Author Topic: GAE 0.2.12b  (Read 42444 times)

ElimiNator

  • Airship
  • ********
  • Posts: 3,391
  • The MegaGlest Moder.
    • View Profile
Re: GAE 0.2.12a
« Reply #75 on: 4 November 2009, 04:26:37 »
OK thanks I tell you what happens.
Get the Vbros': Packs 1, 2, 3, 4, and 5!

ElimiNator

  • Airship
  • ********
  • Posts: 3,391
  • The MegaGlest Moder.
    • View Profile
Re: GAE 0.2.12a
« Reply #76 on: 4 November 2009, 04:30:54 »
YES!!!

It works! thanks
Get the Vbros': Packs 1, 2, 3, 4, and 5!

ZaggyDad

  • Guest
Re: GAE 0.2.12a
« Reply #77 on: 4 November 2009, 15:32:01 »
The windows binary is 32 bit, right?

ElimiNator

  • Airship
  • ********
  • Posts: 3,391
  • The MegaGlest Moder.
    • View Profile
Re: GAE 0.2.12a
« Reply #78 on: 4 November 2009, 19:04:26 »
No I have Linux but it is 32-bit.
Get the Vbros': Packs 1, 2, 3, 4, and 5!

silnarm

  • Local Moderator
  • Behemoth
  • ********
  • Posts: 1,373
    • View Profile
Re: GAE 0.2.12a
« Reply #79 on: 4 November 2009, 20:11:14 »
The windows binary is 32 bit, right?

Correct.
Glest Advanced Engine - Code Monkey

Timeline | Downloads

ElimiNator

  • Airship
  • ********
  • Posts: 3,391
  • The MegaGlest Moder.
    • View Profile
Re: GAE 0.2.12a
« Reply #80 on: 5 November 2009, 21:24:49 »
There is a bug in your water units first of all amphibious units won't attack land units, and you need to make it so you can't build all_water and deep_water units on land because then they get stuck.
Get the Vbros': Packs 1, 2, 3, 4, and 5!

Omega

  • MegaGlest Team
  • Dragon
  • ********
  • Posts: 6,167
  • Professional bug writer
    • View Profile
    • Personal site
Re: GAE 0.2.12a
« Reply #81 on: 8 November 2009, 11:45:01 »
Question: After reinstalling vista, I can play glest, but not GAE. I think its a dependancy problem. What are ALL 3rd party things needed for GAE? I know DirectSound8 and OpenGL are, but seeing Glest works, I'm going to assume I have those, though I realized recently I have no method of knowing what versions of DirectX and OpenGL/AL I have. How do I find that out, and what else could I be missing.

If not too much, could someone ZIP (or somehow archive) win32 executables for installing/updating/whatever for all needed dependancies? I can't download at all at home really, and the school lets me download EVERYTHING except exe's, so any other file extension saves me so much trouble.

But at least answer the question please! Also, I sure could use this for the GAE installer. How can I find out if someone has these things installed (ie, a file to search for). GAE is widely incompatible with people mainly because they do not have what they need, such as OpenGL to play the game, and the error messages SUCK which helps no body (ideally, the first thing the game should do is run something from the console that can check to see if the needed prerequisites are there, such as attempting to conduct a OpenGL function, or an OpenAL function, or a DirectSound8 function, etc;
Edit the MegaGlest wiki: http://docs.megaglest.org/

My personal projects: http://github.com/KatrinaHoffert

silnarm

  • Local Moderator
  • Behemoth
  • ********
  • Posts: 1,373
    • View Profile
Re: GAE 0.2.12a
« Reply #82 on: 8 November 2009, 12:11:24 »

It's probably Lua ?? that's my fault, I insisted on linking with a DLL because I'm an idiot. If not, maybe zlib, but I think in 0.2.12a that's linked statically.

