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1  General Category / Game Discussion / Re: Dedicated Linux Server Issues? on: April 26, 2011, 05:42:32 AM
I've been having trouble with wireshark since the time I provided the report. It even broke soon after, somehow. The wireshark site is pretty often on the fritz too. I was hoping I wouldn't have to use it again, but I had to use a hack just to install it right on 64-bit.

Wireshark Report: http://www.multiupload.com/FNBBJNAAUN
2  General Category / Game Discussion / Re: Dedicated Linux Server Issues? on: April 18, 2011, 01:27:00 AM
Now that's just plain annoying! A bug that just won't go away and makes no sense! I see that line and that particular ending in the code, but it still happens.

Maybe it's me doing something wrong, especially since you don't have the problem... Here are the particulars of what I'm doing:

1) After building the source, I chose NOT to install it, so I just copied the same directories as are in the Linux 64-bit pre-built binary (Full Download), into a directory in my home directory.

2) I ran it for the first time using the binary available in the source, since I didn't realize "startscript" was the same as the "coldest" script that's downloaded in the update.

3) After updating for the first time, it automatically tries to restart, but fails to find the lib-boost and therefore ends (what the script is for).

4) I run it using ./coldest in the directory I made in my home directory.

5) I only run the game for less than 15 seconds, then exit using the regular Exit button in the Main Menu.

ALSO, I still see the problem with the Linux 64-bit pre-built binary (Full Download). So it's not just from compiling the Source Code. Again, I run ./coldest in a directory in my home directory.
3  General Category / Game Discussion / Re: Dedicated Linux Server Issues? on: April 17, 2011, 10:28:33 AM
Out of curiosity, what kind of fix was it? Because I just checked another version out from the Git repo and it still does it. Maybe the update is overwriting the source fix for now?
4  General Category / Game Discussion / Re: Dedicated Linux Server Issues? on: April 06, 2011, 11:58:51 AM
OMFG! I can't believe it! It turns out that it has NOTHING to do with the server!  Embarrassed Lips sealed It's the client, and it always was. I just didn't realize I ran the client at least once each time (I ran it so many times to try to figure things out, I could have sworn I didn't run the client!). The client does not exit properly when you click "Exit". It seems recent, as I never remember the client doing this in the prior versions (my memory may still be faulty though to due exhaustion... be warned  Shocked ).

The files I captured with Wireshark are here: http://www.multiupload.com/H9DPUE8ZVX
5  General Category / Game Discussion / Re: Dedicated Linux Server Issues? on: April 05, 2011, 10:09:15 AM
Then, I'll try to find a way to get Wireshark to work, maybe even a pre-compiled one. That or something similar.  Undecided

Then, in the mean time, you have no way to test the "improper server exit" I mentioned?  Huh
6  General Category / Game Discussion / Re: Dedicated Linux Server Issues? on: April 04, 2011, 04:33:27 AM
I was trying to run the binaries directly that time (having copied the static libs into the same directory), but I've tried it again with the scripts now, and I can confirm the same thing happens (finds the libs correctly, but still the connection spam). I was NOT running the client at the same time, or anything else for that matter, not even a browser.

I receive a pretty constant 684 bytes per second, with occasional spikes to ~1.7 kbytes and reductions to 300 kbytes. Starting another server doubles those numbers. However, I did find that typing quit, in the terminal running the server, exits properly (no more connection spam). It seems only CTRL+C or closing the terminal while the server is running causes the problem.

Wireshark seems to be missing a WireTap library ... or I'm thinking misplaced.
7  General Category / Game Discussion / Re: Dedicated Linux Server Issues? on: April 03, 2011, 06:20:10 AM
Woah! Major problem found! I managed to get the server.bin working by copying all the necessary libs into the same directory as the bin, and seemed to run ok, but before I even checked if the server was on the master server's list, I found a problem. I tried to end the program with CTRL+C and even closed the terminal, but on gkrellm (internet + system monitor), I noticed I was still receiving a large number of packets, even though nothing else was running (even checked processes). I even restarted the computer, but the packets received were still there.

The only thing that worked was restarting my router. This is a problem. I don't want to try that again, so I'll hold off on hosting till stuff like this can't happen anymore... losing all control over it like that is scary, and maybe even dangerous, as far as I can tell.
8  General Category / Game Discussion / Re: Dedicated Linux Server Issues? on: April 03, 2011, 03:34:36 AM
That is strange. I have yet to see a "Received server announcement for" for my IP. I even tried opening the extra ports, but no change. And I don't see my server on the list, only a "Coldest Testing Server" (Ping 100-200).

