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s25client's Issues

Connection Failed DirIP/Lobby

I've been trying to play S2 RTTR over Direct IP and Network Lobby with my girlfriend and we just get 'Connection Failed!' errors. I don't have access to our router at the moment so I can't see if 3665 is open. I suspect the problem is that we are sharing the same Internet connection, (she's at my house on her laptop, I'm on my desktop) and that's maybe causing complications?

Do you think that might be the case? Is there any hope of LAN play on the horizon?

FloSoft (flosoft) wrote on 2011-07-31: Re: [Bug 818703] [NEW] Connection Failed DirIP/Lobby #1
Hi,

if you're in the same LAN, you should use your lan-ip to connect to -
connection via lobby won't work - most routers dont implement the
forwarding correctly :(

compiling issue

-- Could NOT find SDL (missing: SDL_LIBRARY) (found version "1.2.15")
CMake Warning at driver/video/SDL/src/CMakeLists.txt:38 (MESSAGE):
: SDL library not found: Not building SDL videodriver

-- Could NOT find SDL (missing: SDL_LIBRARY) (found version "1.2.15")
-- Could NOT find SDL_mixer (missing: SDL_MIXER_LIBRARIES) (found version "1.2.12")
CMake Warning at driver/audio/SDL/src/CMakeLists.txt:45 (MESSAGE):
: SDL library not found: Not building SDL audiodriver

CMake Error at mygettext/src/CMakeLists.txt:8 (MESSAGE):
libiconv not found

and using cmake-gui
CMake Error at cmake/crosscompile.cmake:57 (MESSAGE):
ERROR: -dumpmachine failed... Result:'No such file or directory' Error:''
Output:''
Call Stack (most recent call first):
CMakeLists.txt:22 (INCLUDE)

Loading a (big) savegame is difficult when host has a slow internet connection

I have a pretty slow internet connection (45 kib/s) and when I try to load a big savegame, the other players often can't connect or can only connect after several tries.

FloSoft (flosoft) wrote on 2009-07-31: #1
perhaps we have to add some kind of connection-speed selection, so we can modify the data packets to a smaller size if connection's slow

ECC_OK (prometheus-unterderbruecke) wrote on 2009-08-02: #2
The problem happend again yesterday, after a ~200000 GF game when one of the players had his 24h Internet disconnect. It seems like the timeout is just set to low, the host kicks the player becaus of this.

Maybe you should raise the timeout value?

ECC_OK (prometheus-unterderbruecke) wrote on 2009-08-02: #3
Setting the timeout from 30 to 120 seconds solves the problem

[addon] Extension: Flexible recruitment

The soldiers should be recruited by the player like in "The Settlers III" if there is a sword, shield and the beer, means the player say's when and how much soldiers are recruited. Maybe the button could be included in the good allucation menu where on one side the required goods are listed and then on the other a button calling "Recruit" or "Recruit now".

[addon] Boats deliver people

Boats (smal "water way's") should deliver in the future people too. That means, that the people maybe linke if they want to occupy a military building "queue" themselves behind the flag and wait, that they are delivered to the other side. This option should be enabled and disabled by the admin in the admin-menu.

Krugslayer (cosmic-sea) wrote on 2014-11-20: #1
Thumb up for this idea.
If boatman can transport wares, why not settlers. It would be more realistic and definitely more helpful, because now some islands are unavailable and it is impossible to build anything on them. Only on few maps you are to build port, so I think it is time to raise the importance of boatmen and let them transport people. Also the default waterway length should be increased and let's let boatmen move a bit faster.

https://bugs.launchpad.net/s25rttr/+bug/367475

[addon] Direct control of catapults

You can set which building a catapult should attack first. With ah "chose target" button it could be realized, you first click the button and then the building and the target of the catapult is set.

game crashes when file missing

The binary crashes if it doesn't find (at least) the file
RTTR/LSTS/splash.bmp
when starting the game and loading all those files.

I think we should exit gracefully in such a case and inform the user about the problem.

jh (janhenrikk) wrote on 2010-04-04: #1
@flo: Wenn die splash.bmp nicht existiert, wird irgendwie unter Win32 anegenommen, dass es sich bei "splash.bmp" um ein directory handelt (Loader.cpp, Zeile 368 liefert true).

s25update fails on Ubuntu

When trying to start s25rttr through rttr.sh, there is no progress after the following message appears:

checking for an update ...

