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Messages - Yggdrasil

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101
General discussion / Re: Glestae wont install on Ubuntu
« on: 31 August 2011, 23:09:48 »
Hello,

the deb package is old and not tested on newer versions of ubuntu. There seem to be some problems:
https://forum.megaglest.org/index.php?topic=7370.msg75623

We're not really maintaining the package. Build from source (see docs/README.linux in the source tarball) or install the deb package anyway. If they haven't fixed their aptdaemon yet, try it on commandline 'dpkg -i <debfile>'.

We'll provide package repositories for some distribution in the future, but not for old releases.

102
General discussion / Re: a62e44 fails to build
« on: 16 August 2011, 16:27:11 »
It builds just fine here. I don't really have a clue what could be wrong. (Try deleting your cmake cache or just try in a new and clean build directory.)

Could you post the output of:
Code: [Select]
wx-config --cxxflagsAnd also run this in the build folder, so we'll see the compile instruction:
Code: [Select]
make VERBOSE=1 gae_mapeditor
I have the feeling it includes '-DwxUSE_GUI=0'. If that's the case make sure you really have wxGTK installed (libwxgtk2.8-dev).

103
Mods / Re: I made a new import script for blender 2.57
« on: 11 August 2011, 14:37:55 »
allright, i tried it out, the export option for .g3d did not show up in the blender export menu

It's an import script. So i guess it should be in the import menu. Though i haven't tried it myself.

104
Tools / Re: exporter/Blender 2.5 series
« on: 11 August 2011, 14:35:25 »
I have the feeling we all need glasses... Especially me because i just noticed now that loveheaven posted an _import_ script, no export at all. Sorry if i confused someone.

105
General discussion / Re: Problems attempting Ubuntu compile.
« on: 5 August 2011, 18:45:22 »
You need the dev packages of these libraries too. Make sure you have:
libsdl-dev, libopenal-dev, libvorbis-dev, liblua5.1-0-dev, libglew-dev, libfreetype6-dev, libphysfs-dev, libpng-dev, libjpeg-dev, libwxgtk2.8-dev

106
General discussion / Re: Compiling (issue)
« on: 31 July 2011, 11:12:01 »
Please use the 32bit compiler. Choose "Visual Studio 9 2008" in CMake, not the Win64 thing.

107
General discussion / Re: alternative ways to show teamcolor
« on: 29 July 2011, 07:52:15 »
Thank you very much for this insightful post. Sorry for the late reply. Looks like we all are very busy at the moment. Let's see when we get around to add this.

108
General discussion / Re: alternative ways to show teamcolor
« on: 23 July 2011, 15:56:19 »
Are you talking about the outline effect? That's just a special way to render the unit, no particles. The first ones are shaders.

The second picture in the first post reminds me about a feature in other RTS-games. When units are hidden behind buildings or trees, they are drawn just in full team color. That way they don't get lost.

109
General discussion / Re: Compiling (issue)
« on: 23 July 2011, 15:40:55 »
How did you install git?

Have a look at this wiki page:
http://sourceforge.net/apps/trac/glestae/wiki/ObtainingSource

110
Tools / Re: exporter/Blender 2.5 series
« on: 23 July 2011, 15:31:28 »
loveheaven made one (animations missing):
https://forum.megaglest.org/index.php?topic=7230.msg73922#msg73922

I would really like to add it to our git so it doesn't get lost but it kinda lacks a license... have to contact him.

111
Bug reports / Re: BUG: .deb package fail
« on: 15 July 2011, 23:12:14 »
There's already a bugreport for it as their aptdeamon crashes:
https://bugs.launchpad.net/ubuntu/+source/aptdaemon/+bug/782039

Does installing on commandline with 'dpkg -i <debfile>' work? Otherwise as silnarm said building from source is always best. We are too few devs to maintain packages for all distributions out there.

Are there plans to officially add GAE to the Ubuntu Software Center?
No, there are no plans from our side. Maybe i'll do something similar to 0ad for the next release.
http://trac.wildfiregames.com/wiki/LatestReleaseLinux
That way you'll get a third party repository for installing and updating.

112
Feature requests / Re: Scenario Unique Addons
« on: 6 July 2011, 10:19:49 »
There's one big cons: You won't be able to package such scenarios into an addon as we are not able to mount an addon from within an addon. This is a limitation of physfs. There's some work going on upstream but nothing is released yet. Their current development branch supports it.

113
General discussion / Re: How to specify version
« on: 30 May 2011, 12:43:50 »
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.

Anyway we already set the version in cmake through projectConfig.h, so maybe it's better to do it in cmake. Something like this:
Code: [Select]
# only run this when we build from git, not tarball, and we haven't set GAE_VERSION explicitly
if(EXISTS "${CMAKE_SOURCE_DIR}/.git" AND GAE_VERSION STREQUAL "git-master")
        find_package(Git REQUIRED)
        execute_process(COMMAND "${GIT_EXECUTABLE}" describe
                WORKING_DIRECTORY "${CMAKE_SOURCE_DIR}"
                RESULT_VARIABLE res
                OUTPUT_VARIABLE GAE_VERSION
                OUTPUT_STRIP_TRAILING_WHITESPACE
        )
        message("GAE_VERSION is ${GAE_VERSION}")
endif()
The git-master comparison is probably a bit silly and looks strange but it should work because the new GAE_VERSION from git describe isn't written to the cmake cache. That's why another run of cmake reads the old value from the cache and we can change it again.

