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Messages - silnarm

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101
Bug reports / Re: Heap corruption.
« on: 3 June 2011, 09:48:45 »
Yeah, valgrind is a great tool... Fortunately it turned out it was something new, so it didn't take long to find just using strategically placed _CrtCheckMemory() calls.

I am somewhat curious what valgrind might have had to say about it now though, as the problem was actually caused by some very dodgy duplicated class defs (which I did to avoid changing headers...), one of which had been modified in one file but not the other.

Lesson for the day: hacky shit that was done to avoid changing headers should always be cleaned up before comitting!

102
Bug reports / [Fixed] Heap corruption.
« on: 2 June 2011, 22:14:54 »
Just a heads up to anyone running from git, I discovered this morning we have another heap corruption problem. It seems that our leak dumper was hindering the mscrt checks somehow, and I have had leak dumping turned on for a long time now (until this morning...), so it may not necessarily be something very new.

This could be causing weirdness or crashing depending on the build, I don't have the time to investigate properly just now, but hopefully will get a chance to track it down tonight.


103
General discussion / Re: Building the Git-Master for Military
« on: 2 June 2011, 22:08:15 »
This is using the same folder structure as 0.3.2, and the data and config dirs set as following:
Code: [Select]
glestadv.exe -configdir ../configdir/ -datadir ../share/glestae/

Are you sure that's the git data you are pointing it at? .... looks like it is loading an old widget.cfg.

Relative paths work ok, but the installer generated shortcuts start in 'prog files/glestadv' not in the bin subdirectory, which can cause some confusion.

If you wish to to place the binary with the the data, set the datadir in cmake to '.' (meaning here), and yes, command line options for datadir and configdir overwrite the defaults that were set in cmake.

Try again after a git pull, the current widget.cfg in git should give no errors.

104
General discussion / Re: Latest GIT: Error Building
« on: 1 June 2011, 13:12:29 »
I got it to compile as Release with Visual Studio 2008 so maybe it's a 2010 issue. I don't think debug version in CMake has anything to do with build configuration.

The build type in CMake is indeed ignored when using visual studio generators.

As to the original problem, seems like it is/was trying to link with old object files... a clean and rebuild should have fixed it, @Chuppa, is this 'Release' config, or 'RelWithDebInf' ??

105
General discussion / Building the Git-Master for Military
« on: 1 June 2011, 13:07:16 »
Edit2: Jeesh... TurtoiseGit is once more stuck on 7%.... And that's 24.5mb... at that rate, the entire source code is 350mb, and presumably that does not include the dependencies, as I downloaded them separately... What makes it so huge? Any way to do it better?

The entire repository is around 300 MiB uncompressed, git compresses everything it sends, and from memory a git clone of the repo should be ~75 MiB.

It contains all revision history, which increases the size somewhat, but git is very efficient with that too (you can do a 'shallow' clone, ignoring all the history, in tortoise's clone dialog use the 'depth' option (set to 0)). Most of the space is taken up by the contents of the data directory though (ie, magitech), and a shallow clone is not likely to be much smaller than a regular one.

You could also download just the source, bypassing git... current 'head' (< 1 MiB), this option requires a new download to update of course... and your own data to point the built binary at.  To get the 'latest' at any time later, go here and select the 'source' folder, then click the 'snapshot' link.

Note on dependencies: If you only want to build the game (and not the tools), you only need windeps_base.zip (5.4 MB).

Note on Code::Blocks and Windows: no one had tried this yet as I am aware... so assistance may be hard to come by, I'm planning to try Eclipse CDT on windows one day, which I now use on linux, but to be honest this is unlikely to happen any time soon, as I simply don't need it (or want it really... its nice, but doesn't come close to visual studio...)

106
There was a very incomplete widget.cfg in there causing the crash.  Besides that it wont load because of changes required to cloaks/detectors.  It's a bit hard for Omega to provide a git compatible addon as he doesn't build himself ;)

I've taken the liberty of fixing things up to work with git-master (and hence 0.4 beta2, and hopefully also 0.4 proper...)
http://sourceforge.net/projects/glestae/files/military/military3-beta.zip/download

@Omega, 'in this zip':
 - deleted widget.cfg (was missing vital functions)
 - added cloak group 'stealth' to stealth_bomber cloak node & aa-launcher detector node.
 - rename defeat messages and global lang file (should be 'en.lng')
also,
 - probably best not to distribute shaders, you may override newer ones.

