Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - hailstone

Pages: 1 2 3 4 [5] 6 7 8 9 ... 63
101
If you get a message about pixmap error like at https://forum.megaglest.org/index.php?topic=7042.msg73180#msg73180 then it is a power of two problem. In which case get the new mouse.png from git.

102
General discussion / Re: How to specify version
« on: 30 May 2011, 13:57:31 »
Mhmm, doesn't really work for me. game_incs holds a list of folders where headers are located, not header files. The shell script creates version.c instead of version.cpp.
It should be ok to remove the game_incs line since I think version.h is added like pch.h from the same folder. I forgot to change the filename, I will fix, thanks.

Anyway we already set the version in cmake through projectConfig.h, so maybe it's better to do it in cmake. Something like this:
I think the big problem doing it that way is the overhead of modifying a header each build. The script way completes in under a second. The scripts also include build datetime. We might be able to do without the CMake set version string since git describe includes the last tag, so when we go to tag 0.4 it will display "0.4-0-[hash]" (maybe? or just the tag), although it might be good to keep it to specify the branch.

Edit:
It might be good to add other information like build_platform and build_configuration.

103
General discussion / How to specify version
« on: 30 May 2011, 00:32:22 »
I've seen people are specifying the version as git-master but this is a moving target - a week from now it could be several commits away. It should really only be used to specify that it is master branch. The commit hash or number of commits from a tag should also be included (git describe does both). This is contradictory to what is being used for version in the crash logs (other places too?). Perhaps there is a way to create a file that is updated each build like here. It would also solve the issue with build date in the crash logs (it only updates if the file with the preprossor string is explicitly told to compile).

Edit:
This could be used in CMake to add a custom build rule. http://www.cmake.org/cmake/help/cmake-2-8-docs.html#command:add_custom_command
Code: [Select]
add_custom_command(TARGET target
                     PRE_BUILD | PRE_LINK | POST_BUILD
                     COMMAND command1 [ARGS] [args1...]
                     [COMMAND command2 [ARGS] [args2...] ...]
                     [WORKING_DIRECTORY dir]
                     [COMMENT comment] [VERBATIM])
Something like this for source/game/CMakeLists.txt:
Code: [Select]
if(WIN32)
add_custom_command(TARGET glestadv PRE_LINK COMMAND version.bat)
else(WIN32)
add_custom_command(TARGET glestadv PRE_LINK COMMAND version.sh)
endif(WIN32)

Edit2:
I've committed something that might work (it does for me anyway with VS).

104
General discussion / Re: Having trouble building Git-Master
« on: 30 May 2011, 00:14:21 »
Try setting the data dir and config dir on the command line args.

105
General discussion / Re: Error: BSOD on startup
« on: 29 May 2011, 06:31:03 »
I came across this program today that show the info from BlueScreen dumps. http://www.freewarefiles.com/BlueScreenView_program_50892.html

106
Bug reports / Re: Latest GIT: No Menu Clicks?
« on: 27 May 2011, 00:02:27 »
It works for me. Check your FX volume is up enough.

107
General discussion / Re: adding nightime attributes to units
« on: 26 May 2011, 02:59:08 »
How did you guys get the stats from unit_stats.cpp into unit_types.cpp?
Using inheritance. Learn the OOP concepts if you haven't already.

Code: (unit_stats_base.h) [Select]
/** Base stats for a unit type, upgrade, effect or other enhancement. */
class UnitStats {

Code: (unit_type.h) [Select]
class UnitType : public ProducibleType, public UnitStats {

108
From a quick look it seems like a pointer to a unit that was planned to be carried is no longer valid at the time the carrier dies.

109
General discussion / Re: 0.4 beta1
« on: 25 May 2011, 02:01:59 »
The crash was from another missing extension (GL_ARB_imaging) caused by glBlendEquation.

Code: [Select]
#0  0x00000000 in ?? ()
#1  0x0854646a in Shared::Graphics::Gl::ParticleRendererGl::setBlendEquation (
    equation=...)
    at /home/user/Workspace/glestae/source/shared_lib/include/graphics/gl/particle_renderer_gl.h:65
#2  0x08545c36 in Shared::Graphics::Gl::ParticleRendererGl::renderSystemLine (
    this=0x8a42218, ps=0x9160428)
    at /home/user/Workspace/glestae/source/shared_lib/sources/graphics/gl/particle_renderer_gl.cpp:175
#3  0x085223eb in Shared::Graphics::RainParticleSystem::render (
    this=0x9160428, pr=0x8a42218, mr=0x8a40e00)
    at /home/user/Workspace/glestae/source/shared_lib/sources/graphics/particle.cpp:297
#4  0x085227af in Shared::Graphics::ParticleManager::render (this=0x8747618,
    pr=0x8a42218, mr=0x8a40e00)
    at /home/user/Workspace/glestae/source/shared_lib/sources/graphics/particle.cpp:348
#5  0x0854559a in Shared::Graphics::Gl::ParticleRendererGl::renderManager (
    this=0x8a42218, pm=0x8747618, mr=0x8a40e00)
    at /home/user/Workspace/glestae/source/shared_lib/sources/graphics/gl/particle_renderer_gl.cpp:93
#6  0x08384f7e in Glest::Graphics::Renderer::renderParticleManager (
    this=0x86a60a0, rs=...)

