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Messages - Mike

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1
Bug Reports / Re: Problem with animation when entering Joringsbridge
« on: June 29, 2014, 08:36:36 PM »
Where this "soldier camp" location is situated? If it's medMercCamp then there is a "storage" chest there. And there is some road sign as well. No more locations I passed through fit your description.
I will wait impatiently for the results of your investigation. Good luck.

2
Bug Reports / 0.5.8 Multiple bugs and issues
« on: June 29, 2014, 11:04:51 AM »
Hello everyone.
I have built and installed Sumwars 0.5.8 from source. The game is working generally, but there are several bugs/issues which prevent to progress through the plot.
My OS is Linux Fedora 20, all system updates installed in proper time.
Some of issues were mentioned by Roterstern previously here: http://sumwars.org/forum/index.php?topic=495.0 I just compile everything I had to face with.
1. Starting new game. Guards behind the doors of our prison cell do not react against our escape. They let us go and we can reach JoringsBridge. So, there is no obstacle to do so and this looks unnaturally.
2. After surrending weapon to guards. They ask (!) you to follow them and bring you to animated scene wiith Infernal Behemote. During the animation we see that doors in the room where the Behemote is are switching to opposite stance. I.e. if you come here for the very first time they switch to "open". If you had a walk here before the animated scene and turned the doors "open", they switch to "closed". So, there is no understanding which position was designed.
3. Doors leading to "outer space". There are three doors at elCnlLobby map which lead to the edge of the map. Two at Soren Windclaw room and one near prison cell. See attached screenshot to see which ones (1, 2, 3 marked yellow). We can pass through one door, walk around the map and enter another door. We can see pieces of walls and edges of ceiling which must be hidden from player. Looks like there must be some triggered transition areas, but they are not working.
4. No activity from guards after Behemote scene. They are not convoying us any more and we are free to go away now. Without any warnings or explaination from guards. We can also return to prison cell, and guards come back from Behemote room. But they stay in the corridor. We cannot talk to them or bring them to another location. They do not convoy us anymore.
5. Maps have non-friendly names. E.g.: aisNorthMeadow, medMercCamp, aisPlains etc.. These names are displayed on top of the screen on entering a map, also in minimap header, also on teleport stone map.
6. No interaction with "Soren Windclaw" NPC can be performed. We just entering a hall and can see him standing.
7. There is some weird pink crystal hovering at medBackalley map. It is invisible on entering, but when you approach this point it appears from nowhere. Cannot be passed through (looks like it is solid). No interactivity. It displays "Soren Windclaw" name when pointing onto it.
8. JoringsBridge. Once we entering here for the very first time it starts the animation. Our character approaches to NPCs in the middle of the scene, but cannot interact with anyone and cannot go away. After "ESC" and "Quit and Save" we are standing at teleport stone of JoringsBridge. We can talk to Reba NPC and get a quest. But when we try to leave the location on feet we fall into previously described animation and become stuck. There is a walkaround to leave the map: teleport stone. We can also interact with some of NPCs in the middle of JoringsBridge if we aim on certain NPC and click it. Thus there is a way to have a quest from Gertlinde Kampfler NPC. But after accepting a quest we cannot just walk away. We must quit game and enter again. In order to reach aisNorthMeadow map we have to aim to a specific area on that peace of road which leads to locaton and wait. Animation starts again and camera moves to NPCs in the middle of map, but if you are lucky it will bring you to aisNorthMeadow in a few seconds.
9. Every time we return to elCnlLobby there is no Behemote on it. We can enter the room where a worker was killed and interact with doors, even enter the Lab. But when we pass through the point where guards have brought us in the very first time the animation scene with Behemote starts over. There is a chance to hurt Behemote up to about half of its hitpoins. Every next attack on it leads to death of character and we resurrect near medMercCamp teleport stone. Having enough patience we can kill Behemote and loot it.

3
Bug Reports / Re: Problem with animation when entering Joringsbridge
« on: June 22, 2014, 08:38:42 AM »
Hello Fusion44.
Here is my save files. I have some achievements: it is possible to talk to certain NPCs at Joringsbridge location. All you need is to aim it and click. A character starts moving inside the animation, comes to NPC and can have a talk. But after finishing a conversation a character stays inside "animation" and is not able to just walk away. You need "ESC", "Save an quit" and load again in order to use a teleport stone or walk into nearby village (where quest with berries is to be performed).
Pay attention: in my case names of locations are displayed in non-friendly manner: aisNorthMeadow, medMercCamp, aisPlains etc..

