Author Topic: [fixed] The megaglest non harvesting bug:  (Read 4242 times)

titi

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[fixed] The megaglest non harvesting bug:
« on: 4 March 2010, 10:04:51 »
Hi,
please help me find the harvesting problem in megaglest!
I never saw this bug up to now for myself, so I really need your feedback! ( Not in Windows(XP) and not in Linux! )

If you have this problem with non harvesting workers, please answer exactly to all those following questions:

1. Which OS do you use? ( please very exact, not just windows! )
2. Which megaglest version did you use? ( when you start the game you can see it )
3. Do you have a clean megaglest installation or is it mixed up with gae/glest 3.2.2?
4. Which map did you start and which faction was effected?
5. Which cpu-player was affected? ( CPU-Easy? )
6. Did you every saw such a behaviour in normal glest 3.2.2 too?
7. Maybe you tried a former version of megaglest too, did you ever noticed such a problem with another version?


Please don't discuss anything else here, I will remove it instantly!!!
« Last Edit: 4 March 2010, 10:08:09 by titi »
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-Archmage-

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Re: The megaglest non harvesting bug:
« Reply #1 on: 4 March 2010, 12:41:10 »
Well, I haven't seen any problems and I'm running a 32-bit Windows binary in 64-bit Windows 7. :)
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titi

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Re: The megaglest non harvesting bug:
« Reply #2 on: 4 March 2010, 13:11:40 »
well, no problems here too with windows-XP SP2
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John.d.h

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Re: The megaglest non harvesting bug:
« Reply #3 on: 4 March 2010, 22:07:36 »
Successfully tested with Indians vs. CPU-Easy Indians.  They harvested, built a bunch of spearmen, and then kicked my butt while I wasn't paying enough attention. ;D

Windows Vista 32-bit SP2, clean installation of MegaGlest 3.2.3-WIN from the OP in the other thread:
Or better, full packages of the latest stable version, the easiest way to play megaglest: ( thanks Archmage!! )
Just unpack and play!
Windows

ElimiNator

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Re: The megaglest non harvesting bug:
« Reply #4 on: 4 March 2010, 22:10:28 »
All the CPUs are fine on my computer (And my bros) .  :)
Get the Vbros': Packs 1, 2, 3, 4, and 5!

ultifd

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Re: The megaglest non harvesting bug:
« Reply #5 on: 4 March 2010, 23:44:41 »
Man it seems I only have this problem...  :-\  :(

1. Windows 7 Home Premium 32 bit

2. Megaglest 3.24-2-beta 3 (for data) and for the "single files" 3.24-2-beta4...(glest.ini,8 player map editor, etc...)

3. Yes it is clean.

4. Beta Grand Canyon, All megaglest factions except Persians (they are very "slow"... but at least they harvest,only gold) and Dark Magic

5. CPU ("regular") CPU Ultra, CPU Mega ( I tested it...) CPU Easy was actually the best one...  :P

6. Not really... not the same particular behavior... so NO.

7. No, the former versions never had this problem.

The older versions never had this problem before...

Videos to see... (for examples,their "behavior")
https://www.youtube.com/watch?v=xhHsjjTZiEE

https://www.youtube.com/watch?v=A4EUCdOB9Cc

https://www.youtube.com/watch?v=S-R7CztIhS8

 :-\  :(


softcoder

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Re: The megaglest non harvesting bug:
« Reply #6 on: 5 March 2010, 18:04:07 »
I think the fact I didn't do a FULL rebuild for some of the windows builds that they may have affected stuff in the binary for windows. On the way home yesterday I updated code from SVN and just did an incremental build. The result was a half baked binary (randomly crashed). After doing a full rebuild it worked fine.

Thanks to M$ for their lovely incremental linker in VC++ 2008 express.

I'll try to make a new binary, test it out on our Windows 7 laptop and then put it up on sourceforge this weekend.

Little Helper

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Re: The megaglest non harvesting bug:
« Reply #7 on: 5 March 2010, 23:57:10 »
titi look, the units don't harvest at all...but when i killed my team's building the units started to harvest?

McGyver008

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Re: The megaglest non harvesting bug:
« Reply #8 on: 24 April 2010, 09:32:56 »
Hi altogether, to make it short: The latest version of megaglest (3.3.4.3) as well as 3.3.4 came with very 'lazy' enemies, too... but interestingly there is (at least, unluckily I only found this one) one exception, the magic faction. They still harvest as usual and this harvesting/mining bug is the same for 'easy' to 'mega' level. Oh sorry, I forgot something... I'm on WinXP SP3 and moreover I play with additional factions, which I added manually to the factions folder - but the basis was a clean Megaglest installation.
BTW, another strange thing is: As soon as I destroy the buildings of such a 'lazy' enemy, the workers begin to harvest, but they only harvest the amount, they can carry and after that they keep on being lazy. At the end of such a game the harvested material isn't displayed, so that I suspect them to carry it as long as they exist... Possibly you should motivate them to carry it to one of their buildings ;D ...
They repair the damage I made, but don't create new buildings. And right, as far as I can remember in 3.2.4. the workers harvested as usual (with all factions I usually play with, such as Tech, Magic, Romans2, Mario, Bugs, Indian, Egypt, Norseman).
So how did you manage to make them feel like they are on holidays...?  ;D :o
« Last Edit: 25 April 2010, 01:12:39 by McGyver008 »

titi

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Re: The megaglest non harvesting bug:
« Reply #9 on: 26 April 2010, 07:21:26 »
Anybody else has these problems again?
I cannot establish these problems from what I see. Maybe its  problem of your additional factions or the maps you are using. Can you please try it again with a  clean 3.3.4 install ?
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McGyver008

