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a multiplayer game of parenting and civilization building

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#1 Re: Main Forum » Setting up your personal Linux test editor/server/client » 2019-09-28 22:15:47

Notes for building the client and server on OSX:

The pullAndBuildTestSystem.sh file must be modified to replace all instances of ./configure 1 with ./configure 2.

If the linker can't find your SDL.framework, modify

minorGems/game/platforms/SDL/Makefile.MacOSX

to include -F/Library/Frameworks in the LINK_FLAGS or equivalent variable.

If you have ever compiled and run OHOL before, delete old build environments. OSX does some caching of the runtime environment or something and it can cause your data version to be out of check, a signifier of the problem.  Look for dataV in the runtime log to be equal to codeV.  If it isn't, you have an old build somewhere on your system.

Once pullAndBuildTestSystem completes without error, you should be able to continue as described in the OP.  When you run the client, you may be asked to point a finder window to a location on the OHOL binary.

The best way to get a full client-server build at this point is to:

cd OneLife/build
./makeBaseDistributionFolder [buildname]
./makeDistributionMacOSX [buildname] `uname` /path/to/sdl.framework

You'll be left with a folder mac/nameofbuild_etc and a matching tgz.  The client and server can be launched from that folder.

#2 Re: Main Forum » Building local server/client on OSX - Version Mismatch » 2019-09-28 19:53:48

Jesus H Christ, WTF is wrong with OSX.

After hacking the game file to figure out where it was pulling dataVersionNumber.txt from, I found it was pulling it from a completely different directory that I once upon a time built from.

Deleting the old folder gave me some dialog boxes to specify the game source directory once I relaunched the client.

FFS, that was ridiculous.

#3 Re: Main Forum » Building local server/client on OSX - Version Mismatch » 2019-09-28 19:03:04

Not only do I not understand where 162 is coming from, if I hack gameSource/game.cpp to have dataVersionNumber = versionNumber = 267, the objects do not match.

I connect to the tutorial, pick the berry bush and it turns into a german shepard puppy, suggesting that the server and the client data models are still not in sync!

make clean && make in every location does not solve the problem.

#4 Re: Main Forum » Building local server/client on OSX - Version Mismatch » 2019-09-28 18:36:55

Getting closer here.

The client says binV=266, dataV=162

But the dataVersionNumber.txt in that folder (symlink) is 267

Why is the client ignoring the txt file?

#5 Re: Main Forum » Building local server/client on OSX - Version Mismatch » 2019-09-28 18:28:36

Just did a completely clean pullAndBuildTestServer.

Upon connecting: VERSION MISMATCH: CLIENT 266  -- SERVER 267

They were both built from the same git checkouts.

serverCodeVersionNumber.txt = 266

It's like the server is ignoring this text file?

#6 Main Forum » Building local server/client on OSX - Version Mismatch » 2019-09-28 17:50:38

sliderule
Replies: 5

I've been trying to get a matched server and client running on OSX.

I used the Linux instructions, modifying the configure to build for OSX instead.

After the build, I started the server and tried to connect with the client.  I got an error, saying that the server version was 265 and the client version was 262.

I tried to get this fixed by going into the OneLife and OneLifeData7 folders and checking out a matching tag for release.  The problem was that there are no correlating tags in these folders, i.e.: there is no OneLife_v262 in the data repo, and there is no OneLife_v265 in the game repo.

I tried building the server with a LOWER version number than the client, and the client will connect, but all the objects are wrong.

What is the expected relation between the version numbers in these two repos?

#7 Re: Main Forum » Bug bounty » 2018-05-24 13:09:23

Lineage server said she died of starvation as did the client.

Edit: CORRECTION

My wife says the client said connection lost.

So if that's an indicator that this is NOT the bug, then that's that.

#8 Re: Main Forum » Bug bounty » 2018-05-24 04:05:56

I was able to accidentally force this bug by flushing the state table on the my firewall while my wife was mid-game.  I don't know if this is the source of other peoples' bouncing but I can imagine that similar failures (primarily in NAT firewalls) could cause the connection to fail in such a manner.

Relying on a TCP connection that remains established is common to many applications, but if players have connection resets and there is no recovery mechanism, death is inevitable.

I can envision a potential solution:

1. Detect bouncing on client side
2. Restart tcp connections (I don't know if your protocol / server design supports reconnects, but it would need to.)

Because I can force it, I could reproduce it, but the above solution (or similar) would be required if a NAT router loses state.

Again, I don't know if this is the bug that others are experiencing, but it is a flaw.  :shrug:

#9 Re: Main Forum » How are people typing "6"? » 2018-04-30 14:35:44

Drakulon wrote:

I wonder if jason is ok with client modifications and if so where does he draw the line?

Yeah, I wonder too.

Like I wanna make numpad interact with the tiles around you because I can do that much faster than I can click.

Or make textboxes length-unbounded and then chop the messages up to match the length allowed by your age.

#10 Re: Main Forum » How are people typing "6"? » 2018-04-29 20:57:42

Turnipseed wrote:
sliderule wrote:
Turnipseed wrote:

So is there a way for me to enable numbers lol
Would keep me from saying "i need  plates" "two"

sure, go to this line of code:
https://github.com/jasonrohrer/OneLife/ … .cpp#L1587

and include 1234567890 in the string.

Then compile and use the client.

Sweet ill give it a go

Did it work for you?

