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howlingflute

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Everything posted by howlingflute

  1. I get an error when I try to run the most recent tests. I get Segmentation fault when running the tests in the most recent svn 11228. gdb ./test GNU gdb (GDB) 7.2-ubuntu Copyright © 2010 Free Software Foundation, Inc. License GPLv3+: GNU GPL version 3 or later <http://gnu.org/licenses/gpl.html> This is free software: you are free to change and redistribute it. There is NO WARRANTY, to the extent permitted by law. Type "show copying" and "show warranty" for details. This GDB was configured as "x86_64-linux-gnu". For bug reporting instructions, please see: <http://www.gnu.org/software/gdb/bugs/>... Reading symbols from /home/michael/0ad/binaries/system/test...done. (gdb) r Starting program: /home/michael/0ad/binaries/system/test [Thread debugging using libthread_db enabled] Running 258 tests....... Program received signal SIGSEGV, Segmentation fault. VfsFileExists (pathname=...) at ../../../source/ps/Filesystem.cpp:35 35 return g_VFS->GetFileInfo(pathname, 0) == INFO::OK; (gdb) backtrace #0 VfsFileExists (pathname=...) at ../../../source/ps/Filesystem.cpp:35 #1 0x00000000005b81a6 in ScriptInterface::LoadGlobalScriptFile ( this=<value optimized out>, path=...) at ../../../source/scriptinterface/ScriptInterface.cpp:913 #2 0x00000000005b89c3 in ScriptInterface::ReplaceNondeterministicFunctions ( this=0x7fffffffdfe0, rng=<value optimized out>) at ../../../source/scriptinterface/ScriptInterface.cpp:619 #3 0x00000000004f0687 in TestScriptInterface::test_random() () #4 0x0000000000416335 in CxxTest::RealTestDescription::run (this=0x0) at ../../../libraries/cxxtest/include/cxxtest/RealDescriptions.cpp:96 #5 0x0000000000419bdc in runTest (listener=<value optimized out>) at ../../../libraries/cxxtest/include/cxxtest/TestRunner.h:76 #6 runSuite (listener=<value optimized out>) at ../../../libraries/cxxtest/include/cxxtest/TestRunner.h:63 #7 runWorld (listener=<value optimized out>) at ../../../libraries/cxxtest/include/cxxtest/PsTestWrapper.h:80 #8 CxxTest::PsTestRunner::runAllTests (listener=<value optimized out>) at ../../../libraries/cxxtest/include/cxxtest/PsTestWrapper.h:35 #9 0x00000000004179ef in runGui (argc=1, argv=<value optimized out>) at ../../../libraries/cxxtest/include/cxxtest/PsTestWrapper.h:95 #10 run (argc=1, argv=<value optimized out>) at ../../../libraries/cxxtest/include/cxxtest/Gui.h:172 #11 main (argc=1, argv=<value optimized out>) ---Type <return> to continue, or q <return> to quit---q
  2. Looks like progress. In the future to set the base height of the map it is in the .json file. Just change the "BaseHeight": to a positive value. A height of 0 is the location of where water is, so just making the base height greater than 0 will make the water level below the map.
  3. I had this same problem but the easy fix is to run ./clean-workspaces.sh and then ./update-workspaces.sh after. This will clean out your old builds and so the resulting compile will take much longer but the build should work Never mind had different issue
  4. I just checked out your new random maps. Awesome! I think you did a great job! It would be awesome in the future to be able pick a specific biome or random option from the gui, for the maps that randomly change biomes. Also it might be nice to indicate which maps have the randomly generated biomes and which one are fixed biomes. Otherwise awesome job .
