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Messages - Yggdrasil

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76
Bug reports / Re: e3257cf: Game freezes during initialization
« on: 12 January 2012, 12:44:45 »
Oh, sorry. Make sure you built with debug information enabled (CMAKE_BUILD_TYPE = Debug or RelWithDebInfo). Change into the build directory.

Start the debugger and set the breakpoint:
Code: [Select]
$ gdb ./source/game/glestadv
(gdb) break raise
Say yes to pending. Then run the program:
Code: [Select]
(gdb) run
Make a backtrace when you hit the breakpoint:
Code: [Select]
(gdb) backtrace
Quit debugger:
Code: [Select]
(gdb) quit
Answer with yes to close everything. Please post the whole session.

EDIT: Could you also post the content of ~/.glestadv/gae-crash.txt, if it exists. It should have logged a backtrace from the previous run without debugger.

77
General discussion / Re: e3257cf: General experience
« on: 11 January 2012, 15:19:46 »
By default GAE is built un-optimized and with debug information. Use RelWithDebInfo or just Release in cmake as BUILD_TYPE to get better performance. Doesn't help much on my laptop...

Last time i checked with my laptop which also uses the r300 driver, graphics were heavily broken and not playable. I'm surprised it more or less works now. I'm sometimes still facing segfaults in the DRI library :/ . It's very sluggish too. I'll have a deeper look at the weekend.

Thanks for taking the time to test GAE.

78
Bug reports / Re: e3257cf: Game freezes during initialization
« on: 11 January 2012, 15:15:40 »
First of all your mesa is unstable. 7.12 isn't out yet. I doubt that's the problem though.

If you can reproduce this problem, can you try to get a backtrace. Set the breakpoint at raise ('b raise', pending as it is in libc).

79
Bug reports / Re: e3257cf: Build warnings
« on: 11 January 2012, 15:11:21 »
Yeah, one can say that they are "intended". It'll probably never happen that it reads less than it was told to read (size is small enough). So the return value is useless. One could still silence the warning though or really fix it...

80
Tools / Re: exporter/Blender 2.5 series
« on: 2 January 2012, 15:25:36 »
I worked a bit on the importer. I fixed the mesh properties as they were wrong there too and added all frames as shape keys to the meshes. However there's still no animation as i've no clue how to do that. If someone knows a way how one gets an animation out of the shape keys and can give me a step by step instruction how it's done in the GUI, i might be able get this into the python script.

Otherwise one could add a special case where the exporter exports shape keys as frames, but that sounds quite hacky.

81
Off topic / Re: Seasons greetings
« on: 25 December 2011, 23:39:04 »
Happy holidays everyone!

82
Tools / Re: exporter/Blender 2.5 series
« on: 25 December 2011, 23:36:07 »
Sorry for double post.

I made another fix. I switched the values of the mesh properties teamcolor and double sided. The format spec described in this thread:
https://forum.megaglest.org/index.php?topic=713
is wrong. Every glest has it the other way around, even vanilla. This is probably one cause why the old exporter used double sided to trigger teamcolor.

Can some moderator please edit the old post by martino and change it to this:
Code: [Select]
enum MeshPropertyFlag{
mpfCustomColor= 1,
mpfTwoSided= 2
};

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)

83
Tools / Re: "Different" mods sharing development through Git
« on: 22 December 2011, 12:13:37 »
My most recent change may not be the one I want to release, might only be an alterntative I pursued for a while, concluding I would not keep pursuing it, at least now, mayble later... Does this make sense?
Then don't commit it or use another branch.

Case A: I ask John to do a new walking animation for my goat and I know I'm pretty sure it will be better than what I have now. I just want a backup of my old one, just in case.
You can access any commit afterwards, rollback to any previous version or whatever. No need for a separate backup.
Case B: John sends me a pull-request for something he did on his own, but we hadn't discussed it yet. So I pull his changes in but I don't want to make them the working-copy yet! They are there and I can easily make them the working copy after I review them - this would allow me to review them in my own time, possibly accepting them only after John made some other change which, this later, I might not want.
You can review the changes beforehand or merge it into a temporary branch for testing. If there's a commit you don't want just rollback or revert it explicitly.

