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License: GNU General Public License v2.0
The Stratagus strategy game engine
License: GNU General Public License v2.0
Not a bug, but a wishlist item. It would be nice to be able to set an image as a frame icon with IconsShift, replacing the frame drawn by the engine if such an image is set.
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A -D define for Mac in CPPFLAGS is added correctly, but if I don't add -D__unix too, the compilation fails.
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At higher resolutions, loading a 32 by 32 map results in the right side of the screen being black, requiring scrolling in order to see the whole map.
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I'm trying to compile the latest trunk release for the win32 platform using VC2012, and I'm getting an error several times that involves this "version-generated.h" file not being found. I've done a search in the entire trunk directory and haven't found it, and the file "C:\Games\Stratagus\trunk\build_\Release\genversion.exe" is erroring out as well, and when it goes to run genversion.exe, instead of it looking in the relase/debug directories. it looks for it in the directory above it, like this...
2> genversion.vcxproj -> C:\Games\Stratagus\trunk\build_\Release\genversion.exe <- this is the directory it gets compiled to...
4> 'C:\Games\Stratagus\trunk\build_\genversion' is not recognized as an internal or external command,
4> operable program or batch file.
See how after the "build_" folder there's no "release" or if I was compiling in the debug version, no "debug" folder... Something must be bad in where it's pointing to after it compiles genversion.exe... I'll try compiling the debug version and see what happens.
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Host: Starting a multiplayer game on version 2.2.5.3 32-bit, using any map.
Player: Joins with version 2.2.5.2 32-bit.
Player: Presses "ready"
Both ends crash.
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wargus.exe binary which is generated from stratagus-game-launcher.h not working on windows. problem is maybe in passing correct command line arguments to stratagus.exe binary.
Original description:
You guys might need to work on a hotfix for the latest version, I have re-downloaded and did a fresh install three times, and it refuses to work. Double clicking on Wargus.exe does nothing, just get a 1 second long hourglass and it's done. What can I provide to help fix the problem?
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stratagus at revision 8000.
wargus is at 1598.
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In the latest releases, 1.5 and newer, the png library disabled direct
access to its structure members. One is supposed to use the accessor
functions now.
The attached patch (against 2.1, but seems to be still needed looking at the online repository a few minutes ago) fixes the issue.
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After doing a cmake with -b option to force reconfigure all, i try to make stratagus, but i receibe this msg.
I'm using Ubuntun 12.04 x64.
[ 0%] Built target png2stratagus
[ 0%] Building CXX object CMakeFiles/stratagus.dir/src/game/game.cpp.o
In file included from /usr/include/png.h:526:0,
from /home/nassiel/Documentos/Programacion/Stratagus/stratagus/src/game/game.cpp:74:
/usr/include/pngconf.h:371:12: error: ‘pngconf’ no nombra a un tipo
/usr/include/pngconf.h:372:12: error: ‘__dont’ no nombra a un tipo
make[2]: *** [CMakeFiles/stratagus.dir/src/game/game.cpp.o] Error 1
make[1]: *** [CMakeFiles/stratagus.dir/all] Error 2
make: *** [all] Error 2
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Build 8930 isn't working. I compiled it successfully, and also placed the latest scripts in the wargus scripts folder and also deleted preferences.lua in the %appdata%/stratagus/wc-2 directory.
All it's doing is starting, changing resolutions and abruptly quitting back to the desktop. Anyone got any ideas?
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On the splash screen and between the missions instead of as a thin line, the sound is present
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when you build a oil platform, the oil tanker disappears and you lose the unit.
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fixed a lot of gcc warnings while also extending the warnings flags
removed unused variables
fixed use of unitialized variables at a few places (e.g. graphic.cpp - j isn't initialized)
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I suggest adding a preference setting for disabling statusline tooltips, so that it is possible for a game using the engine to have only popups. To do this, replace the following line in botpanel.cpp and mouse.cpp:
UpdateStatusLineForButton(buttons[i]);
...with:
if (!Preference.NoStatusLineTooltips) {
UpdateStatusLineForButton(buttons[i]);
}
And then, of course, add NoStatusLineTooltips to the preferences.
I tested this change and can confirm it works.