When executing /share/s25rttr/RTTR/s25update directly the following message appears reproducibly:

Updating "s25client":                                            100.00% - ok
Updating "libaudioSDL.so":                                       100.00% - ok
Updating "put your S2-Installation in here":                      -nan% - decompression failed: download failure?

No progress after that.

[addon] Extending military buildings

The military buildings should be extended by just clicking a button like "extend" or "enlarge". You just upgrade one level, means a barack to a guardhouse. A problem could be, that the game should check if there is enough space beacause sometimes a enlargement from a barack to a fortress could be impossible.

Krugslayer (cosmic-sea) wrote on 2014-11-20: #2
Thumb up for this idea.
This solution might be really useful is some cases. Same option was already available in Settlers 2 anniversary. This works quite simply - you would be able to expand your barracks even to fortress if there is enough space for this

https://bugs.launchpad.net/s25rttr/+bug/366855

[Feature] Spectator mode

You can join a game just as spectrator tha you can watch the game. One problem could be that spectrators could help some players so it shouldn't be allowed that they can write something. Joining after a game has already started should be possible too.

Phil Groenewold (philgroenewold) wrote on 2010-07-28: #1
finde ich auch ne gute idee.
der beobachter sollte allerdings schon die möglichkeit haben zu chatten.... allerdings nur für alle öffentlich, damit man sieht, wenn er was verrät...

Spike (fvv1) wrote on 2010-07-29: #2
vllt. sollte man die möglichkeit haben durch vote ihn zu muten denn auch im öffentlichen chat kann er ja alles auslaber, kann ihm ja vom prinzip her egal sein weil ich oft erlebt hab, dass zuschauer (spieler in nicht benutzten spieler posis) dann trotzdem drüber geredetet haben

nuoah (bug-giantmail) wrote on 2010-08-01: #3
Wenn jemand was verraten will, kann er das auch einfach per Teamspeak. Der Spectator mode sollte halt (wie alles neue) optional sein, wer den Leuten nicht vertraut, lässt ihn halt aus.

NastX (jtrampe) wrote on 2010-10-14: #4
Das nächste Problem wäre dass man mehrmals Siedler 2 auf einem Pc starten kann.

Spike (fvv1) wrote on 2010-10-14: #5
Naja, dazu müsste man aber, wenn es über internetlobby läuft, erstmal 2 accounts haben, per direkt ip müsste es noch schwerer sein, da es die daten braucht. Wenn nicht kann man doch im Spiel eine Anfrage einbauen "XXXX möchte das Spiel gerne beobachten" und dann kannste erlauben anklicken oder ebend blocken^^

So weißt du wer beobachtet und wie viele.

Stefan Kriwanek (Divan) (dev-stefankriwanek) wrote on 2010-10-14: #6
Das mit dem zwei mal auf einem PC starten seh ich genau entgegengesetzt - es ist zum Testen total praktisch und eine Sperre kann eh umgangen werden. Wir sollten nicht ein eigentlich soziales Problem versuchen mit technischen Mitteln zu lösen.
Ein Mittelweg wäre m.E., an geeigneter Stelle die IP neben dem Spieler-/Zuschauernamen anzuzeigen. Und klar, auf jeden Fall nicht das Zuschauen erlauben ohne dass der Host oder jemand dem zustimmt.

https://bugs.launchpad.net/s25rttr/+bug/367193

ALL sounds are distorted (sea, wind, birds): white noise with clipping

I've installed RTTR three days ago, but the sound issues make the game almost unplayable for me.

I'm using RTTR v0.8.1 which seems to be the most recent one (disregarding nightly builds) at the time of this writing.

Every single sound effect, that isn't music (music sounds fine) is practically just white noise. Especially winds and sea sounds make the game almost unbearable, since this seems to be at full volume and clipping. I have to turn off sound effects (the white noise overpowers things like message notification anyway, so that's not even helpful right now).

I'm using RTTR on Linux Fedora 20, relevant uname output:
Linux 3.13.10-200.fc20.x86_64 #1 SMP Mon Apr 14 20:34:16 UTC 2014 x86_64 x86_64 x86_64 GNU/Linux

I have multiple issues with the UI, too, (some menu items aren't clickable/selectable), but that's for another bug report.