4
Bug Reports / Re: Problem with animation when entering Joringsbridge
« on: June 21, 2014, 05:13:22 PM »
Thank you Akien. I've performed trying to rebuild from CEGUI. When configuring it I have a "red message for developers". Maybe that will help to discover something important: http://pastebin.com/XDpy8xcY

Now I have rebuilt and reinstalled CEGUI, returned CMakeList.txtx to default state, then rebuilt and reinstalled Sumwars. Deleted everything from /.sumwars.

And it has launched! That was the first positive result from the point I started from. Reworked splash screen and updated interface - that means we have an updated game. But...

The very first issue I noticed is when I tried to change game language to my native. It has lost all captures on menu items. Just empty buttons :( I had to delete everything from /.sumwars in order to reset settings.
But it was not very important as long as English settings were OK. I have created a character from scratch and ran to Joringsbridge. That was the second frustration, because animation behaviour was the same as in 0.5.6. I'm a bit upset. All those manipulations we all performed in order to launch a new version did not fix the bug.
The last hope is that I did not complete something important and did not load new maps or something else. Is this possible?

@Fusion44: Hi Fusion44. It has launched finally, but something is still wrong. Now some issues with game content I suppose.


5
Bug Reports / Re: Problem with animation when entering Joringsbridge
« on: June 21, 2014, 10:12:12 AM »
I have removed "cegui" packages via YumEx. Now starting "sumwars" returns another error:
[mike@localhost build]$ sumwars
sumwars: error while loading shared libraries: libCEGUIBase-0.7.9.so: cannot open shared object file: No such file or directory
[mike@localhost build]$

Aha! Now sumwars requires different dependencies. I have rebuilt and reinstalled CEGUI. Then rebuilt and reinstalled Sumwars. Here is an output of CMake-gui after configuring/generating Sumwars:
http://pastebin.com/PNLfnuJ5

Starting "sumwars" in Terminal now gives an output:
[mike@localhost build]$ sumwars
sumwars: error while loading shared libraries: libCEGUIBase-0.so.3: cannot open shared object file: No such file or directory
[mike@localhost build]$


I have tried to run an executable file from /build folder via Terminal ang got the following output:
http://pastebin.com/DWKgBfgH

Maybe there is any hint here?

Edit: I have found a similar issue here: http://www.ogre3d.org/forums/viewtopic.php?f=2&t=78729
Maybe I need this "parser" as well? The problem is I have no idea how to set it up.

6
Bug Reports / Re: Problem with animation when entering Joringsbridge
« on: June 19, 2014, 09:37:17 PM »
@Vyguerra: Thank you for participation!
I have opened my YumEx (it's an alias for Synaptic in Fedora) in order to locate CEGUI entries. There are a couple dozens installed packages named like "cegui-devel 0.7.9-5.fc20", "cegui06 0.6.2-15.fc20" and so on. There is also "SILLY 0.1.0-16.fc20" among them (no idea why it was displayed as a result of "cegui" search query, but the fact is). Do you think there is a reason to uninstall all previous "cegui" instances before I can use CEGUI 0.8.3? Can you, please, give a hint what does "including all configuration files" mean?

7
Bug Reports / Re: Problem with animation when entering Joringsbridge
« on: June 19, 2014, 04:44:51 PM »
Installation complete.
Now sumwars does not launch. Neither from shortcut in GNOME 3, nor from Terminal prompt.
Terminal returns the following:
[mike@localhost build]$ sumwars
sumwars: error while loading shared libraries: libCEGUIBase-0.so.3: cannot open shared object file: No such file or directory
[mike@localhost build]$

Should I add this file path to CMakeList.txt and rebuild? It is located at the same directory as libCEGUIBase-0.so.
Should I uninstall "Summoning Wars" previously installed as repository application?

Edit: I have removed repository (0.5.6) sumwars (it was about 120 MB), then run "sudo make install" again". Installation finishes too fast for a 120 MB application - just about 2-3 seconds. Something is wrong probably.

Edit: I have discovered my /etc/ld.so.conf contains a single string "include ld.so.conf.d/*.conf". Following this path I have found a set of *.conf files. None of them contained a path to /usr/local/lib64. So. I have added my own MyLibs.conf file with "/usr/local/lib64" and run "sudo ldconfig". Now previous error gone, but I have another message on "sumwars":
Segmentation error (core dumped)
I'm not sure whether "Segmentation error" is a correct translation, but "LC_ALL=C sumwars" has ignored to switch to English locale and output was in my locale language.
Now I have removed /etc/ld.so.conf.d/MyLibs.conf and run "sudo ldconfig /usr/local/lib64", "sudo ldconfig", "sumwars". Now I'm back at "sumwars: error while loading shared libraries: libCEGUIBase-0.so.3: cannot open shared object file: No such file or directory".
I'm still afraid that "sudo make install" finished in 2 seconds is a bad sign.