Get away from thinking about backups and copies of a file. The whole history of the files, all versions are still accessible. You can branch of at any point and merge different states together.

Or is there not even the figure of a "project owner" in Git? :look:
Not really. You're only the author of your commit. If you pull in commits from John it's still attributed to John.

However, when downloading the file, the message is (obviously) not downloaded too, which would fail the requirements of many licenses, thus requiring you to still distribute a read me or authors file crediting everyone.
Ofcourse a release shouldn't contain the git information. They're useless for players. Use 'git shortlog -s' to quickly get a list of authors.

To decide what's in a release and what isn't is just to make a 'branch' in git and put what you want there in it.
That's not really a good idea. If your master branch, where your development happens, contains all source files like *.blend and *.xcf and you just branch of releases, you have to remove all source files with every release again (ok, it's just a few commands, still). Using some script to get a release package and upload it somewhere else sounds better to me. Only make a tag in git.

84
General discussion / Re: GAE Website
« on: 21 December 2011, 22:29:53 »
I don't know how our website should look like. Any content is better than just a redirect. Feel free to do what you like. I'm ok with the ideas floating around in this thread.

Why do you want PHP and MySQL? The only useful thing i can think of is supporting different languages. Nothing else needs server side scripting. We don't need an account system or whatever. Keep it simple.

85
Tools / Re: "Different" mods sharing development through Git
« on: 21 December 2011, 22:09:00 »
Funny. I thought about similar things the other day. How can we get more modders to use an "open development model", sharing their source files in a public repository so that others can easily contribute. Most (all?) mods are "open source" so why not make the development open too. Git is a nice tool to do that.

Most of your questions sound like you haven't really understood what a version control system is. See wikipedia (git is a distributed/decentral vcs):
http://en.wikipedia.org/wiki/Revision_control

I can't really comment on github as i never used it myself. I can only talk about git.

Q1: you could try will's script:
https://forum.megaglest.org/index.php?topic=6207.0

When i worked on the exporter for blender i thought about some kind of build system for mods where you could also generate addon-compatible zip files for releases. I only have a batched export for blend files atm, only exporting the modified blends ofcourse. It's only a proof-of-concept as i don't know if modders need/want something like this. This could be also done for textures, converting xcf to tga or better png. You'll never forget to convert again and you can easily share your source files with others.

Q2-4: If you both work much on it, it's probably better to only use one repo and both have write access to it instead of merging every day. Not sure if github supports this. Ofcourse you can also make a fork and later make a pull request to get your changes into John's repo.
Q6: Sounds like you want different branches. Yes, you can have different versions of the same file.
Q7: git requires an author for every commit, so yes.

86
Bug reports / Re: Failed to build, 7e8c2
« on: 10 December 2011, 14:52:11 »
I had a different problem and pushed a fix for it. Looks like you just got some weird symbols in font.h. Did you make local changes? What does 'git status' say?

Btw, the cmake variable GAE_USE_PHYSFS got removed some time ago. You don't have to set it anymore.

87
Tools / Re: exporter/Blender 2.5 series
« on: 6 December 2011, 11:34:23 »
I haven't touched the importer in any way besides tiny fixes because they still make small changes to their API. It's still the importer from loveheaven which doesn't support animations. There's no way to restore the armature but as Omega said, shape keys are probably possible.

Btw, the latest Blender is 2.60a. Please use that one.

88
Tools / Re: exporter/Blender 2.5 series
« on: 19 November 2011, 15:35:39 »
Hui, looks like this was needed.

I added support for quads. They are converted on the fly to triangles. For customcolor aka 'alpha appears in teamcolor' you have to check 'face texture alpha' in the material's options. It's normally greyed out but you can still click it. 'double sided' is in Object Data -> Normals of the mesh. In most cases you won't need it. Only things like the cape of the archmage model need it.

