Author Topic: [fixed] Issues with beta11  (Read 2066 times)

tomreyn

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[fixed] Issues with beta11
« on: 24 June 2010, 10:56:05 »
All of the issues listed below occurred during (or before) the same multi player game. The game was hosted by me and I was playing with titi's two son's as well as one cooperative and one adversary bot, which were server controlled AI. My (game host) log file is called megaglest-v335b11_svn_2010-06-24_093408_UTC_tomreyn-titison-enno.tar.gz and can be found in the usual location (feel free to ask me for the URL). I do not have a core file. Screen shots referenced below can also be found in this location.

1. Publish on master server should always default to "no"
I started beta11 for the first time, went to Internet Game -> Custom Game. "Publish on master server" was set to 'off' - good. I activated it. I left the game, went to the same menu again, did _not_ 'Reload last settings', and "Publish on master server" was set to 'on' right from the start. I had expected it to be automatically set to 'off' whenever I enter the Internet Game -> Custom Game menu

2. Default "Auto refresh" setting does not apply
"Auto refresh", which is set to 10s by default now, did not work for titi|son (P.). He had to manually refresh to see my server (which had been running for more than a minute already). Daddy analyzed it:
Quote from: titi_at_work
<titi_at_work> yeah it must be set in the constructor too :/
<titi_at_work> autoRefreshTime=0;
<titi_at_work> should be autoRefreshTime=10*10;  
<titi_at_work> or simply 100 :)
While you are at it, just to make sure, please double check that the new default for server controlled AI ("yes") does in fact apply, too (it seems to apply, though).

3. Segfault during game stats
After hosting a 1 human, two network play, 2 CPU (one cooperative, one adversary) game, my game server crashed during display of the statistics. I could read the stats fine for a few seconds, and did not click when the game segfaulted apparently out of nothing. When the game server crashed, it is assumed that only one of the two human network slot users did receive a 'server disconnected' message (then got the stats view), the other did not receive a 'server disconnected' warning but ended up on the stats view immediately. This bug has been reported for earlier versions, but it is the first time it occurred to me (as a game host), but I don't usually host.

4. Lost unit
For some reason one of my (persian faction) workers decided to still consume my food but not work for me anymore. When I clicked on him he had a red circle around him as can be seen in the screen shot lostworker.png. I think I had previously ordered this and another worker (who is actually doing it as can be seen on the screen shot) to build a temple together (but I'm more like 50% sure about this - logs may tell). This issue may be a recursion over beta10 since I don't recall running into this before.

5. Selecting all units within a box drawn by mouse fails sometimes
When you draw a box around units to select them, not all units may get selected. This can be seen in drawbox-selection.png. As titi reported and I think I have seen, too, it may also happen that units adjacent to the draw box but not even partially covered by it can get selected. This is assumed to only happen on Linux, or to happen on Linux more often than on Windows. Titi raised a theory that it may be related to mouse drivers (personally I'm not completely convinced of this theory since I don't have this issue when drawing selection boxes around icons on my Desktop, but then I understand much, much less of game development than you). This bug has been around since the first Megaglest version I played, so this is not a recursion.

6. Mouse pointer position at start of game causes scrolling
Sometimes, when a new game starts, my mouse pointer is positioned in the lower right corner, making the view move in south-eastern direction so that I immediately loose focus on my units/base. This is being discussed in a separate thread.

7. In-game chat does not support special characters
While you can add special characters like german umlauts (äöüÄÖÜ) to the language files and they are correctly displayed in the game menus and messages, in-game chat does not seem to support these characters. When you press such a key while chatting, nothing is printed at all. This may be a feature request more than an 'issue', but it can seem a little bit inconclusive that I8N is supported in one place but not in another.
« Last Edit: 24 June 2010, 12:48:27 by tomreyn »
atibox: Ryzen 1800X (8 cores @3.6GHz), 32 GB RAM, MSI Radeon RX 580 Gaming X 8G, PCI subsystem ID [1462:3417], (Radeon RX 580 chipset, POLARIS10) @3440x1440; latest stable Ubuntu release, (open source) radeon (amdgpu) / mesa video driver
atibox (old): Core2Quad Q9400 (4 cores @2.66GHz), 8 GB RAM, XFX HD-467X-DDF2, PCI subsystem ID [1682:2931], (Radeon HD 4670, RV730 XT) @1680x1050; latest stable Ubuntu release, (open source) radeon / mesa video driver
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titi

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Re: Issues with beta11
« Reply #1 on: 24 June 2010, 11:21:54 »
Publish on masterserver is meant to be set to yes by default when you enter custom game menu using the internet menu.
If you just say new game->custom menu its set to off by default.

and in case you enter through the internet menu also all slots are automatically set to network!
I made it this way, because I always forgot to publish the games on the masterserver and everyone was waiting.
« Last Edit: 24 June 2010, 11:41:21 by titi »
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tomreyn

