Skip to search.

Breaking News Visit Yahoo! News for the latest.

×Close this window

atlantisdev

The Yahoo! Groups Product Blog

Check it out!

Group Information

  • Members: 435
  • Category: Play By Mail
  • Founded: Mar 15, 2000
  • Language: English
? Already a member? Sign in to Yahoo!

Yahoo! Groups Tips

Did you know...
Real people. Real stories. See how Yahoo! Groups impacts members worldwide.

Messages

Advanced
Messages Help
Messages 6815 - 6845 of 8591   Oldest  |  < Older  |  Newer >  |  Newest
Messages: Show Message Summaries Sort by Date ^  
#6815 From: Lrinis <resp33@...>
Date: Sun Nov 7, 2004 8:32 am
Subject: how to get the sources
voneisenkopf
Send Email Send Email
 
Hello!

    Please, anybody, tell me, where I can get the latest version of
    Atlantis 5 sources. (How to use the CVS?)
    And does the complete list of changes exist?

--
Best regards,
  Lrinis.

#6816 From: "Didier Dincher" <arindel@...>
Date: Sun Nov 7, 2004 10:35 pm
Subject: Re: Re: migration windows -> linux
arindel_gm
Send Email Send Email
 
> another simple option is a nice free utility called Tofrodos that does
> this automaticly
> the windows version you just drag any text file to it and it does the
> rest, it will convert the text to from dos/linux format
>
> later
>

Hi,

It works great! :o))
This utility is very simple and efficient. It resolves the problem within 10
minutes.
Thank you very much!

--
Geschenkt: 3 Monate GMX ProMail + 3 Top-Spielfilme auf DVD
++ Jetzt kostenlos testen http://www.gmx.net/de/go/mail ++

#6818 From: "Michael Scalet" <scalet@...>
Date: Mon Nov 8, 2004 2:10 pm
Subject: Game crashing if
mrvran
Send Email Send Email
 
Hello all,
I am the GM of Grelth an atlantis game which has been running for
quite a while (we are into year 8 in the game).
Lately I have been getting crashes when writing reports. This had
happened before but recompiling without optimizations helped, though
not this time.
The culprit seems to be the list management functions:

Program received signal SIGSEGV, Segmentation fault.
0x0804c4ea in AList::Next(AListElem*) (this=0x8bc770c, e=0x4950534d)
at alist.cpp:92
92 return e->next;

with a bactrace of:

#0 0x0804c4ea in AList::Next(AListElem*) (this=0x8bc770c,
e=0x4950534d) at alist.cpp:92
#1 0x081473a9 in Unit::GetMen() (this=0x8bc76b8) at unit.cpp:754
#2 0x08147cf0 in Unit::GetRealSkill(int) (this=0x8bc76b8, sk=33) at
unit.cpp:924
#3 0x08147c8e in Unit::GetSkill(int) (this=0x8bc76b8, sk=33) at
unit.cpp:913
#4 0x080561c7 in ARegion::WriteReport(Areport*, Faction*, int,
ARegionList*) (this=0x8c5e068, f=0xbffff730, fac=0x81cef60,
month=2, pRegions=0xbffffa74) at aregion.cpp:1923
#5 0x0807299d in Faction::WriteReport(Areport*, Game*)
(this=0x81cef60, f=0xbffff730, pGame=0xbffffa50) at faction.cpp:535
#6 0x080838d2 in Game::WriteReport() (this=0xbffffa50) at
game.cpp:1556
#7 0x0808168a in Game::RunGame() (this=0xbffffa50) at game.cpp:1109
#8 0x080f5dcd in main (argc=2, argv=0xbffffb34) at main.cpp:105
#9 0x42017499 in __libc_start_main () from /lib/i686/libc.so.6

Has anyone encountered this before?
This seems to happen if IMPROVED_FARSIGHT is on.

Thanks for any help.
Michael.

#6819 From: Enno Rehling <enno@...>
Date: Mon Nov 8, 2004 2:21 pm
Subject: Re: Game crashing if
ennorehling
Send Email Send Email
 
Michael Scalet wrote:

> Has anyone encountered this before?
> This seems to happen if IMPROVED_FARSIGHT is on.


Never seen it, but looks like something that's easy to find with gdb
(which you seem to be able to use) and a watchpoint on the address of
the list entry.

Enno.
--
"We should invade their countries, kill their leaders and convert them
to Christianity." -- Ann Coulter

#6820 From: JT <jtraub@...>
Date: Mon Nov 8, 2004 2:38 pm
Subject: Re: Game crashing if
jttraub
Send Email Send Email
 
-----BEGIN PGP SIGNED MESSAGE-----
Hash: SHA1

On Mon, 8 Nov 2004, Michael Scalet wrote:
> Hello all,
> I am the GM of Grelth an atlantis game which has been running for quite
> a while (we are into year 8 in the game). Lately I have been getting
> crashes when writing reports. This had happened before but recompiling
> without optimizations helped, though not this time. The culprit seems to
> be the list management functions:
>
> Program received signal SIGSEGV, Segmentation fault.
> 0x0804c4ea in AList::Next(AListElem*) (this=0x8bc770c, e=0x4950534d)
> at alist.cpp:92
> 92 return e->next;
>
> with a bactrace of:
>
> #0 0x0804c4ea in AList::Next(AListElem*) (this=0x8bc770c,
> e=0x4950534d) at alist.cpp:92
> #1 0x081473a9 in Unit::GetMen() (this=0x8bc76b8) at unit.cpp:754
> #2 0x08147cf0 in Unit::GetRealSkill(int) (this=0x8bc76b8, sk=33) at
> unit.cpp:924
> #3 0x08147c8e in Unit::GetSkill(int) (this=0x8bc76b8, sk=33) at
> unit.cpp:913
> #4 0x080561c7 in ARegion::WriteReport(Areport*, Faction*, int,
> ARegionList*) (this=0x8c5e068, f=0xbffff730, fac=0x81cef60,
> month=2, pRegions=0xbffffa74) at aregion.cpp:1923
> #5 0x0807299d in Faction::WriteReport(Areport*, Game*)
> (this=0x81cef60, f=0xbffff730, pGame=0xbffffa50) at faction.cpp:535
> #6 0x080838d2 in Game::WriteReport() (this=0xbffffa50) at
> game.cpp:1556
> #7 0x0808168a in Game::RunGame() (this=0xbffffa50) at game.cpp:1109
> #8 0x080f5dcd in main (argc=2, argv=0xbffffb34) at main.cpp:105
> #9 0x42017499 in __libc_start_main () from /lib/i686/libc.so.6
>
> Has anyone encountered this before?
> This seems to happen if IMPROVED_FARSIGHT is on.
>
> Thanks for any help.
> Michael.