I'm willing to help as much as I can. Please let me know, if I should have a look at some code or anything.

Steps to reproduce:

  • Start game
  • Make sure sound effects are activated
  • Load game state or create new game.

Missing carrier-frame

When playing RttR, after one game a carrier frame is not rendered anymore. This causes blinking which looks really ugly and forces me to restart the game after each match.

Problem can be reproduced

[Seafaring] Wrong selection of "strong attacker"

When playing with the latest nightly build and attacking an enemy harbour building by ship, you are able to select "strong attacker" like you can in a "normal" attacking window. Problem is, that it's not working correctly. In most cases my fortress with 6 generals was taken but when I sent 7 attackers, not my other fortress with 2+ generals was taken but an other military building with weak soldiers. Sometimes even my "main" fortress only sent 4 generals and 2 soldiers were taken from somewhere else.

Replay: (3bf7f23)
http://www.rfmonline.de/rttr/spike/2015-07-24_22-40-31.rar

Wrong trading route -> Donkeys die

Hallo Zusammen

Mir ist aufgefallen, dass es bei der Option "Handeln" immer wieder vorkommt, dass die Esel in die falsche Richtung laufen und dann irgend wo sterben.
Würde mich freuen wenn man das mal korrigieren könnnte.
Version war: 20140724

Spike (fvv1) wrote on 2014-12-02:
Welche Revision ist das? Gibt es Replays?

Benjamin Wettstein (beni-wettstein) wrote on 2014-12-08:
Die Raute (Automatisches Speichern).sav Edit (1.4 MiB, application/octet-stream)
Hier ist die Spieldatei.
An der Stelle des Spielers Shorts(Orange) muss man einsteigen. Dann muss man beim verbündete Spieler Burton1224(Türkis). Auf das erste Lager drücken das direkt an der Grenze liegt. Wenn man nun z.B. Siedler sendet gehen die vom Hauptquartier in die falsche Richtung und danach zurück in das Hauptquartier. Aber nicht ins Lager zum Türkisfarbenen Spieler

Benjamin Wettstein (beni-wettstein) wrote on 2014-12-08:
Auch in der aktuellen Revision und Version funktioniert es nicht!!
Revision war aber glaube ich 9484 als wir spielten

[LUA] Restricted area not working as described

"rttr.SetRestrictedArea(player, x1,y1, ...)
This restricts the area a player may have territory in. If called without any x/y-values, the restrictions are lifted. Otherwise, the coordinates specify one or multiple polygons the player may have territory in. A polygon inside a polygon will create a hole in it. To specify multiple polygons, start with a 0,0-pair followed by the first polygon, another 0,0-pair, the second polygon etc. and a final 0,0-pair at the end. For multiple polygons, each polygons first point has to be repeated at the end of it."

If you try to only specify an area where you shouldn't be able to build you have to enable first the complete map as allowed for building (e.g. 0,0 256,0 256,256 0,256) and then you may add any polygon in the described way.
It nearly works BUT it looks like the inside polygon also uses 0,0 as point - even if you use 1,1 1,256 256,1 instead of 0 this problem appears.

[addon] Treasure seeker

One more job like a geologist or the scout. Should search some treasures an maybe can be called in the same menu like the geologist an the scout.

Spike (fvv1) wrote on 2009-06-16: #1
Also ich wäre dafür, dass Schätze dann zufällig auf der Karte verteilt werden und von geologen gefunden werden die dann ein Schild mit einem Fragezeichen aufstellen. Schätze können dann nur an Stellen liegen, wo es auch eine Baumöglichkeit gibt. Danach, nachdem der Schatz gefunden wurde, kann man auf dem Platz eine Hebegrube bauen um den Schatz zu heben und alles zu bekommen. Pro Arbeitsschritt wird dann eine Ware des Schatzes gehoben.

Inhalten könnten sein:Gold, Schwerter, Schilde, Werkzeuge etc

Vllt. noch eine Einstellung von der "Menge der Schätze" auf der Karte und größe der schätze.

https://bugs.launchpad.net/s25rttr/+bug/367179

[addon] Chicken farm

One more building to get food. But this just should be a middle building and is only one building do gain food. To get bread you need to buildings as example.

