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Author Topic:  More people should be using the 10.6 client  (Read 23942 times)

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zrubavel

« on: 16, January 2012, 23:13:52 »
I can fully understand and support the reasons for 10.6 (and a "Dev" version) of the client not being available on a general download basis...But I think that an effort should be made to approach veteran members of the community to use this client. I think in the past people have been reluctant to test out a "dev" client when the required them playing on a Dev server. But as long they can play on main I think many veteran members would be happy to test and give feedback about things in development. This will need to happen any way (some sort of trial period where kinks and bugs are sorted out), and I think that we need to involve some players (I.e. people who spend long hours logged in and have a chance to see how things happen overtime) in this process so that they can report on how things behave over time.

I have a few suggestions of who to approach with this initiative if there is agreement that this is the way to go...
(I also have more arguments why this should happen, but I'll wait to see how people feel before trying to make the case for something that might be not need support).
a good sharp edge
is a man's best hedge
against the uncertain vagaries of life
Corb Lund

Torchwood

« Reply #1 on: 17, January 2012, 08:01:43 »
I would agree - that is an excellent suggestion.

However, you need to make one assumption, which drives two actions IMO:

+  Assumption:  Some of our target test players have no interest/knowledge in SVN or building code (this may or may not actually be true, but I think we should assume so).

This drives:

+  Action 1:  Every time the client source is updated, a new 'nightly build' needs to be compiled and put somewhere for download.  This means the above players can easily install the latest client, quickly.

+  Action 2:  A player reporting a bug, must be able to report the build number of the client they are using, else we won't know if the bug is due to an 'old' 10.6 client, or if it is a new bug in the latest build.

I guess action #1 is relatively simple to do, but can we support the second easily?  It would be nice if the player could type /build in the client and get the build number (and maybe other assorted info?).

Anich

« Reply #2 on: 17, January 2012, 10:27:25 »
r6678 adjustable indent is very nice, and there is no more of that premature line break thing. However, my client shows black masks covering the icons, which I believe to be alpha.png. I think that might be because I just updated and compiled over an old release, or I remember hearing about this one a long time ago.

I try building a new one but it scratched. I'll probably do that again, but later.

Edit: done. OK the blackness is gone, but I have the feeling it may have been a skin issue.

Nightly builds sounds like a good idea. I'm still going through the code::blocks manual. There should be a way to make an installer from compile.

Edit: definitely a skin issue, I'll have to finish it later, maybe do all the other addons tomorrow.

Edit: r6678 client download http://www.4shared.com/zip/-nqXdxZG/client.html (compiled for windows on CB).
« Last Edit: 18, January 2012, 03:06:01 by ANICH »
Some of you may remember me in-game as Stcrisis.

smacky

« Reply #3 on: 17, January 2012, 11:54:02 »
Yes, I was going to make 10.6 windows builds on the dl page after the next big update. IMO currently there are a couple of textwin bugs which are too jarring for all but the most hardcore tester.

These would not be nightly builds (I'm not that optimistic) but a new build when IMO I've added/changed/fixed something significant. IDK if your build is just a straight CB build, but I assume so.

If it is, good. No install required. So like the mapmaker you just extract the zip to wherever and  then doubleclick the Daimonin icon in the extracted folder. This will not overwrite your 10.5 installation so if you come up against a major bug you can just go back to 10.5. Remember, 10.6 is for testing so if you're of a panicky disposition, stick to 10.5. I hope you do test 10.6 though. If you do, don't be shy about posting bugs and problems and even opinions to the forum -- can't fix 'em if I don't know about 'em. However, if you're one oof these people who just likes to shout a lor, don't bother; I don't have time for you. Testing also means you should read the forums to be reasonably up to date on bugs, fixes, and workarounds.

Re skins. Very likely there are problems. In a bit I can give you a list of changes I've made. I think everything is backwards compatible with 10.5 but if not, ATM it is more important that addons work right with 10.5 than 10.6.

smacky

« Reply #4 on: 17, January 2012, 22:52:57 »
I need Windows help. I've rigged linux configure to extract the revision number of the client you are compiling. Then this is printed .just below the map name during play on development clients, so everyone knows which revision they have found is bugged -- see http://daimonin.svn.sourceforge.net/daimonin/?rev=6681&view=rev

But of course the point is for Windows clients. UnxUtils egrep (to find the revision) inexplicably prints its results 6 times for me on Wine, and doesn't know the -m switch anyway (we need this to stop the search afŧer the first result). There is allegedly a findstr program on Win but wine doesn't seem to have it.