The only thing which is still completely untested is an animated model with multiple meshes. The importer doesn't support animations. Can someone please test it?

89
Tools / Re: exporter/Blender 2.5 series
« on: 12 November 2011, 14:36:18 »
I made some more fixes and added support for armature animation. Both cubes, Coldfusionstorm's and Omega's, work now. An imported archmage model works too. customcolor is still hardcoded.

Regarding triangles, is there a way to have the export script automatically convert quads to triangles? Quads are vastly easier to work with because they preserve edge loops.
Yeah, i can do that if it's needed. But don't expect the importer to make quads again.

90
Tools / Re: exporter/Blender 2.5 series
« on: 11 November 2011, 15:07:25 »
Just to make something clear: The script is for the newest version of blender 2.60a. I won't fix it for older versions. It contains both an importer and an exporter for g3d. glexemel isn't needed anymore. Everything is done in python.

In Blender 2.60a, I get that the exported .g3d file is 7Kb if i Ctrl-T them,(that means making every triangles.)
however one time i got a larger file out of it.
All faces need to be triangles otherwise they're ignored. There is no warning shown yet as i haven't found an easy way to do that.

EDIT:2.60a Importing work i tried the Archmage like you and it worked, but i could not export him again.
There was a problem with the mesh count if you deleted a mesh before exporting. Should be fixed now.

This is the output from megaglestg3dviewer When i tro to open a Initate.g3d file i have IMPORTED From game Folder then EXPORTED (with a resulting file size of..134KB.
the Original File size is 126

TEH OUTPUT
http://pastebin.com/ZKuvY7tN
Looks like the texture couldn't be found. I'm no MG dev... In GAE you get a default texture.

Also if a try to export a cube made of triangles it gives this error in blenders command promt.
Code: [Select]
Now Exporting File: C:\Users\Frederick\Desktop\Cube.g3d
Traceback (most recent call last):
  File "C:\Program Files (x86)\Blender Foundation\Blender\2.60\scripts\addons\ex
portg3d.py", line 607, in execute
    G3DSaver(self.filepath, context)
  File "C:\Program Files (x86)\Blender Foundation\Blender\2.60\scripts\addons\ex
portg3d.py", line 495, in G3DSaver
    texname = bpy.path.basename(material.active_texture.image.filepath)
AttributeError: 'Texture' object has no attribute 'image'
I added a check to make sure the active texture in the (first) material is an image texture. Texture is ignored if it's not the case.

Importing Works but have some quirks when i imported some of my own models it sorta imports some weird ghost particles or something like that model file link is here
Works fine for me. I don't see any "particles".

Currently in the 2.49 version, it is set by making the object single or double sided. This is definitely not the right way. I don't have a copy of 2.5 on hand but 2.49 has a switch in the map-to section of the material settings for that. Alternatively, the main material section has a switch for using the alpha channel in tex face images, so I think that would also be suitable.
Do you mean something like that (Face Textures):

It's in the material's options. There's another one hidden behind the tooltip regarding face texture alpha. I don't know what's really meant with face texture. If i have a texture ofcourse it should replace the other color. I don't really get the point of this option. Anyway should i use that one?

91
Tools / Re: exporter/Blender 2.5 series
« on: 9 November 2011, 21:37:17 »
Thanks. I added animation support (at least i hope so) but your cube looks a bit weird. Texture seems to be wrong too. Do you have another model which is textured correctly in blender (texture view)? Exporting an imported archmage model looks correct.

Btw, customcolor aka 'make alpha appear in teamcolor' is now always enabled. How do you set it in blender? Or was it always on?

PS: The link above always points to the newest version of the script.

92
Tools / Re: exporter/Blender 2.5 series
« on: 8 November 2011, 11:04:23 »
I had some time the other day and started hacking on it. It's based on loveheaven's import script and not finished yet. Animation is missing and some other things are wrong (two sided, alpha). Expect problems.