That is a sign and symptom of re-use of freed memory.  When you
investigate, you will find that 'e' points to memory which has already
been deallocated.  Almost *always* this is caused by something deleting a
unit or skill pointer before it should be deleted and (when I was
developing the atlantis code) was almost always caused by the last
modification I'd added.

I did *not* find GDB very helpful in tracking this down because the
corruption had usually happened much earlier.  Instead, I went with some
of the Memory debugging libraries such as dmalloc or ElectricFence.  These
almost always require some tweaking to the includes and some extra calls
during initialization and a recompile to get hooked in, but almost always
pointed me to the location which was doing the duplicate free.

If you have modified the sources in any way from 'stock' 4.0, that will be
the location to suspect most heavily.

Good luck in finding the bug.

- --JT


- --
[-------------------------------------------------------------------------]
[ Practice random kindness and senseless acts of beauty.                  ]
[ It's hard to seize the day when you must first grapple with the morning ]
[-------------------------------------------------------------------------]
-----BEGIN PGP SIGNATURE-----
Version: GnuPG v1.2.1 (GNU/Linux)

iD8DBQFBj4TtlZQYYI16LJQRAk/EAKCF/qktT8UFv0xBsDq2jQ1vqumjqQCgw0hD
Vb65U/zl/mQY5igj849+7iE=
=GW8x
-----END PGP SIGNATURE-----

#6821 From: "Michael Scalet" <scalet@...>
Date: Mon Nov 8, 2004 6:35 pm
Subject: Re: Game crashing if
mrvran
Send Email Send Email
 
> If you have modified the sources in any way from 'stock' 4.0, that
will be
> the location to suspect most heavily.
>
This happens with the stok 4.0.10 latest version but only if
IMPROVED_FARSIGHT is on.
I'll try to find where exactly it happens, but I really have no time
so I think I'll just turn that off and carry on, but if someone thinks
of running a 4.0 game with IMPROVED_FARSIGHT on, be aware that there
is this issue.

#6822 From: JT <jtraub@...>
Date: Mon Nov 8, 2004 6:45 pm
Subject: Re: Re: Game crashing if
jttraub
Send Email Send Email
 
-----BEGIN PGP SIGNED MESSAGE-----
Hash: SHA1

On Mon, 8 Nov 2004, Michael Scalet wrote:
> This happens with the stok 4.0.10 latest version but only if
> IMPROVED_FARSIGHT is on.
>
> I'll try to find where exactly it happens, but I really have no time so
> I think I'll just turn that off and carry on, but if someone thinks of
> running a 4.0 game with IMPROVED_FARSIGHT on, be aware that there is
> this issue.

Definately sounds as if Improved Farsight is the culprit then.  Good luck
finding it.

- --JT

- --
[-------------------------------------------------------------------------]
[ Practice random kindness and senseless acts of beauty.                  ]
[ It's hard to seize the day when you must first grapple with the morning ]
[-------------------------------------------------------------------------]
-----BEGIN PGP SIGNATURE-----
Version: GnuPG v1.2.1 (GNU/Linux)

iD8DBQFBj77hlZQYYI16LJQRAhGjAJ9Bw0N64mvYcO4YjrPlzmfPLIOIPgCgnNKF
YvlPII1H+6GakJBGtocdpbs=
=+W7l
-----END PGP SIGNATURE-----

#6823 From: "starstrike99" <starstrike99@...>
Date: Mon Nov 8, 2004 11:07 pm
Subject: Re: Game crashing if
starstrike99
Send Email Send Email
 
I hate to say it, but ... I've already reported this bug from the
Nylandor testgame.

Basically, improved farsight references back to the mage that cast it
during the report-writing phase. However, IF the mage gets killed
between the CAST phase and report writing (ie most commonly during
the MOVE phases) then the memory for the mage has been cleared -
resulting in the problems you are seeing.

I have no idea why this would cause all the other problems seen in
Grelth last turn, unless you made another code change to try and fix
this problem. Unfortunately I can't find my original post with the
solution I suggested at the time (the search feature on atlantisdev
seems to be only searching the last couple of hundred messages :( ).

Looking at it now, I can't see any easy way of checking if the mage
is still alive at the report writing stage. So I would suggest
instead:

(a) comment out the line "EmptyHell()" in Game::RunOrders() in
runorders.cpp.

(b) Just before the line "Awrite("Writing Playerinfo File...");" in
Game::RunGame() of game.cpp, add the line "EmptyHell()".

That way, hopefully, units should get cleared from memory after
report writing instead of before. It will increase your memory usage
somewhat, but it is a simple and quick solution, which I think Grelth
would appreciate at this stage.

Note that I haven't bug-checked this, but I can't see how it could
produce any other errors.

Checking my Nylandor code (where dead mages are processed
differently, and not sent to hell the turn they die), I have also
removed the following line from ARegion::Kill(Unit *u) in aregion.cpp:

(c) u->items.SetNum(i->type,0);

I don't think you'll need to do that because GetSkill() can cope with
empty units, but if the game still crashes with just (a) and (b) -
because there is no longer a man in the mage unit when checking
farsight skills - then try (c) as well.

Good Luck,

Bradley


> On Mon, 8 Nov 2004, Michael Scalet wrote:
> > This happens with the stok 4.0.10 latest version but only if
> > IMPROVED_FARSIGHT is on.
> >
> > I'll try to find where exactly it happens, but I really have no
time so
> > I think I'll just turn that off and carry on, but if someone
thinks of
> > running a 4.0 game with IMPROVED_FARSIGHT on, be aware that there
is
> > this issue.
>
> Definately sounds as if Improved Farsight is the culprit then.
Good luck
> finding it.
>
> - --JT

#6824 From: "Stuart Sanders" <stuart@...>
Date: Tue Nov 9, 2004 3:33 am
Subject: RE: A5 Gamedef::Improved_Farsight Bug
chimerea2001
Send Email Send Email
 
This is the original bug report.

