1 - gui\OpenDungeons.layout - line 79 : <Property name="FrameEnabled" value="False" /> => This property doesn't exists for this control. I guess it is a wrong copy/paste since same lines are near.
2 - materials\scripts\Refl.material - line 13 : texture Envmap_metal2B.png => This texture doesn't exists. However, there is one named texture Envmap_metal2.png so I don't know if it is the right one or if it is missing
3 - File Insect_low.003.skeleton is missing. There is no one with a similar name so maybe a forgotten model ?
Concerning the pause, I cannot use the client/server mecanism as I expected because it doesn't work as I guessed. In fact, I thought that the server was used as a controler to validate games events but as far as I have seen, the events are validated by the client and the server is only used for notification purposes.
BTW, I have tried to implement a pause by stubbing the frame start function within the ODFrameListener when pause is pressed. It works (for the simple cases I have tested - need to be checked with battles) but I will try to display some popup.
Concerning the crash when we start another game, I have seen that it is due to Creature Objects that are deleted but still used in the renderer thread. I keep digging.
2 - materials\scripts\Refl.material - line 13 : texture Envmap_metal2B.png => This texture doesn't exists. However, there is one named texture Envmap_metal2.png so I don't know if it is the right one or if it is missing
No clue either. Danimal? Elvano?
I don't really care, it's just that an exeption in thrown. So, it is better if it is removedBertram {l Wrote}:That one might be my fault. I'll take care of removing the line if you want.
I'm gonna hav a lookBertram {l Wrote}:The model files (.mesh) can invoke any named skeleton file and any named material file to texture them. For instance, the Dojo.mesh file is invoking the Treasury.material file.
To know whether something is missing here, we'd need to know which model file requested the skeleton. Does the log tell it?
As far as I've seen, everything is validated on the client and only notified to the server. That means that synchronization between clients in multiplayer mode will not be as good as it could. If I am not mistalken, when playing in single player, the client socket is not even created. The best would be to have the same behaviour in single player and multiplayer. But again, I have not seen all the code so I might have not seen something yet.Bertram {l Wrote}:It's true certain client parts of the code are validating updates on game state, not asking the server to do those for it. And that's exactly what's wrong, a few exceptions apart, IMHO.
Is there some way to test multiplayer mode ?Bertram {l Wrote}:Ah, just in case, you should make sure only the client which is hosting can do that.
I'm gonna have a look at how to properly stop Ogre thenBertram {l Wrote}:Ah yes, must be what oln said in the corresponding issue in the tracker. Note that the game updates should be stopped as soon as you quit the game (when pressing escape for now, and later after pushing yes in a confirm dialog.). Maybe working on this could help?
Ok, I have checked. The winner is "Creature_CaveHornet8"Bertram {l Wrote}:The model files (.mesh) can invoke any named skeleton file and any named material file to texture them. For instance, the Dojo.mesh file is invoking the Treasury.material file.
To know whether something is missing here, we'd need to know which model file requested the skeleton. Does the log tell it?
The confirmation popup when user presses escape works. It pauses the game when it is displayed. I will upload it on github when I get back home (next week).
As far as I have seen, there is no regression. But the game still crashes the same way when a new one is started. It seems to have a problem with the way everything is closed. I will have a look when I can.
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