Spike (fvv1) wrote on 2009-05-02: #1
Grafiken evtl

Demophobie (demophobie) wrote on 2009-05-02: #2
Spike macht Grafiken :-P

https://bugs.launchpad.net/s25rttr/+bug/367192

Version 1:
huhnerstall

[LUA] enhancements

  • Save Lua State - Save the Lua state to savegames so you can load and continue
  • Increase Lua filesize - currently 8192b which isn't enough for making enhanced scripts
  • Take ware - you should be able to wares of a player
  • Add ware to building / Take ware from building - adds/takes wares from a specific building (includes non store houses)
  • Set addons - control addon settings
  • Set options - control options
  • Post message with picture (also picture and location) - give an id for an image displayed
  • Mission statement with picture - same as post message with picture but for mission statement
  • Add Ship - adds a ship at given position for given player
  • Set ship dest - sets a ships destination (by Add ware to building / Take ware from building - adds/takes wares from a specific building (includes non store houses) ship and player id)
  • Set ship wares - sets wares of a ship by given id
  • Destroy ship - destroy a ship by given player and ship Id, add fire at position
  • Add building at - adds a building at a given position for given player ( if military building also set soldiers and rank)
  • Destroy building at - destroys a building at a position
  • Building finished - called when a building was finished, gives position, player id, type
  • Animate bob - takes any moved bob ingame, set way by coordinates, player by id, movement types: circle (if last waypoint, start move to first and restart(not teleport)), patrol (if last, restart in reversed order(last =first, first =last), strop and inform (informs the script that an animated bob reached its destination)
  • Show information - adds up to n info texts in the upper right corner (eg for counters, short quest text)
  • Set relation - set relation between players/ai by ID and type
  • Get military strength - returns military strength of player by id
  • Get player Input - open Dialoge where the player can press yes / no - maybe as well Choice Input (by number) so you can Interact with the player a bit
  • Open Input - Player can (if allowed by Script) also open his currently Input (e.g. If he Holds a shop, he can buy something)
  • BuildRoad (only if building a building works) - maybe same as ai command connecting two flags
  • SetLandOwner - give land to a specific player held by anything (e.g. Like the harbor)
  • SetBQ(x, y, BQ, ...) - sets the building quality of a specific map point
  • SetTexture(x, y, Texture, ...) - sets the texture of a specific map point (hexagon)
  • FindBuildingNear(x, y, BLD, search_radius) - returns x and y of first building found, if there is none return -1, -1
  • SetResouceAt(x, y, Type, ...)
  • JustPlaced(Player, x, y, BLD) - called when the player placed a building
  • JustBuilt(Player ,x ,y, BLD) - called when a building was finished
  • JustOccupied(Player ,x ,y , BLD) - called when a building is occupied
  • EnteredCombat(Player1, Player2) - Called when 2 player enter combat state with any building
  • SoldierLost(Player, Type) - called when a player loses a soldier
  • CustomStatiaticTab(ID, Player, Icon, y_min, y_max, y1, y2, y3, y4) - creates a custom statistics showing values, may not be affected by time settings, Player defines just an ID and color, may also be divided into name, color / Icon defines an icon used to click on
  • RemoveCustomStatistics(ID) - removes a custom statistic by ID
  • PlayDirectSound(Player, Sound) - plays a sound for given player, may also be a custom sound
  • PlayDirectSoundToMap(Sound) - Plays a direct sound for all players, may also be a custom sound
  • AddBuildingWithoutFunction(Player, Name, req_BQ, FirstGraphic, req_res1, req_res1_value, ...)
  • SendDialoguePostMessage(Player, Text, Text_btn01, Text_btn02) - Sends a post message to a player with answer options (like those from diplomacy)
  • JustDecided(Player, decision) - Called when a player decides something
  • JustFocused( Player, x, y) - Called whenever any node gains focus by any player (including enemy buildings, buildings etc), but may not work for ships
  • GetNodeObject(Player, BLD, object, list) - returns an object, building, road, flag etc. of a given position
  • AddLabel(Player, x, y, Text) - Adds a label at given position visible for player with text, may be overwritten by an other AddLabel
  • RemoveLabel(x, y) - May do the same as calling AddLabel with text ""
  • DisablePlayerControl(Player) - Player actions are ignored until this function is called again
  • SetBuildingSetting(x, y, Setting, bool) Sets a Setting in a Building at given position (e.g. stopping)
  • DisablePlayerBuildingControl(Player, x, y) - Disables player control at given position (May still check wares)
  • DisablePlayerBuildingTypeControl(Player, BLD) - disables building control over all buildings of a type
  • SetVisible(Player, x, y, radius) - Player got vision for specific position
  • SetMaxRank(Player, Rank) Sets the maximum rank soldiers can currently advance for a player
  • DisableMap(Player) - Disables the map for player
  • player:setReserve(count, rank)

