ToME: the Tales of Maj'Eyal

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 Post subject: Re: ToME 2 maintenance
PostPosted: Mon Jun 25, 2012 8:27 am 
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Spiderkin

Joined: Sat Mar 18, 2006 12:48 pm
Posts: 482
darwin wrote:
AnonymousHero wrote:
I could tag v2.3.10-ah, but I'd like to get confirmation that the 9aa79e62 commit does indeed fix the problem for you. Can you confirm that it does?


I will try as soon as I can download it. I went to http://gitorious.org/tome2/tome2/commits/master and to 'download master as tar.gz;' for about 20 mins it has been saying it is generating a tarball.


You'll probably just have to restart the download. Sometimes it's a bit wonky, but it should work. If you keep having trouble, I'd recommend just installing "git" and cloning directly using
Code:
git clone git://gitorious.org/tome2/tome2.git


darwin wrote:
A few weeks ago I showed my instance of what happened when I did option 2. That is what I have usually been doing and should have been clear from my previous description. Sorry... the code block would have been the same as my previous one.


Alright -- it's just that it can be hard to follow, esp. since I'm lazy and don't want to have to read a whole series of posts all over again :).


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 Post subject: Re: ToME 2 maintenance
PostPosted: Mon Jun 25, 2012 8:34 am 
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Higher

Joined: Mon Nov 10, 2008 2:11 pm
Posts: 63
Location: Washington state, USA
AnonymousHero wrote:
You'll probably just have to restart the download. Sometimes it's a bit wonky, but it should work. If you keep having trouble, I'd recommend just installing "git" and cloning directly using
Code:
git clone git://gitorious.org/tome2/tome2.git


Ok; I did that command and compile option 2. It installed but unfortunately exits with 'fatal error' when I select 'a' to start TOME. I tried the X version, besides the console one, and they both exited like that.


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 Post subject: Re: ToME 2 maintenance
PostPosted: Mon Jun 25, 2012 10:50 am 
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Spiderkin

Joined: Sat Mar 18, 2006 12:48 pm
Posts: 482
Thanks, should be fixed in 9e4cc46.

(The cause was that the code was trying and failing to create a system-wide "scores" file. It should now create this file in the user's home directory alongside the save files.)

EDIT: Oh, sorry, forgot to mention -- if you're not used to git, you can update using "git pull" :).


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 Post subject: Re: ToME 2 maintenance
PostPosted: Mon Jun 25, 2012 7:57 pm 
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Higher

Joined: Mon Nov 10, 2008 2:11 pm
Posts: 63
Location: Washington state, USA
AnonymousHero wrote:
Thanks, should be fixed in 9e4cc46.

(The cause was that the code was trying and failing to create a system-wide "scores" file. It should now create this file in the user's home directory alongside the save files.).


I thought there should be one; I think some other games, like Nethack, have them. What is the problem with having one if one does 'sudo make install?' I guess the user does not have write access to the folder it was being saved, but maybe there is write access somewhere else on the system.

This version works better, but there are a few bugs. If I choose to leave my savefile named 'PLAYER,' it says
Code:
Error (cannot parse savefile) reading 2.3.9 savefile. -more-

Loading version 104 savefile...
Too many (297) hitpoint entries


If I choose another savefile name and save the game, a window says 'cannot save now,' but does anyway. Then, also, the game does not exit, but does when I press <CTRL>-C.


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 Post subject: Re: ToME 2 maintenance
PostPosted: Tue Jun 26, 2012 1:52 am 
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Spiderkin

Joined: Sat Mar 18, 2006 12:48 pm
Posts: 482
darwin wrote:
I thought there should be one; I think some other games, like Nethack, have them. What is the problem with having one if one does 'sudo make install?' I guess the user does not have write access to the folder it was being saved, but maybe there is write access somewhere else on the system.

A global savefile can be a security hazard since it (the way T2 used to do it) requires various games with setuid() or setgid() executables -- not to mention that it's platform-specific and required quite a lot of code. A giant executable with setuid/setgid is not something I'm willing to support. It's also trivial to cheat and a system-wide scores file is of dubious value anyway -- if you want to "compete", use the ladder at Oook. It's better in every way I can think of.

