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howlingflute

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Posts 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. 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!

    1. Imagine all the other parabolas
    2. Take the union of them all
    3. Make a function that describes the border of the region, f(y)=x. I bet it might be a simple polynomial too, or a hyperbola.

    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.

  3. 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?

  4. I've personally noticed lag once ~250 units are on the map (random map, Latium). That rules out epic, large scale battles - and that's on my shiny new quad core!

    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.

  5. 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.

    How long have you noticed that, and which version of the game are you using?

  6. 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.

    post-12995-0-29233500-1316792612_thumb.j

  7. 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 :D ) I would implement them myself if I could figure out the code, but I think this coding is a bit beyond me :( .

    QEqv4.jpg

    ZHbGR.jpg

  8. Some of my villagers angered a wild elephant and the wild elephant followed my villagers back to the town center where it killed all the villagers and then started attacking the town center . After a while the town center was destroyed .

    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.

  9. That's interesting. Are you using the default theme for Ubuntu (assuming there are others)? For some reason your buttons are ignoring the background colour setting. I've found this problem on OS X, but I didn't know it affected wxGTK too. Maybe we do need to use a standard control for this.

    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).

  10. Thanks. Am updating it (y)

    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

  11. 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

  12. Hmm, do you see the colors on the environment panel buttons (lighting, etc)?

    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.

  13. Hmm, I tested just now and it seems to work for me (also using 2.8.11.0). Maybe check the basics first, like are you running the same binary that you built (debug vs. release) and check the date to make sure the build time is as expected. If that checks out, are there any specific steps to reproduce this?

    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 :).

  14. Interesting, I can boot into Ubuntu 11.04 x64, I thought that button worked a few days ago. What's the result of running "wx-config --version-full" from the terminal?

    The result I got from running that command was

    2.8.11.0

    Do I need a updated version of wx?

  15. Are you referring to Alpha 6 by chance? This problem should be fixed in SVN (r10064 was the relevant change).

    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.

  16. 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.

    post-12995-0-40803200-1315066126_thumb.p post-12995-0-12347600-1315066139_thumb.p

  17. Tried the updated script and it's looking great! Do you mind a few more suggestions/requests?

    -- Try sprinkling in some Cretan Date Palms. They are my favorites. :wub:

    -- Use Medit Forest Floor A for the forest floor texture instead of Medit Grass Wild. Medit Grass Wild will probably be replaced/updated at some point, but right now I think it looks funky.

    -- Same goes for Medit Grass Shrubs. It's kinda not good, so maybe substitute it with Medit Shrubs.

    -- See if you can concentrate Shipwrecks near the center islands, shipwreck debris floating between all of the islands in the open ocean, and fisheries near the starting islands.

    -- See if you can't put some space between the side of the map and the shore of the starting islands. At least enough space for some ships to pass through.

    -- If you want all of the starting islands on the map, regardless of number of players, perhaps leave out the city tile texture for these empty islands.

    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 A
    • Changed the shrub patches to use Medit Shrubs
    • Changed the terrain on the top of the hills/ cliffs
    • reduced 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

    post-12995-0-24336100-1314193088_thumb.j

    post-12995-0-64336500-1314193103_thumb.j

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