Author Topic: 0.4 beta2 (windows installer)  (Read 5429 times)

silnarm

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0.4 beta2 (windows installer)
« on: 16 June 2011, 16:00:30 »
0.4 Beta 2

Windows Installer (~70MiB)

Important: If you have gae-0.4-beta1-data.zip in your  addons folder, delete it!
« Last Edit: 6 October 2011, 13:46:30 by Yggdrasil »
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wciow

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Re: 0.4 beta2 (windows installer)
« Reply #1 on: 16 June 2011, 21:19:40 »
Tested and works good on windows. Unfortunately whenever i end a game it crashes to an error message box and spits this in the log:

(click to show/hide)

Also setting the bump map shader on makes tileset models appear with light and dark patches on them, kinda like the engine is trying to apply a bump without one  :confused:

Team colour appears to be showing on some tileset models as well. In VG if the modder forgot to set the team colour/transparency switch, tileset models would ignore the team colour and render transparent. Now they show as the players team colour!
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Omega

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Re: 0.4 beta2 (windows installer)
« Reply #2 on: 16 June 2011, 22:02:07 »
I didn't (and don't plan to) test the beta2, but the latest git master (as of 10 minutes ago) doesn't seem to have this crashing problem, at least not for me.

A bit of an unrelated question that I didn't want to make a new topic for, how is the build date in the about menu calculated? The first time I built the current version as release, the build date oddly was the 12th of June, instead of the 16th. Building in debug fixed that, even though it was the exact same project it was built for.
« Last Edit: 16 June 2011, 22:05:04 by Omega »
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silnarm

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Re: 0.4 beta2 (windows installer)
« Reply #3 on: 16 June 2011, 22:17:52 »
I'm not getting the crash on return-to-menu either, and hadn't noticed any odd looking tileset objects... but probably just need to try some other tilesets for that.

What video cards are you guys using?  I haven't tried on an NVidia in a while, will try that later.

@Omega: The build date is provided by the OS, it should be correct, I have no idea what is going on there! (Its correct for me in debug & release).
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Omega

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Re: 0.4 beta2 (windows installer)
« Reply #4 on: 16 June 2011, 23:12:05 »
@Omega: The build date is provided by the OS, it should be correct, I have no idea what is going on there! (Its correct for me in debug & release).
Worked fine in release this time too. Can't replicate, so not sure what I did. At either rate, was just a curiosity.

The options menu hasn't had any progress in a while, is Hailstone still working on it?
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cds

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Re: 0.4 beta2 (windows installer)
« Reply #5 on: 17 June 2011, 05:46:34 »
I can''t start gae ,this is crash file
Crash
Version: Advanced Engine 0.4 beta2 0.3-762-gd232bb2
Built: Fri 17/06/2011  1:21:10.73
Time: Fri Jun 17 13:31:56 2011
Description: Access violation (Reading address: 0x00000000)

Call Stack:
  Frame       Code address
  0x0113F3C8  0x00000000
  0x0113F42C  0x004A9DA6
  0x0113F454  0x004927CD
  0x0113F458  0x7C93005D RtlFreeHeap+0x130
  0x0113F464  0x00693054 PHYSFS_writeUBE64+0x203b4
  0x00000000  0x00693073 PHYSFS_writeUBE64+0x203d3

cds

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Re: 0.4 beta2 (windows installer)
« Reply #6 on: 17 June 2011, 06:10:18 »
Ok,I find i can't change enderTerrainRenderer at options menu.When it is 2,i change it to 1 and gae crash ,but i change it to 1 use notepad.exe,then i can start a game.

Psychedelic_hands

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Re: 0.4 beta2 (windows installer)
« Reply #7 on: 17 June 2011, 07:01:38 »
Crash
Version: Advanced Engine 0.4 beta2 0.3-762-gd232bb2
Built: Fri 17/06/2011  1:21:10.73
Time: Fri Jun 17 16:58:39 2011
Description: Access violation (Reading address: 0x00000000)

Call Stack:
  Frame       Code address
  0x0113F80C  0x00000000
  0x0113F868  0x0062CC19
  0x0113F890  0x006090FE
  0x0113F928  0x0062C748
  0x0113FF70  0x004C4805
  0x0113FFC0  0x004C4A1D
  0x0113FFF0  0x7C816FE7 RegisterWaitForInputIdle+0x49