107
Tools / Re: G3dHack - alpha8
« on: 28 May 2011, 16:06:23 »
Ok, lets try again...
alpha8

fixed a couple of obscure bugs, and wrapped the g3d scan in a try {} catch {} block, so even if there are errors now, the scan will continue, the error message will just be embedded in the report. (the only file I know it fails on is tree1.g3d, (in core/data/menu/about_models/) which is actually completely unused, and besides that is a V2 g3d, which was always likely to be problematic.

I think I got the refresh bug properly this time, not sure why it was refreshing for me previously now!!


108
General discussion / Re: Queston about water units.
« on: 28 May 2011, 13:39:05 »
This is how it can be done now,

Code: [Select]
<animation>
<!-- by surface type, if you use this specifiy all that may make sense for this unit,
  -- ie, for amphibious units all three,
  -- for land units 'land' & 'fordable'
  -- for any-water units 'fordable' and 'deep-water'
  -- For units of field 'air' or 'deep-water' this makes no sense.
-->
<surface type="land" path="models/walking.g3d" />
<surface type="fordable" path="models/wading.g3d" />
<surface type="deep-water" path="models/swimming.g3d" />

<!-- all optional, played when changing from one surface type to another -->
<surface-change from="land" to"deep-water" path="models/dive.g3d" />
<surface-change from="fordable" to"deep-water" path="models/dive.g3d" />

</animation>

All skill stats are the same, including animation speed :(  But it is functional, if it gets implemented properly later (at least allowing different anim-speed, if not using seperate skills) and anyone uses this method, it can be 'translated' to the new system in the engine with ease.


109
Bug reports / Re: Bug?: git-master, camera cycle not working
« on: 28 May 2011, 00:30:34 »
F is not doing what it used to.

Yep, and you're not getting it back this time  :P

'cycle camera' makes no sense anymore, and has finally been removed... to make up for it I wired up the existing (but previously nonfunctional) 'camera zoom reset', 'camera angle reset', & 'camera zoom and angle reset', they have no defaults yet though, so you'll have to edit the keymap.

Any suggestions for defaults for these (or maybe just zomm & angle reset?) ? (don't say 'f' ...)

110
Bug reports / Re: Bug: How did this get explored?
« on: 28 May 2011, 00:24:13 »
Code: [Select]
[URL=http://img508.imageshack.us/i/screen21w.jpg/][IMG]http://img508.imageshack.us/img508/1457/screen21w.th.jpg[/img][/URL]
There are no units there, least of all mine, but I can see there.  And no, none of my units teleport.

I'm betting some are in transports / garrisoned though (they all live at {-1,-1} just off the top left corner of the map, they aren't meant to see though.)... on it.

111
Tools / Re: G3dHack - alpha7
« on: 28 May 2011, 00:20:27 »
Alpha7

Adds mesh delete & some animation hacking functions to g3dhack,
 * strip alternate frames
 * re-animate (interpolates new key-frames, use with caution)

and g3dscan can batch auto-optomise, performing the following steps on each g3d,
 * remove any unreferenced verts
 * weld duplicate verts
 * strip entire animation if actually static
 * if the mesh can be split into moving and static parts, it is, static parts have anim removed, all the submeshes from the split are re-merged into two new meshes.

Re texture manipulation,
Texture resampling can be done very easily with .NET, all in-built... but ImageMagick looks nice, for extended file support (and animated gifs) and could be integrated with ease.

112
Sorry, seems I didn't clean-up well after the by-surface-type animation thing, the stray statement that did nothing anyway has been removed.

113
Tools / Re: G3dHack - alpha6
« on: 25 May 2011, 01:57:45 »
I am just curious, why is it no option to load the g3ds in blender and correct those things?

If you have the original blends, and the export script isn't defective (which it seems to be) then go for it. I think a new non-defective export script might be needed first.

Got an error when setting G3D Scan to Military's path:
...
As well, the refresh bug still seems to be in Alpha 6.

I scanned 2.4 without issue (though it took some time to get through those howitzer models... hint, hint), could you check G3dScan.log and see what file it balked on... must be something new, I need that g3d!

Refresh bug definitely seems to be gone for me, anyone else still get this?

