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0.2.13 Release Candidate

Started by silnarm, 24 February 2010, 08:18:43

silnarm

A beta of 0.2.13 is now available.

release candidate for 0.2.13 is ready for testing,

for windows,
https://sourceforge.net/projects/glestae/files/0.2.13-rc/gae0.2.13_rc4_win32.7z/download
[extract in glest directory]

(linux version are release candidate 1, new versions coming soon.)
for linux - 64 bit only atm  :-\
http://sourceforge.net/projects/glestae/files/0.2.13-rc/gae0.2.13_rc1_linux_x86_64.tar.gz/download

and for anyone so inclined, (or the only option for the moment for 32bit linux) the source tarball,
https://sourceforge.net/projects/glestae/files/0.2.13-rc/glestae-source-0.2.13_rc3.tar.bz2/download

It sports,

* A shiny new pathfinder (yes, again), hierarchical this time, no node limit, so no more bad paths.

* Lots of new Lua goodies, http://sourceforge.net/apps/trac/glestae/wiki/LuaReference

* Titi's new AIs (easy & mega)

* (Hopefully) working multiplayer

Feedback on any of the above would be most appreciated (in particular multiplayer, there may be lingering synchronisation issues, but if I'm not told, I aint gonna go looking for 'em).

Cheers.
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wciow

#1
Congrats guys  ;D

If anyone wants to test the windows multiplayer, please drop by the IRC in the next few days.  

EDIT:
Good news: I just played a 45 minute long windows game online with no crashes  :)

Bad news: There is a new bug (#78) in trac.
Check out my new Goblin faction - https://forum.megaglest.org/index.php?topic=9658.0

zombiepirate

Is Linux networking supposed to work or is it just me?

silnarm

Quote from: wciow on 24 February 2010, 11:48:31
Congrats guys  ;D
...
Good news: I just played a 45 minute long windows game online with no crashes  :)
...
Bad news: There is a new bug (#78) in trac.

Thanks, thanks & thanks wciow :)

Quote from: zombiepirate on 24 February 2010, 23:35:32
Is Linux networking supposed to work or is it just me?

Probably not just you, I replaced the platform specific socket.cpp files with one, and have not had a chance to test it (beyond making it compile) on linux, any chance you could 'update' to revision 486, if it works for r486 then it was definately something I did when merging the two socket.cpp files. [ if that is the case and you wanted to go a step further, you could compare the old platform/posix/socket.cpp and the new platform/socket.cpp to try and figure out what I broke ;) ].

Either way, I'll try to look into this tonight.
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zombiepirate

#4
The client connects at revision 486 but the server freezes. The client doesn't connect at revision 494. Both client and server are on the same machine if that might be causing the problem.

----- Server Log r486 -----
101370: Frame: 0 timestamp: 1267065453230 :: Connection established, slot 1 sending intro message.
204850: Frame: 0 timestamp: 1267065579941 :: Received intro message on slot 1, name = eric-laptop
-Freeze-
204850: Frame: 0 timestamp: 1267065579941 :: Received text message on slot 1 : eric-laptop has left the game!
204850: Frame: 0 timestamp: 1267065579942 :: Received quit message in slot 1

----- Client Log r486 -----
7550: Frame: 0 timestamp: 1267065453217 :: connecting to 127.0.0.1:61357
7580: Frame: 0 timestamp: 1267065453270 :: Received intro message, sending intro message reply.
138350: Frame: 0 timestamp: 1267065579930 :: Quitting
138350: Frame: 0 timestamp: 1267065579930 :: Sent goodbye text messsage.
138350: Frame: 0 timestamp: 1267065579931 :: Sent quit message.

----- Client Log r494 -----
15450: Frame: 0 timestamp: 1267065802195 :: connecting to 127.0.0.1:61357
25160: Frame: 0 timestamp: 1267065814182 :: Quitting

EDIT: Revision 487/488 is definitely what causes it.

silnarm

#5
Ok, thanks for that.

I'm on it  :)

Edit: All fixed up. Stupid blocking sockets  :-[

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silnarm

64 bit Linux binary is up, link on first post.

Anyone who had downloaded the windows package already may notice some 'junk' in the scenarios folder, my mistake, safe to delete! (there was nothing very interesting anyway)

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zombiepirate

Quote from: silnarm on 25 February 2010, 04:51:54
...
Edit: All fixed up. Stupid blocking sockets  :-[

Nice, just played a game against myself... I won.

me5

The description of the "resourceAmount(resource, factionIndex)" command sounds "interesting"  ;).

http://sourceforge.net/apps/trac/glestae/wiki/LuaReference#queries

silnarm

Quote from: me5 on 26 February 2010, 09:40:17
The description of the "resourceAmount(resource, factionIndex)" command sounds "interesting"  ;).

http://sourceforge.net/apps/trac/glestae/wiki/LuaReference#queries

Thanks, good old cut 'n' paste...
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Yggdrasil

I made some test plays with my laptop (32bit linux) and my desktop (64bit linux) and it worked quite well. But i got the unit id problem on the first try. Could not find the cause. It did not occur a second time. :/ Maybe some kind of race condition...