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Re: Issues with beta11
« Reply #2 on: 24 June 2010, 11:57:41 »
I think what you describe ("publish to master server=yes" at Internet Game -> Custom Game) is no longer the intended default in beta11, but I can be wrong (in which case you are right and it is not a bug).
atibox: Ryzen 1800X (8 cores @3.6GHz), 32 GB RAM, MSI Radeon RX 580 Gaming X 8G, PCI subsystem ID [1462:3417], (Radeon RX 580 chipset, POLARIS10) @3440x1440; latest stable Ubuntu release, (open source) radeon (amdgpu) / mesa video driver
atibox (old): Core2Quad Q9400 (4 cores @2.66GHz), 8 GB RAM, XFX HD-467X-DDF2, PCI subsystem ID [1682:2931], (Radeon HD 4670, RV730 XT) @1680x1050; latest stable Ubuntu release, (open source) radeon / mesa video driver
notebook: HP envy13d020ng
internet access: VDSL2+

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titi

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Re: Issues with beta11
« Reply #3 on: 24 June 2010, 14:58:42 »
Just an idea about the "chat":
[16:42] <titi_at_work> softcoder, I have an idea how we maybe can include the chat in our internet menu.
[16:42] <titi_at_work> not really include, but...
[16:42] <titi_at_work> we just put this link in the game and if someone clicks on it  he gets to teh chat:
[16:43] <titi_at_work> http://webchat.freenode.net/?channels=glest
[16:43] <titi_at_work> But I don't klnow if its easily possible to launch another application(browser) from ours
[16:44] <titi_at_work> not really launching directly, but I think you know what I mean.
[16:45] <titi_at_work> can we handle this in windows with fullscreen too?
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tomreyn

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Re: Issues with beta11
« Reply #4 on: 24 June 2010, 18:15:09 »
There are some game engines which actually include an IRC client (I'm thinking of the Unreal engines again). I'm not sure that's the right way to go technically but it sure can be comfortable for the users. The other way around, integrating the game more into the OS, the web browser (create a document format and MIME type to start a game and connect to a given server) and into IRC (add an IRC bot which interfaces with the master server, a global ladder etc.) might be a technically better way, but may also mean a slightly higher work load in the development and support area.
atibox: Ryzen 1800X (8 cores @3.6GHz), 32 GB RAM, MSI Radeon RX 580 Gaming X 8G, PCI subsystem ID [1462:3417], (Radeon RX 580 chipset, POLARIS10) @3440x1440; latest stable Ubuntu release, (open source) radeon (amdgpu) / mesa video driver
atibox (old): Core2Quad Q9400 (4 cores @2.66GHz), 8 GB RAM, XFX HD-467X-DDF2, PCI subsystem ID [1682:2931], (Radeon HD 4670, RV730 XT) @1680x1050; latest stable Ubuntu release, (open source) radeon / mesa video driver
notebook: HP envy13d020ng
internet access: VDSL2+

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tomreyn

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Re: Issues with beta11
« Reply #5 on: 24 June 2010, 23:15:54 »
2. Default "Auto refresh" setting does not apply
This is fixed in beta 12, thanks.
atibox: Ryzen 1800X (8 cores @3.6GHz), 32 GB RAM, MSI Radeon RX 580 Gaming X 8G, PCI subsystem ID [1462:3417], (Radeon RX 580 chipset, POLARIS10) @3440x1440; latest stable Ubuntu release, (open source) radeon (amdgpu) / mesa video driver
atibox (old): Core2Quad Q9400 (4 cores @2.66GHz), 8 GB RAM, XFX HD-467X-DDF2, PCI subsystem ID [1682:2931], (Radeon HD 4670, RV730 XT) @1680x1050; latest stable Ubuntu release, (open source) radeon / mesa video driver
notebook: HP envy13d020ng
internet access: VDSL2+

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softcoder

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Re: Issues with beta11
« Reply #6 on: 25 June 2010, 01:37:39 »
libircclient is queued for next release (After we finish the current cycle of work)

tomreyn

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Re: Issues with beta11
« Reply #7 on: 25 June 2010, 16:24:31 »
1. Publish on master server should always default to "no"
I started beta11 for the first time, went to Internet Game -> Custom Game. "Publish on master server" was set to 'off' - good. I activated it. I left the game, went to the same menu again, did _not_ 'Reload last settings', and "Publish on master server" was set to 'on' right from the start. I had expected it to be automatically set to 'off' whenever I enter the Internet Game -> Custom Game menu

I was wrong about this, sorry. The default setting has not changed to "Publish on master server = no" for Internet games. So this is not a bug.
atibox: Ryzen 1800X (8 cores @3.6GHz), 32 GB RAM, MSI Radeon RX 580 Gaming X 8G, PCI subsystem ID [1462:3417], (Radeon RX 580 chipset, POLARIS10) @3440x1440; latest stable Ubuntu release, (open source) radeon (amdgpu) / mesa video driver
atibox (old): Core2Quad Q9400 (4 cores @2.66GHz), 8 GB RAM, XFX HD-467X-DDF2, PCI subsystem ID [1682:2931], (Radeon HD 4670, RV730 XT) @1680x1050; latest stable Ubuntu release, (open source) radeon / mesa video driver
notebook: HP envy13d020ng
internet access: VDSL2+

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