was really Daniel's project). Not that I'm trying to stop you from testing it.
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silnarm

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Re: Project Status and Changes
« Reply #12 on: 14 June 2009, 09:32:31 »
I think it started from 3.1.2 though Daniel imported a few later versions of Glest. I see a message that 3.2.1 was going to be imported so try from that.
I'll check it out this week some time, hopefully :)

I think it would be best to only do testing for the above projects until either Daniel returns or we've done the above (since I'm not that familiar with the new network code and it was really Daniel's project). Not that I'm trying to stop you from testing it.
Agreed, multiplayer would be nice, but I'm willing to wait and hope Daniel comes back for a while yet... we've got plenty of other things to keep us occupied...
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silnarm

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Re: Project Status and Changes
« Reply #13 on: 16 June 2009, 07:32:56 »
My last exam is on 17th June GMT+10 time,

Good luck! Don't cram to hard tonight... go to bed early, sleep well, get up early and go over your notes in the morning, worked a charm for me[1] :)

[1] Disclaimer: may not necessarily work well for you.
Quote from: hailstone
2. Update to latest Glest

I've done some diffs, I'm going to clean up the output and 'package' it up in small(ish) chunks, separated probably by project folder (ie game/world, shared/util etc) so we can do it simultaneously, without stepping on each others toes.  If anyone else out there knows a thing or two about C++ and knows how to read diff output, help would be most welcome :)

The total size of the diffs was about 6500 lines, unified format (three lines of context around each change) and that includes the new files. Shouldn't take all that long to patch, could of course take a while to get working...
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assassin

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Re: Project Status and Changes
« Reply #14 on: 16 June 2009, 15:43:55 »
Here's the plan:
1. Replace xerces with TinyXML
1. Get Silnarm's pathfinding merged with trunk
2. Update to latest Glest
3. Create packages, basic documentation
4. Have a Glest weekend where many people jump on IRC and play GAE to find bugs. Then we have a team trying to fix as many bugs before the weekend is finished. A 48 hour bug hunt.

A "make install" file would be nice.

silnarm

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Re: Project Status and Changes
« Reply #15 on: 17 June 2009, 04:19:57 »
A "make install" file would be nice.

Well, we don't use make, so you're not getting an install target for it, but I think we can rustle up an install script :)
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Omega

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Re: Project Status and Changes
« Reply #16 on: 17 June 2009, 04:38:50 »
Good luck! Don't cram to hard tonight... go to bed early, sleep well, get up early and go over your notes in the morning, worked a charm for me[1] :)
Sounds a lot like what I do, except I often stay up later than I should no matter what ( :P ). Of course, I still manage to get high 90's...

I think multiplayer is still not the most necessary thing, since it is very limited about modifications and such, as well as the other person needs to be GAE, and most are normal glest. Everytime I look, the IRC is empty...

I say focus on FPM, the map editor, and lua. Leave the multiplayer for in hopes of daniel's return.
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Re: Project Status and Changes
« Reply #17 on: 17 June 2009, 07:05:28 »
Nice to see new progress on GAE. Upgrading GAE to latest Glest is the most I wanted to see. ;)
Are there also news if GAE will be the new "mainline Glest" soon?

assassin

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Re: Project Status and Changes
« Reply #18 on: 17 June 2009, 10:13:41 »
A "make install" file would be nice.

Well, we don't use make, so you're not getting an install target for it, but I think we can rustle up an install script :)


O yeah, sorry. Its been a while since I compiled GAE..

hailstone

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Re: Project Status and Changes
« Reply #19 on: 18 June 2009, 07:37:54 »
Good luck! Don't cram to hard tonight... go to bed early, sleep well, get up early and go over your notes in the morning, worked a charm for me[1] :)
I'm now finished for the semester, Yay!. Thanks for the advice (and also for fixing up the line endings). The last exam was in the afternoon so it was good. Other ones have been in the morning.

I've done some diffs, I'm going to clean up the output and 'package' it up in small(ish) chunks, separated probably by project folder (ie game/world, shared/util etc) so we can do it simultaneously, without stepping on each others toes. If anyone else out there knows a thing or two about C++ and knows how to read diff output, help would be most welcome :)

The total size of the diffs was about 6500 lines, unified format (three lines of context around each change) and that includes the new files. Shouldn't take all that long to patch, could of course take a while to get working...
I'm going to spend some time trying to understand the code then it should be easier for me to help merge it. EDIT: I was thinking you were talking about the pathfinding. Yer, I don't think it will take too long.