114
General discussion / Re: Error: BSOD on startup
« on: 21 May 2011, 14:33:16 »
Try upgrading your graphics driver.

115
General discussion / Re: Overloading? GAE 0.2 -> Latest GIT
« on: 21 May 2011, 11:32:55 »
It's hard to know the problem without having a copy of the tech tree to test with.

Yeah, could you please provide us with a pre-release to test with. Otherwise we can't really help you.

116
General discussion / Re: Failed to build, rev c3e96
« on: 21 May 2011, 11:15:02 »
I fixed the build error. Rendering is broken for me and crashes after a short time. Looks like broken vertex shader. I'll try to fix it.

EDIT: i pushed some more fixes. Please update and try again.

117
General discussion / Re: Trouble building
« on: 14 May 2011, 09:42:04 »
Don't translate by yourself. Run 'LANG= make' (notice the space between) which should reset the language and default to english just for this command.

Make sure you have physfs 2.0 or later installed. Older versions don't work. The find module for physfs in cmake can't check for the version. Maybe we should add a trycompile with PHYSFS_mount to check it as you're not the first one with this problem.

118
General discussion / Re: can't find glestadv-error.log
« on: 11 May 2011, 22:44:24 »
5. Instead of 3 and 4, you may be able to change the owner of all the files in /usr/share/glestae/techs/everything/ from root to yourself, but I don't exactly know how to do that or if it would actually work.
Don't change the ownership, just fix the permissions. World/others needs to be able to read.

Code: [Select]
$ sudo find /usr/share/glestae -type f -exec chmod 644 '{}' +
$ sudo find /usr/share/glestae -type d -exec chmod 755 '{}' +
Should fix the permissions. But John.d.h is right. Don't mess up your system folders, use the addons folder!

119
General discussion / Re: Problems with add-ons
« on: 20 April 2011, 09:56:57 »
I just use plain zip now as it is easier.

Let me again stress the point that i don't really like dependency checking as i currently don't see a nice way to do it. The dependency graph needs to have a total order because we need to feed physfs with an ordered list. Total ordering like topological sorting only works when the dependency graph is acyclic. And i can easily imagine getting cycles if this kicks of, e.g. the smallest cycle of two addons depending on each other (probably 'cause of maps or tilesets). The only solution i see is to split addons to get the dependency graph acyclic (worst case every map, tileset,... on it's own). Just don't overuse this virtually merge function.

The problem with total-conversions is only the menu. Just treat the menu separately. You can only have one enabled anyway.

120
General discussion / Re: Problems with add-ons
« on: 19 April 2011, 17:26:07 »
Don't expect that any zip file you stuff into the addons folder will just work "automagically". It needs to have the right folder structure in the archive. Most common problem seems to be a root folder inside the archive which then contains techs/ and the rest. techs/ needs to be at top level, no arbitrary parent folder above. Imperial has this problem too. Just extract it in the addons folder. Even this is better than fiddling around in the install folder.

I'll probably add some kind of packager in the addon manager as it seems to be more difficult than i imagined. Then you just need to hit a button with your pointer device and it throws an addon friendly zip file at you.

121
Yep, hailstone hit the nail. Removing eventMouseDown fixed it for me.

122
Off topic / Re: Wonderful War Machines
« on: 5 April 2011, 14:52:23 »
I love this airship fleet. Seems to be concept art from iron grip which has awesome artworks.
Code: [Select]
http://igwarlord.isotx.com/http://www.moddb.com/games/iron-grip-warlord

artist's website:
http://www.maniakart.com/

123
General discussion / Re: how to install OpenAL.framework?
« on: 3 April 2011, 18:05:01 »
Sorry this was my fault. I committed months(!) ago some test code for creating bundles and asked for testing. Seems nobody every tried and i forgot about it. As no GAE developer has a mac, support for it is probably in a bad state.

Anyway the cmake error in the install rule should be gone now. Please update and try again. If you face any problem please report back so we can look into it. Btw, the compile guide for mac is a bit outdated. We are using git now, not subversion. I guess git usage on mac is similar to linux, so look at the linux guide for instructions.

124
General discussion / Re: Snapshot release for testing 0.4
« on: 26 March 2011, 13:46:49 »
If there's no problem with current installer i would like to leave it as it is. Makes it easier in cmake/cpack because we share the same install routines on all platforms.

125
General discussion / Re: Resource Bug
« on: 24 March 2011, 10:59:27 »
There are other benefits to using relative paths. I would like to be able to copy the source and checkout a revision or branch without needing to do a full recompile. This is not possible if I need to generate the project files each time.
I can switch branches on linux and it just builds the needed stuff afterwards. Btw, if one header changes you needed to rebuild nearly everything anyway as it's included transitively everywhere. If one CMakeLists.txt was changed cmake detects it inside the VC project and regenerates it. I don't know if Visual Studio is able to use the old object files then.

The only real problem i see: If source files got added or deleted you have to manually regenerate with cmake because no CMakeLists.txt was touched as we search for source files and not list them explicitly.

I tried setting windeps to relative path but any ENV{name} dependency comes out as absolute.
Yeah, that's normal. windeps is just a hint for the "find" module to search there first. It sets the absolute path to the located library/header directory. We could set it directly instead of still searching for it like we're already doing for some dependencies because their find modules don't support hints.

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