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Messages - Yggdrasil

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51
General discussion / Re: speed game and WxX11-2.8.12
« on: 30 June 2012, 00:12:19 »
GLCanvas is part of wxwidgets, not in some other package.

Please run:
Code: [Select]
$ wx-config --list
$ find /usr/lib/wx/include/ -name 'setup.h' -exec grep -H GLCANVAS {} +

The latter one might not work if you have it installed at a different location.

52
Tools / Re: exporter/Blender 2.5 series
« on: 29 June 2012, 23:57:22 »
Placebo effect?

For people not finding the properties panel (remember you need at least blender 2.63):


And i pushed a very tiny update...

53
~ is a short form for your home directory. The configuration files are stored in a hidden folder in your home directory
/home/username/.glestadv
In this hidden folder you'll find glestadv.ini, where you can change settings, and other log files which hopefully contain some information to fix your problems. These are all just text files (only core is something different if you have that).

54
General discussion / Re: How do farms work?
« on: 26 June 2012, 13:52:58 »
Compile it yourself.
Even then it won't work, because it's not in the master branch where you land in after cloning. You have to switch to the branch 0.4.x before compiling. Or wait for a release...

55
General discussion / Re: speed game and WxX11-2.8.12
« on: 26 June 2012, 13:45:30 »
1. You can slow down the game speed with minus key. Plus speeds it up again. See:
https://docs.megaglest.org/Controls

2. This is not a linker problem, so ldconfig won't help. Looks like you didn't enable glcanvas when building wxWidgets. Just use the packages of your distribution and you should be fine. Maybe you forgot a devel package?

56
Mhmm, looks like we added something on our way to 0.4 which breaks it for you. Let's try to get the git version, which is our development version, working for you. Fixing older versions is not really the best idea. So please use glestae_git now.

I can't write more , because I can't kill and minimalize proces.
Better enable window mode. This way you can kill it easily. Open ~/.glestadv/glestadv.ini and set 'DisplayWindowed' to true. While you're at it you can also change the resolution with 'DisplayHeight' and 'DisplayWidth'. Another thing to test is setting 'RenderCompressTextures' to false.

If it still fails to run please have a look at ~/.glestadv/glestadv-error.log and post the content here.

I don't have liblua.so , I have only liblua.so.5.0
Judging from the soname of the library, do you have lua 5.0 installed? This won't work. You need lua 5.1 or 5.2. I'm surpised it built before...

Could you also please post the gcc version you're using and the output of glxinfo (you can skip the tables at the bottom). /proc/cpuinfo would be good to know too.

57
You have to set GAE_DATA_DIR in cmake correctly. If you want to run the game from the build directory:
Code: [Select]
$ cmake -DCMAKE_BUILD_TYPE=Release -DGAE_DATA_DIR=$PWD/../data/game ..
$ make glestadv
$ ./source/game/glestadv

'make install' won't work in this case. Let's just see if the game runs ok.

58
In your last log it looks like glestadv got built just fine. To make sure just run:
Code: [Select]
$ make glestadv

If everything is ok, you can start the game with:
Code: [Select]
$ ./source/game/glestadv

Regarding the map editor, which version of wxgtk do you have installed?

Btw, you shouldn't run make as root, only make install needs it.

59
You don't need cppcheck and doxygen. If it's not found, it's disabled. What you have to install is glew or libglew or however the exact package name is in your distribution. If your distribution splits headers from library packages you have to install the dev(el) package too.

60
General discussion / Re: glest_source_3.2.1
« on: 17 June 2012, 00:25:21 »
I guess you're talking about normal Glest, not any fork of it, especially not the one in which subforum you just posted.

Anyway, the readme only mentioned that because the open source mesa drivers are not well known for their 3D performance. You'll might face a very bad frame rate. You can't install a proprietary driver from ATI as they don't support your chipset anymore on linux. I think they dropped support for r200 back in 2006 or even earlier. They'll do a mass removal this summer too:
http://www.phoronix.com/scan.php?page=article&item=amd_catalyst_legacy2&num=1

Mesa is your only option. Just try it and see for yourself.

61
It's compatible. Mesh properties is 32 bit wide, no problems there. The new flag is just ignored by other engines as it was unused before. Btw, this is far from new, added more than a year ago by silnarm. Probably not well known as you could only set it with g3dhack.

62
Tools / Re: exporter/Blender 2.5 series
« on: 16 June 2012, 23:23:07 »
I've updated the exporter to add a new panel for g3d mesh properties. If you open the mesh properties and scroll down you'll find a new panel labeled 'G3D properties' which contains 'team color' and 'non-selectable'. So, please take note that you have to use 'team color' from now on and not 'face texture alpha'. 'non-selectable' makes a mesh non-selectable, surprise, surprise. It's the same as in g3dhack and currently only supported by GAE. Other engines should ignore it.

Here the link again:
http://glestae.git.sourceforge.net/git/gitweb.cgi?p=glestae/glestae;a=blob_plain;f=source/glexemel/g3d_support.py;hb=HEAD
(Right-click 'Save As', name it g3d_support.py, in blender: File->User Preferences -> Addons -> Install Addon (bottom), pick the downloaded file, enable it)

63
It's a GAE extension to the g3d format. Not really documented anywhere... besides code:
Code: [Select]
enum MeshPropertyFlag{
mpfCustomColor = 1,
mpfTwoSided    = 2,
mpfNoSelect    = 4
};

I've updated the exporter, so that this is accessible in blender too.

64
Tools / Re: exporter/Blender 2.5 series
« on: 25 May 2012, 10:44:15 »
API changes ftw. They probably had to because of their new BMesh system supporting n-sided polygons. I pushed a fix which hopefully works for all cases. As i only have a few models this is quite untested, especially n-polygons with n > 4. This fix breaks the script for Blender versions older than 2.63.

