Topic: Widelands Editor issues
GunChleoc![]() |
Posted at:
2015-05-11, 17:58 UTC+2.0
Thanks for offering to do more testing You can see the branches we are discussing for merging here: https://code.launchpad.net/widelands/+activereviews Virtual Machines are tricky for us I guess. I don't have any computer that is fast enough to run one so I could compile stuff without wanting to jump off a building. This makes reproducing Vm-related bugs very hard Busy indexing nil values ![]() ![]() |
hjd |
Posted at:
2015-05-11, 20:33 UTC+2.0
And that's nothing to be ashamed of.
That's great, we all contribute as much as and how we are able. Also, complaints where it is possible to have a fruitful discussion like this are useful too. re: "corrupted". I see, I wondered if it was mainly a graphics problem showing a messed-up display or similar. Vms usually use their own graphics drivers, and these aren't necessarily made with games in mind. Like you said, it might be an issue with the vm / WMware player, but it could be anything and it's hard to tell.
The new version of the library was released roughly two years ago (the old one was 1.2). But then it takes some time before it is packaged and becomes widely enough available for developers to start using it in their projects. And even if a project has switched to SDL2, they have their release schedules so might take a while to get an official release. With that in mind I can't think of any games which have shipped a release build using SDL2. There probably is but I'm not personally aware of any. If you are up for compiling yourself and like isometric hack-n-slash/action-rpg, then I can recommend FLARE. (Disclaimer: I'm a FLARE contributor) Like Widelands, it's only the development version which use SDL2. The previous release is fun too, but uses an older version of SDL so it would be hard to say whether that's the cause of the problems or not.
Similar to how you need to forward ports from your router to your physical machine, you might need to forward the same ports from your host to guest vm. Sounds like what you tried, in which case I guess the WMware documentation should say something about this. I remember fighting with VirtualBox over something like this, but I can't remember if I ever got it to work or not. Apparently, network traffic between vms or host<->vm is fine, but if you want to talk to a vm from the outside you need to configure it. Ships! ![]() ![]() |
GunChleoc![]() |
Posted at:
2015-05-11, 20:51 UTC+2.0
http://neverball.org/ uses SDL2 in their latest release. I'm a localizer, so I get around *lol
FLARE is great fun Busy indexing nil values ![]() ![]() |
einstein13![]() Topic Opener |
Posted at:
2015-05-12, 01:47 UTC+2.0
Are you talking about FUN? (Another explanation of FUN) About those games: I would like to try those games, but I can't find any developement version of them I know that VMware player provides 3D acceleration with its devices. With that most of thigs are going well with my systems there About hosting within VM: I did change my router settings within 127.0.0.X page and it was easy. With vm it is a bit more complicated: there is no such a page einstein13 ![]() ![]() |
GunChleoc![]() |
Posted at:
2015-05-12, 10:52 UTC+2.0
ROFL For Neverball, the last release will do, it's already on SDL2. Just for testing.
Edited:
2015-05-12, 10:53 UTC+2.0
Busy indexing nil values ![]() ![]() |
GunChleoc![]() |
Posted at:
2015-05-12, 19:39 UTC+2.0
Found the bug https://code.launchpad.net/~widelands-dev/widelands/bug-1418050/+merge/258913 Busy indexing nil values ![]() ![]() |
einstein13![]() Topic Opener |
Posted at:
2015-05-14, 22:59 UTC+2.0
Thank you community I've found how to make a server for game on Virtual machine: http://www.howtogeek.com/122641/how-to-forward-ports-to-a-virtual-machine-and-use-it-as-a-server/ It works! Now I can host any dev version you want einstein13 ![]() ![]() |
GunChleoc![]() |
Posted at:
2015-05-15, 08:50 UTC+2.0
Excellent Busy indexing nil values ![]() ![]() |
hjd |
Posted at:
2015-05-16, 20:50 UTC+2.0
(Oh yes, I know I've used the same quote earlier.) Apart from what we've discussed earlier, I have a couple of concrete sugggestions where contribution is needed:
Let me know if any of the suggestions sounds like something you could be interested in. Ships! ![]() ![]() |
Tibor |
Posted at:
2015-05-16, 21:20 UTC+2.0
@hjd, at least two persons guarantee that a bug is fixed - coder and reviewer, both of them test the game and generally the process should be reliable, but of course third person looking into it would not hurt. And sometimes it wants bit a creativity to come up with some special situation or corner case that can trigger the misbehavior, so yes two persons can overlook something. And also, if somebody compile and test and say the game works fine, the other person who is reading the code would save some time (he would just skip compilation and all this stuff) But on the other hand, if bug is not fixed or there is something left, it will be found soon, because people use trunk very frequently (and this is very good from bug hunting perspective) So in summary - go on with reviewing merging requests, you can do a lot of work even without looking at the code ![]() ![]() |