Awesome! Wish it had particle,  screenshots, and gif support though. Or maybe you've already added that. Who knows? :P

I was planning to make a shader studio before a particle studio, but may have recently changed my mind, we'll see.


114
General discussion / Re: Overloading? GAE 0.2 -> Latest GIT
« on: 23 May 2011, 21:24:48 »
I've changed the texture load/init process a bit, and it now deletes the pixmap data after it is sent through to GL.  I was able to start the game with both Necribus and Hyperion on a laptop with 2GB.

Its all still too big of course :P  This may help, but with more factions to come I can see this being a recurring problem... I'll tend to some G3dHack requests for you ('mesh reanimate'), but you should also check your texture sizes, bear in mind the zoom level the game is typically played at, and be brutal... for most units a 256x256 texture is plenty (assuming the model was unwrapped at least semi-well).

115
You mean that time value isn't in seconds? :look:

Nope, as a fraction of the animation cycle (using g3dhack, slide the anim control to the point you want the spell/attack to start, use the "anim time" it reports for that point).

Quote
And PS, this is Solunar, which I don't have on GitHub yet.  I should probably remedy that.  I believe you still have it in your Dropbox, though?

Yeah, didn't look at the images first up, but that's ok, I have a clone of red now ;)

The problem was with creating the recourse effect, fixed with commit ff126a..

116
Finally getting red cloned now, so hopefully I'll be able to reproduce and fix...

From a quick glance, <start-time value="1.5" /> is dodge... with the skill and anim speed sharing the same value (:thumbup:) what you're saying here is start the spell half way through the _next_ anim cycle. Should really be between 0.0 and 1.0 (very start and very end of cycle). My initial impression here is that this can probably be reported as an error... I don't think a value outside 0->1 can make sense, will have to think some more on that perhaps.

This shouldn't be causing the crash though, but its probably not as you intended.

Nice spell btw, keep the bug reports coming :)


117
General discussion / Re: Shroud of darkness and network issue
« on: 12 May 2011, 09:26:48 »
Edit:
I think it's just a matter of adding shroudOfDarkness to LaunchMessage but I'm not sure how the message size/type works

Just add the new member and set as appropriate, should work.  The message size is set with sizeof() so you don't need to change anything there.

118
General discussion / Re: TO DO for release
« on: 12 May 2011, 09:16:20 »
I just need a unit to be able to cast an effect on a friendly unit.  Having it splash and hit nearby units would be a plus.
...
Come to think of it, would a modified version of the attack skill be useful for this?  AFAIK, all it really needs is to not do damage (aside from the effects), and for the AI to hopefully know to use it on the targets that it affects.  Then we could even have pretty projectiles and such from the attack skill.

Done, with some loose ends to tie up no doubt ;)

It is not based on attack 'as such', projectiles and splashes were only very loosely tied to attack skills anyway, but it works in much the same way.

I gave merlin a modified version of your 'healing light' spell, check that for the 'full scoop'. In a nutshell, make the command <affect value="target"/>, add a <start-time value="0.x"/> to the skill, and optionally a Projectile and/or splash.

*start-time is technically optional, but the default is 0.0, which is probably not what you want...

**internally this is very similar to how attack works, and indeed uses a lot of the same code, as such the whole skill-speed Vs anim-speed problems that exist with attack exist with cast-spell too, in particular the start-time is tied to the anim-speed, not the skill speed.  Use the same value!

119
General discussion / Re: Queston about water units.
« on: 11 May 2011, 22:21:42 »
I did sneak a little something into git.. but now John has me thinking...

120
General discussion / Re: 0.4 beta1
« on: 11 May 2011, 22:18:59 »
GAE seems to have problems exiting correctly after encountering an error. The window closes, but it's still running. This caused me some trouble when trying to reopen it, as GAE does not allow multiple instances and immediately closes without a message when such a thing occurs. I ended up having to go to the Task Manager and closing the progress to solve the problem.

There was indeed a problem with the 'crash logic', got fixed a day or two ago... I realise this must be something of a pain, we'll get you a new beta within the next day or two.

121
Tools / Re: G3dHack - alpha6
« on: 9 May 2011, 11:16:17 »
Alpha6 - adds 'view normals' and 'flip faces' function.

What kind of features did you have in mind for the optimisation?