110
General discussion / Re: 0.4 beta1
« on: 24 May 2011, 12:09:15 »
I'm still having the flash-then-quit problem
I first thought the issue was with incorrect data directory being set but I've since found out it is caused by lack of non_power_of_2 extension in the graphics processor. Resize mouse.png in /data/core/misc_textures and /data/gui/textures/ so that it is 32x32 and it should at least start. I'm getting a crash before the menu appears though.

111
Doh, try it now. I forgot to commit one of the files.

The lang strings I added aren't being used anymore even though everything looks to be setup properly  :confused:. There's also an issue in-game when clicking on the frame's title bar the tab buttons move. I'm not sure why that happens either.

112
General discussion / Re: Overloading? GAE 0.2 -> Latest GIT
« on: 24 May 2011, 03:59:55 »
When skeleton based animation is implemented it should help with the size too.

113
General discussion / Re: 0.4 beta1
« on: 22 May 2011, 00:24:05 »
I forgot to mention that for Windows XP it should be "C:\Documents and Settings\User" instead of C:\Users\User but if it's appearing in Users it shouldn't matter as long as you have write access.

114
General discussion / Re: 0.4 beta1
« on: 21 May 2011, 02:00:38 »
Sorry, I meant the files in gae-0.4-beta1-data.zip should be extracted to share and the exe and pdb to the bin folder. But I just went through the process with a clean install and it worked.

Here are the steps:
1. Remove previous GAE 0.3.2 and delete C:\Program Files (x86)\glestae 0.3.2 if it's still there
2. Install GAE 0.3.2
3. Extract glew32.dll to C:\Program Files (x86)\glestae 0.3.2\bin
4. Extract glestadv.exe and glestadv.pdb from gae-0.4-beta1.zip to C:\Program Files (x86)\glestae 0.3.2\bin
5. Rename C:\Users\User\glestadv to C:\Users\User\glestadv2 and create C:\Users\User\glestadv\addons
6. Extract gae-0.4-beta1-data.zip from gae-0.4-beta1.zip to C:\Users\User\glestadv\addons.
7. Run exe in bin folder.

If you follow that exactly (with "User" replaced with your user name) it should work. (x86) might not be there depending on your system.

115
General discussion / Re: Error: BSOD on startup
« on: 21 May 2011, 01:06:05 »
What does the BSOD say?

116
General discussion / Re: 0.4 beta1
« on: 19 May 2011, 21:33:47 »
Try extracting gae-0.4-beta1-data.zip to the game folder.

117
General discussion / Re: Overloading? GAE 0.2 -> Latest GIT
« on: 18 May 2011, 02:12:17 »
"std::bad_alloc at memory location". You might be running out of RAM.

"Cannot find or open the PDB file". Are you debugging the debug build?

118
The game folder.

119
You might not have the working directory set for debugging.

120
General discussion / Re: Queston about water units.
« on: 17 May 2011, 22:26:24 »
Red Alert 3 has lots of units that can go on land and water. Not sure if it helps but here is a xml file for a unit which shows it has transition animations to/from water:
http://forums.commandandconquer.com/jforum/posts/list/21422.page

121
General discussion / Re: adding nightime attributes to units
« on: 16 May 2011, 22:37:36 »
You can create a diff with git format-patch and upload it, then someone can apply it to their local copy. This article takes you through the process for making changes without needing write permissions.

122
General discussion / Re: Overloading? GAE 0.2 -> Latest GIT
« on: 16 May 2011, 22:05:35 »
It's hard to know the problem without having a copy of the tech tree to test with. If you can use a debugger try stepping through until it closes then post a snippet of the source file where it happens. Start at Initializing renderer.

123
General discussion / Re: adding nightime attributes to units
« on: 15 May 2011, 21:56:40 »
Only to push to the sourceforge repository. If it's local or if you make another repository somewhere else, you can make as many changes as you like.

124
General discussion / Re: GAE 0.3.2
« on: 15 May 2011, 08:48:48 »
Try the latest git version. A lot of bugs have been fixed since 0.3.2.

125
General discussion / Re: Trouble building
« on: 14 May 2011, 00:15:12 »
For the second one you are using the wrong folder. It should be the one that contains source, docs and other folders. Try cd into the build folder, the two dots at the end mean to use the folder before (I think, if not the tutorial may be wrong).

I can't say for sure for the first one since I can't read the language but it looks like PhysFS isn't installed.

It might be better to use the source from the git repository since that's the most up to date.

Pages: 1 2 3 4 [5] 6 7 8 9 ... 63
anything