Author Topic: GAE 0.2.12b  (Read 42496 times)

jda

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Re: GAE 0.2.12b
« Reply #150 on: 1 December 2009, 04:32:00 »
Thanks, I'll build 0.2.12b and copy it over 0.2.12a then. :)

The data wasn't updated for the 0.2.12a/b tags.  :-[

http://glestae.svn.sourceforge.net/viewvc/glestae/branches/0.2.x/data/game/

That looks to be up to date.

Installing 0.2.12b over 0.2.12a should work.

PS: I've updated my last post to be clearer about what is included.
How about using Autopackage for the Linux installer. The project's site is under reconstruction so there's not much info about it at this moment.

But in brief, here is how it proceeds when you run an autopackage-installer:
1. Checks to see if the Autopackage Software Manager (graphical software manager, pretty much like synaptic for .deb's or urpmi or yum for .rpm's) is already installed in the system;
  1a.1. If the ASM is not yet installed on your system, the user is prompted (in a text terminal) if he/she wants to download and install it - clicking yes will perform these actions.
  1a.2. The script simply hands control of the installation to it and that's it.
  1b. If the AMW is already on your system, the script simply hands control of the installation to it and that's it.
This is why an autopackage adds barely no oversize to the actual package: the included installer is a minimal script to just install the actual installer which is a powerful tool that can be used for any other autopackage package in the future! You download the actual installer ONCE! All you download from then on are the actual applications you want on your system! ;)
2. The actual installer (ASM) checks for dependencies (they may have been installed through your distro's standard software manager) and automatically advises to, downloads and installs the missing dependencies! (I am unsure whether it installs them using your standard software manager or rather downloads and builds them all regardless of)
3. The application you want to install (e.g. GAE) is built from source and installed for you! This is the best way to have a program working at its best for your machine, as it was built with the libraries you have on the machine it'll be used on. Of course, it is also the less user-friendly way to install something on your system. Or rather was til you use autopackage. ;)
4. The installer takes care of integration to your desktop, namely placing menu-items, for the Autopackage Package Manager (in your system menu as 3rd Party Applications) as well as for the application you installed with it.
5. The Package Manager let's you uninstall the autopackage programs you installed just as easily as you would uninstall from a .deb or .rpm. ;)

For the end-user, it's a great way to have a package effortlessly installed to suit your system.
For the developper (I suppose it won't be harder than configuring another installer?) it's easy to publish new releases in one package only, regardless of architecture (32 or 64 bit, though I guess a PowerPC and other architectures might also work, just as long as they're running Linux) and Linux ditro.

Just a thought, you might want to take a look at it for the next GAE release.

EDIT: Added link to the Autopackage site on my first reference to it.
« Last Edit: 1 December 2009, 04:34:31 by jda »

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Re: GAE 0.2.12b
« Reply #151 on: 2 December 2009, 16:19:57 »
 :(
GAE-0.2.12b AI can't play Elves.................

The sad thing is that regular Glest AI can...............

Edit: Actually neither AI can actually get past building some buildings, they don't produce anything......
« Last Edit: 2 December 2009, 16:28:34 by -Archmage- »
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Re: GAE 0.2.12b
« Reply #152 on: 2 December 2009, 17:07:49 »
Good News!

To answer your question:
Quote
Anyone else tested GAE with Windows 7 yet?

Yup, it works great!
Although, neither worked until I updated my driver.....
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jda

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Re: GAE 0.2.12b
« Reply #153 on: 3 December 2009, 09:15:19 »
:(
GAE-0.2.12b AI can't play Elves.................

The sad thing is that regular Glest AI can...............

Edit: Actually neither AI can actually get past building some buildings, they don't produce anything......
I thought you'd fix that in Elves 0.9...? You pro'lly changed something in later releases that reverted that fix. This if completelly offtopic here though! ;D

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Re: GAE 0.2.12b
« Reply #154 on: 3 December 2009, 13:17:08 »
Just to answer you, 0.9 did fix it but now for some reason it won't work.........................
We need to look at previous version and try to get to one that has a fixed AI.

Last OT post.
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Re: GAE 0.2.12b
« Reply #155 on: 10 December 2009, 16:04:27 »
GAE 2.12b generic report:

Just tried playing a game with a 128x256 map, it worked.
That issue is gone!
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Loronal

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Re: GAE 0.2.12b
« Reply #156 on: 11 December 2009, 12:49:52 »
Okay getting ready to put gae on a 32 bit ubuntu computer

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Re: GAE 0.2.12b
« Reply #157 on: 11 December 2009, 13:17:05 »
Ok, if you have trouble look at this.

What are you installing too?
A custom Glest installation.
Or one from the add/remove.
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Re: GAE 0.2.12b
« Reply #158 on: 16 December 2009, 14:27:05 »
Code: [Select]
Exception: Error opening log fileglestadv.log
What's wrong?



Also, I have a fix available for 64-bit users:

Error: "error while loading shared libraries: libxerces-c.so.28: cannot open shared object file: No such file or directory"
Solution: Install Getlibs and type this command: "getlibs <path to Glest installation>/<GAE Binary>".
It should take care of the libxerces errors.
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Re: GAE 0.2.12b
« Reply #159 on: 16 December 2009, 14:30:49 »
Quote
Code:

Exception: Error opening log fileglestadv.log

What's wrong?

SOLVED

Solution: Must change the permissions on the "glest" directory.