> -----Original Message-----
> From: starstrike99 [mailto:starstrike99@...]
> Sent: Thursday, 4 March 2004 2:00 PM
> To: atlantisdev@yahoogroups.com
> Subject: [atlantisdev] A5 Gamedef::Improved_Farsight Bug
>
>
> Hi all,
>
> When writing out a region in A5, if the Gamedef Improved_Farsight is
> actived, the routine GetObservation() calls unit::GetAttribute(). The
> unit in question is one who cast farsight or bird lore this turn.
>
> However, this is done after hell is emptied (at the end of
> runorders). Thus, it is quite possible that the mage which the
> farsight points to has been deleted. I tested this with the standard
> code and in a simple situation the memory had not been rewritten, but
> the unit had definitely been through its destructor already (I put a
> marker in the destructor, ie unit->num = 0, then wrote out the unit
> number when the GetObservation was called later). Thus, in more
> complex games, it is quite possible that this memory would be
> reassigned (This crashed one test situation in Arcadia).
>
> I'm not sure of the best way to solve this issue; class farsight
> could be given a new element observation so that there is no need to
> check the unit itself; clearhell could be called after writing
> reports; or there could be some check that the unit is still alive
> (not sure how to do that).
>
> Bradley
>
>
>
> ------------------------ Yahoo! Groups Sponsor
> ---------------------~-->
> KnowledgeStorm has over 22,000 B2B technology solutions. The
> most comprehensive IT buyers' information available.
> Research, compare, decide. E-Commerce | Application Dev |
> Accounting-Finance | Healthcare | Project Mgt | Sales-Marketing | More
> http://us.click.yahoo.com/IMai8D/UYQGAA/cIoLAA/89ewlB/TM
> --------------------------------------------------------------
> -------~->
>
> To Post a message, send it to:   atlantisdev@eGroups.com
> To Unsubscribe, send a blank message to:
> atlantisdev-unsubscribe@eGroups.com
> Yahoo! Groups Links
>
>
>
>
>

#6825 From: Anthony Briggs <abriggs@...>
Date: Tue Nov 9, 2004 4:57 am
Subject: Re: Re: Game crashing if
anthony_s_br...
Send Email Send Email
 
starstrike99 wrote:
>
> I hate to say it, but ... I've already reported this bug from the
> Nylandor testgame.
>
> Basically, improved farsight references back to the mage that cast it
> during the report-writing phase. However, IF the mage gets killed
> between the CAST phase and report writing (ie most commonly during
> the MOVE phases) then the memory for the mage has been cleared -
> resulting in the problems you are seeing.
>
> I have no idea why this would cause all the other problems seen in
> Grelth last turn, unless you made another code change to try and fix
> this problem. Unfortunately I can't find my original post with the
> solution I suggested at the time (the search feature on atlantisdev
> seems to be only searching the last couple of hundred messages :( ).

No, it just searches a couple of hundred at a time (the last month,
maybe?) If you hit Next, it'll scroll back another couple of hundred,
etc. Here's your message:

<http://groups.yahoo.com/group/atlantisdev/message/6105>

You didn't mention a particular solution, though - I just thought I'd
mention it for other people trying to search the archive. I guess now
that I'm an Administrator (Muahahaha! The Power!) I've got appearances
to keep up ;)

Ant

--
-----------------------------------------------------
   HyPEraCtiVE? HeY, WhO aRE YoU cALliNg HypERaCtIve?!
   aBRiGgS@...
-----------------------------------------------------

#6826 From: Enno Rehling <enno@...>
Date: Tue Nov 9, 2004 7:25 am
Subject: Re: A5 Gamedef::Improved_Farsight Bug
ennorehling
Send Email Send Email
 
Stuart Sanders wrote:
>>However, this is done after hell is emptied (at the end of
>>runorders). Thus, it is quite possible that the mage which the
>>farsight points to has been deleted.

We have a pragmatic approach to that kind of problem in our code, a kind
of "poor man's garbage collection": Units are not deleted, put put into
a list of dead units that get deleted after all the turn is over. So we
set unit::number to 0, and remove the unit from the region and all other
lists, but if spells, message objects, travelthrough-notifications or
other parts of the code still reference them, this won't break. Of
course, a couple of places need to check that the unit is still alive
(unit::number > 0), but it has been working pretty well over the years.
Same goes for ships, buildings and all other structures.

Enno.
--
Human beings, who are almost unique in having the ability to learn from
the experience of others, are also remarkable for their apparent
disinclination to do so. -- Douglas Adams in "Last Chance To See"
(http://snurl.com/lastc)

#6827 From: "starstrike99" <starstrike99@...>
Date: Tue Nov 9, 2004 7:35 am
Subject: Re: A5 Gamedef::Improved_Farsight Bug
starstrike99
Send Email Send Email
 
> >>However, this is done after hell is emptied (at the end of
> >>runorders). Thus, it is quite possible that the mage which the
> >>farsight points to has been deleted.
>
> We have a pragmatic approach to that kind of problem in our code, a
kind
> of "poor man's garbage collection": Units are not deleted, put put
into
> a list of dead units that get deleted after all the turn is over.
So we
> set unit::number to 0, and remove the unit from the region and all
other
> lists, but if spells, message objects, travelthrough-notifications
or
> other parts of the code still reference them, this won't break. Of
> course, a couple of places need to check that the unit is still
alive
> (unit::number > 0), but it has been working pretty well over the
years.
> Same goes for ships, buildings and all other structures.
>
> Enno.

This is pretty much what "hell" is in atlantis. It's just that in the
default, hell is emptied before writing reports rather than after.