Video driver couldn't be loaded

"searching for drivers in ./share/s25rttr/driver/video/*.so"
"0 video drivers found!"
"Video driver couldn't be loaded!"

Game doesn't start since nightly from 28.7.

[wish] Enable Framelimit in menus

It would be great if there was an option to enable frame limit in menus and if the game is pause because if you just want to stay in our internet lobby the game still runs at max FPS if you do not enable limited framerate. On the other side actually playing with limited framerate "feels" like the game is lagging thats why nearly nobody uses limited framerate.
Therefore it would be quite usefull to enable 30 fps in menus and if the game is paused and use user settings if the game is running.

[addon] Boot Camp

A new building to change the force of the soldiers. The soldiers are going into the building and after solving the lessons, the maybe can attack faster. The new job would be the "trainer" who needs a new tool, a book. The book can be made in the new building "printing office" whic needs wood and water. And the boot camp needs gold or food to work. To show which soldier is "upgraded" maybe the symbol of the soldiers can be changed, means not only a sword and a shield are on the symbol, maybe if the soldier is upgraded there could be a snag or a muscle arm.

https://bugs.launchpad.net/s25rttr/+bug/367187

Graphic repo:
https://github.com/Spikeone/rttr_bootcamp

Version 1:
kopie von al6

Limit Framerate does not work.

First of all: Thank you so much guys, you are doing an amazing Job!

There's one little issue I am having. Somehow the framerate limitation doesn't work. I set it to 30 frames but it still goes up to 80/90. This particularly happens if I increase the resoltuion or the size of the window.

I play on a retina MacBook with the scaled resolution of 1920.

I run the latest nightly

[addon] Manually occupying of military buildings

Military buildings should be occupied by the player manually, means he can set which bulding should be the first one where the military goes to. A solution could be, that you can switch between "automatically occupying"(how it's is now and in the original) and "manually occupying" so that the player has to set a "shall to" number of soldiers, maybe class too. If without class, there could be at lower side of the window of the military building a a button with a "minus" to decrase the number of soldiers, in the middle the number of soldier who should be there (if all there it's the same like the count of pictures in the normal line) and on the right side a "plus" du incrase the number. The evacuating of military buildings can be solved that way too.

Krugslayer (cosmic-sea) wrote on 2014-11-20: #1
Thumb up for this idea.
I suggest to use the same 'system' as in Widelands game:
Manually changing capacity of military buildings. You are able to change the amount and type (weaker or stronger) of soldiers in each military building. Now you would be able to decide where your generals should go and how many soldiers you need in each building.
This could be very helpful. Now you are really taking control of your soldiers.

Building instructions / dependencies might be incomplete

Hi everyone,
I noticed, that the building instructions might be incomplete or outdated and at least do not work for me. I already figured out, that I have to install the following additional libraries/packages, in order to complete the configuration for building:

sudo apt-get install g++ libbz2-dev mesa-common-dev libgl1-mesa-dev gettext libsdl1.2-dev libsdl-mixer1.2-dev

But now, when configuration is finished, I still cannot build, as I receive the following error:

kuzugloom@debian:~/dev/s25client/build$ make
Scanning dependencies of target updateversion
make[2]: /home/kumzugloom/dev/s25client/build/version/src/version: Command not found
make[2]: *** [CMakeFiles/updateversion] Error 127
make[1]: *** [CMakeFiles/updateversion.dir/all] Error 2
make: *** [all] Error 2

Can someone point me to what I'm missing?
Thanks! :)

PS: In the build instructions it says "submodules" instead of "submodule", which could be corrected as well. :)