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If you hold down SHIFT key, the game shows a line and allows you to set waypoints, but if you hold down SHIFT key on enemy unit, the game however shows a line, and it looks line a some type of cheating(but line color is red)
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I'm having this crash happen when I load a save file for a game that was working without fault before I saved, exited, and loaded it. Save file and backtrace attached.
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I am using version 2.2.7.
Stratagus crashes when trying to play certain sounds. I tried to use the sounds from the GPL game Battle for Wesnoth in Wargus, and most worked. But some unfortunately crashed the game. Here are two examples, one music and one sound effect:
https://dl.dropboxusercontent.com/u/1732902/Wargus/defeat2.ogg
https://dl.dropboxusercontent.com/u/1732902/Wargus/explosion.ogg
Since these sounds are both well-made and released under the GPL, it would be nice if Stratagus could play them without crashing.
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File "doc/development.html" says that "doc++" can be used,
but when checking files from package "stratagus_2.2.5.5.orig.tar.gz"
I've found that
makefile isn't able to do handle "make doc++" as described;
link 'DOC++' inside file "doc/development.html" is broken :(
Should it point to "http://docpp.sourceforge.net/" instead? (or even be removed?)
The following files refer to doc++:
~/src/stratagus/stratagus.cpp
~/doc/development.html
It's just a small documentation issue with doc++,
the doxygen stuff is being generetade properly :)
Best regards,
Tilpa
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This is a big power management bug: if you lock the screen of your N900 or if you leave a Stratagus game in the background, it won't pause itself and it will continue draining the battery power until the phone dies.
The app should let the CPU go in idle mode for power saving.
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I set too big speed of building(for debugging) and also gave to ai a lot of resources. And there was a situation, when one builder want to build a building, and second worker wants to build too. And they wants to build on same map spot(its important) One of these workers build a building first, and second worker is just stand behind the building of first worker. And if the second building is needed to continue the ai scripts, the script hangs. If you destroy the building, the second worker immediatly starts building on this spot because its now is free, and script is continue to execute.
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Imported from Launchpad using lp2gh.
there is a bug with the action "capture" when you tried to use it to make a spell, only in units, not building. For example when you configurate a spell like a "mind-control" type, the captured unit cannot move or attack anymore, it only changes the colour of the player, but only if the unit is captured in movement, static units doesn't have this bug.
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Somewhere between 8637 and 8677 I stopped being able to connect to play local network games.
Network game can be created, but unable to join from other machines.
8636 works okay, but the next revision I tried 8677 does not work... the problem persists in the latest 8720
I'm compiling on Mac OS X 10.8.3
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[xcb] Unknown request in queue while dequeuing
[xcb] Most likely this is a multi-threaded client and XInitThreads has not been called
[xcb] Aborting, sorry about that.
stratagus: ../../src/xcb_io.c:178: dequeue_pending_request: Assertion `!xcb_xlib_unknown_req_in_deq' failed.
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the thing is that, only if you compile the engine NOT in the file alrealy compiled in the page, when you are in the ingame editor and you select the tile icon to edit terrain and you DON'T select any tiletype (grass, coast, water, rocks...) and then you move the cursor out of the infopanel the game crashes and drops one of those Unhandled Exception errors
stratagus v2.2.5.5 win32bit
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On Ubuntu (maverick 64bit) I have to modify the source of the latest trunk-Revision (7939). Otherwise the debug-version (./configure --enable-debug) stops compiling..
bzr diff
=== modified file 'src/tolua/tolua.cpp'
--- src/tolua/tolua.cpp 2011-02-26 20:35:26 +0000
+++ src/tolua/tolua.cpp 2011-03-06 20:12:38 +0000
@@ -20440,6 +20440,6 @@
#if defined(LUA_VERSION_NUM) && LUA_VERSION_NUM >= 501
TOLUA_API int luaopen_stratagus (lua_State* tolua_S) {
return tolua_stratagus_open(tolua_S);
-};
+}
#endif
=== modified file 'src/video/font.cpp'
--- src/video/font.cpp 2011-02-27 10:49:24 +0000
+++ src/video/font.cpp 2011-03-06 20:13:47 +0000
@@ -475,7 +475,7 @@
return w + 1;
}
-CGraphic *CFont::GetFontColorGraphic(const CFontColor *fontColor) const
+CGraphic *CFont::GetFontColorGraphic(const CFontColor *) const
{
if (!UseOpenGL) {
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With Maemo version, using stylus to scroll by pressing any of the borders of the screen results in a very fast move that only stops if you touch again somewhere in the screen
This way, it's quite difficult to use this feature and user is forced to use the map or keyboard.