You can get the script here:
http://glestae.git.sourceforge.net/git/gitweb.cgi?p=glestae/glestae;a=blob_plain;f=source/glexemel/g3d_support.py;hb=HEAD
Just install it as addon and enable it. I only briefly tested it on blender 2.60a with an imported archmage model.

Can someone please provide a blend file with texture and animation? Otherwise i can't finish it.

93
General discussion / Re: 0.4 beta 3
« on: 13 October 2011, 15:42:37 »
Installs ok on my Natty 11.04  :thumbup: Will it be able to auto update through the package manager like other programs?
That's the plan. You should get now the newest releases with all the other updates. We might add another repository for stable releases in the future. Not everyone wants to test pre-releases.

Only 3 problems I found:
  • After upgrading archers are totally invisible making them impossible to see!  :o
  • Walls cannot be repaired. If the builder is distracted/killed before finishing the wall cannot be completed and the chain of walls will be abandoned.
  • Whenever I try to change the "shaders" option in the menu or in-game I get a crash message and CTD  :(
Thanks for reporting. We'll have a look. silnarm already made some fixes for cloaking and shaders.

94
General discussion / 0.4 beta 3
« on: 6 October 2011, 13:45:39 »
We have released a new beta. Please help us testing.

windows installer:
http://sourceforge.net/projects/glestae/files/0.4/glestae-0.3.93-win32.exe/download

This time we also have some linux packages. Read the instructions here:
http://sourceforge.net/apps/trac/glestae/wiki/LinuxPackages

source tarball:
http://sourceforge.net/projects/glestae/files/0.4/glestae-src-0.3.93.tar.bz2/download
(read docs/README.linux for build instructions)

(Don't get confused by the version number. 0.3.93 is correct.)

95
General discussion / Re: Reworking the editor
« on: 3 October 2011, 14:12:45 »
I merged your changes to master. Thank you again for your work.

96
General discussion / Re: Reworking the editor
« on: 22 September 2011, 11:13:25 »
Any contribution is always welcome. Especially when it is about polishing stuff.

Rather easy to implement:
  • Zooming via Mousewheel Done.
  • Highlighting the cells affected by the current brush
  • Moving the build-date from the window title to the 'About' menu
  • Moving the filepath from the footbar to the window title
  • Removing unnecessary information from the footbar
  • Adding the current coords of the brush to the footbar

Sounds good. I merged your branch mousewheel to master. Thanks for your work.

Medium effort to implement:
  • Make it possible to create Scenarios, Factions, Techtrees and Tilesets with the editor
  • Make it possible to load and save them as Addons

That sounds more like a different program. The map editor is for maps. I'm not against a program which does all these things. It's probably better to start from scratch than extending the current map editor. Some tools which tried to do something similar but never really got finished:

silnarm made GAM some years ago:
https://forum.megaglest.org/index.php?topic=4531.0

treba started working on a scenario editor:
https://forum.megaglest.org/index.php?topic=5586.0

97
Mods / Re: I made a new import script for blender 2.57
« on: 17 September 2011, 11:47:48 »
mrpostiga fixed the script for 2.58 and i made one other tiny fix, so here's an updated script for blender 2.59:
http://pastebin.com/SDn8NMVt

Sorry it took so long. I almost forgot about it. I still don't have an answer from loveheaven about the license but i'm sure he left it here for us to use.

98
General discussion / Re: Options Menu
« on: 11 September 2011, 15:27:15 »
I like the new layout. Looks much better and well arranged.

99
It's in our code repository. You have to compile it on your own or wait for the next release.

some instructions:
http://sourceforge.net/apps/trac/glestae/wiki/CompileGuide

100
Nice find. Do they still want to have my tel. number for a free license. Somehow that bugs me.

Using a scene graph to manage state changes could help improve performance too.

We don't use one? I'm a bit surprised. I've heard many good things about OpenSceneGraph.
http://www.openscenegraph.org/projects/osg

For example it includes triangle stripification. Probably requires a very big rewrite...

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