buglist for 67b1 x-platform
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buglist for 67b1 x-platform
Need to make an installer
Without an installer, you need to make a clean install from 67b3 win
Need to install openal 1.1 on windows first
Need to delete all old AI's before you start
Sync errors very quickly
Error "to many\large textures" is this cached somewhere?
game does not end properly
.give gives opponet units at commander location.
Without an installer, you need to make a clean install from 67b3 win
Need to install openal 1.1 on windows first
Need to delete all old AI's before you start
Sync errors very quickly
Error "to many\large textures" is this cached somewhere?
game does not end properly
.give gives opponet units at commander location.
Somehow it reads all the mod data instead of just the dependencies in modinfo.tdf... so those are probably related. I did try to fix that one, without luck yet. It's also yet another boring bug - I've been debugging all the little quirks of the linux port for some time already and I'm really not motivated for it. Plus I have been learning for exams these last few weeks.Sync errors very quickly
Error "to many\large textures" is this cached somewhere?
Another bad thing is that the bug apparently doesn't appear on linux, which means getting a linux dev to fix it is no option

- Tim Blokdijk
- Posts: 1242
- Joined: 29 May 2005, 11:18
No real new features afaik and Linux and Windows guy's won't be kicking eachothers buts.Slamoid wrote:...
So are you guys adding any new features to this build, or just getting the cross-plat things working? And will a Linux guy be able to kick an XP'ers butt online?
Spring needs new netcode for that.
Porting spring will open up more possibilities besides just allowing Windows to play against Linux (eventually). Also, when the port is finished, all the people that were working on the Linux port will work with the Windows people on cross platform build, increasing the number of developers alot, and allowing more developers to help if they want.
Ah THANKS!I commited a fix for the archive loading stuff.
This bug was sucking up all my motivation

Ofcourse we can wait until there is netcode... but there are a lot of people waiting for a release right now, even if it's only for the flipped map features.I seriously hope you are very much misstaken in your statement, or that whole endeavour of porting spring would be beyond pointless, right?
How have sync errors been detected and fixed in the past? I will try to track some down tonight, but i'm not even sure how the checksums get generated, or anything.
One though I had was doing a diff on the demo from both clients, but i'm not even sure of how the file is constructed, or how to interpret the messages. I'd guess i need to build something that would translate the message definitions in CGameServer.h on screen, as well as the unit id translations for viewing it to make sense. You could do a side by side compare and see where the first desync occurs, and perhaps what command caused it but i'm grasping at straws since i've never debugged anything like this.
One though I had was doing a diff on the demo from both clients, but i'm not even sure of how the file is constructed, or how to interpret the messages. I'd guess i need to build something that would translate the message definitions in CGameServer.h on screen, as well as the unit id translations for viewing it to make sense. You could do a side by side compare and see where the first desync occurs, and perhaps what command caused it but i'm grasping at straws since i've never debugged anything like this.
it appears that the newest rev doesn't have the "to many/large textures" error anymore, but I still am getting "No Sync response from user" "Sync request for wrong frame" then "Delayed sync response from user" non stop.
Also the numpad + and - keys do not adjust game speed and + does not do anything, only - non numpad.
Also the numpad + and - keys do not adjust game speed and + does not do anything, only - non numpad.
Fixed point math is slow.Fixed point math FTW
When looking at code yesterday or day before that one, I noticed these files which are at least somehow related to sync debugging:How have sync errors been detected and fixed in the past? I will try to track some down tonight, but i'm not even sure how the checksums get generated, or anything.
- System/SyncTracer.{cpp,h}
- System/Syncify.{cpp,h} Uses bget memory pool to prevent desync?? Disabled ATM in SVN.
- System/bget.{cpp,doc,h} Windows only AFAICS.
Hmm, I thought I fixed that a while ago, but on linux of course... Did you use uikeys.txt from SVN?Also the numpad + and - keys do not adjust game speed and + does not do anything, only - non numpad.
have you ever thinked of .. separate distributions /channels/servers? for linux and winb at least for a while?
at least mod making, maps and that stuff is the same
at least that way the linux build can be tested and debbuged..
i wouldnt mind playing in linux only :)
sry didnt know where to throw that at..
at least mod making, maps and that stuff is the same

at least that way the linux build can be tested and debbuged..
i wouldnt mind playing in linux only :)
sry didnt know where to throw that at..