Other things I did today:
- made a commit-hook mailing list (with diffs). glestae-svn@lists.sourceforge.net,  to signup go to https://lists.sourceforge.net/lists/listinfo/glestae-svn (I'm not sure if it is sending emails)
- compiled latest trunk on Xubuntu 8.10
- Uploaded 0.2.11 files to sf (including win32 deps with zlib)
- Applied a patch from Ewomer (I think, derived from the gentoo patch) that allows compiling with either xerces-c 2 or 3
- silnarm is added as tech & admin for bug tracker
- found a good description of how the repository should be used (the feature branches one) http://svnbook.red-bean.com/en/1.5/svn.branchmerge.commonpatterns.html
« Last Edit: 18 June 2009, 08:34:27 by hailstone »
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silnarm

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Re: Project Status and Changes
« Reply #20 on: 18 June 2009, 23:22:57 »
I'm going to spend some time trying to understand the code then it should be easier for me to help merge it. EDIT: I was thinking you were talking about the pathfinding. Yer, I don't think it will take too long.
Cool man, if I can help out in any way, don't hesitate to mail me... I don't know how it all works yet myself of course, but I at least 'know my way around' now :)

Quote from: hailstone
- Uploaded 0.2.11 files to sf (including win32 deps with zlib)
Cool, are those linux binaries 32 or 64 bit ?? they all seem to be 64, but they're filed under glestae_binaries_linux32.

Quote from: hailstone
- found a good description of how the repository should be used (the feature branches one) http://svnbook.red-bean.com/en/1.5/svn.branchmerge.commonpatterns.html
Will have a good look around on there, good book.  Could you look into the 'svn:eol-style' property. We probably don't need that perl script, it was a nice cut-and-paste hack, if I do say so myself, but if Subversion can solve this problem for us permanently, all the better :)
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hailstone

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Re: Project Status and Changes
« Reply #21 on: 19 June 2009, 02:28:47 »
Cool, are those linux binaries 32 or 64 bit ?? they all seem to be 64, but they're filed under glestae_binaries_linux32.
I just uploaded the ones from codemonger, which I see are all 64bit  :o. I'll fix it.

Will have a good look around on there, good book.  Could you look into the 'svn:eol-style' property. We probably don't need that perl script, it was a nice cut-and-paste hack, if I do say so myself, but if Subversion can solve this problem for us permanently, all the better :)
You are right. SVN uses the 'svn:eol-style' property to set the line endings on checkout and doesn't change them when committing. I've set this property (with LF) for all the files in the linux dir, but future files will need this property set. http://svnbook.red-bean.com/en/1.5/svn-book.html#svn.advanced.props.special.eol-style

I think it would be a good idea, if you haven't already, to merge any changes made in trunk to the pathfinder branch.

EDIT: sign up to the glestae-svn mailing list under yoursfusername@users.sourceforge.net otherwise I will get a message the first time you commit.
« Last Edit: 19 June 2009, 03:05:50 by hailstone »
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silnarm

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Re: Project Status and Changes
« Reply #22 on: 19 June 2009, 09:53:57 »
I think it would be a good idea, if you haven't already, to merge any changes made in trunk to the pathfinder branch.
That would be a good idea, I introduced a couple of bugs with the forwards/backwards running paths that weren't apparent because they only affect air units... I rarely run test games long enough to get to air units, will have to make some more modifications to my magitest tech tree :)
I should hopefully get them sorted on the weekend, will merge the fixes from trunk too...

Quote
EDIT: sign up to the glestae-svn mailing list under yoursfusername@users.sourceforge.net otherwise I will get a message the first time you commit.
Done.
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hailstone

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Re: Project Status and Changes
« Reply #23 on: 4 July 2009, 07:39:42 »
Lua in GAE should be exactly the same, but with a few added functions.
1- setTimeout(timeInMiliseconds,'function()') -- A timeout function, exactly like JS.
2- setInterval(timeInMiliseconds,'function()') -- Ditto, but interval
3- A way to set position in an x,y grid. Glest uses cells, and I noticed AI reports say stuff like attacking base at x,y, so this IS 100% possible. I am not the only one to request it. For example code: givePositionCommand(summonerUnit, 'attack', coordinates(34,76)) -- The red part is the code of course, just an example.

3 is already possible. Coordinates are defined using a table contructor? (I'm not so familiar with Lua) it's like givePositionCommand(summonerUnit, 'attack', {34, 76}) anyway

I'll have a look at the other ones soon.

EDIT: one to add to the list 4. Better error handling for Lua. I put in 'attack' command for a cow and it failed an assertion and crashed.
« Last Edit: 4 July 2009, 07:47:41 by hailstone »
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hailstone

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Re: Project Status and Changes
« Reply #24 on: 9 August 2009, 03:48:41 »
Just letting everyone know there is now a mailing list for technical discussions: glestae-devel@lists.sourceforge.net

Join by going to https://lists.sourceforge.net/lists/listinfo/glestae-devel
« Last Edit: 9 August 2009, 04:49:08 by hailstone »
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