With the update, I did get a server.bin , but it gives me an error:

server.bin: error while loading shared libraries: libboost_filesystem-mt.so: cannot open shared object file: No such file or directory

That file was not included in my installation of libboost-1.41.0, but it IS in the lib directory of the game directory.

I'll try to re-download and recompile everything (may be unnecessary, but as it's pretty quick, and quicker than a response, why not ;p).
9  General Category / Game Discussion / Re: Dedicated Linux Server Issues? on: April 01, 2011, 06:33:10 AM
Awesome! Thanks! I can confirm that it compiled fine, although you might wanna mention somewhere that it makes a binary for the client as well, with the options so nobody mistakenly compiles the game twice thinking they're completely separate. In other words, "If you ever want to host a server, in addition to playing on other servers, compile with these options."

I'm not sure whether it shows up on the master server list, as it didn't show up when I wanted to join my own server, but I was able to connect to my IP directly. This has happened before when I've hosted other games, but I could confirm my server showed up because of web page server lists, such as the following: =1=, =2=, =3= .

I'm not sure how to confirm it, so I'll probably try to leave the server up during this weekend, as I'll be busy with other things anyway, and it seems to require minimal resources to host.

Also, I'm guessing the master server binary is there for testing? or backup? Is there a current master server running somewhere?
10  General Category / Game Discussion / Dedicated Linux Server Issues? on: March 31, 2011, 09:02:45 AM
The source from the SourceForge git repository compiles properly now. However, I don't think the dedicated part works. I copied and pasted the make -j3 DEDICATED=1 right into the terminal, but when I run the binary that is made, it's no different than the regular game binary (as far as I can tell...). Is it supposed to be that way, or is it supposed to be a console that I can type in everything?
11  General Category / General Discussion / Re: Hey, wazzap!... on: March 26, 2011, 07:25:47 AM
Can't wait! Whenever you get the SVN version relatively stable, I'll try again to compile the game, as so far, it gives me tons of errors. Although even in-game with the regular executables, I've found some odd warping issue.
12  General Category / General Discussion / Re: Hey, wazzap!... on: March 18, 2011, 08:53:37 AM
Well, I'm hosting starting right now:

http://www.timeanddate.com/worldclock/fixedtime.html?day=18&month=3&year=2011&hour=17&min=30&sec=0&p1=53

And I'll still be hosting for bit. I'm usually free between

http://www.timeanddate.com/worldclock/fixedtime.html?day=18&month=3&year=2011&hour=20&min=0&sec=0&p1=53

and

http://www.timeanddate.com/worldclock/fixedtime.html?day=18&month=3&year=2011&hour=23&min=0&sec=0&p1=53

weekdays, though I'm not sure I can host the whole time. Weekends vary from fully free to weekday schedule. Choose a nice date and tell me at least a day before.
13  General Category / General Discussion / Re: Hey, wazzap!... on: March 17, 2011, 10:10:02 AM
I'm game, if I have the time in the right time zone. Use this Fixed Time Zone Converter Tool to figure a nice time in UTC:

http://www.timeanddate.com/worldclock/fixedform.html

Anyone wanting to try a game can use the same calculator. I'll try to host, but it might need a little tweaking, as I think it's something close to a first-time thing. If you'd like, we can communicate using a channel on http://mibbit.com/ to communicate pre-game, to make sure things are working.
14  General Category / Game Discussion / OpenGameArt - Skorpio's Resources on: January 23, 2011, 12:44:58 PM
Hey, I found a mech with camo on OpenGameArt that might be useful. Skorpio, the one who made them said you can use it for this game, as well as contact him through the email listed there. Right now he said he'll be busy with OpenDungeons. He will definitely make more stuff later, but still busy atm.

The Resources:

-Mech

-Camouflage
15  General Category / Game Discussion / Hosting a Linux Server? on: November 03, 2010, 06:55:18 AM
I'm trying to host a server for Coldest, so some people have a chance to play together. What needs setting up? I don't see any configuration settings for a server (not to mention that my controls keep reverting to default every time the game starts). What ports need opening, particularly in case of a firewall?
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