Whatever's there now :P With anything else that needs fixing that might come to light. Mostly the redundant animation frames you first brought to our attention, duplicate vertices which seem rather common, and the ability to turn off the two-sided flag.

The last one is fairly big, because it effects every blender exported model. It doubles the number of triangles send down the pipe, in a best case scenario the front faces will have been rendered first and the fragment processing for the back faces on the other side of the model will be averted by a depth test failure, in the worst case all the back facing ones come first and the fragments are all processed, only to be overwritten when the front faces are rendered.

On average, for a(n opaque) blender exported model, there is 50% more fragment processing than is needed.

Quote
Does merging near vertices cope with the impact on normals that might result?

An auto-normal tool would be most useful if incorporated.

If you use a non-zero tolerance for normals when welding, the 'merged' normal will be the average of the unique normals merged. I went with this policy because if you are using non-zero tolerances it is because you were sloppy with your modelling, and this seemed the most sensible (ie, if 4 vertices were merged but two were really just the same vertex, then the normal wouldn't be skewed because of the double).

Quote
Also, by using colour picking and a lot of rendering and picking passes, you could perhaps determine which faces are never visible (as models are never drawn from the bottom) and that would prehaps remove the most faces from a mesh.

Interesting idea, I would hope the artist removes such faces in the first place though, while the brute force solution you propose would work nicely, it would take some work to get running.

Just checking the face normal could eliminate blatantly downward facing ones, but your idea would get any hidden geometry too...

Also a very minor bug: the animation menu does not work, though the stop and play buttons in the main window do.

Also, if you set a specific mesh to look like something else, eg: wireframe, they aren't rendered until you move the model.

The animation menu was actually a relic, from before when the Animation control in the main window was built. Removed it.

The refresh bug should be fixed now.

An option to flip the normals on a mesh would be useful.  There are a few in Woodsmen that have to be double-sided because otherwise they'd be inside-out.

Done, you can't actually see any effect from normals atm though ;) No lights yet. Front facing Vs Back facing is determined by the 'winding order' of the triangles, I've added a 'show normals' like the g3d has to the RenderMode menu, and 'Flip faces' to the Mesh menu.

If the faces are pointing the wrong way after turning off the two sided flag, they need their winding reversed. If they need this, then the normals are almost certainly pointing the wrong way too, so both reversing the winding and flipping normals is the default and probably correct thing to do, but I made the seperate options just in case.

Quote
Oh, and PS: The program works for me now.

 :thumbup:

122
General discussion / Re: TO DO for release
« on: 9 May 2011, 08:25:29 »
Should we be getting support for cast-spell targets other than self?  I have plans for immediate use if so.

Will have to have an irc chat sometime to find out exactly what you need... depending on your exact needs, affect="target" could probably be rustled up quickly, affect="area" (ie. create an emanation at a target pos) will be have to be post-merge  :'(

123
General discussion / Re: can't find glestadv-error.log
« on: 9 May 2011, 08:20:05 »
If you go 'one folder up' from addons you'll be in the 'config' dir, this is where the error log can be found, you probably just missed a new resource maybe?

124
Tools / Re: G3dHack - alpha3
« on: 8 May 2011, 09:23:26 »
I uploaded an alpha4, then saw wciows error... same as the one John got on linux, and hailstone on linux-in-a-window. Don't know why I didn't think of it then, but I have replaced the seemingly offending function calls with ones that do the same thing, but have a different name (?!) Fingers crossed this solves the EntryPointNotFoundException.

http://sourceforge.net/projects/glestae/files/tools/G3dHack-alpha5.7z/download

How about making tools in javascript - host on github using gh-pages.

... it seems completely crazy, but with what can be done these days, may just be a good idea.

Somehow I don't see being quite so easy as using the VS form designer though  :P

125
Tools / G3dHack - alpha9
« on: 7 May 2011, 13:20:08 »
Greetings.

  In light of the fact that exported animations export the same number of key-frames for every mesh in a model, including completely static ones; most meshes have lots of duplicate vertices; and, perhaps worst of all, all meshes are marked as two-sided, this new tool may be of interest to modders.

G3dHack & G3dScan - Alpha9

This is a .NET app, windows folks should be able to run it 'out of the box' (if not, make sure .NET is up to date). People on linux need mono and mono.winforms, it runs fine on linux, and should also do so on mac, but does suffer some GUI issues.

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