#11 Re: Main Forum » For those who say you can no longer leave a legacy » 2018-04-27 19:38:45

I love your vision of the game and support all of the changes you've been making, Jason.  Great job!

#12 Re: Main Forum » How are people typing "6"? » 2018-04-26 19:45:23

Turnipseed wrote:
sliderule wrote:

People are typing 6 because there's no binary signature required on the client so people can build their own clients and connect to official servers.

So is there a way for me to enable numbers lol
Would keep me from saying "i need  plates" "two"

sure, go to this line of code:
https://github.com/jasonrohrer/OneLife/ … .cpp#L1587

and include 1234567890 in the string.

Then compile and use the client.

#13 Re: Main Forum » How are people typing "6"? » 2018-04-26 13:23:25

People are typing 6 because there's no binary signature required on the client so people can build their own clients and connect to official servers.

#14 Re: Main Forum » Opportunity Cost of Communication » 2018-04-21 02:18:48

TianJiaLi wrote:
Morti wrote:

You all care too much about your farms and not enough about the players.

This is such a terrible mindset that is perpetuating the community.

Do you have anything to say about the opportunity cost of communication in the game and how it limits the scope of societal structure?

#15 Re: Main Forum » Opportunity Cost of Communication » 2018-04-20 23:50:30

Morti wrote:

I know you are all getting bent out of shape because your towns are not thriving

I have no clue how you reached that conclusion about this thread.

I am exposing an obvious limit to fantasies about advanced societal behaviour existing in this game.  It has nothing to do with a certain village thriving.

Please keep the discussion in this thread to the limitations of societal development with limited communication bandwidth and time resource competition.

#16 Re: Main Forum » Opportunity Cost of Communication » 2018-04-20 23:46:28

Lily wrote:

Maybe cities need to build a school and have full time teachers. Elderly people retired from working other jobs, and a younger mom who can feed the children.


This is the kind of thing I'm talking about.  How on earth would you coordinate such a thing with the in-game communication system?

#17 Re: Main Forum » Opportunity Cost of Communication » 2018-04-20 22:05:21

What I'm saying is that the bandwidth and opportunity cost of communication precludes much beyond "where is water", "what do we eat", "what is my job", etc.

#18 Re: Main Forum » Opportunity Cost of Communication » 2018-04-20 20:20:54

I'm not talking about teaching players the basics of the game.

I'm talking about the rosy posts about how a society might form and optimistic views of layers of society enacted by the player base.

The transitive nature of the population is going to limit the scope of those things already, but perpetuating any behaviour whatsoever is going to be limited by the communication system to an extreme degree.

#19 Re: Main Forum » Opportunity Cost of Communication » 2018-04-20 19:10:03

In short, as long as communication is mutually exclusive with productivity, the difficulty of survival will preclude sufficient meaningful communication required to enforce a complex social system.

#20 Main Forum » Opportunity Cost of Communication » 2018-04-20 18:42:57

sliderule
Replies: 25

Reading threads here, many people think that society in-game would be able to communicate rules or take time to, say, enforce some law.

I think that these ideas are missing a key fact:

There is a gigantic opportunity cost to communicating in-game.  Players need to stop whatever they're doing to talk, listen, or respond for the most part.

A fledgling society has little time for chatter.  A struggling society has none.  The idea that people will be able to enact any sort of social order while maintaining food stores is suspect except in the richest establishments.

Communication in this game is too costly to try to enforce anything.  Try running a busy carrot farm and being able to spam "BOTTOM ROW SEED" enough for every child and wanderer to hear.

I think any sort of social order will need to be maintained by game systems.  Locking the carrot farm up then identifying, teaching, and installing a successor, for instance.  The lock would permit that.  No amount of in-game communication would.

Just keep this in mind when fantasizing about what the game could be.

#21 Re: Main Forum » Mushroom. » 2018-04-14 19:14:10

I was kinda hoping he'd have tied it to a psychedelic visual filter or sprite stretching or something.  Meatbush is good too though.

#22 Re: Main Forum » Killer is Dead: or How it felt to become literally Hitler » 2018-04-14 19:03:32

Yeah forums are only as good as their moderation.

Most aren't fit to be mods, as most are completely ignorant of morals, ethics, and the responsibility of power.

As a result, you either get no moderation or badmins on most forums.

#23 Main Forum » Mushroom. » 2018-04-14 03:05:10

sliderule
Replies: 22

Wormless soil pit with mushroom you say...

kEz4aWJ.png

#24 Re: Main Forum » Setting up your personal Linux test editor/server/client » 2018-04-13 21:10:36

emucat wrote:
sliderule wrote:
Bimble wrote:

Did you try making a test map with the editor, per the instructions?  I have no idea if that makes a difference, but if you haven't, it could be worth trying.

Strangely, this worked.

Specifically, connecting to the test map, logging out, stopping the server, deleting the database, and logging back in.

Never had to do this before, though.

Oh well I guess it helps to read the instructions regardless of how used to building software you are smile

Thanks!

I think the DB needed to be converted. At least that was a big difference from last time

Always included rm *.db in my commands and TWICE pulled the source code to a fresh directory with a fresh pull script, so that kinda rules that out.

#25 Re: News » Update: Name that baby » 2018-04-13 21:07:44

Blade123 wrote:

I don't see any names. Only "brother", "sister" or "cousin". Is this a bug?

You need to have been named by your mother.  Did she at any point pick you up and say something to the effect of "you are george"?

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