8
Bug Reports / Re: Problem with animation when entering Joringsbridge
« on: June 19, 2014, 04:58:38 AM »
@dezGusty: I have performed the following. In CMake-gui "File / Delete Cache", then "Configure" and "Generate". Then in Terminal ran "make". Same set of errors.
@Akien: Added this pat and now the "make" result is http://pastebin.com/iZEp9Aav
Looks like there is no errors. What's next? If everything is ready for installing, how can I perform installation and run SumWars after that?

9
Bug Reports / Re: Problem with animation when entering Joringsbridge
« on: June 18, 2014, 08:55:29 PM »
Hello dezGusty!
Thank you for participation. Now I'm less nervous :) . Any clues about the rest of error messages?

10
Bug Reports / Re: Problem with animation when entering Joringsbridge
« on: June 18, 2014, 04:27:46 PM »
@Akien: I have edited CMakeList.txt as you have advised, but errors still persist. Here is my output after editing file, "ldconfig", "make clean", "make":
http://pastebin.com/wMJtKEyv

There are some "#pragma messages" in output which contain some directions. Do they look helpful?

And yes, I have run "make install" after compiling CEGUI without editing any configuration files after compiling. As is it generated after compilation.

11
Bug Reports / Re: Problem with animation when entering Joringsbridge
« on: June 17, 2014, 07:36:06 PM »
@Fusion44: The complete output of "make" is huge, so, posting it at Pastebin: http://pastebin.com/ueGmS4yQ

@Akien: My /usr/local/lib is empty. Does it mean I must copy something there?

The result of "ls -l /usr/local/lib | grep CEGUI" is empty list. But a file named "libCEGUIBase-0.so" was found in another directory:
[mike@localhost build]$ LC_ALL=C ls -l /usr/local/lib64 | grep CEGUI
lrwxrwxrwx. 1 root root      19 Jun 14 18:26 libCEGUIBase-0.so -> libCEGUIBase-0.so.3
lrwxrwxrwx. 1 root root      23 Jun 14 18:26 libCEGUIBase-0.so.3 -> libCEGUIBase-0.so.3.0.0
-rwxr-xr-x. 1 root root 5520497 Jun 14 18:25 libCEGUIBase-0.so.3.0.0
lrwxrwxrwx. 1 root root      28 Jun 14 18:26 libCEGUICommonDialogs-0.so -> libCEGUICommonDialogs-0.so.3
lrwxrwxrwx. 1 root root      32 Jun 14 18:26 libCEGUICommonDialogs-0.so.3 -> libCEGUICommonDialogs-0.so.3.0.0
-rwxr-xr-x. 1 root root  198515 Jun 14 18:25 libCEGUICommonDialogs-0.so.3.0.0
lrwxrwxrwx. 1 root root      27 Jun 14 18:26 libCEGUINullRenderer-0.so -> libCEGUINullRenderer-0.so.3
lrwxrwxrwx. 1 root root      31 Jun 14 18:26 libCEGUINullRenderer-0.so.3 -> libCEGUINullRenderer-0.so.3.0.0
-rwxr-xr-x. 1 root root   94255 Jun 14 18:25 libCEGUINullRenderer-0.so.3.0.0
lrwxrwxrwx. 1 root root      27 Jun 14 18:26 libCEGUIOgreRenderer-0.so -> libCEGUIOgreRenderer-0.so.3
lrwxrwxrwx. 1 root root      31 Jun 14 18:26 libCEGUIOgreRenderer-0.so.3 -> libCEGUIOgreRenderer-0.so.3.0.0
-rwxr-xr-x. 1 root root  325917 Jun 14 18:25 libCEGUIOgreRenderer-0.so.3.0.0
[mike@localhost build]$


After running "ldconfig" as root I have tried "make" (as user) and obtained same set of errors.

I have tried to edit a string in /home/mike/sumwars-code/CMakeLists.txt (backuped it first) into "TARGET_LINK_LIBRARIES(sumwars ${LINK_LIBS}) "/usr/local/lib64/libCEGUIBase-0.so"", tried to use quotes around file name and without quotes as well. Now the error looks the following way:
[mike@localhost build]$ LC_ALL=C make
CMake Error: Error in cmake code at
/home/mike/sumwars-code/CMakeLists.txt:632:
Parse error.  Expected a command name, got quoted argument with text "/usr/local/lib64/libCEGUIBase-0.so".
-- Configuring incomplete, errors occurred!
See also "/home/mike/sumwars-code/build/CMakeFiles/CMakeOutput.log".
See also "/home/mike/sumwars-code/build/CMakeFiles/CMakeError.log".
make: *** [cmake_check_build_system] Error 1


It says it was expecting a "command name", not file name. Maybe that is the reason?