Imported from Launchpad using lp2gh.
Plattform: Ubuntu Maverick (x86_64)
Stratagus: latest trunk revision (7939)
Gamedata: Warcraft 2
I've built stratagus as a debug-version with
$ ./configure --enable-debug
The game ends while playing after an assertion (see attachment). I guess the assertion is the result of an empty gold mine.. the problem is reproducable
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If your worker builds a building, the helper workers(those who help to build building from outside) can help without any additional cost for help. Maybe it is a feature, but in many games some additional resources have taken in this case.
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Most of netbooks support 1024x600 resolution, why not add it to the list of options?
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when you enable autocast option in spells like bloodlust, the spell caster randomly cast on nearby units, but in this case the caster can spend all the mana in just one unit, it looks like there is no restriction to cast the same spell twice or more times in the same unit, in wargus for example this happens with the ogre magi
stratagus v 2.2.5.5 win32bit
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In scripts/ui.lua there is a line:
local info_panel_y = 160
I'd like to do something like the following:
if ((Video.Width == 800) and (Video.Height == 480)) then
local info_panel_y = 160
else
local info_panel_y = Video.Height - 136 - 24 - 16
end
However, this results in a crash. Is there a way to get this to work?
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well...that, in original warcraft, the buttons for orcs are red, and for humans are blue, here, the button is always blue. by the way. the cursors are just the human ones, for both races
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when you have a worker carrying resources the speed of that unit don't change, like in warcraft II for example. And the other thing i realized is that the units that give resources, do not change the animation, for example the gold mine and the oil patch n war2
stratagus 2.2.5.5 win32bit
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Peons are unselected after entering a goldmine. This makes it hard to take a mining peon away from a goldmine in singleplayer and basically impossible in multiplayer.
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A wishlist item. I think that it would be very nice to have a zoom mode, specially for when the game is being played at higher resolutions. Using the xBRZ scaler provides rather good results, and could be used for such a mode. Here is how zoom mode would look like with the xBRZ scaler:
https://dl.dropboxusercontent.com/u/1732902/Wyrmsun/screen_zoom_mode.png
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Was playing through human 04 in the tides of darkness campaign, and noticed that when I used an archer to attack an orc transporter, he attacked the boat even though the boat was halfway down the map. This is way more than "MaxAttackRange" allows normally.
Just letting ppl know so it can be fixed...
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OS: Windows XP SP3
Graphics Card: NVidia 8600M GS
Driver Version 258.96
When I turn OpenGL on, the game becomes much slower and I get 5-6 FPS.
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Hi, I'm getting the following error when building stratagus-2.2.5.5 using autotools (./autogen.sh; ./configure; make):
g++ -c -DHAVE_CONFIG_H -DUSE_BZ2LIB -DUSE_VORBIS -DUSE_THEORA -DUSE_MIKMOD -pthread -D_REENTRANT -DUSE_MNG -I/usr/include/SDL -D_GNU_SOURCE=1 -D_REENTRANT -I/usr/include/lua5.1 -DUSE_ZLIB -I. -I./src/include -I./src/guichan/include -DSTRATAGUS_LIB_PATH=""."" -O2 -pipe -pedantic -fsigned-char -fomit-frame-pointer -fexpensive-optimizations -ffast-math src/guichan/widgets/textbox.cpp -o src/guichan/widgets/obj/textbox.o
In file included from src/guichan/widgets/textbox.cpp:67:
./src/include/util.h:213: erro: declaration of 'char* strcasestr(const char_, const char_)' throws different exceptions
/usr/include/string.h:218: erro: from previous declaration 'char* strcasestr(const char_, const char_) throw ()'
./src/include/util.h:218: erro: declaration of 'size_t strnlen(const char_, size_t)' throws different exceptions
/usr/include/string.h:250: erro: from previous declaration 'size_t strnlen(const char_, size_t) throw ()'
make: ** [src/guichan/widgets/obj/textbox.o] Erro 1
I'm compiling from Ubuntu 8.04 LTS (Hardy Heron).