  5. Yeap the tests work fine now.
  6. So I am running the most recent version from svn when I run ./test I get the following failure. The game still runs fine but the test fails. It used to run fine until a few days ago. Running 258 tests...............vfs.cpp(87): Function call failed: return value was -110101 (VFS file not found) Function call failed: return value was -110101 (VFS file not found) Location: vfs.cpp:87 (GetFileInfo) Call stack: (0x7c553e) ./test() [0x7c553e] (0x77a523) ./test() [0x77a523] (0x77af98) ./test() [0x77af98] (0x77b396) ./test() [0x77b396] (0x7870ed) ./test() [0x7870ed] (0x67da28) ./test() [0x67da28] (0x67e545) ./test() [0x67e545] (0x682ca7) ./test() [0x682ca7] (0x4e2924) ./test() [0x4e2924] (0x4162d5) ./test() [0x4162d5] (0x419b7c) ./test() [0x419b7c] (0x41798f) ./test() [0x41798f] (0x7fd74412bd8e) /lib/libc.so.6(__libc_start_main+0xfe) [0x7fd74412bd8e] (0x413b49) ./test() [0x413b49] errno = 0 (No error reported here) OS error = ? ERROR: Failed to stat 'art/skeletons/skeletons.xml' for DAE caching .vfs.cpp(87): Function call failed: return value was -110101 (VFS file not found) Function call failed: return value was -110101 (VFS file not found) Location: vfs.cpp:87 (GetFileInfo) Call stack: (0x7c553e) ./test() [0x7c553e] (0x77a523) ./test() [0x77a523] (0x77af98) ./test() [0x77af98] (0x77b396) ./test() [0x77b396] (0x7870ed) ./test() [0x7870ed] (0x67da28) ./test() [0x67da28] (0x67e545) ./test() [0x67e545] (0x682ca7) ./test() [0x682ca7] (0x4e2c84) ./test() [0x4e2c84] (0x4162d5) ./test() [0x4162d5] (0x419b7c) ./test() [0x419b7c] (0x41798f) ./test() [0x41798f] (0x7fd74412bd8e) /lib/libc.so.6(__libc_start_main+0xfe) [0x7fd74412bd8e] (0x413b49) ./test() [0x413b49] errno = 0 (No error reported here) OS error = ? ERROR: Failed to stat 'art/skeletons/skeletons.xml' for DAE caching .ERROR: Failed to stat 'art/skeletons/skeletons.xml' for DAE caching .................................................................................................................................................................................................................................................OK!
  7. It is indeed a paraboloid. Actually the envelope is desciribed by g^2*r^2=v_0^4-2*g*v_0^2*z where g is earths acceleration, v_0 is the initial speed of the projectile, z is the height, and r is the horizontal distance from the firing position. But I really don't see the need for extremely realistic physics in the game. I do think that projectiles should be stopped by walls. I think quantum states patch is pretty cool. Always wanted some splash damage.
  8. Some really great new feature you are working on. Keep up the good work . I really like the save game feature and hope that the profiling tool acts as an asset in getting 0ad running faster. Awesome work.
  9. Sounds like a pretty cool feature. I like the idea that health and loyalty are closely linked. Also I agree that a recently captured building should be easier to capture back. Thus a recently captured building should have a small amount of loyalty points associated with its new owner than when it was first built by its old owner. As time progresses the building can "heal" its loyalty points depending on the actions of the surrounding players. I still think there should be a capture button. I would like to be able to have the choice for units to either damage or capture a building. Also, in the case of animals how would you determine if you captured the animal or killed the animal without having a capture button?
  10. Well currently 0ad doesn't take advantage of multiple processors very well. It will only use one core for most of the work. So actually just having one processor that has a large clock speed might give better performance.
  11. I noticed it sometime this week for the first time, I am running the most recent svn version. (I never encountered the problem before). I think it may have happened when atlas was split into different threads. Anyways this is pretty minor since I can get the water back to normal by starting a new map or running a script.
  12. I found recently that Atlas does not initialize water correctly when started from the command line. It works fine when it is started through the main program and also if you let Atlas reinitialize the water by selecting new... from the file menu. The only time I encounter this bug is if I start Atlas via ./pyrogenesis -editor and then immediately start edditing the default map; i.e. lowering a bit of terrain and then raising the water level. I get water that looks black as shown in the attached picture.