Harbor indicator flags are unprecise

Die Flagge, die anzeigen soll, wenn sich ein Gebäude in Hafennähe befindet ist zu ungenau - so gelten Gebäude die NICHT über Seeangriffe angegriffen werden können teilweise schon als Hafen nah, was es schwer macht einzuschätzen was man wie wirklich verteidigen muss. Außerdem werden übermäßig viele Gebäude dadurch von der Einstellung beeinflusst.

https://launchpadlibrarian.net/167282382/hafenflaggen.png

Ikhar Beq (parasiteofchar) wrote on 2014-02-22: #2
SEAATTACK_DISTANCE = 15
BASE_ATTACKING_DISTANCE = 21
MAX_ATTACKING_RUN_DISTANCE = 40

Hafennähe wird geflaggt wenn nen Hafenspot in < SEAATTACK_DISTANCE+2 liegt (hindernisse egal und hafen muss nicht baubar oder gar sinnvoll sein)

Gebäude Angreifen geht im besten Fall solang ein per Schiff erreichbarer Hafenspot in < SEAATTACK_DISTANCE liegt (laufweg für soldaten!)

Eigene Angreifer werden gesammelt aus Gebäuden die maximal BASE_ATTACKING_DISTANCE von nem Hafen aus weg liegen mit nem Fußweg für Soldaten der maximal MAX_ATTACKING_RUN_DISTANCE lang ist.

==> Die Beflaggung zeigt nur an ob nen Hafenpunkt irgendwo in der Umgebung liegt (und mit ner recht guten chance ist der fußweg für eigene angreifer schaffbar) - Das ist bei den anderen Flaggen ja ähnlich die zeigen auch nur an ob nen feindliches Ziel in radius x steht nicht ob da auch angriffe gehn.
denke es ist mehr feature als bug

Außerdem ist die Flagge nicht nur fürs Verteidigen sondern auch fürs Angreifen und da sind unterschiedliche werte hinter...

[Feature] New gamemodes/targets

Maybe new modes, like deathmatch (you need no food as example) or the target is gaining 100 gold. Or playing with points, every killed soldier gives points, every building etc. and after a time or at the end of the game, the player with the most points wins. Military should be here more important than the normal economy.

https://bugs.launchpad.net/s25rttr/+bug/367201

Grafikfehler: Alle Bodentexturen schwarz, Maus zieht schlieren.

Version: 0.8-8596 (i386)

Tritt gleich nach dem Laden der Karte auf. Hauptmenu alles normal. Hab alle Grafikmodi durchprobiert.

Nvidia GeForce GT 520 512MB (PCI-Version)

NastX (jtrampe) wrote on 2013-03-16: Re: [Bug 1155915] [NEW] Grafikfehler: Alle Bodentexturen schwarz, Maus zieht schlieren.
Auch bei verschiedenen Maps?

FloSoft (flosoft) wrote on 2013-03-17:
VBO ausschalten, bei manchen Karten haben die Probleme

Troubles making s25client

Hey, after following the instructions I ran into the following problem while running make:

Linking CXX shared library libvideoSDL.so
/usr/bin/ld: CMakeFiles/videoSDL.dir/SDL.cpp.o: relocation R_X86_64_32 against `.rodata' can not be used when making a shared object; recompile with -fPIC
CMakeFiles/videoSDL.dir/SDL.cpp.o: error adding symbols: Bad value
collect2: error: ld returned 1 exit status
driver/video/SDL/src/CMakeFiles/videoSDL.dir/build.make:139: recipe for target 'driver/video/SDL/src/libvideoSDL.so' failed
make[2]: *** [driver/video/SDL/src/libvideoSDL.so] Error 1
CMakeFiles/Makefile2:472: recipe for target 'driver/video/SDL/src/CMakeFiles/videoSDL.dir/all' failed
make[1]: *** [driver/video/SDL/src/CMakeFiles/videoSDL.dir/all] Error 2
Makefile:116: recipe for target 'all' failed
make: *** [all] Error 2

Unfortunately I have no idea where the problem lies. I'm using arch linux on a 64bit system.
Could someone please point me into the right direction?