Btw, the code is generally also littered with potential buffer overflows, but as long as it can only run as yourself and you (or the local system admin.) can modify its data files, it's not really a problem (potential bugginess aside). With setuid/setgid it's an entirely different matter.

darwin wrote:
This version works better, but there are a few bugs. If I choose to leave my savefile named 'PLAYER,' it says
Code:
Error (cannot parse savefile) reading 2.3.9 savefile. -more-

Loading version 104 savefile...
Too many (297) hitpoint entries


This is generally a sign that save-game compatibility has been broken between versions. I'm actually a bit surprised at this since I generally try to avoid breaking it gratuitously, but looking back through the logs, I see that I did indeed remove some bytes from the savegame file. I've now added back the missing bytes so your old savefile should work. (I only looked back to 2.3.9-AH, so if your savefile is from before then YMMV.)

darwin wrote:
If I choose another savefile name and save the game, a window says 'cannot save now,' but does anyway. Then, also, the game does not exit, but does when I press <CTRL>-C.

Is that the exact message? It doesn't seem to appear anywhere in the source.

I suspect this is also to do with user permissions and the game may be trying to save to some system-wide location. Can you try to give your regular (non-root) user write access to /usr/local/lib/tome/ (and all subdirectories) to see if that fixes it? Obviously this is not a permanent fix, it's just to see if my suspicions are founded.


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 Post subject: Re: ToME 2 maintenance
PostPosted: Tue Jun 26, 2012 2:13 am 
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Higher

Joined: Mon Nov 10, 2008 2:11 pm
Posts: 63
Location: Washington state, USA
AnonymousHero wrote:
darwin wrote:
This version works better, but there are a few bugs. If I choose to leave my savefile named 'PLAYER,' it says
Code:
Error (cannot parse savefile) reading 2.3.9 savefile. -more-

Loading version 104 savefile...
Too many (297) hitpoint entries

This is generally a sign that save-game compatibility has been broken between versions. I'm actually a bit surprised at this since I generally try to avoid breaking it gratuitously, but looking back through the logs, I see that I did indeed remove some bytes from the savegame file. I've now added back the missing bytes so your old savefile should work. (I only looked back to 2.3.9-AH, so if your savefile is from before then YMMV.).


Actually, I did not have a savefile yet. I suppose that is why it asked. That is what happens when you do not change the name of what your savefile will be.

Quote:
darwin wrote:
If I choose another savefile name and save the game, a window says 'cannot save now,' but does anyway. Then, also, the game does not exit, but does when I press <CTRL>-C.

Is that the exact message? It doesn't seem to appear anywhere in the source.

I suspect this is also to do with user permissions and the game may be trying to save to some system-wide location. Can you try to give your regular (non-root) user write access to /usr/local/lib/tome/ (and all subdirectories) to see if that fixes it? Obviously this is not a permanent fix, it's just to see if my suspicions are founded.


Yes, that was the exact message, but it did not happen after I saved a second time.


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 Post subject: Re: ToME 2 maintenance
PostPosted: Tue Jun 26, 2012 2:58 am 
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Spiderkin

Joined: Sat Mar 18, 2006 12:48 pm
Posts: 482
darwin wrote:
Actually, I did not have a savefile yet.

You may not have realized that you did, but you almost certainly did have a previous savefile. If you don't have one it comes up and says "Savefile does not exist: [snip path to save file]". It doesn't blindly try to load a non-existent file -- the message you saw comes specifically from loading an incompatible file.

The savefile may not have been listed on the start up screen -- all savefiles are referred to by another file, "global.svg". If the "global.svg" does not mention a particular savefile, ToME will still try to load it if you use option "b) Load Savefile" and give the file name of the savefile.

Btw, your save files are stored in "~/.tome/2.3/save/" if you want to try to experiment a little with this to see if you can match what you experienced with ToME's behavior.

Anyway, I've tried a system-wide install now on my own system and from a few quick experiments everything seems to work as expected for me. So unless there any further problems I'm going to update the changelogs and tag 2.3.10-ah. That'll be the last 2.3.x release, I think. (Though if further install issues or such are discovered, I'm sure we can easily create a 2.3.11-ah if necessary.)

Btw, don't get me wrong, the T2 savefile behavior (with respect to "global.svg" and backward compatibility) is definitely a bit weird and somewhat fragile, but I'm definitely not going to change it until the "unlua" branch is merged to master, and there are lots more things which are higher up on my list of priorities to fix. Patches against 'unlua' branch welcomed, though! :)

darwin wrote:
I suppose that is why it asked. That is what happens when you do not change the name of what your savefile will be.