Bradley

#6828 From: phod7178@...
Date: Tue Nov 9, 2004 11:57 am
Subject: bug in unit.cpp (Unit::CanUseWeapon)
phod7178
Send Email Send Email
 
Hey,

   seems to me and my friend Pavel Privetivy that this:

int Unit::CanUseWeapon(WeaponType *pWep, int riding)
{
	 if (riding == -1)
		 if(pWep->flags & WeaponType::NOFOOT) return -1;
	 else
		 if(pWep->flags & WeaponType::NOMOUNT) return -1;
	 return CanUseWeapon(pWep);
}

is bugged, however this:

int Unit::CanUseWeapon(WeaponType *pWep, int riding)
{
         if (riding == -1) {
                 if(pWep->flags & WeaponType::NOFOOT) return -1;
	 } else
                 if(pWep->flags & WeaponType::NOMOUNT) return -1;
         return CanUseWeapon(pWep);
}

seem to work

regards etc etc,

Petr

#6829 From: Arno Saxena <al-s@...>
Date: Tue Nov 9, 2004 6:53 pm
Subject: Leave and Build Orders
torojima
Send Email Send Email
 
one of my players has run into unexpected problems last turn. He has
given his shipbuilders unit which has been in a readymade longboat X
first a LEAVE, then a BUILD Longboat order. also sailors in the longboat
X tryed to sail away the very same turn. since the shipbuilders should
have left the longboat X with the LEAVE order and the SAIL orders should
have been successfull. but it was not. there has been a error message
"Ship is overloaded". I have run a test in which I have removed the
BUILD Longboat order of the shipbuilder and only left the LEAVE order.
in this case the ship sailed along as expected. so the problem might be,
if a build order is given, all leave orders for that unit are ignored...

is this a known bug?

greetings
    Arno

#6830 From: Janis Ancens <h2so4@...>
Date: Tue Nov 9, 2004 7:20 pm
Subject: Re: Leave and Build Orders
napalmeye
Send Email Send Email
 
http://groups.yahoo.com/group/atlantisdev/message/5889

The same situation.

Janis

Arno Saxena wrote:
> one of my players has run into unexpected problems last turn. He has
> given his shipbuilders unit which has been in a readymade longboat X
> first a LEAVE, then a BUILD Longboat order. also sailors in the longboat
> X tryed to sail away the very same turn. since the shipbuilders should
> have left the longboat X with the LEAVE order and the SAIL orders should
> have been successfull. but it was not. there has been a error message
> "Ship is overloaded". I have run a test in which I have removed the
> BUILD Longboat order of the shipbuilder and only left the LEAVE order.
> in this case the ship sailed along as expected. so the problem might be,
> if a build order is given, all leave orders for that unit are ignored...
>
> is this a known bug?
>
> greetings
>    Arno
>
>
>
> To Post a message, send it to:   atlantisdev@eGroups.com
> To Unsubscribe, send a blank message to: atlantisdev-unsubscribe@eGroups.com
> Yahoo! Groups Links
>
>
>
>
>
>
>
>
>

#6831 From: "Pete Christie" <pete@...>
Date: Wed Nov 10, 2004 1:01 am
Subject: Re: A5 Gamedef::Improved_Farsight Bug
stabliser
Send Email Send Email
 
Hi

Would it make anymore sense (and cause less problems) if FARSight was
cast at the same time as GATE/TELE/PORT instead of before movement.
Afterall the results of the FARSight spell show a region as it is at
the end of turn, why not cast the spell at the end of turn ? That way
if a mage casting FARS died, there wouldnt be any problem as he'd be
dead before he cast the spell.

By the way, why does this bug only happen when improved farsight is
switched on, surely a dead mage should cause this problem regardless
of improved farsight being on or off, hes still dead and deleted
before the farsight report is created right ?  Perhaps theres more to
this bug.

Pete




--- In atlantisdev@yahoogroups.com, "starstrike99"
<starstrike99@y...> wrote:
>
> > >>However, this is done after hell is emptied (at the end of
> > >>runorders). Thus, it is quite possible that the mage which the
> > >>farsight points to has been deleted.
> >
> > We have a pragmatic approach to that kind of problem in our code,
a
> kind
> > of "poor man's garbage collection": Units are not deleted, put
put
> into
> > a list of dead units that get deleted after all the turn is over.
> So we
> > set unit::number to 0, and remove the unit from the region and
all
> other
> > lists, but if spells, message objects, travelthrough-
notifications
> or
> > other parts of the code still reference them, this won't break.
Of
> > course, a couple of places need to check that the unit is still
> alive
> > (unit::number > 0), but it has been working pretty well over the
> years.
> > Same goes for ships, buildings and all other structures.
> >
> > Enno.
>
> This is pretty much what "hell" is in atlantis. It's just that in
the
> default, hell is emptied before writing reports rather than after.
>
> Bradley

#6832 From: JT <jtraub@...>
Date: Wed Nov 10, 2004 1:06 am
Subject: Re: Re: A5 Gamedef::Improved_Farsight Bug
jttraub
Send Email Send Email
 
-----BEGIN PGP SIGNED MESSAGE-----
Hash: SHA1

On Wed, 10 Nov 2004, Pete Christie wrote:
> Would it make anymore sense (and cause less problems) if FARSight was
> cast at the same time as GATE/TELE/PORT instead of before movement.
> Afterall the results of the FARSight spell show a region as it is at the
> end of turn, why not cast the spell at the end of turn ? That way if a
> mage casting FARS died, there wouldnt be any problem as he'd be dead
> before he cast the spell.
>
> By the way, why does this bug only happen when improved farsight is
> switched on, surely a dead mage should cause this problem regardless of
> improved farsight being on or off, hes still dead and deleted before the
> farsight report is created right ?  Perhaps theres more to this bug.

Non-improved farsight doesn't show a lot of details, so the obse level of
the mage casting doesn't matter (basically it's cast as effectively a
level 0 obse man).  With improved farsight it relies on the obse of the
mage to get more detail, so a mage with obse+fars is better than a mage
with just fars.

The correct solution (imho) would be to have the spell object store off
the obse of the mage during casting rather than changing the timing of the
spell execution.