GAE-0.2.12b now works on this Linux computer, please refer any 64-bit users having trouble to this or to me, because this is the third time I've got GAE working on Linux.
« Last Edit: 16 December 2009, 14:32:52 by -Archmage- »
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Re: GAE 0.2.12b
« Reply #160 on: 2 January 2010, 02:23:52 »
Error Report:

Code: [Select]
Crash
Version: Advanced Engine v0.2.12b
Time: Fri Jan  1 21:10:15 2010
Description: SIGSEGV: address not mapped to object
Address: 0x10
Backtrace:
./GAE-0.2.12b.bin [0x819fb98]
[0xf770a410]
./GAE-0.2.12b.bin [0x8055997]
./GAE-0.2.12b.bin [0x8051082]
./GAE-0.2.12b.bin [0x80694df]
./GAE-0.2.12b.bin [0x80ab442]
./GAE-0.2.12b.bin [0x80b261a]
./GAE-0.2.12b.bin [0x80b2816]
/lib32/libc.so.6(__libc_start_main+0xe6) [0xf6d7bb56]
./GAE-0.2.12b.bin [0x804f1c1]

=======================

The solution, would probably be a 64-bit binary.
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Re: GAE 0.2.12b
« Reply #161 on: 13 January 2010, 03:32:22 »
Have you been able to reproduce this crash?
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Re: GAE 0.2.12b
« Reply #162 on: 13 January 2010, 04:27:06 »
Not exactly, but I've seen similar errors.
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Re: GAE 0.2.12b
« Reply #163 on: 24 January 2010, 02:57:15 »
Ok, now that I got it working for me, I started going back into developing Military's last few scenarios. However, I can't remember the new lua code and can't find the posts that contain them. I especially need to use the 'detect if player is in area' and timer functions., as well as want to play with everything possible to make sweet scenarios that nobody's ever seen before (that's what makes military so unique: every scenario is scripted and no two are alike).

Fast responses appreciated, as I stated I'd get this done before the end of the week.

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In another topic, can anyone give me a quick walkthrough on how to use a Windows SVN to get the source for the latest GAE (0.2.12b)?
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Re: GAE 0.2.12b
« Reply #164 on: 24 January 2010, 03:47:23 »
However, I can't remember the new lua code and can't find the posts that contain them. I especially need to use the 'detect if player is in area' and timer functions.
There are no new Lua functions in 0.2.12.

The new functionality for 0.2.13 (and all the old stuff) is documented at http://sourceforge.net/apps/trac/glestae/wiki/LuaReference

The experimental build http://sourceforge.net/projects/glestae/files/glestae_snapshots/0.2.X/gae_0.2.X1-win32.zip/download will be needed to test things.

Quote
In another topic, can anyone give me a quick walkthrough on how to use a Windows SVN to get the source for the latest GAE (0.2.12b)?

I'll assume you actually want the code that will become 0.2.13, which is in the 0.2.x branch.
I'll also assume you don't want to download all the data, in which case you want to check out just the source folder.

1. Get TortoiseSVN.  http://tortoisesvn.net/downloads

2. Make a new directory somewhere, right click and select 'SVN Checkout...', enter:
https://glestae.svn.sourceforge.net/svnroot/glestae/branches/0.2.x/source

Only do this once, if the connection bugs-out while doing the check-out, just right click the folder it created and select 'SVN Update'

3. Remember that the project files expect all the dependencies in a folder called 'deps' two levels up from the source folder, the checkout will create the 'source' folder so the deps would need to be one level up from the directory you created.
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Re: GAE 0.2.12b
« Reply #165 on: 25 January 2010, 19:31:18 »
Oh yeah, I found that experimental version shortly after my post (on the second page). So far, everything works well, except the fact the very bottom of the models are cut off, which you stated was because of the debug texture's layer (when will you fix that? Seems to me it could be fixed by having that layer closer to the surface (I don't know a measurement unit of glest, but assuming a model is 6 feet tall, an inch should do.
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Re: GAE 0.2.12b
« Reply #166 on: 26 January 2010, 00:44:29 »
I think I did push it down a bit closer to the actual terrain already, and better than that I changed the colour callback to supply the value in a pas-by-reference paramater so it can return a bool, indicating whether that cell needs to be rendered or not, so it doesn't even render the transparent ones anymore.

Anyway, the only new Lua stuff I've added recently has been to assist debugging the engine, so I see no point doing a new experimental build just yet. The debug overlay stuff is all conditionally compiled, it doesn't exist in a 'normal' build.
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Re: GAE 0.2.12b
« Reply #167 on: 26 January 2010, 16:28:22 »
Anyway, the only new Lua stuff I've added recently has been to assist debugging the engine, so I see no point doing a new experimental build just yet.
Maybe, but if you fixed the transparent layer, I'd really love to have the exe. Alternatively, have you uploaded it to the SVN yet so I can build it myself? Say, is there any new dependancies for this? I do believe that you put in tinyXML...?
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emscape

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Re: GAE 0.2.12b
« Reply #168 on: 29 January 2010, 11:31:11 »
now an official request should be: 8 players & 4 teams as in the topic

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Re: GAE 0.2.12b
« Reply #169 on: 29 January 2010, 12:09:23 »
No, first we need to get all the little things standing in it's way.
Somebody would probably need to add something to the AI, I mean the current AI is so unstable it only works 100% on some computers, I mean adding more players....., god the AI is almost definitely going to need some work. :P

8 players and 4 teams?

We already have 4 teams, how about 8?
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Re: GAE 0.2.12b
« Reply #170 on: 17 February 2010, 08:02:21 »
Yes, but we would need a lot of new maps.
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Re: GAE 0.2.12b
« Reply #171 on: 25 February 2010, 16:27:39 »
Well, that's the big problem with 8 players, as you do need a lot more maps, as well as a new map editor. And maps are unlikely to be backwards compatible (perhaps it would be a good idea to support Titi's map formula instead, which is XML based).

We couldn't have only four teams, since then we'd only be able to have team games with eight players (free for all, ftw!).

I've been following your maillist, so 0.2.13 should be out very soon...
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