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Author Topic: Beating the game differently  (Read 40947 times)
Culture20
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Re: Beating the game differently
« Reply #75 on: January 30, 2004, 12:02:40 am »

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starcontrol should bring people toghether Roll Eyes
Together to one keyboard so that they can make each other eat flaming plasma death!
« Last Edit: January 30, 2004, 12:03:49 am by Culture20 » Logged
Lukipela
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Re: Beating the game differently
« Reply #76 on: January 30, 2004, 12:28:32 am »

Or better yet kids, if you want to continue this fascinating argument, why not take it into PM? Private message eachother, then you can complain and point fingers all you want.
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FalconMWC
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Re: Beating the game differently
« Reply #77 on: January 30, 2004, 12:44:16 am »

Regardless of who finished first or posted first I have to say this was the most interesting challenge I have ever done in UQM. (Or heard of for that Matter) The idea that someone could beat the game without any RU's or starbase to provide crew is shocking to me.

To all people who were sick and tired of the arguing: Sorry - I probaly pushed it a bit to far.  Cry Cry Cry
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Lukipela
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Re: Beating the game differently
« Reply #78 on: January 30, 2004, 01:03:07 am »

I agree. It takes a lot of style to get through the game that way, and kudos to the both of you. If FF and PRIII are browsing the boards, I'm sure they are quite astounded as well.
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Culture20
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Re: Beating the game differently
« Reply #79 on: January 30, 2004, 01:32:43 am »

They made the probes pop up once a day to encourage people to go to the starbase, but you guys are so good at probe hunting now that you could use it as an alternative to mining (in a normal game where the RU's have a use).   Smiley
« Last Edit: January 30, 2004, 01:33:13 am by Culture20 » Logged
Deep-Jiffa
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Re: Beating the game differently
« Reply #80 on: January 30, 2004, 01:46:17 am »

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They made the probes pop up once a day to encourage people to go to the starbase, but you guys are so good at probe hunting now that you could use it as an alternative to mining (in a normal game where the RU's have a use).   Smiley


Well... smart me went to get the destruction code from the beginning... So MOST of the game I didn't really fight them. They just pop up, and die. And ofcourse I collect RU Smiley
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Re: Beating the game differently
« Reply #81 on: January 30, 2004, 03:44:56 am »

Let me verify something -- you collected bios early on so you didn't need to sell your last thrusters, right? 'Cause that would REALLY mess everything up if you had to do that.
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Re: Beating the game differently
« Reply #82 on: January 30, 2004, 11:43:44 am »

could one of you guys send me a saved game from just before the Chmmr? Sometime when I have free time I'd like to step through in the debugger and see what all causes the crash.
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Deep-Jiffa
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Re: Beating the game differently
« Reply #83 on: January 30, 2004, 04:53:19 pm »

I don't have a place to download stuff which are not pictures... How do I debug? I will copy here the report.
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Re: Beating the game differently
« Reply #84 on: January 30, 2004, 07:57:55 pm »

Load up cygwin or install a version of linux, compile UQM with debugging symbols using gcc, then use gdb to debug.  Umm, that wasn't very helpfull because I don't know how to debug in VC++ Sad

Bottom line:  you'll pobably have to compile no matter what; I assume that debugging symbols are left out of the UQM windows binary that's distributed.
« Last Edit: January 30, 2004, 07:59:06 pm by Culture20 » Logged
Rib Rdb
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Re: Beating the game differently
« Reply #85 on: January 31, 2004, 05:28:26 am »

I assume that you probably don't want to go through that.  If not, you could email the savedgame to ribsroom[ place at here ]programmer.net and I'll play with it when I get a chance.
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Deep-Jiffa
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Re: Beating the game differently
« Reply #86 on: January 31, 2004, 06:00:13 am »

What exactly you can see through debug mode? The entire history of the saved file? That would be really cool (" At 2157 he go the Clear Spindle...")
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Re: Beating the game differently
« Reply #87 on: February 02, 2004, 12:18:25 am »

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What exactly you can see through debug mode? The entire history of the saved file? That would be really cool (" At 2157 he go the Clear Spindle...")


