Thanks for the update! When i click on the "create local game" button the "login accepted" window opens and stays on the screen. I can still hear the sound of the main menu when moving the mouse, but the game lobby doesn't open. Alt+F4 still works. PA worked flawless to this date, and creating an online game lobby still works fine. It's just that it won't open the offline lobby. All this happens on my main pc: i7 2600k, 16 GB RAM, GTX 670 FW344.24, Windows 8.1, game launched via steam. When i try creating a local game on my second pc (i5 750, 8 GB RAM, GTX 470 FW344.24, Windows 8.1, game launched via steam) the lobby opens in a second and everything's fine. Any ideas, any debug logs you need me to upload?
You nailed it, Avast AV was the culprit. FYI: local linux server works fine for me in Ubuntu Gnome 14.04.
Fails on Yosemite GM2 OS X 10.10 (14A386a): (looks like the USER path regression from 66770) Code: Application Specific Information: dyld: launch, loading dependent libraries Dyld Error Message: Library not loaded: ./libfmodevent.dylib Referenced from: /Users/USER/Library/Application Support/Uber Entertainment/*/PA.app/Contents/MacOS/PA Reason: image not found Also UberLauncher is rejected by gatekeeper: (signed with v1) Code: spctl -a -t exec -vv /Applications/UberLauncher.app/ /Applications/UberLauncher.app/: rejected source=obsolete resource envelope origin=Developer ID Application: Uber Entertainment, Inc. (WL8JBV8K59)
2nd Attempt got an unpack error, but it said 104/105 while patching. Still getting .app launch error. Have go looking for launcher logs next. Starting local server fails on OS X 10.9. It's not a fundamental issue with the server because I can launch it directly and then connect from the client. Client console output from failed start attached. P.S. Dang there are some sexy new commanders; none in armory so far.
Third update attempt (from copy of stable) ran without errors; said 104/105 at end. Has not resolved either .app launch or running server from client. If you need any extra info, please ask.
They aren't for sale yet. Presumably none of them will be before the stable version is released, and even then not all will be sold, as the backers they belong to have to agree to allow them to be sold.
My brain has successfully been annihilated, it's..................................................Beautiful, almost don't want to test the crap out of this build
So does any linux wizard know how I can tell the server executable to not load an opengl lib file on a headless server?
Does anyone know how to run the server without actually playing(as in the server being in the game with as a player)? I want to try a dedicated server in my house.
So join me on my server hosted on pastats.com: 1. Start PA 2. Start the UI debugger 3. Run this command in the console of the main scene (so Start if you just started PA) EDIT: cpt conundrum won this race! Code: sessionStorage['gameHostname'] = '"176.31.115.99"'; sessionStorage['gamePort'] = '53999';window.location.href = 'coui://ui/main/game/connect_to_game/connect_to_game.html'; EDIT: Quick how to "run a PA server on a headless ubuntu machine somewhere in the web": 1. download PA with the gopatcher https://bitbucket.org/papatcher/papatcher 2. install lib mesa sudo apt-get install libgl1-mesa-glx 3. start server with ./server --game-mode Config --headless & 4. forward the server to the world ssh -L 0.0.0.0:53999:127.0.0.1:6543 -N user@127.0.0.1 5. connect via the debugger command I wrote above,, exchange your ip EDIT 3: tomorrow the plan is to do a 32 planets game on a 32 core aws computing instance with as many players as we can fit obviously
90% of that time was lost on how to figure out how to get a working downloader for PA on linux Also I wonder if there is a way to bind the server to 0.0.0.0 directly without the ssh tunnel It is 4:30 am. I need to get some sleep. After that I'll have to fix PA Stats matchmaking and make it somehow deal with the fact that local games do not seem to have a lobbyid. Maybe I'll just let real local games not report at all. The server seems to accept a --lobbyid via parameter, so for public servers that can be used.