Of course, the lua dll should be/is in the 0.2.12a zip ... so, I'm stumped...
Glest Advanced Engine - Code Monkey

Timeline | Downloads

Omega

  • MegaGlest Team
  • Dragon
  • ********
  • Posts: 6,167
  • Professional bug writer
    • View Profile
    • Personal site
Re: GAE 0.2.12a
« Reply #83 on: 8 November 2009, 13:27:04 »
I have the Lua DLL. You have to remember, my Glest Folder is EXACTLY the same as it was before I reinstalled windows, thanks to backup. So back to my question, what is needed other than directX and OpenGL?!? Those kind of dependencies!

BTW, tests have shown that the zlib seems unneccessary. GAE seemed to run fine without it, though I still have that DLL, along with two versions of xcerces and a lua DLL!
Edit the MegaGlest wiki: http://docs.megaglest.org/

My personal projects: http://github.com/KatrinaHoffert

jda

  • Guest
Re: GAE 0.2.12a
« Reply #84 on: 8 November 2009, 15:50:42 »
I have the Lua DLL. You have to remember, my Glest Folder is EXACTLY the same as it was before I reinstalled windows, thanks to backup. So back to my question, what is needed other than directX and OpenGL?!? Those kind of dependencies!

BTW, tests have shown that the zlib seems unneccessary. GAE seemed to run fine without it, though I still have that DLL, along with two versions of xcerces and a lua DLL!
Very wild guess:
Could it be Vista's installation messed up some permissions? I guess it should not be it if you have one user with administrator rights...
Also as you restored some backups from the old install... some library or something with strange permissions?...
Or maybe one of them crazy Windows firewalls NOT asking you to confirm an action tried by GAE (or maybe you accidentally told it to block it and to remember your choice?...)?...
I'm pretty sure you should have some clue... What does GAE tell you on the console? Nothing at all?

Omega

  • MegaGlest Team
  • Dragon
  • ********
  • Posts: 6,167
  • Professional bug writer
    • View Profile
    • Personal site
Re: GAE 0.2.12a
« Reply #85 on: 9 November 2009, 15:51:48 »
Console is blank, which generally is standard with a missing media or dependency. Will update DirectX and OpenGL, though I doubt that's the problem, since irrlicht works...

Permissions are all fine, and UAC is DISABLED. Firewall tried turning off (COMODO), along with the antivirus and defense+ to no success, bearing in mind vanilla glest works...
Edit the MegaGlest wiki: http://docs.megaglest.org/

My personal projects: http://github.com/KatrinaHoffert

hailstone

  • Local Moderator
  • Battle Machine
  • ********
  • Posts: 1,568
    • View Profile
Re: GAE 0.2.12a
« Reply #86 on: 10 November 2009, 00:17:53 »
I tried running GAE in a virtual machine yesterday and it closed with no error message until I turned on the 3D Acceleration.
Glest Advanced Engine - Admin/Programmer
https://sourceforge.net/projects/glestae/

ZaggyDad

  • Guest
Re: GAE 0.2.12a
« Reply #87 on: 10 November 2009, 03:14:08 »
Never mind about my problems, it's working now that I updated my graphics cards.

Edit: I mean, my graphics card's driver. :D

Edit: Now that I've tried this release, I think that it should have some way of telling whether to have the unit underneath water, and how far to put him under. Perhaps it could be with the ability to define a fraction of the distance down into the water it should go...say 0.5 would make it so that the unit would be half submerged, etc. And if you set it to a negative, say -0.5, the unit would sit half the depth of the water over the water. Otherwise, you could have it be the distance that the unit always is under the water. Then, with either method, you could have submarines, and things like that.

Btw, Silnarm, I don't see the "jump" you were talking about. What d'you mean?

Edit: Oh, now I see it. I guess it's switching to the kind of stay-at-ground-level-thing too soon.

Btw, I just ran into an exception. I was going to the options screen, and as soon as I clicked the button, I got the error message:
Exception: Value not found on list box: en

It sounds like it couldn't read a english language file, but I don't see why it would wait till the options screen to run into it.