However, as always, you guys can do as you like since I'm just providing
what amounts to random input :)

- --JT

- --
[-------------------------------------------------------------------------]
[ Practice random kindness and senseless acts of beauty.                  ]
[ It's hard to seize the day when you must first grapple with the morning ]
[-------------------------------------------------------------------------]
-----BEGIN PGP SIGNATURE-----
Version: GnuPG v1.2.1 (GNU/Linux)

iD8DBQFBkWmVlZQYYI16LJQRAqytAJ47L3Vk/ugIuWPc+VCG6f8IlQ8AuwCfQtC4
CiFd060jmGkAaQvFyJUB19Q=
=EaD9
-----END PGP SIGNATURE-----

#6833 From: Stephen Baillie <sgb@...>
Date: Wed Nov 10, 2004 1:27 am
Subject: Re: Re: A5 Gamedef::Improved_Farsight Bug
argentrune
Send Email Send Email
 
> The correct solution (imho) would be to have the spell
> object store off the obse of the mage during casting
> rather than changing the timing of the spell execution.

That wouldn't be quite enough, as IMPROVED_FARSIGHT doesn't just call in
the casting mage's OBSE, but potentially their TRUE, GATE, MIND, and any
trade skills they happen to have (for detecting specialised resources).
   Since storing ALL of those may be a tad awkward, I'd say the better
solution would be to move emptying hell until after report generation.
Or maybe just never empty hell, but don't write any of the units there
out to disk, thus relying on them simply being lost?

> However, as always, you guys can do as you like since
> I'm just providing what amounts to random input :)

You just have to add that disclaimer as otherwise we consider your every
whim to be law!

:-)

Steve.

#6834 From: Brandon <bbs00@...>
Date: Thu Nov 11, 2004 8:13 pm
Subject: ftp site is up
bbs00
Send Email Send Email
 
just a note to let everyone know that the ftp site I'm hosting for
atlantisdev is up and working

feel free to post anything you like so long as it is atlantis related.

to log in use the following info

ftp addy is:
ftp://fantasy.tzo.com
user name: atlantisdev

there is no password but most ftp clients require something to be typed
in the password field, you can type anything for pass and it will work
for expample you can type anon or you email or whatever


enjoy

#6835 From: "b0drin" <BODRIN@...>
Date: Sat Nov 13, 2004 12:35 pm
Subject: Compiling the source files?
b0drin
Send Email Send Email
 
Hello everyone,
I'm new to atlantis and i'm having trouble compiling the source code.

The compiler i'm now using is Dev-C++ version 4.9.9.0 from
www.bloodshed.net. Which is based on GCC.

I've tried Visual c++6, borland c++3 and i've briefly tried to get
Cygwin working, I didn't even know where to begin with that one.

I've followed the instructions supplied in the gamemasters html file
and tried to compile it. but i keep getting an error message at line
25 "Multiple target patterns".
I don't even know what this means, can anyone help as i'd like to get
this game up and running, plus what does it mean when it says update
your include paths?
Thank you in advance of any help b0drin!

#6836 From: "bbs00" <bbs00@...>
Date: Sat Nov 13, 2004 3:54 pm
Subject: Re: Compiling the source files?
bbs00
Send Email Send Email
 
--- In atlantisdev@yahoogroups.com, "b0drin" <BODRIN@a...> wrote:
>
> Hello everyone,
> I'm new to atlantis and i'm having trouble compiling the source code.
>
> The compiler i'm now using is Dev-C++ version 4.9.9.0 from
> www.bloodshed.net. Which is based on GCC.
>
> I've tried Visual c++6, borland c++3 and i've briefly tried to get
> Cygwin working, I didn't even know where to begin with that one.
>
> I've followed the instructions supplied in the gamemasters html file
> and tried to compile it. but i keep getting an error message at line
> 25 "Multiple target patterns".
> I don't even know what this means, can anyone help as i'd like to get
> this game up and running, plus what does it mean when it says update
> your include paths?
> Thank you in advance of any help b0drin!

are you trying to compile the standard sources or modified ones?
and is it a 4.0.10 copy or the 5.0 version or an older copy of the
sources?   it sounds like you are trying to compile on windows,
microsoft never makes anything easy except crashing computers lol
(personal apinion no offence intended) if you just wana compile the
standard 4.0.10 souces than look in the files section under binaries
to save some head ache. if not then check to make sure that everything
in the include section is where it's supposed to be..  I'm not real
sure how to explain it cause I'm not that great at it myself, goodluck

#6837 From: "b0drin" <BODRIN@...>
Date: Sat Nov 13, 2004 8:44 pm
Subject: Re: Compiling the source files?
b0drin
Send Email Send Email
 
Yes i am trying to compile in Windows and hey its a pain in the arse
i agree.
The source files i've got are versions 4.0.10k, 4.0.10i and 4.0.4.
I think its the standard sources because its in the standard folder
but i have also tried conquest too.
Thanks for the quick reply, still tearing my hair out though!

--- In atlantisdev@yahoogroups.com, "bbs00" <bbs00@y...> wrote:
>
> --- In atlantisdev@yahoogroups.com, "b0drin" <BODRIN@a...> wrote:
> >
> > Hello everyone,
> > I'm new to atlantis and i'm having trouble compiling the source
code.
> >
> > The compiler i'm now using is Dev-C++ version 4.9.9.0 from
> > www.bloodshed.net. Which is based on GCC.
> >
> > I've tried Visual c++6, borland c++3 and i've briefly tried to
get
> > Cygwin working, I didn't even know where to begin with that one.
> >
> > I've followed the instructions supplied in the gamemasters html
file
> > and tried to compile it. but i keep getting an error message at
line
> > 25 "Multiple target patterns".
> > I don't even know what this means, can anyone help as i'd like to
get
> > this game up and running, plus what does it mean when it says
update
> > your include paths?
> > Thank you in advance of any help b0drin!
>
> are you trying to compile the standard sources or modified ones?
> and is it a 4.0.10 copy or the 5.0 version or an older copy of the
> sources?   it sounds like you are trying to compile on windows,
> microsoft never makes anything easy except crashing computers lol
> (personal apinion no offence intended) if you just wana compile the
> standard 4.0.10 souces than look in the files section under binaries
> to save some head ache. if not then check to make sure that
everything
> in the include section is where it's supposed to be..  I'm not real
> sure how to explain it cause I'm not that great at it myself,
goodluck

#6838 From: "ennorehling" <enno@...>
Date: Sat Nov 13, 2004 11:34 pm
Subject: Re: Compiling the source files?
ennorehling
Send Email Send Email
 
--- In atlantisdev@yahoogroups.com, "b0drin" <BODRIN@a...> wrote:
>
> Yes i am trying to compile in Windows and hey its a pain in the arse
> i agree.
> The source files i've got are versions 4.0.10k, 4.0.10i and 4.0.4.
> I think its the standard sources because its in the standard folder
> but i have also tried conquest too.
> Thanks for the quick reply, still tearing my hair out though!