I have another guess what can be wrong. Maybe that's because I'm not advanced builder and did not install CEGUI after building (yes, I was building CEGUI from source, and not sure I have done everything correctly) into location where CMake is expecting? Can you give a hint what I had to do after compiling CEGUI?

12
Bug Reports / Re: Problem with animation when entering Joringsbridge
« on: June 16, 2014, 05:08:46 PM »
Thank you folks! I have progressed a little further with your help. But it's not finished yet. So, please, be patient to me a little bit more. The goal is so close now :)

@Akien: Yes, these two packages were missing. Now configuring done completely. Then generating done as well. If I understand correctly the next step is "make install" from "/build" subfolder. It has started, printed lots of green strings as progress, but after "Linking CXX executable sumwars" there were tons of strings containing something like "undefined reference to `CEGUI::Window::isVisible() const'" and in the very end it has printed the following (sorry for possible inaccuracy in translation, these error messages were in other language originally):
CMakeFiles/sumwars.dir/src/gui/tradewindow.cpp.o:tradewindow.cpp:(.text+0x26af): more undefined references to `CEGUI::Window::isVisible() const' follow
collect2: error: executing ld finished with return code 1
make[2]: *** [sumwars] Error 1
make[1]: *** [CMakeFiles/sumwars.dir/all] Error 2
make: *** [all] Error 2


Any guess what am I doing wrong now?

@Roterstern: Yes, that's what I actually performed when a name of devel-package was similar to name of missing component in CMake console. But I'm not so advanced in building to know about e.g. "libogg-devel" as a required package for Ogg.

13
Bug Reports / Re: Problem with animation when entering Joringsbridge
« on: June 16, 2014, 05:17:35 AM »
Thank you Akien. It was "libogg-devel" missing! And "libvorbis-devel" was missing as well. Now configuration comes to another phase. An error is:

CMake Error: The following variables are used in this project, but they are set to NOTFOUND.
Please set them or make sure they are set and tested correctly in the CMake files:
PHYSFS_INCLUDE_DIR
   used as include directory in directory /home/mike/sumwars-code
PHYSFS_LIBRARY
    linked by target "sumwars" in directory /home/mike/sumwars-code
X11_Xrandr_INCLUDE_PATH (ADVANCED)
   used as include directory in directory /home/mike/sumwars-code
X11_Xrandr_LIB (ADVANCED)
    linked by target "sumwars" in directory /home/mike/sumwars-code


Configuring incomplete, errors occurred!

Any guess what does it mean? I have no idea how to set them or make sure they are tested correctly.

14
Bug Reports / Re: Problem with animation when entering Joringsbridge
« on: June 15, 2014, 08:08:36 AM »
Hello folks! Let me join your discussion. I am following the same way to compile SumWars 0.5.8 for Fedora 20. I had the same troubles as Roterstern described: animation started when entering Joringsbridge and never ends. That's why i had to search Forum for solution. Now I have another problem on the way to compile: CMake now needs /depedencies folder from a source (in order to find Ogg modules), but cannot locate it there. A source I have downloaded does not contain such sub-folder. Searching source folder for "*ogg" or "*depend" entries gives no result. Is this me doing something wrong or it's just a corrupted file sumwars-0.5.8-src.tar.bz2?

*** CEGUI_VERSION is: 0.8.0
Found CEGUI include dir: /usr/local/include/cegui-0/CEGUI/RendererModules/Ogre
Searching OGG_SEARCH_PATH: /home/mike/sumwars-code/dependencies/libogg;/home/mike/sumwars-code/../dependencies/libogg
CMake Error at /usr/share/cmake/Modules/FindPackageHandleStandardArgs.cmake:108 (message):
  Could NOT find Ogg (missing: OGG_LIBRARY_OPTIMIZED OGG_INCLUDE_DIR)
Call Stack (most recent call first):
  /usr/share/cmake/Modules/FindPackageHandleStandardArgs.cmake:315 (_FPHSA_FAILURE_MESSAGE)
  CMakeModules/FindOgg.cmake:92 (FIND_PACKAGE_HANDLE_STANDARD_ARGS)
  CMakeLists.txt:193 (FIND_PACKAGE)

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