Btw, when GAE crashes without an exception, you should set the screen settings back to normal (if possible).
« Last Edit: 10 November 2009, 23:14:35 by ZaggyDad »

silnarm

  • Local Moderator
  • Behemoth
  • ********
  • Posts: 1,373
    • View Profile
Re: GAE 0.2.12a
« Reply #88 on: 11 November 2009, 04:14:25 »
Edit: Now that I've tried this release, I think that it should have some way of telling whether to have the unit underneath water, and how far to put him under. Perhaps it could be with the ability to define a fraction of the distance down into the water it should go...

You can have your boats 'in' the water by translating them a bit below the XZ plane in your modelling software.  Submersibles / Amphibians is a possibility for the future, but I don't want to get too far ahead of myself ;)

Quote
Btw, Silnarm, I don't see the "jump" you were talking about. What d'you mean?

Edit: Oh, now I see it. I guess it's switching to the kind of stay-at-ground-level-thing too soon.

Yeah, when it changes from 'land' to 'water', it does it all at once, re-engineering the move skill is a task for the future that will fix it (and make all sorts of other goodies possible).

Quote
Exception: Value not found on list box: en

We re-arranged the data a bit, and it resulted in a few problems... the solution to this one is to delete your glestadv.ini and let the program generate a new one, pointing to the expected location/name of the lang file.

Quote
Btw, when GAE crashes without an exception, you should set the screen settings back to normal (if possible).
Yeah, Sorry! The exception handling, and lack of in some places, is something that really needs to be looked at... that's not a fun job though...
Glest Advanced Engine - Code Monkey

Timeline | Downloads

-Archmage-

  • Moderator
  • Dragon
  • ********
  • Posts: 5,887
  • Make it so.
    • View Profile
    • My Website
Re: GAE 0.2.12a
« Reply #89 on: 11 November 2009, 05:06:12 »
I think you guys should have a GAE installation topic.
Egypt Remastered!

Proof: Owner of glest@mail.com

ZaggyDad

  • Guest
Re: GAE 0.2.12a
« Reply #90 on: 12 November 2009, 01:46:20 »
You can have your boats 'in' the water by translating them a bit below the XZ plane in your modelling software.  Submersibles / Amphibians is a possibility for the future, but I don't want to get too far ahead of myself ;)

I didn't mean to make the boats be 'in' the water, but if you implemented that feature, it could be used to more easily adjust the height of the boats, too.

Edit: GAE just crashed in the middle of my game, and all the command line said was:
"R6025
- pure virtual function call"
« Last Edit: 12 November 2009, 17:25:33 by ZaggyDad »

silnarm

  • Local Moderator
  • Behemoth
  • ********
  • Posts: 1,373
    • View Profile
Re: GAE 0.2.12a
« Reply #91 on: 14 November 2009, 03:46:50 »
Edit: GAE just crashed in the middle of my game, and all the command line said was:
"R6025
- pure virtual function call"

Thanks zaggy, that is an odd error message, might be an interesting one to track down, how far into the game were you? what factions were involved? Anything else that might help re-create it ?? (eg, had just completed upgrade X, or just built my firts Y, that kind of thing).

Glest Advanced Engine - Code Monkey

Timeline | Downloads

silnarm

  • Local Moderator
  • Behemoth
  • ********
  • Posts: 1,373
    • View Profile
Re: GAE 0.2.12a
« Reply #92 on: 14 November 2009, 04:56:48 »
Is it possible to make an emanation with an upgrade requirement?  I was planning on having a unit with a health regen emanation and an additional EP regen emanation that only becomes active after researching a particular upgrade.  I looked at the GAE Guide on the wiki, but couldn't find the answer.

Ok, finally looked into this, not currently possible. I have created a ticket for it, https://sourceforge.net/apps/trac/glestae/ticket/10
Glest Advanced Engine - Code Monkey

Timeline | Downloads

John.d.h

  • Moderator
  • Airship
  • ********
  • Posts: 3,757
  • I have to go now. My planet needs me.
    • View Profile
Re: GAE 0.2.12a
« Reply #93 on: 14 November 2009, 11:07:59 »
Okay, no biggy.  I can do a work-around pretty easily that will achieve almost the same outcome.

Also, I just tried the 0.2.12a version, and I have no bugs to report.