Have you got any previous experience with compiling something? Because it sounds
like you're trying a bunch of compilers and haven't used one before. If you
haven't done C++ before, you're probably much better off with pre-compiled
binaries than trying to compile the source. If you have, you should go for the
compiler you know.

I'm a bit surprised that Atlantis doesn't come with project files for Visal C++.
I'm sure someone has made it compile on that compiler, and can maybe help out?
Otherwise, I'd go with g++, because from the looks of the Makefile, that is what
Atlantis uses by default. Get the cygwin setup.exe from http://www.cygwin.com/,
make sure you're getting the g++ compiler installed. And if you can't get that
to work, ask again with clippings from the error messages if you can.

Enno.

#6839 From: Elderwing <elderwing@...>
Date: Sun Nov 14, 2004 1:14 am
Subject: Atlantis client
thesixuk
Send Email Send Email
 
Hi guys,

I've been writing a .NET based client for atlantis and I'm now at beta
stage.  I'm just wondering if I can upload it to the files section of
the boards or do I just have to promote the program from here :)

As it stands it needs a graphics overhaul (as I've used the graphics
from atlantis advisor - thanks to their graphics pack and the fact that
it's a great client for anybody new to atlantis PBEM BTW) and a few
other features also need adding....

Is it OK if I upload it so I can properly bug test it and also get
suggestions so that it can be improved where needed?

Cheers

Niels

#6840 From: Brandon <bbs00@...>
Date: Sun Nov 14, 2004 3:44 am
Subject: Re: Atlantis client
bbs00
Send Email Send Email
 
Elderwing wrote:

>Hi guys,
>
>I've been writing a .NET based client for atlantis and I'm now at beta
>stage.  I'm just wondering if I can upload it to the files section of
>the boards or do I just have to promote the program from here :)
>
>As it stands it needs a graphics overhaul (as I've used the graphics
>from atlantis advisor - thanks to their graphics pack and the fact that
>it's a great client for anybody new to atlantis PBEM BTW) and a few
>other features also need adding....
>
>Is it OK if I upload it so I can properly bug test it and also get
>suggestions so that it can be improved where needed?
>
>Cheers
>
>Niels
>
>
>
well..   the ftp site I set up is a good place to post if files section
isn't an option.

I personaly say go for it but I'm not an admin or anything here so....


later

#6841 From: radk@...
Date: Sun Nov 14, 2004 4:42 am
Subject: Re: Compiling the source files?
rad_killmer
Send Email Send Email
 
Hi,

I have compiled atlantis 4.0.10k on Visual C++6.0, and it worked just fine.
If you want help with that, I should be able to help.  What I will need is the
error message that you get when you complile.

One place to look first though is in your Visual C++ Tools/Options/Directories
You go there to make sure all your source directories are present.

Rad


On 13 Nov 2004 at 12:35, b0drin wrote:

>
> Hello everyone,
> I'm new to atlantis and i'm having trouble compiling the source code.
>
> The compiler i'm now using is Dev-C++ version 4.9.9.0 from
> www.bloodshed.net. Which is based on GCC.
>
> I've tried Visual c++6, borland c++3 and i've briefly tried to get
> Cygwin working, I didn't even know where to begin with that one.
>
> I've followed the instructions supplied in the gamemasters html file
> and tried to compile it. but i keep getting an error message at line
> 25 "Multiple target patterns".
> I don't even know what this means, can anyone help as i'd like to get
> this game up and running, plus what does it mean when it says update
> your include paths?
> Thank you in advance of any help b0drin!
>
>
>
>
>
>
>
> To Post a message, send it to:   atlantisdev@eGroups.com
> To Unsubscribe, send a blank message to: atlantisdev-unsubscribe@eGroups.com
> Yahoo! Groups Links
>
>
>
>
>
>
>

#6842 From: "b0drin" <BODRIN@...>
Date: Sun Nov 14, 2004 1:00 pm
Subject: Re: Compiling the source files?
b0drin
Send Email Send Email
 
Yes i'm new to the compiling theory, the only other thing i managed
to compile once was a tutorial on quake 3 modding, i still have the
full source code for that.
However Visual c++6 doesn't install properly on Windows XP with
service pack 2 so thats out.
I couldn't get to grips with the Cygwin package but the Dev c++
package uses G++ as its compiler base the provided makefile doesn't
want to work though as the compiler starts to build its own.
If everyone thinks that a pre compiled binary would be better for me
where abouts can i obtain one?
Thanks again in advance!


--- In atlantisdev@yahoogroups.com, radk@s... wrote:
> Hi,
>
> I have compiled atlantis 4.0.10k on Visual C++6.0, and it worked
just fine.
> If you want help with that, I should be able to help.  What I will
need is the
> error message that you get when you complile.
>
> One place to look first though is in your Visual C++
Tools/Options/Directories
> You go there to make sure all your source directories are present.
>
> Rad
>
>
> On 13 Nov 2004 at 12:35, b0drin wrote:
>
> >
> > Hello everyone,
> > I'm new to atlantis and i'm having trouble compiling the source
code.
> >
> > The compiler i'm now using is Dev-C++ version 4.9.9.0 from
> > www.bloodshed.net. Which is based on GCC.
> >
> > I've tried Visual c++6, borland c++3 and i've briefly tried to
get
> > Cygwin working, I didn't even know where to begin with that one.
> >
> > I've followed the instructions supplied in the gamemasters html
file
> > and tried to compile it. but i keep getting an error message at
line
> > 25 "Multiple target patterns".
> > I don't even know what this means, can anyone help as i'd like to
get
> > this game up and running, plus what does it mean when it says
update
> > your include paths?
> > Thank you in advance of any help b0drin!
> >
> >
> >
> >
> >
> >
> >
> > To Post a message, send it to:   atlantisdev@e...
> > To Unsubscribe, send a blank message to: atlantisdev-
unsubscribe@e...
> > Yahoo! Groups Links
> >
> >
> >
> >
> >
> >
> >

#6843 From: "b0drin" <BODRIN@...>
Date: Sun Nov 14, 2004 3:04 pm
Subject: Re: Compiling the source files?
b0drin
Send Email Send Email
 
Doh! Stupid me, i've found the executable binaries. They were hiding
in the files category. Sorry everyone. I've run the exe file in a
command window and got a list containing
Atlantis New
Atlantis Run
Atlantis Edit

Atlantis Map <Type> <Mapfile>
Atlantis Mapunits
Atlantis Genrules <Introfile> <cssfile> <Rule-Outputfile>
Atlantis Check <Orderfiel> <Checkfile>

Now what do i do to get the game going?
I've typed the above commands in the console window and but I keep
getting errors like not recognised as internal or external commands
or non operable programs.
I'd still like to learn how to compile it though.