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Re: The megaglest non harvesting bug:
« Reply #10 on: 27 April 2010, 18:27:03 »
Anybody else has these problems again?
I cannot establish these problems from what I see. Maybe its  problem of your additional factions or the maps you are using. Can you please try it again with a  clean 3.3.4 install ?
I did what you told - I reinstalled Mega-Glest and ... the workers harvested. But now I want to find out the reason, why they don't harvest, if there are more factions in Mega-Glest. I find it astonishing, because Mega-Glest only loads those factions, which are used in the gameplay. So actually using only the factions of original Mega-Glest as well as it's maps should result in a correct function - right so far?
Correct me, if I'm wrong, because I really want to find out the reason for this strange 'lazyness' ... and, of course, I really wish to be able to play some factions of Vbros Pack's. Some of them are the majority of the additional factions I 'installed' in Mega-Glest.

ultifd

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Re: The megaglest non harvesting bug:
« Reply #11 on: 27 April 2010, 23:26:50 »
You probably just had old data like me, or  :|
As long as it works now it is cool...
Also I was the only one that had the problem  ::)
Cool

titi

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Re: The megaglest non harvesting bug:
« Reply #12 on: 28 April 2010, 07:57:58 »
The vbros packs are all made for megaglest now, but they are also all in their own techtree!
Maybe thats the reason why it sometimes don't work when you put them in the techtree "megapack". Maybe there are missing ressources or anything else?
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softcoder

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Re: The megaglest non harvesting bug:
« Reply #13 on: 28 April 2010, 15:54:01 »
As a general philosophy, it is best for modders to place all of the mod's they work on in s "user content" folder. MG supports the concept of a user content fodler via the following setting in glest.ini:

UserData_Root=mydata/

This tells glest to look for "additional" data in a folder located under the glest installation path called: mydata

You may call this folder whatever you like, it can be a relative or a real path. This folder should contain other folders whith your mod's using the SAME naming convention that glest uses meaning:

techs
maps
tilesets
scenarios
tutorials

This folder structure should exist inside this 'mydata' folder and place your mod data in these folders. This keep mod data seperate from 'built in' mega-glest data and eventually will likey be the area we download xontent to when that feature is fully implemented.

McGyver008

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Re: The megaglest non harvesting bug:
« Reply #14 on: 2 May 2010, 12:48:03 »
As a general philosophy, it is best for modders to place all of the mod's they work on in s "user content" folder. MG supports the concept of a user content fodler via the following setting in glest.ini:

UserData_Root=mydata/

This tells glest to look for "additional" data in a folder located under the glest installation path called: mydata

You may call this folder whatever you like, it can be a relative or a real path. This folder should contain other folders whith your mod's using the SAME naming convention that glest uses meaning:

techs
maps
tilesets
scenarios
tutorials

This folder structure should exist inside this 'mydata' folder and place your mod data in these folders. This keep mod data seperate from 'built in' mega-glest data and eventually will likey be the area we download xontent to when that feature is fully implemented.
This is at least a good idea, but I have solved my 'problems'... the solution was slightly different from this given information. The error was seemingly caused by at least one of the following points (or both):
  • some of the attack types, armor types as well as damage multipliers, which are written into the XML file corresponding to a package (like the Megapack, called megapack.xml), were missing, because I simply didn't recognize them in the package I wanted to integrate into the Megapack
  • There were some resources in the ressources directory, which no faction needs (they came with Vbros pack number 2, which also didn't need them... possibly this pack was changed at some time in the past and they were left)
    • life
    • mushrooms
    • puff
With these changes everything runs perfectly  :thumbup:
« Last Edit: 2 May 2010, 13:16:16 by McGyver008 »

ElimiNator

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Re: The megaglest non harvesting bug:
« Reply #15 on: 2 May 2010, 21:08:54 »
Ok, we will fix this bug, Thanks for finding it.  :)
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softcoder

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Re: The megaglest non harvesting bug:
« Reply #16 on: 3 May 2010, 00:59:21 »
And I'll work with Elimnator, Tiger and Piggy to build in some checks in Mega Glest to detect bad / missing data in the XML's so that this won't happen again.

emscape

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Re: The megaglest non harvesting bug:
« Reply #17 on: 18 May 2010, 09:46:30 »
I have this problem with my faction, but also have it in the normal glest. so if anyone can tell me what I should do?

ultifd

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Re: The megaglest non harvesting bug:
« Reply #18 on: 18 May 2010, 22:48:10 »
I have this problem with my faction, but also have it in the normal glest. so if anyone can tell me what I should do?
Yes someone needs to review your faction...  ::) It has nice units...  ::)
Although this is somewhat different of the MG problem...and somewhat related  ::)

emscape

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Re: The megaglest non harvesting bug:
« Reply #19 on: 21 May 2010, 10:16:48 »
thx, but i have fixed it for the ahrkved, and I will finish it this weekend and will release a 0.287 this weekend, with a working ahrkved and Silandras AI!

ultifd

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Re: The megaglest non harvesting bug:
« Reply #20 on: 21 May 2010, 23:10:44 »
thx, but i have fixed it for the ahrkved, and I will finish it this weekend and will release a 0.287 this weekend, with a working ahrkved and Silandras AI!
cool,  :thumbup: how...?  :|
hmm... end OT?   ::)

emscape

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Re: The megaglest non harvesting bug:
« Reply #21 on: 22 May 2010, 00:34:22 »
well, the Arkved works anyway(it would have worked anyway when u put it in another techtree, the only problem is that some things i did are not supported bij glest AI, so im in need to restructure 2 factions:*(

 

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