ZaggyDad

  • Guest
Re: GAE 0.2.12a
« Reply #94 on: 15 November 2009, 21:22:46 »
Thanks zaggy, that is an odd error message, might be an interesting one to track down, how far into the game were you? what factions were involved? Anything else that might help re-create it ?? (eg, had just completed upgrade X, or just built my firts Y, that kind of thing).

I don't think there were any special circumstances, it just happened suddenly somewhat far in the game (I hadn't really attacked anyone yet, but I'd gotten pretty far with the resources). I suppose it might be able to be recreated if I (or maybe someone else) played a game for long enough.

Edit: I forgot to say which factions it was. I'm almost positive I was Magic, and I'm not sure about the other players.
« Last Edit: 17 November 2009, 02:28:24 by ZaggyDad »

Omega

  • MegaGlest Team
  • Dragon
  • ********
  • Posts: 6,167
  • Professional bug writer
    • View Profile
    • Personal site
Re: GAE 0.2.12a
« Reply #95 on: 16 November 2009, 16:41:27 »
"R6025
- pure virtual function call"
I've seen that error at least a dozen times when playing military on GAE. It's not as common on 0.2.12a as it was on the earlier version, but almost always happens every few games, especially in scenarios. Because I generally only see it on my GAE-ized faction, I think its a GAE bug concerning some feature added to the XMLs (at one point I REMOVED EVERY effect tag because this error was stockpiling every bloody game.

I hope you find the source of it, as I was unable to pin it down, and it happened almost randomly, even when I wasn't attacking or issuing a command. The best chances of re-creating it is by playing a long game in military. I found the place that sends the error in one of the shared c++ files (I think) but the circumstances needed to throw the error was all greek to me. ;)
Edit the MegaGlest wiki: http://docs.megaglest.org/

My personal projects: http://github.com/KatrinaHoffert

John.d.h

  • Moderator
  • Airship
  • ********
  • Posts: 3,757
  • I have to go now. My planet needs me.
    • View Profile
Re: GAE 0.2.12a
« Reply #96 on: 18 November 2009, 06:44:24 »
I found a minor graphical error while trying out water travel.



As you can see, the water seems to develop random "land blotches", circled here in red.

GAE 0.2.12a, Windows Vista, Naval faction, "The Island" map.  Not sure how to find my graphics card info.

Edit: Also while playing the same faction, I noticed that buildings defined for the "any_water" field can be built on land too.

silnarm

  • Local Moderator
  • Behemoth
  • ********
  • Posts: 1,373
    • View Profile
Re: GAE 0.2.12a
« Reply #97 on: 18 November 2009, 08:08:19 »
I found a minor graphical error while trying out water travel.
...
As you can see, the water seems to develop random "land blotches", circled here in red.

GAE 0.2.12a, Windows Vista, Naval faction, "The Island" map.  Not sure how to find my graphics card info.

Edit: Also while playing the same faction, I noticed that buildings defined for the "any_water" field can be built on land too.

Thanks John, will look into that graphical glitch, seems a strange one! Allowing water units to be produced on land was reported by Eliminator a while back, that's been fixed, as have numerous other bugs in our 'bugfix release' ;).
Glest Advanced Engine - Code Monkey

Timeline | Downloads

hailstone

  • Local Moderator
  • Battle Machine
  • ********
  • Posts: 1,568
    • View Profile
Re: GAE 0.2.12a
« Reply #98 on: 18 November 2009, 09:20:08 »
Not sure how to find my graphics card info.
Go to options menu then click "Api info". The details are at the top.
Glest Advanced Engine - Admin/Programmer
https://sourceforge.net/projects/glestae/

John.d.h

  • Moderator
  • Airship
  • ********
  • Posts: 3,757
  • I have to go now. My planet needs me.
    • View Profile
Re: GAE 0.2.12a
« Reply #99 on: 18 November 2009, 09:35:27 »
Okay, no idea what you meant by that, but I ran dxdiag and it looks like it's "Mobile Intel(R) 965 Express Chipset Family".

 

anything