--- In atlantisdev@yahoogroups.com, "b0drin" <BODRIN@a...> wrote:
>
> Yes i'm new to the compiling theory, the only other thing i managed
> to compile once was a tutorial on quake 3 modding, i still have the
> full source code for that.
> However Visual c++6 doesn't install properly on Windows XP with
> service pack 2 so thats out.
> I couldn't get to grips with the Cygwin package but the Dev c++
> package uses G++ as its compiler base the provided makefile doesn't
> want to work though as the compiler starts to build its own.
> If everyone thinks that a pre compiled binary would be better for
me
> where abouts can i obtain one?
> Thanks again in advance!
>
>
> --- In atlantisdev@yahoogroups.com, radk@s... wrote:
> > Hi,
> >
> > I have compiled atlantis 4.0.10k on Visual C++6.0, and it worked
> just fine.
> > If you want help with that, I should be able to help.  What I
will
> need is the
> > error message that you get when you complile.
> >
> > One place to look first though is in your Visual C++
> Tools/Options/Directories
> > You go there to make sure all your source directories are present.
> >
> > Rad
> >
> >
> > On 13 Nov 2004 at 12:35, b0drin wrote:
> >
> > >
> > > Hello everyone,
> > > I'm new to atlantis and i'm having trouble compiling the source
> code.
> > >
> > > The compiler i'm now using is Dev-C++ version 4.9.9.0 from
> > > www.bloodshed.net. Which is based on GCC.
> > >
> > > I've tried Visual c++6, borland c++3 and i've briefly tried to
> get
> > > Cygwin working, I didn't even know where to begin with that one.
> > >
> > > I've followed the instructions supplied in the gamemasters html
> file
> > > and tried to compile it. but i keep getting an error message at
> line
> > > 25 "Multiple target patterns".
> > > I don't even know what this means, can anyone help as i'd like
to
> get
> > > this game up and running, plus what does it mean when it says
> update
> > > your include paths?
> > > Thank you in advance of any help b0drin!
> > >
> > >
> > >
> > >
> > >
> > >
> > >
> > > To Post a message, send it to:   atlantisdev@e...
> > > To Unsubscribe, send a blank message to: atlantisdev-
> unsubscribe@e...
> > > Yahoo! Groups Links
> > >
> > >
> > >
> > >
> > >
> > >
> > >

#6844 From: Janis Ancens <h2so4@...>
Date: Sun Nov 14, 2004 3:24 pm
Subject: Re: Re: Compiling the source files?
napalmeye
Send Email Send Email
 
I suppose the .exe files have names like 'standard', 'wyreth',
'conquest' or something like that depending of subdirectory. Running
those without attributes shows you available options. I suppose you've
typed 'atlantis new/run/something'. It is meant to be run as
'standard/wyreth/conquest/anything new' depending again on the type of
game you are going to run. This and more about starting a game can be
read in the file named GAMEMASTER which is included in Atlantis source.
If somehow it is missing check Files section of this forum.

I can't provide any help with compiling under Windows though. Sorry :)

Janis

b0drin wrote:
>
> Doh! Stupid me, i've found the executable binaries. They were hiding
> in the files category. Sorry everyone. I've run the exe file in a
> command window and got a list containing
> Atlantis New
> Atlantis Run
> Atlantis Edit
>
> Atlantis Map <Type> <Mapfile>
> Atlantis Mapunits
> Atlantis Genrules <Introfile> <cssfile> <Rule-Outputfile>
> Atlantis Check <Orderfiel> <Checkfile>
>
> Now what do i do to get the game going?
> I've typed the above commands in the console window and but I keep
> getting errors like not recognised as internal or external commands
> or non operable programs.
> I'd still like to learn how to compile it though.
>
> --- In atlantisdev@yahoogroups.com, "b0drin" <BODRIN@a...> wrote:
>
>>Yes i'm new to the compiling theory, the only other thing i managed
>>to compile once was a tutorial on quake 3 modding, i still have the
>>full source code for that.
>>However Visual c++6 doesn't install properly on Windows XP with
>>service pack 2 so thats out.
>>I couldn't get to grips with the Cygwin package but the Dev c++
>>package uses G++ as its compiler base the provided makefile doesn't
>>want to work though as the compiler starts to build its own.
>>If everyone thinks that a pre compiled binary would be better for
>
> me
>
>>where abouts can i obtain one?
>>Thanks again in advance!
>>
>>
>>--- In atlantisdev@yahoogroups.com, radk@s... wrote:
>>
>>>Hi,
>>>
>>>I have compiled atlantis 4.0.10k on Visual C++6.0, and it worked
>>
>>just fine.
>>
>>>If you want help with that, I should be able to help.  What I
>
> will
>
>>need is the
>>
>>>error message that you get when you complile.
>>>
>>>One place to look first though is in your Visual C++
>>
>>Tools/Options/Directories
>>
>>>You go there to make sure all your source directories are present.
>>>
>>>Rad
>>>
>>>
>>>On 13 Nov 2004 at 12:35, b0drin wrote:
>>>
>>>
>>>>Hello everyone,
>>>>I'm new to atlantis and i'm having trouble compiling the source
>>
>>code.
>>
>>>>The compiler i'm now using is Dev-C++ version 4.9.9.0 from
>>>>www.bloodshed.net. Which is based on GCC.
>>>>
>>>>I've tried Visual c++6, borland c++3 and i've briefly tried to
>>
>>get
>>
>>>>Cygwin working, I didn't even know where to begin with that one.
>>>>
>>>>I've followed the instructions supplied in the gamemasters html
>>
>>file
>>
>>>>and tried to compile it. but i keep getting an error message at
>>
>>line
>>
>>>>25 "Multiple target patterns".
>>>>I don't even know what this means, can anyone help as i'd like
>
> to
>
>>get
>>
>>>>this game up and running, plus what does it mean when it says
>>
>>update
>>
>>>>your include paths?
>>>>Thank you in advance of any help b0drin!
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>To Post a message, send it to:   atlantisdev@e...
>>>>To Unsubscribe, send a blank message to: atlantisdev-
>>
>>unsubscribe@e...
>>
>>>>Yahoo! Groups Links
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>
>
>
>
>
>
>
> To Post a message, send it to:   atlantisdev@eGroups.com
> To Unsubscribe, send a blank message to: atlantisdev-unsubscribe@eGroups.com
> Yahoo! Groups Links
>
>
>
>
>
>
>
>
>