  13. I am really looking forward to when auras are implemented; healers will actually heal nearby units and heroes will actually make a difference in battle. I was wondering how auras might be represented in game. I think if a unit gets clicked it should show the extent of was auras they are giving off and maybe there would be something in the gui which shows what effects that the unit is getting from auras produced by other entities. I made a quick mock up of one possible way to show the extent of a healers aura. (With two different possible colors) I also think that the auras should only display if the unit producing them is selected (otherwise the screen would get too cluttered). I am sure there are better ways to do this but this is just one possible way. (I am secretly hoping by posting these mock ups I inspire someone to actually implement auras ) I would implement them myself if I could figure out the code, but I think this coding is a bit beyond me .
  14. Personally, I think thats awesome that elephants can destroy buildings, and is not a bug, if anything I would call that a feature. It encourages players to be more careful when attacking animals, as attacking animals can have consequences.
  15. I am using Ubuntu 10.10 with the New Wave theme. So no I don't think this is the default theme and I am running an older version of Ubuntu than most (mainly because I don't like the new unity launcher). It turns out it is the themes fault. When I switch my theme to Clearlooks the color buttons work as advertised. (I tested all the themes that I have and New Wave seems to be the only one that has this problem).
  16. Looks good. May I also suggest adding some more about lesser known hot keys. Such as being able to store control groups for entities. So for example pressing Ctrl+1 while units are selected to store that control group. Then when you want to retrieve all those units pressing 1. And to add to a selection group by Shift+1. Also the "." to cycle through idle workers, "," to cycle through idle warriors. The Alt key to include offscreen units in a selection. G toggles the gui. Shift+F toggles the frame count. Also you may want to mention that keys can be modified from their default binding in 0ad/binaries/data/config/default.cfg
  17. The in game manual accessed via the learn to play button contains out of date information. For example under the category single player it says: The game does not have any AI opponents yet, but you can use this to test the game's mechanics It should now say something like: The game has experimental AI opponents that you can use in this mode to test the game's mechanics Also I think the in game manual should mention something about selecting match type : Scenario vs Random and should mention something about the map filters This all should be very easy to fix as all it requires is editing 0ad/binaries/data/mods/public/gui/manual/intro.txt
  18. Awesome . I checked out the islands in the newest svn and it works like a charm .
  19. No I don't, but at least there is hex saying what the color is, I didn't even realize those buttons were supposed to display the color. The ticket you mentioned about the variations was interesting. Perhaps you can set / store the random seed you use to generate the variations on the map. I know for generating random maps in atlas if you set the seed to a desired number you will always get the same map, so something similar might work for normal maps.
  20. No I don't have any new updates. Let me know if there is anything that needs to be done (I can work on it tomorrow). That is great if it can be in alpha 7.
  21. I can't figure out what is going wrong on my copy. I am using the correct version when I start pyrogenesis it says Build: Sep 3 2011 so I am using the most recent build. Its puzzling... There are no specific steps to recreate. Well thanks for your help .
  22. The result I got from running that command was 2.8.11.0 Do I need a updated version of wx?
  23. No, I am currently running a custom build from the SVN source r10181. I am running the game on Ubuntu, so this could be a linux issue. The way I see the colour selector is shown in the screenshot attached to the first post.
  24. I thought I would post this here. I noticed in Atlas that there are a few minor gui bugs. One is that the variation selector for an object seems broken at the moment. It does nothing. I looked at the code and there seems to be code to implement this but currently not working. The other minor bug I notice is in the player dialogue. The colour selector really should show the colour that is currently selected for a player by painting the colour on the button.
  25. Thanks for all the suggestions. I have made most of the changes that you suggested. I have attached the new script to the bottom of this post. The changes I made include: a few Cretan Date Palms (you may need to look for them, kind of hidden)changed forest floor terrain to Medit Forest Floor AChanged the shrub patches to use Medit ShrubsChanged the terrain on the top of the hills/ cliffsreduced shipwrecks again (hopefully more of a reasonable number this time)got rid of city tile texture on islands without starting players I think getting rid of the city tile for islands without players was a really good idea. Now those Islands have more trees and look more natural. The other idea I had was putting ruins on those islands, but I think the natural island look and feel better for this type of map. I decided not to move the spoke islands closer to the center, because when I did the islands started to get too close to one another. The other option to make the back sides of the spoke islands accessible is to make the spoke islands smaller (which I also don't like). At any rate I think this map is starting to shape up very nicely. Islands.zip
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