Even so I am not sure where to do all this anyway. I need to get the revision number then set a define, REVISION, to a string of thks number (eg, #define REVISION "9999") either at build time or perhaps by writing it to win32.h.

Can YOU help?

Torchwood

« Reply #5 on: 17, January 2012, 23:20:36 »

@Smacky - no, sorry! :(

@Anich - downloaded the zip; I assume I only have to extract into a clean folder, then run the daimonin_start.exe as normal?  I couldn't connect to any servers (although main and dev were shown, and I could see who was logged on to main).  It seemed to get stuck synching files ...

_people_

« Reply #6 on: 18, January 2012, 00:18:39 »
I suggest simply using the __time__ and __date__ macros for compile time for the sake of cross-platform simplicity. As long as we do something to keep track of what revision the nightly build was built to on <date>, that should work fine.
-- _people_ :)

Anich

« Reply #7 on: 18, January 2012, 06:27:09 »
I failed to mention the download in my previous post was compiled on CB from trunk for windows. I'll go edit that.

Smacky, yes I'll look at those skins shortly and see the changes for myself. As for nightly builds, I had assumed that an installer exe is proper, of course it is no longer required as described - I can make zip packages and put them on the downloads page. Should I host it on daimonin.org or? I'll try and help, even if its so far beyond my understanding. What I can do right now is put the build number next to the version display at startup (since I'll be compiling nightly builds anyway). That's of course, if there is a new release.

Torchwood, can you zip your daimonin files, the ones from your \AppData\Roaming\ folder (I assume you're on windows 7) and send them to me? (Upload site, skype, IRC or whatever) I think the problem might be related. Afterwards, download this and extract to your \AppData\Roaming\ folder. These are the client-server files that I am using, they seem to work fine with me. Perhaps, deleting your daimonin folder from user files which will cause client to create new ones can also work.
Some of you may remember me in-game as Stcrisis.

Torchwood

« Reply #8 on: 18, January 2012, 08:00:02 »

Anich - zip file sent to the @gmail.com account listed on your profile page ...

Downloaded your zip and it worked ... but - maybe I was just too impatient the first time?  The synch files bit took quite a while but got there in the end ...

smacky

« Reply #9 on: 18, January 2012, 15:32:07 »
I realised when I woke up there is probably a simpler way to achieve what I want re revisions so I'll try that.

@Anich: Yes, please take this on. :) For now lets just sort out the teething problems (ie, re Torchwood) but then yes, we'll host on sf and link on the dl page like the normal client.

smacky

« Reply #10 on: 18, January 2012, 21:27:00 »
Could someone who runs proper Windows test (and if needed fix) this?

Replace the Setup.bat in make/win32 with this:

Code: [Select]
@echo off

setlocal enableextensions

..\..\..\project_tools\unxutils\unzip.exe 3rdparty.zip
move dll\*.dll ..\..
rmdir dll

set revision=exported

if exist ..\..\.svn (
    for /F "skip=4 tokens=2" %%a in ('svn info ..\..') do (
        set revision=%%a
        goto :break
    )
)

:break
echo #define REVISION "%revision%" > include\revision.h
endlocal
pause

Then build as normal.

What should happen: The batch file checks for client/.svn. If not found, the variable %revision% is set to exported. Otherwise, it runs svn info and extracts the revision number and writes this to %revision%. Either way, it then writes this to the file include/revision.h as a #define.

What actually happens under wine: If client/.svn does not exist, everything works. Otherwise, The script shouts:

Code: [Select]
Syntax error
File not found

File not found

(all of which relate to the for line.)

It writes #define REVISION "a".


I thought perhaps the svn info was confusing it (not sure I even have svn installed under wine) so replaced it with:

Code: [Select]
    for /F %%a in ('ver') do (

It still does the same!

Everything I can find on google says it should work. (The setlocal and endlocal are things I thought I might need -- they make no odds -- and the pause is just so I can see the console afterwards.)

Torchwood

« Reply #11 on: 18, January 2012, 23:17:01 »
OK, after some stupidity on my part, I got this to work (I run Windows 7).  However, I had to make 2 changes:

Code: [Select]
@echo off

setlocal enableextensions

..\..\..\project_tools\unxutils\unzip.exe 3rdparty.zip
move dll\*.dll ..\..
rmdir dll

set revision=exported

if exist ..\..\..\.svn (
    for /F "skip=5 tokens=2" %%a in ('svn info ..\..') do (
        set revision=%%a
        goto :break
    )
)

:break
echo #define REVISION "%revision%" > include\revision.h
endlocal
pause

First - I don't have a client/.svn folder, only a trunk/.svn folder, so there is an extra ..\ in the "if exist" bit, and then the revision number is not in the line you think it is - so I had to change skip=4 to skip=5.