It's nothing exciting. The main point is that you get an executable with special labels in it so you can use a debbuger like gdb to stop and look at what's in memory and which part of the code is executing during different parts of the game to see what's going wrong.
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FalconMWC
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Re: Beating the game differently
« Reply #88 on: February 02, 2004, 07:51:35 pm »

Were do you buy/download a debug program? - ebay?
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Culture20
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Re: Beating the game differently
« Reply #89 on: February 02, 2004, 10:01:38 pm »

Here's an example from another thread of what debugging information looks like.  It's sort of like a road-map of what function calls were made as the program was being run (stack trace).  Not even usable unless you can step through the code yourself and see why those particular functions were being run.  If you can, gdb or a program like it can mean the difference between stomping the bug or beating your head against a brick wall for a week.

Oh, gdb is freeware; see http://www.gnu.org/directory/devel/debug/ for more info on free debuggers (mostly unix based).

Code:
[New Thread 1024 (LWP 1760)]
The Ur-Quan Masters v0.3 (compiled Sep  9 2003 16:02:05)
This software comes with ABSOLUTELY NO WARRANTY;
for details see the included 'COPYING' file.

Saved games are kept in /home/guest/.uqm/save/.
Initializing SDL (pure).
SDL driver used: x11
SDL initialized.
Initializing Screen.
Set the resolution to: 320x240x32
WARNING: SetSemaphore did not return 0, this could be bad!
Initializing MixSDL mixer.
MixSDL using driver 'NoSound'
[New Thread 2049 (LWP 1761)]
[New Thread 1026 (LWP 1762)]
MixSDL mixer initialized.
   opened 'fake' at 44100 Hz 16 bit stereo, 4096 samples audio buffer
Initializing sound decoders.
Sound decoders initialized.
[New Thread 2051 (LWP 1763)]
0 joysticks were found.
Copying default key config file to user config dir.
[New Thread 3076 (LWP 1764)]
  'lbm/scclrtab.ct' -- 8722 bytes
We've loaded the Kernel
[New Thread 4101 (LWP 1765)]
  'lbm/title.ani' -- 19 bytes
[New Thread 5126 (LWP 1766)]
  'arilou.shp' -- 301 bytes
  'arilou/ariicons.ani' -- 50 bytes
  'arilou/arimicon.ani' -- 46 bytes
  'arilou/aritext.txt' -- 407 bytes
  'arilou/arilou.cod' -- 1 bytes

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 3076 (LWP 1764)]
0x000210dc in ReleaseCodeRes (CodeRef=0x35680065) at src/sc2code/dummy.c:360
360     src/sc2code/dummy.c: No such file or directory.
  in src/sc2code/dummy.c
(gdb) bt
#0  0x000210dc in ReleaseCodeRes (CodeRef=0x35680065)
   at src/sc2code/dummy.c:360
#1  0x0003ef80 in free_ship (StarShipPtr=0x63fa98, FreeBattleData=FALSE)
   at src/sc2code/loadship.c:169
#2  0x0003f14c in LoadMasterShipList () at src/sc2code/master.c:60
#3  0x00024130 in Introduction () at src/sc2code/fmv.c:94
#4  0x00056d70 in StartGame () at src/sc2code/restart.c:201
#5  0x0006d308 in Starcon2Main (blah=0x3b438c) at src/sc2code/starcon.c:895
#6  0x0011c394 in ThreadHelper (startInfo=0x60ef0c)
   at src/sc2code/libs/threads/thrcommon.c:196
#7  0x400792e4 in SDL_RunThread () from /usr/lib/libSDL-1.2.so.0
#8  0x40079488 in SDL_KillThread () from /usr/lib/libSDL-1.2.so.0
#9  0x400ab65c in pthread_start_thread () from /lib/libpthread.so.0
#10 0x400ab6b0 in pthread_start_thread_event () from /lib/libpthread.so.0
#11 0x4020492c in clone () from /lib/libc.so.6
(gdb)
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