"It asked" what? You didn't mention any "asking"...? Which "that" are you referring to? Did you restart the game without mentioning it in your post?


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 Post subject: Re: ToME 2 maintenance
PostPosted: Tue Jun 26, 2012 3:02 am 
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Higher

Joined: Mon Nov 10, 2008 2:11 pm
Posts: 63
Location: Washington state, USA
AnonymousHero wrote:
"It asked" what? You didn't mention any "asking"...? Which "that" are you referring to? Did you restart the game without mentioning it in your post?


It asked what I want the savefile name to be. I did not know it saves in ~/.tome now. Apparently I have an earlier savefile there.


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 Post subject: Re: ToME 2 maintenance
PostPosted: Tue Jun 26, 2012 3:33 am 
Offline
Spiderkin

Joined: Sat Mar 18, 2006 12:48 pm
Posts: 482
darwin wrote:
AnonymousHero wrote:
"It asked" what? You didn't mention any "asking"...? Which "that" are you referring to? Did you restart the game without mentioning it in your post?


It asked what I want the savefile name to be. I did not know it saves in ~/.tome now. Apparently I have an earlier savefile there.


I don't know about system-wide installs, but when running from the build directory it's been saving in ~/.tome for ages. (Ever since I started playing 2.3.x years and years ago.)

Anyway, that explains it. I take it things are working OK now? I've updated the changelog and I'm about to tag 2.3.10-ah...


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 Post subject: Re: ToME 2 maintenance
PostPosted: Tue Jun 26, 2012 3:36 am 
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Higher

Joined: Mon Nov 10, 2008 2:11 pm
Posts: 63
Location: Washington state, USA
AnonymousHero wrote:
Anyway, that explains it. I take it things are working OK now? I've updated the changelog and I'm about to tag 2.3.10-ah...


I have not done anything past Bree, but assuming the rest is about the same, the game is working fine.


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 Post subject: Re: ToME 2 maintenance
PostPosted: Tue Jun 26, 2012 3:49 am 
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Spiderkin

Joined: Sat Mar 18, 2006 12:48 pm
Posts: 482
Cool, thanks. I'll tag 2.3.10-ah, then.


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 Post subject: Re: ToME 2 maintenance
PostPosted: Tue Jun 26, 2012 5:43 am 
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Spiderkin

Joined: Sat Mar 18, 2006 12:48 pm
Posts: 482
v2.3.10-ah has been tagged in gitorious. This is going to be the last(*) release in the 2.3.x series.

I've merged the "unlua" branch which removes Lua to 'master' now and this will become the 2.4.x series.

(*) Barring showstoppers. I'll certainly fix any of those, e.g. for packagers, etc.


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 Post subject: Re: ToME 2 maintenance
PostPosted: Tue Jun 26, 2012 6:24 am 
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Higher

Joined: Mon Nov 10, 2008 2:11 pm
Posts: 63
Location: Washington state, USA
AnonymousHero wrote:
v2.3.10-ah has been tagged in gitorious. This is going to be the last(*) release in the 2.3.x series.

I've merged the "unlua" branch which removes Lua to 'master' now and this will become the 2.4.x series.

(*) Barring showstoppers. I'll certainly fix any of those, e.g. for packagers, etc.


Ok... I have a slight problem with gitorious.org. As per your earlier instructions, I did the following.

Code:
wget https://gitorious.org/tome2/tome2/archive-tarball/v2.3.10-ah


It downloaded in mere seconds, and the file is only 57 b long! Do you know what is going on?


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 Post subject: Re: ToME 2 maintenance
PostPosted: Tue Jun 26, 2012 8:15 am 
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Spiderkin

Joined: Sat Mar 18, 2006 12:48 pm
Posts: 482
Look into the file :).

It you re-wget a little later you'll get the proper file. Yes, this is extremely annoying (and could quite conceivably cause problems for packaging systems -- the only advice I can give is to mirror elsewhere.)


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 Post subject: Re: ToME 2 maintenance
PostPosted: Thu Jun 28, 2012 1:36 am 
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Higher

Joined: Mon Nov 10, 2008 2:11 pm
Posts: 63
Location: Washington state, USA
I am wondering if TOME 2 is under the GPL, or if it would be possible to license TOME 2 under the GPL. Darkgod licensed a lot of his other stuff that way, and in the last several months, Angband has become re-licensed under the GPL. I forgot if TOME was based on Zangband, but if so, maybe someone could ask its authors if this sounds like a good idea....


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