Here there are no problems compiling stratagus-2.2.4 with autotools,
so I believe that it may be someting related to 2.2.5.5 (just a guess, you know the code much better than I do)
BTW, there are no problems playing Wargus using that stratagus-2.2.4 executable built here.
Great work folks, this project is amazing :)
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I have encountered an issue that happens when units die, on occasion the game will just crash to the desktop, I have done this on both Windows and Linux. On Ubuntu Linux, I just get 'Segmentation Fault' in the terminal.
It doesn't happen all the time, it usually happens to me when a large number of units are being killed in a battle.
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is a very small thing, in the game editor the mixed tiles are always the same, they don't change with the option "random", as the basic tiles do, for example
"solid", { "forest", "land", "forest", "unpassable",
{ 125, 127, 128}},
in this case the tile change randomly betwen 125, 127 and 128
"mixed", { "dark-grass", "light-grass", "land",
{ 238, 239}, -- 600
in this case the mixed tile is always 238
this happens in every version.
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When stratagus reads commands on map init: if there are diplomacy change commands "SetDiplomacy", the replay goes out of sync. But if current game cycle is greater than 0, desync won't appear.
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The "std::string SaveGlobal(lua_State *l, bool is_root, std::vectorstd::string &blockTableNames)" function, in script.cpp, does not save the "/" character correctly in strings, potentially causing crashes when a game is loaded. For example, if we have the following string:
"The name "Marcomanni" means "march-men", or "frontier-men"."
...it will be saved as:
"The name "Marcomanni" means "march-men", or "frontier-men"."
...which will cause a crash upon game load.
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OK, here's the deal. I am using Visual Studio 2005 to compile the code. I want to make it so when you have no units/buildings selected or a selected unit enters a building/oil platform/gold mine the infopanel is blank, but whenever you have a unit selected, the beveled info panel shows up, just like it did in the old game.
I managed to edit the ui.lua files in each races folder so the beveled panel is on permanently the whole time, but how could I make it behave like I want it to as mentioned above?
Also when I compile the code, I no longer get the intro movies or the music. Can someone tell me how to setup up all the libraries and header directories so I CAN compile and have the movies and music and everything else working please?
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This game is so great to play with friends, but it has very unstable multiplayer.
For example, I've tried to play with my friend several times, and while we were playing, we were always getting message "Network out of sync". In spite of it, the game looked good, but it gives only approx. 5 minutes, then says "Player send bad command".
I use 2.2.5.5 version of both Stratagus and Wargus. 32-bit Windows.
Also, in previous versions I've used previous versions of this game at Linux, and there was another problem: I was able to play with only 1 friend, but it was okay. When second friend tried to connect, it seemed that all connections were broken, but there was no any error reports, so I was able to start the game and play alone. Not sure about now, but I can try to test this with some of my friends, if you need.
I will repeat it again: the game is great, so I hope you'll fix this as soon as possible.
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I would like to build a lobby using Lua (what a surprise). For that to happen I will require the LuaSocket library get added to Stratagus Core.
http://w3.impa.br/~diego/software/luasocket/
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Units attacking from a transporter seemingly use their own tile size to calculate whether the enemy is within range, rather than the container's tile size.
I changed the CUnit::MapDistanceTo function to use the container's tile size instead of the unit's own tile size if it is inside a container, but that didn't fix the issue with range not being calculated correctly.
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Trying to compile revision 8305. Came up with the following errors:
C:\Games\Stratagus\trunk\src\ui\mainscr.cpp(714): error C3490: 'CurrMng' cannot be modified because it is being accessed through a const object
C:\Games\Stratagus\trunk\src\ui\mainscr.cpp(715): error C3490: 'NumIterations' cannot be modified because it is being accessed through a const object
They're the only thing stopping it from Compiling and Linking properly.
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(Sorry if wishes must not be in buglist but I didn't find another place).
It would be great if we could choose AI attack each other in network party and if we could manually select the number of AI in a game (below maximum of the map).
Few years ago I made this modifications on old stratagus / wargus versions (2.2.4) and I experienced many network issues (but sometimes it worked), so I probably made mistakes.
Another little thing, I remember that GameCycle (into stratagus) is not reset on start of each network party, but I don't know if you already fix it.
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Reported by Julio. (stratagus rev. 8535)
Other buildings seem to work fine.
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