Soldaten beim auseinanderlaufen im Kampf falsch gezeichnet

Der Bug gehört noch dazu, dass soldaten die im Waiting status sind falsch gezeichnet werden. Der Fehler ist auch behoben, jetzt ist nur übrig geblieben, dass die Soldaten sofern sie Kämpfen ja erstmal zusammen auf einen Node laufen, dann ein Stück auseiander gehen und anfangen zu kämpfen. Nun ist es so, dass genau dieses Auseianderlaufen noch falsch gezeichnet wird - hier scheint die Reihenfolge wieder falsch zu sein.

"B" causes crash without "Vertex Buffer Objects"

When you turn off "Vertex Buffer Objects" and then press "B" ingame (Which jumps to the last screen position) then your game crashs. When turning "Vertex Buffer Objects" on this doesn't happen.

Connecting to an internet game from NATed LAN/same external IP address

When I connect to a game hosted by a player in the same LAN as I am it is not possible to connect. Therefore the external IP addresses need to be compared and if they are the same the local IP has to be used

FloSoft (flosoft) wrote on 2010-05-03: #1
This behaviour is known,

the problem here is the buggy nat-forwarding (with my router i.e it does work)

but i'll try to find a way to avoid that.

another possibility would be playing over ipv6 (for example activation teredo 6to4)

tags: added: all-rev

Christian Sturm (reezer) wrote on 2010-05-03: #2
Yeah, but relying on a router with non-buggy NAT sadly isn't a good way. I even thought it is a good one. Let's hope IPv6 will be the default soon an we get rid of NAT.

FloSoft (flosoft) wrote on 2010-12-22: #3
the problem is: the lobby does not know the internal ip - we could perhaps only "allow" to change the ip if the host's "on" the same external ip

[addon] Extension: Manually prioritizing of "gold delivery"

You can set to which bulding the gold deliveries should be brought at first. If the building is full with gold, the deliveries are stopping automatically or if the player self set it off. To realize this, maybe the "no gold button" should have two functions: clicking first time: priority for gold, clicking second time no gold and clicking one more it's normal again.

[addon] Paved roads

Roads can be paved an then the carriers can walk faster. To pave the street you need a roadworker who needs a hammer

FloSoft (flosoft) wrote on 2010-09-14: #1
and a stone for each road-element?

Krugslayer (cosmic-sea) wrote on 2014-11-20: #2
Thumb up for this idea.
Paved Roads. Strictly speaking roads made of stone (Stone/Granite required). With paved roads settlers and donkeys would be able to move and transport goods faster than on normal or donkey roads. I suggests this kind of progress:
Normal road -> Donkey road -> Paved Road [However update to paved road should NOT be automatic]

Benefit:

  • increase overall moevementspeed by 10% on those roads
  • elimination movementspeed decrease when carriers move upwards (hills).

Costs:
For 2 road segments (means shortest road possible) you should need 1 stone, means for 3 segments, you
need 2 stones, for 4 also 2 stones etc. So travelling 1 node is effectly 1/2 stone.

The way they should be build, suggestion:
There should be taken 1 node of the road where next to the builder "waits" (like he doesn't have
enough resources for building). Both flags act as "building" flags. Means stones can
be brought to both. Now carriers just carry stone to those flags - they are placed
at the point where the builder is waiting. When all stones finally have arrived -
the road is closed, means everybode currently on that road can finish his way but
nobody can travel on that road while building. Flags may act like fighting soldiers.
Also while that road is under construction, we may place shields at the
beginning/end of that road. When the road is finished, it can be used by everybody again.

https://bugs.launchpad.net/s25rttr/+bug/367191

Seafaring crashes

Seafaring crashes the game at the moment quite often, we used to play 1v1 with one AI player and the game crashed two times, we then decided to stop playing.

Also those replays crash if you play them till the end and press "p" to continue.

Note: Those replays may async when "jumping"

http://www.rfmonline.de/rttr/spike/seafaringcrash.rar

Doesn't start if default shell is "fish"

Version: 0.8-8744 (Mac)

I am a Mac user with fish as default shell (http://fishshell.com) and I get an error on startup:

"The file '/tmp/rttr.command' is marked as an executable but could not be run by the operating system."

If I change the default shell to bash ("chsh -s /bin/bash") everything works as expected. Could the run script somehow try to open with bash instead of the default shell

Spike (fvv1) wrote on 2013-08-08: #1
Well, it's sad, that I can't say anything about this :-/

https://bugs.launchpad.net/s25rttr/+bug/1184875

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