@silnarm: I saw you fixed some stuff already, especially linux sockets. Are these changes in the tarball? I used latest svn. If not then let's release a beta2.

silnarm

Quote from: Yggdrasil on 27 February 2010, 13:39:52
I made some test plays with my laptop (32bit linux) and my desktop (64bit linux) and it worked quite well. But i got the unit id problem on the first try. Could not find the cause. It did not occur a second time. :/ Maybe some kind of race condition...

I'm not sure if 32 & 64 bit linux are going to be multi-player compatible, with all the same compiler flags I guess it probably should be, but no guarantees  :-\

Quote@silnarm: I saw you fixed some stuff already, especially linux sockets. Are these changes in the tarball? I used latest svn. If not then let's release a beta2.

Yeah, the tarball was post linux fix-up, it's all good.

I had a 'game' with hailstone last night, [approx 1500 Km distant], avg ping time was about 70ms, not great but certainly good enough... hailstone was playing as the client, and by the end his command-response was in the minutes.

The client doesn't seem to be catching up as I thought it would, internet play for clients is a problem. So some investigations into that will be necessary, which also means I'm pushing the trunk merge back for now.
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jda

OS: Ubuntu 9.10 Karmic
GAE build: 0.2.13-beta1 32 bit compiled from source
Match: Glest's "Tech and Magic" scenario
Playing: Tech (of course, just in case you don't remember)

(Possible) BUG: Auto-repair command does not work. Workers will not automatically move to and repair a damaged building in the vicinity as they did in 0.2.12b.

Is it just me?  :-\

Yggdrasil

Nope, it's disabled because there were problems with multiplayer.

Thank you for your feedback.

jda

You're welcome. :)

There's also some flickering in the Linux g3d_viewer that I don't get using the Windows g3d_viewer.exe version under Wine.
But i think I recall someone taling about it already before 0.2.13?

For the rest, I tested almost nothing more (the match was played flawlessly to the end, though I actually lost ;D).

And I like the new Loading progress-bar on the factions upload.  8)

Yggdrasil

Quote from: jda on  2 March 2010, 21:49:30
There's also some flickering in the Linux g3d_viewer that I don't get using the Windows g3d_viewer.exe version under Wine.
But i think I recall someone taling about it already before 0.2.13?
I don't know. titi fixed flickering in the map editor. Maybe the same fix works here too.

silnarm

Sorry about that, I forgot to mention two things we disabled,

auto-repair, as you have now discovered, and also saved games are broken and disabled atm, but will hopefully be fixed up before to long.

The g3d-viewer source in branches/0.2.x has now had the same treatment titi gave the map editor, so it should be flicker free on linux :) ... but I haven't tested it on linux, so no promises  :-\
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Yggdrasil

I never noticed flickering. It works the same way like before for me.

titi

I don't know nothing about the g3d-viewer, but for the map-editor:
Did you notice flickering in the map editor? There are obviously different defaults for the DOOBLEBUFFERING in different systems, even in different linux distributions. It looks like openSuse always worked, but debian/ubuntu not because OpenSuse has DOOBLEBUFFERING as default and debian/ubuntu not :/ .



Try Megaglest! Improved Engine / New factions / New tilesets / New maps / New scenarios

Yggdrasil

No, can't remember seeing anything flickering. Only the redrawing "bug" when switching between the menus. I'm using Archlinux btw and have no clue what's the default here.

me5

Is the procedure of highlighting a position still the same as in the 0.2.12 version. Cause it seems to me like the "~your_command" lines (when typed in the console) doesn't work anymore.
Is it still possible to turn of the fogofwar in the ini file. Cause there is no unfog tag (Gs...???). When I try to add the unfog tag it is removed when opening the ini file next time. Or is the only way to unfog to do it via Lua?

silnarm

Quote from: me5 on  4 March 2010, 08:57:30
Is the procedure of highlighting a position still the same as in the 0.2.12 version. Cause it seems to me like the "~your_command" lines (when typed in the console) doesn't work anymore.
Is it still possible to turn of the fogofwar in the ini file. Cause there is no unfog tag (Gs...???). When I try to add the unfog tag it is removed when opening the ini file next time. Or is the only way to unfog to do it via Lua?

Sorry, another thing I should have mentioned, you can only do lua from chat messages with the 'debug edition' now, will have one available soon.

Fog-of-war is now on the new game menu for regular games, for a scenario, you should specify in the xml,

<scenario>
   ...
   <fog-of-war value="true" />
   ...
</scenario>


fog-of-war is no longer a 'configuration setting', it's not pulled from the ini, its set for each game.
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Fluffy203

That is very convenient  ;D

jda

Quote from: silnarm on  3 March 2010, 12:13:55
Sorry about that, I forgot to mention two things we disabled,

auto-repair, as you have now discovered, and also saved games are broken and disabled atm, but will hopefully be fixed up before to long.
Ticket #81 from the tracker. So... is the Savegame feature back on 0.2.13? And if so, where can I get the apropriate build/source from?

silnarm

Quote from: jda on 28 March 2010, 21:05:06
Ticket #81 from the tracker. So... is the Savegame feature back on 0.2.13? And if so, where can I get the apropriate build/source from?

Yes, savegame is back, albeit without the support for resuming broken network games. I decided it was too big a feature to leave disabled, there will be either a 'beta-2' or probably more likely a 'release-candidate' out within the next couple of days.

Auto-repair may end up being re-enabled too, will let you know.
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