Announcement

Collapse
No announcement yet.

Looking for help testing my game

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • #31
    Originally posted by cybertron View Post
    When did you download (or what is the name of the file you downloaded since it changed slightly)? That problem should be fixed in the versions that are currently available. Try downloading the appropriate executable only version again and use those files to overwrite the ones you have.
    I downloaded Coldest543-64.tar.bz2. Just to be sure I've also just downloaded the binary-only tar as well and extracted it in the game-folder, but the game still doesn't start. A window appears but only stays for a moment and then dissapears again. It still gives the same error-message, I've pastebined the complete console-output here.

    Comment


    • #32
      Originally posted by Zhick View Post
      I downloaded Coldest543-64.tar.bz2. Just to be sure I've also just downloaded the binary-only tar as well and extracted it in the game-folder, but the game still doesn't start. A window appears but only stays for a moment and then dissapears again. It still gives the same error-message, I've pastebined the complete console-output here.
      Hmm, the first part explains why you were having a problem (that was the pre-fix file), but not why you still are. However, in your output the build date doesn't match what I'm seeing here when I run the fixed version so I'm wondering if the new files didn't overwrite the old ones properly. There's actually a Coldest543 directory in the binary-only download too, so if you extracted it in the game directory you'll probably find you have another Coldest543 directory inside the game directory. If you copy the files from there into the game directory I think it will fix the problem.

      I think I'm going to change the way the binary-only package is created so that extra directory isn't there anymore since in retrospect it doesn't really make sense.

      Comment


      • #33
        You can use an autoupdate tool that checks for new binary and downloads em automatically.

        Comment


        • #34
          I'm planning to be on the beta server tomorrow (Thursday) night around 6 PM central time (7 eastern, 5 mountain, 4 pacific if my math is correct) if anyone is interested in some actual gameplay. My night is clear so if later works better I can do that too.

          I suppose I should ask if everyone can see and connect to that server. It should show up in the server browser when you click the Join button (although I see that the master server wasn't running - oops). I apologize in advance if the ping sucks - my internet leaves something to be desired in this area.

          Originally posted by Kano View Post
          You can use an autoupdate tool that checks for new binary and downloads em automatically.
          That would certainly be nice, but I think it would be non-trivial to implement so it will probably be at least a little while before it happens. If anyone is aware of a simple way to do this I'm all ears though.

          Comment


          • #35
            That's not that hard. You would just add a file with all md5sums of the current files on your server, then a wrapper would download that first, check all local checksums and download those which are different.

            Comment


            • #36
              Testing still on or has it passed? I'm gmt +10 here, hope my calculations aren't off.

              I could connect to your server in fullscreen without problems. In windowed mode though, after it went through loading the map, the screen would disappear though the music kept running. Had to kill -9 xxxx to stop it. Didn't happen on joining localhost.

              A couple of things I noticed, (I use to play the battletech boardgame as a kid, so I might be a bit to critical. Feel free to ignore.)

              *not all weapons gave off heat.
              *standing in the water didn't lesson heat buildup.
              *changing mechs, the weight from the prior one would carry through.
              *no ability to run.

              The way you have set up the movement feels right. Very nice.

              On an AMD/ATI w/ 9.8. Debian Lenny 64bit.

              Add me to your happy list.

              EDIT: just came from testing with you. I couldn't respawn because of -ve salvage. rejoining still gave me -ve salvage.
              Last edited by storma; 09-03-2009, 09:41 PM.

              Comment


              • #37
                Originally posted by storma View Post
                EDIT: just came from testing with you. I couldn't respawn because of -ve salvage. rejoining still gave me -ve salvage.
                Hmm, weird. I'll restart the server if you still want to get back in.

                Edit: I figured out the crash on join bug. Should be easy to fix, but since it appears you couldn't get reconnected I guess we're done for tonight. Should have a patch that takes care of it out by next time. Sorry for all the trouble.
                Last edited by cybertron; 09-03-2009, 10:39 PM.

                Comment


                • #38
                  I filed a bug for you about the shader problem in Mesa:
                  https://bugs.freedesktop.org/show_bug.cgi?id=23960

                  Comment


                  • #39
                    Much appreciated. I'll link it from my bug tracker so people can find it both ways.

                    As far as testing goes, if anyone is available I was thinking Thursday night again, and then I'm going to try to round up a few more people for the following Wednesday to hopefully do a little larger scale testing. And just to make sure there's no possible confusion, here's the time in every conceivable time zone.

                    Linux patches for the latest build are already available. Full builds and a Windows build will be along in the near future.

                    Comment


                    • #40
                      The bug in Mesa has been fixed.

                      I can start the game now, but it doesn't render correctly in-game, and performance is pretty much nil. Guess there's still one or two bugs to be filed against Mesa.

                      Comment


                      • #41
                        I would comment about mac support but the wiki is locked. What is your build method/environment?

                        Comment


                        • #42
                          Originally posted by whizse View Post
                          The bug in Mesa has been fixed.

                          I can start the game now, but it doesn't render correctly in-game, and performance is pretty much nil. Guess there's still one or two bugs to be filed against Mesa.
                          Glad to hear that the shader bug is fixed. I'm not surprised that there are problems with performance in Mesa, unfortunately. It was barely playable on my old X300 with fglrx, so it doesn't scale down all that all (although in my defense the X300 is a pretty old card these days).

                          Originally posted by dacresbu View Post
                          I would comment about mac support but the wiki is locked. What is your build method/environment?
                          You will need to have a SourceForge account to edit the wiki.

                          The build on Linux is just a custom makefile with dependencies handled by makedepend. It's not perfect, but it works. The Windows build is just a Visual Studio project with all of the source files added, so I would expect any other IDE to be pretty easy to setup too.

                          Full details on building on Linux and Windows can be found on the source code page of the wiki.
                          Last edited by cybertron; 09-16-2009, 03:31 PM.

                          Comment


                          • #43
                            It seems the bug is specific to Intel cards. The software rasterizer render the game fine. Filed a new bug about that:
                            https://bugs.freedesktop.org/show_bug.cgi?id=23978

                            Comment


                            • #44
                              more like to view it

                              You will need to have a SourceForge account to view edit the wiki.
                              there fixed that for ya. I really don't want to have to maintain a Sourceforge account just to look at a wiki. (its like maintaining a windows distro just to play games)


                              The build on Linux is just a custom makefile with dependencies handled by makedepend.
                              seems duplicable on the mac. I'll see if I can't provide a universal binary. you aren't directly addressing X are you?

                              Comment


                              • #45
                                Originally posted by dacresbu View Post
                                there fixed that for ya. I really don't want to have to maintain a Sourceforge account just to look at a wiki. (its like maintaining a windows distro just to play games)
                                Hmm, it shouldn't be that way, although now that you mention it I always wondered about the fact that it always prompts for a password. There must be something weird about the way SF has it setup because the Trac settings should allow anyone to view.

                                Ah, found it. If you use the HTTPS link it will always ask for authentication. I need to change my links to regular HTTP.

                                seems duplicable on the mac. I'll see if I can't provide a universal binary. you aren't directly addressing X are you?
                                Good heavens, no!

                                About the only thing I've really had problems with as far as cross-platform goes is that the Visual C++ STL still sucks performance-wise, so I use STLPort on Windows which has caused other problems. Since I think you'll be using some variant of gcc you shouldn't have that problem. I use quite a few libraries, but they should all be available on Mac too. They're listed here (this link should work).

                                Comment

                                Working...
                                X