Now, my include\revision.h shows:

#define REVISION "6680"

(Interestingly, I'm sure with my previous install of Tortoise (several years ago of course), I have .svn folders all over the place - now I only seem to have a .svn folder at the root of each of my checkouts)

EDIT:  Finished off and built the client and ran it.  Where is the build info displayed to the user - I couldn't see anywhere (or is that yet to come?).

I think the delay at "synch files ..." is definitely a problem - it takes an age (30s?) at this point, where as the normal 10.5 client does this bit in seconds.
« Last Edit: 18, January 2012, 23:32:19 by Torchwood »

Anich

« Reply #12 on: 19, January 2012, 07:01:12 »
30s? It takes about 5 seconds on mine, which is about 5 times longer than the 10.5 client for me. I don't know if maybe antivirus software is slowing you down somewhere?

Latest build as of to date http://www.4shared.com/zip/K4OiUbMl/daimonin-client-0106-6685.html I don't know how to upload to SF.

No luck with skins yet. A bit busy today.
Some of you may remember me in-game as Stcrisis.

Torchwood

« Reply #13 on: 19, January 2012, 12:42:03 »

OK - downloaded and tested.  I see the build number is visible on the startup and login screens - excellant.  I suggest this could be a 'production' feature, not just a DEV feature (i.e. don't remove it later).

Anyway, I do admit my netbook is slow - but there is a definite noticable difference between 10.5 and 10.6 (and one of MT's guiding principles is to allow the game to be played on a low spec machine).  Anich reports the same effect, so I guess it is real.  Can it be fixed?

By the way, I reverted back to my original \Roaming files from 10.5 - no problems so far.

BUG report (minor):  On the login screen, press the up/down arrow keys repeatedly to select main, then dev, then main, etc.  The upper text window shows the number of people logged on, but it doesn't scroll properly - the text overwrites itself.

Also, it is not clear what the 0 0 after the player's name means?  I know this is probably explained in the forums somewhere, but it needs to be obvious, especially to the brand new user (who hasn't read the forums).

smacky

« Reply #14 on: 19, January 2012, 13:19:16 »
Thanks Torch.

It looks then like for /F just doesn't work under wine. :( Well, essentially no problem. Just means whoever builds the dev binary has to do it on real Windows.

The missing .svn is no problem. Basically if you export your source from the repository to build a client you will not get this, hence the default revision of "exported". This is what you normally should do.

When building a dev client though, you should do a simple copy of client/ out of  the trunk repo. This will include the .svn hidden folders and thus the revision info. Is this true for Windows or do you need some special invocation to include hidden folders in a copy?

Therefore ..\..\.svn is correct. We're expecting not to find it.

Currently Windows doesn't include revision.h so your client won't show it. I'll add it later today.

As for skip=4 or skip=5, well my info says:

Quote
      skip=n       A number of lines to skip at the beginning of the file.
                    (default = 0)

and (on Linux, perhaps Windows has an extra line for some reason?) svn info produces, ie (line numbers added by me, count from 0):

Quote
0    Path: sourceforge
1    URL: https://daimonin.svn.sourceforge.net/svnroot/daimonin
2    Repository Root: https://daimonin.svn.sourceforge.net/svnroot/daimonin
3    Repository UUID: 3ee485a7-5726-0410-865c-82d48ca3e34f
4    Revision: 6685
5    Node Kind: directory
6    Schedule: normal
7    Last Changed Author: smacky
8    Last Changed Rev: 6685
9    Last Changed Date: 2012-01-18 21:23:50 +0000 (Wed, 18 Jan 2012)

So logically skip=4 for the Revision line! But I'll change it to what works...

Re the sync files speed: yes this is because 10.6 rebuilds the image data every time, which takes a while depending on machine speed/number of images (log in to dev, it is probably even slower). I'll do something about this later on in development.

Re textwin not scrolling during login: no, it doesn't yet. Ultimately the point of showing the textwins here is that they can be scrolled/resized/moved just like during play (ie, so you can review chat, etc). But there's a bit to do to the code first.

Re 0 0: That's the player's longitude and latitude (or the other way round, can never remember) for the locator. Eventually this info won't be shown textually in the textwin but will be plotted graphically in the locator. During dev, at least this shows who is ingame.

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