Binary for 64 bit fixed and ftp'd to sf.net.
I will check the logs from your segfaults and see what I find. Regarding
the rollover of team # I will look into it.
On 10-10-15 07:57 AM, alsterwassermann@... wrote:
> On 15.10.2010 05:57 Mark Vejvoda wrote:
>
>> 3.3.7.1 update binaries are ready to test:
>>
>>
> Thanks for crafting those. I just downloaded
>
>
>> http://sourceforge.net/projects/megaglest/files/current_release/megaglest3.3.7.1_i386_64_linux_bin.tar.bz2/download
>>
> and wondered why the download is larger than expected (27M). apparently
> a duplicate copy of glest.bin made it into the package:
>
>> $ tar tjvf megaglest3.3.7.1_i386_64_linux_bin.tar.bz2
>> drwxr-xr-x tscharn/tscharn 0 2010-04-09 18:58 bin/
>>
> [..]
>
>> -rwxr-xr-x softcoder/softcoder 25903612 2010-10-15 04:30 glest.bin
>>
> #1
>
> [..]
>
>> -rwxr-xr-x softcoder/softcoder 25903612 2010-10-15 04:30 bin/glest.bin
>>
> #2
>
> I'm just pointing this out in case this package was compiled by a script
> (in which case this script would seem buggy).
>
> By the way, in case you'd prefer to not have your user names show up on
> those archives, you could use the GNU tar option --owner=NAME to force
> the user names stored in those archives to something else. Since this
> information is discarded by the time the package is unpacked anyway, it
> doesn't seem neccessary to include anything possibly violating your privacy.
>
>
>> Once I hear back that you guys have "smoke tested" these updates and
>> they are ok then I will make full installers etc and we can announce on
>> the forums.
>>
> I just segfaulted on the custom game menu (just resting the game the for
> a while, not doing anything):
> megaglest_v3.3.7.1-GNUC_d20101015-144604UTC_ptomreyn_tsegfault.tar.gz
>
> I tried to reproduce this with my r1102 subversion build, and segfaulted
> there, too:
> megaglest_btrunk+r1102_d20101015-145358UTC_ptomreyntrunk_tsegfault.tar.gz
>
> I think I also found some very minor issue: in the custom game menu, you
> can increment the team # up to 8. If you increment further it will
> shortly jump to 9, then to 1. This doesn't look so nice, but it's not
> what I really meant to report: If, instead of increasing it, you
> decrease the team number then you can go down to 1. And there you're
> stuck - decreasing further is not possible, it just jumps to 9 shortly,
> then jumps back to 1. Ideally, it would change to 8 there.
>
> We'll need to do more testing tonight (european or U.S night).
>
> Do you prefer those bug reports (for test builds, or generally) to go
> here or should they go to the forums?
>
> Moritz
>
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