#6845 From: "b0drin" <BODRIN@...>
Date: Sun Nov 14, 2004 3:32 pm
Subject: Re: Compiling the source files?
b0drin
Send Email Send Email
 
Thank you so much the commands you provided below were just the info
that i needed.
I've just got the question how wide should the map be? I'm presuming
this is the standard response when the game is working!
Once more thank you!

--- In atlantisdev@yahoogroups.com, Janis Ancens <h2so4@p...> wrote:
> I suppose the .exe files have names like 'standard', 'wyreth',
> 'conquest' or something like that depending of subdirectory.
Running
> those without attributes shows you available options. I suppose
you've
> typed 'atlantis new/run/something'. It is meant to be run as
> 'standard/wyreth/conquest/anything new' depending again on the type
of
> game you are going to run. This and more about starting a game can
be
> read in the file named GAMEMASTER which is included in Atlantis
source.
> If somehow it is missing check Files section of this forum.
>
> I can't provide any help with compiling under Windows though.
Sorry :)
>
> Janis
>
> b0drin wrote:
> >
> > Doh! Stupid me, i've found the executable binaries. They were
hiding
> > in the files category. Sorry everyone. I've run the exe file in a
> > command window and got a list containing
> > Atlantis New
> > Atlantis Run
> > Atlantis Edit
> >
> > Atlantis Map <Type> <Mapfile>
> > Atlantis Mapunits
> > Atlantis Genrules <Introfile> <cssfile> <Rule-Outputfile>
> > Atlantis Check <Orderfiel> <Checkfile>
> >
> > Now what do i do to get the game going?
> > I've typed the above commands in the console window and but I
keep
> > getting errors like not recognised as internal or external
commands
> > or non operable programs.
> > I'd still like to learn how to compile it though.
> >
> > --- In atlantisdev@yahoogroups.com, "b0drin" <BODRIN@a...> wrote:
> >
> >>Yes i'm new to the compiling theory, the only other thing i
managed
> >>to compile once was a tutorial on quake 3 modding, i still have
the
> >>full source code for that.
> >>However Visual c++6 doesn't install properly on Windows XP with
> >>service pack 2 so thats out.
> >>I couldn't get to grips with the Cygwin package but the Dev c++
> >>package uses G++ as its compiler base the provided makefile
doesn't
> >>want to work though as the compiler starts to build its own.
> >>If everyone thinks that a pre compiled binary would be better for
> >
> > me
> >
> >>where abouts can i obtain one?
> >>Thanks again in advance!
> >>
> >>
> >>--- In atlantisdev@yahoogroups.com, radk@s... wrote:
> >>
> >>>Hi,
> >>>
> >>>I have compiled atlantis 4.0.10k on Visual C++6.0, and it worked
> >>
> >>just fine.
> >>
> >>>If you want help with that, I should be able to help.  What I
> >
> > will
> >
> >>need is the
> >>
> >>>error message that you get when you complile.
> >>>
> >>>One place to look first though is in your Visual C++
> >>
> >>Tools/Options/Directories
> >>
> >>>You go there to make sure all your source directories are
present.
> >>>
> >>>Rad
> >>>
> >>>
> >>>On 13 Nov 2004 at 12:35, b0drin wrote:
> >>>
> >>>
> >>>>Hello everyone,
> >>>>I'm new to atlantis and i'm having trouble compiling the source
> >>
> >>code.
> >>
> >>>>The compiler i'm now using is Dev-C++ version 4.9.9.0 from
> >>>>www.bloodshed.net. Which is based on GCC.
> >>>>
> >>>>I've tried Visual c++6, borland c++3 and i've briefly tried to
> >>
> >>get
> >>
> >>>>Cygwin working, I didn't even know where to begin with that one.
> >>>>
> >>>>I've followed the instructions supplied in the gamemasters html
> >>
> >>file
> >>
> >>>>and tried to compile it. but i keep getting an error message at
> >>
> >>line
> >>
> >>>>25 "Multiple target patterns".
> >>>>I don't even know what this means, can anyone help as i'd like
> >
> > to
> >
> >>get
> >>
> >>>>this game up and running, plus what does it mean when it says
> >>
> >>update
> >>
> >>>>your include paths?
> >>>>Thank you in advance of any help b0drin!
> >>>>
> >>>>
> >>>>
> >>>>
> >>>>
> >>>>
> >>>>
> >>>>To Post a message, send it to:   atlantisdev@e...
> >>>>To Unsubscribe, send a blank message to: atlantisdev-
> >>
> >>unsubscribe@e...
> >>
> >>>>Yahoo! Groups Links
> >>>>
> >>>>
> >>>>
> >>>>
> >>>>
> >>>>
> >>>>
> >
> >
> >
> >
> >
> >
> >
> > To Post a message, send it to:   atlantisdev@e...
> > To Unsubscribe, send a blank message to: atlantisdev-
unsubscribe@e...
> > Yahoo! Groups Links
> >
> >
> >
> >
> >
> >
> >
> >
> >

Messages 6815 - 6845 of 8591   Oldest  |  < Older  |  Newer >  |  Newest
Add to My Yahoo!      XML What's This?

Copyright © 2010 Yahoo! Inc. All rights reserved.
Privacy Policy - Terms of Service - Guidelines NEW - Help