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

:( It starts then before the menu comes up it crashes.

silnarm

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Re: 0.4 beta2 (windows installer)
« Reply #8 on: 17 June 2011, 07:58:02 »
Ok, there appears to be something wrong with terrain renderer 2,

disable in options menu, or if like cds this proves impossible, manually change in glestadv.ini
Code: [Select]
RenderTerrainRenderer=1

@Psychedelic_hands
Could you please post the contents of glestadv.log & stdout.txt (both found in you config dir, one folder up from addons).
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wciow

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Re: 0.4 beta2 (windows installer)
« Reply #9 on: 17 June 2011, 12:38:00 »
Ok I've narrowed the end game crash error down to the tileset which I am currently working on.

 I think this may be due to the fact that the xml references models which don't (yet) exist. In beta 1 the model position would show the orange spotty box instead of crashing. In beta 2 nothing is shown but there is no crash either.

Heres some photo evidence of the other anomalies:
Team coloured tileset model:


Normal model lighting (above) and "burnt out" model lighting with bump map on:



Oh and this shot to show off my new tileset :)


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wecl0me12

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Re: 0.4 beta2 (windows installer)
« Reply #10 on: 15 July 2011, 21:25:27 »
I notice that the "buildings" tag for effects has been removed.

Can you put the total frame count back into the debug info? or is there another way to show this?

silnarm

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Re: 0.4 beta2 (windows installer)
« Reply #11 on: 19 July 2011, 02:01:36 »
@wciow: more problems with handling normal maps have been resolved, hopefully one of them fixes your burnt out hut textures ;) The team coloured tileset models is definately fixed.  Will build a new beta shortly.

@wecl0me12: see other thread for the buildings tag thing, total frame count has been returned to the debug info.
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lazyanttu

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Re: 0.4 beta2 (windows installer)
« Reply #12 on: 8 September 2011, 00:27:34 »
After I got new computer, I decided to move on to this next beta. I encountered the same problem with terrain renderer and got it working with terrain renderer 1. That caused no further problem, but another problem arouse. My self-cast abilities fail to work for some reason. It says "invalid target" and does nothing. It worked in previous version, has something changed in the XML or?



Well here is the XMLs of that ability in Unit XML:

Skill XML:

Code: [Select]
<skill>
   <type value="cast-spell" />
   <name value="cast-spell_skill" />
   <ep-cost value="30" />
   <speed value="1000" />
   <anim-speed value="200" />
   <animation path="models/stealth_bomber_die.g3d"/>
   <sound enabled="false" />
   <effects>
  <effect name="survey" bias="beneficial" stacking="stack" duration="3">
<multipliers/>
<static-modifiers>
<sight value="12"/>
</static-modifiers>
<flags/>
  </effect>
   </effects>
</skill>

Command XML:

Code: [Select]
<command>
   <type value="cast-spell"/>
   <name value="survey"/>
   <image path="images/survey.bmp"/>
   <unit-requirements/>
   <upgrade-requirements/>
   <affect value="self" />
   <cast-spell-skill value="cast-spell_skill"/>
</command>

This worked in previous version, but how should it be done in the latest beta? :|

Omega

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Re: 0.4 beta2 (windows installer)
« Reply #13 on: 8 September 2011, 00:45:58 »
In the command XML, your affect tag says it only affects "self" (that is, can only be casted on the same unit). Change this to "target" to be able to cast on other units. You'll also probably want to set cycle to false, so that clicking the command will only use it once, instead of looping it over and over (like an attack does). Finally, there's a slight bug in your code. For targeted cast-spell skills, you want to LOCK speed and anim speed to be the same.