65
General discussion / Re: Dev Questions
« on: 2 May 2012, 11:25:15 »
The deps-package is only for windows. Linux people get their dependencies easily from their package repository. You have to get OpenAL on your own. I think http://www.openal.org is the right place, but currently down...

66
General discussion / Re: Dev Questions
« on: 29 April 2012, 14:39:11 »
Hi,

1. I doubt it will just work. You probably have to port some parts. Silnarm added an XAudio2 backend some time ago because DirectSound8 is quite old now but i would prefer to use OpenAL on all platforms.
EDIT: source/shared_lib/CMakeLists.txt:16 is the place where it is decided which backend is build in. So setting it in glestadv.ini won't help as it's not built on windows.

2. Use a local branch for stuff you don't intent to push. I can't help you with a windows GUI as i just use the CLI on linux.

67
Tools / Re: exporter/Blender 2.5 series
« on: 29 April 2012, 14:28:30 »
I added some more error handling to the script (checking for object mode and texture unwrap). Warnings and errors are now displayed in blender. Should prevent you from making stupid mistakes. If an error occurs there might be a partly written g3d file waiting for deletion. I don't really want to change the script to check everything beforehand.

Here the link again:
http://glestae.git.sourceforge.net/git/gitweb.cgi?p=glestae/glestae;a=blob_plain;f=source/glexemel/g3d_support.py;hb=HEAD
(Right-click 'Save As', name it g3d_support.py, in blender: File->User Preferences -> Addons -> Install Addon (bottom), pick the downloaded file, enable it)

68
General discussion / Re: CMake not finding Freetype error
« on: 29 February 2012, 21:53:46 »
Yeah, they changed the find module a bit and broke the hints (cmake 2.8.7). It can't find ft2build.h that way. It's now set directly as a workaround. Hopefully that fixes the problem. I have no windows system to test it on, so feedback is welcome.

69
Bug reports / Re: e3257cf: Game freezes during initialization
« on: 19 February 2012, 13:14:43 »
Btw, do you have libtxc_dxtn installed?

Wow, pretty good guess. Yes, I had it installed on the ATI system (I have not checked the other system, but my guess is it's installed there, too). And after purging the libtxc_dxtn0 package the game runs fine on this system. So the incomplete texture compression implementation in the open source drivers seems to be the problem. I guess I could have thought of this myself, since (to my knowledge) this package is not installed by default. Now what's lacking is a way for the game to detect this situation and to handle it a little more gracefully.

Mhmm, i use mesa 7.11.2 with libtxc_dxtn 1.0.1 on my laptop with ati r300 driver and it works fine, slow but fine. Maybe the new mesa is really the cause of this. Let's see.

I've uploaded the core file and sent you the URL in a private (forum) message.

Thanks for the core dump. I have a look at it later today.

70
Bug reports / Re: 5de8487: Should not freeze in case of a SIGSEGV
« on: 19 February 2012, 13:04:20 »
Looks like it's not really freezing but waiting for you to press the ok-button on the error dialog. However the dialog isn't shown for some reason. A possible workaround is to press Alt+F4 which breaks out of the event loop and continues on. I'll see what i can do.

71
Bug reports / Re: e3257cf: Game freezes during initialization
« on: 18 February 2012, 13:28:08 »
I still have no clue why this is happening. Mesa 7.12 got released in the meantime as 8.0. I should get it in the next days. Let's see if this changes anything for me.

Btw, do you have libtxc_dxtn installed?

I'm still interested in the core dump. GDB can do that too:
(inside build directory)
Code: [Select]
$ gdb ./source/game/glestadv
(gdb) r
Make it crash. You should get a SIGABRT like before.
Code: [Select]
(gdb) gcore
(gdb) q
compress the core dump, e.g.:
Code: [Select]
$ xz core.<pid>
Please upload and post the hash of revision you tried this on. The whole gdb session would be interesting too.

72
Tools / Re: exporter/Blender 2.5 series
« on: 5 February 2012, 13:34:44 »
Thanks John.d.h. I pushed a fix, but i'm not sure if this is correct for all possible transformations. Let me know if something is still wrong.

73
Tools / Re: exporter/Blender 2.5 series
« on: 4 February 2012, 16:36:27 »
I changed the script to respect your selection. If nothing is selected it's still exporting all meshes.

I don't really know what you mean with scaling and how i should fix it. Could you please provide a blend file which illustrates this problem?

74
Bug reports / Re: e3257cf: Game freezes during initialization
« on: 4 February 2012, 16:32:51 »
Sorry for the very late reply. Too busy lately.

Thanks for the backtrace. Sadly, i still can't find the cause of all this... I changed some parts of our error handling on linux, so it should create a log now in ~/.glestadv/gae-crash.txt and a core dump in ~/.glestadv/core. Could you please pull in the latest changes and get it crash again? Then please upload the core dump somewhere, compress it with xz or so.

If no core dump is created automatically, enable it manually with 'ulimit -c unlimited'. After that run GAE again. The core dump is then in your current working directory.

Cmake tells me this:
Code: [Select]
CMake Warning:
  Manually-specified variables were not used by the project:

    GAE_USE_PHYSFS

Is -DGAE_USE_PHYSFS=ON deprecated? I've been told to use this in the past.
This option got removed. physfs is always enabled now.

75
General discussion / Re: Compiling GAE: How to remove 3D mouse?
« on: 26 January 2012, 01:03:10 »
Here's a patch (or rather a hack) to get rid of the mouse rendering:
http://pastebin.com/Wdmb37yd

Download it and apply it with git, don't forget to rebuild the game. I didn't really tested it as i have currently no time for glest. See for yourself if it helps with the lag.

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