Code: [Select]
<command>
   <type value="cast-spell"/>
   <name value="survey"/>
   <image path="images/survey.bmp"/>
   <unit-requirements/>
   <upgrade-requirements/>
   <affect value="target" /> <!-- is cast upon a target unit -->
   <cycle value="false" /> <!-- single skill cycle completes command* -->
   <cast-spell-skill value="cast-spell_skill"/>
</command>

Read more about this on the Glest Wiki.
« Last Edit: 18 June 2016, 14:00:21 by filux »
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lazyanttu

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Re: 0.4 beta2 (windows installer)
« Reply #14 on: 8 September 2011, 12:35:43 »
Well thank for help, it works with the "target" for other units, but I actually wanted it to be cast-self spell. And in previous version I just clicked that icon and it casted it on self. But now when I'm using the "self" for targets, it just says "invalid target". So if I want it to be like an activated ability for the unit itself, how should I do it/what I'm doing wrong? (I hope this is not going tooo off-topic)

(I fixed the anim speed and cycle, thanks for pointing them out)

By the way I just made a test with your Military mod, and "borrowed" those two air units. However, I'm replacing them with my own models during next weekend, I hope it doesn't bother that I used them? (I can remove them immediately) I haven't shown this mod to anybody, except the posts I have made in this forum. And I'm currently just testing/figuring things about GAE, so this is actually just a testbed and I start making the mod only after I have learned the basics of GAE.
« Last Edit: 8 September 2011, 13:23:22 by lazyanttu »

Omega

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Re: 0.4 beta2 (windows installer)
« Reply #15 on: 9 September 2011, 02:38:31 »
Well thank for help, it works with the "target" for other units, but I actually wanted it to be cast-self spell. And in previous version I just clicked that icon and it casted it on self. But now when I'm using the "self" for targets, it just says "invalid target". So if I want it to be like an activated ability for the unit itself, how should I do it/what I'm doing wrong? (I hope this is not going tooo off-topic)
Hmm, not sure, then... It may be a bug. We may have to wait until a GAE dev takes a closer look.

By the way I just made a test with your Military mod, and "borrowed" those two air units. However, I'm replacing them with my own models during next weekend, I hope it doesn't bother that I used them? (I can remove them immediately) I haven't shown this mod to anybody, except the posts I have made in this forum. And I'm currently just testing/figuring things about GAE, so this is actually just a testbed and I start making the mod only after I have learned the basics of GAE.
My Apocalyptic Dawn (formerly known as Military) mod is licensed as CC-BY-SA. This means you can do whatever you want with it, as long as when you release it, you credit the authors. So in other words, feel free to use whatever media in AD you wish.
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hailstone

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Re: 0.4 beta2 (windows installer)
« Reply #16 on: 10 September 2011, 09:41:36 »
CastSpell seems to be a big buggy. If you activate the command and try to issue another command before castspell finishes it will call startSpellSystems with the wrong commandType. I'm not sure how to fix this.

Code: (Unit::startSpellSystems) [Select]
if (frame == getSystemStartFrame()) {
if (currSkill->getClass() == SkillClass::ATTACK) {
startAttackSystems(static_cast<const AttackSkillType*>(currSkill));
} else if (currSkill->getClass() == SkillClass::CAST_SPELL) {
startSpellSystems(static_cast<const CastSpellSkillType*>(currSkill));
} else {
assert(false);
}
}

It's giving the InvalidTarget error because it wants the command to have a target. I can fix that part but it will still have the above problem when issuing another command.
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lazyanttu

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Re: 0.4 beta2 (windows installer)
« Reply #17 on: 10 September 2011, 18:01:59 »
If that is buggy, is it even somehow possible to make cast-self skill, just like in the previous beta? By the way, thanks for the cast-target skill, it really made some of my special abilities much more better, as "cast on target" abilities just didn't looked good as an additional effect in attack. I don't know if there is a list somewhere (I might be somewhat blind), but what are the key differences/new things between the beta 1 and 2?

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Re: 0.4 beta2 (windows installer)
« Reply #18 on: 14 September 2011, 12:42:54 »
I've committed a patch to make cast-spell on self work but it's still got the bug when you try to issue another command while it's still doing cast-spell. (commit 790d50311fe..)

It looks like adding support for target caused self not to work (at commit 072d6df56b6f..).
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Zoythrus

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Re: 0.4 beta2 (windows installer)
« Reply #19 on: 20 September 2011, 23:26:31 »
so, i assume that this is the latest.....

*sighs*

Omega

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Re: 0.4 beta2 (windows installer)
« Reply #20 on: 21 September 2011, 05:59:27 »
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Zoythrus

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Re: 0.4 beta2 (windows installer)
« Reply #21 on: 28 September 2011, 01:21:25 »
im surprised that a new pre-compiled version hasnt come out....is there any progress being made?!