Author Topic: Dev Questions  (Read 735 times)

Bloodwurm

  • Summoner
  • **
  • Posts: 52
    • View Profile
    • Email
Dev Questions
« on: 28 April 2012, 18:40:05 »
Hi all,

Got two questions mainly for devs:

1- I`m building the game on Win7 and it built the project as using Direct Sound. Can I run the game with OpenAL instead? And if so, how? What do I need to do? I need to modify the low level support for the audio and thus would like to make sure it will work under OpenAl too. Are there other supported "sound providers" I should be aware of? (Sorry, I only have a Win7 setup)

2- As per the GAE setup info, I installed and am using Git Extensions. I can`t seem to find how I can selectively push local commits unto the remote git on source forge. What I mean is that I can do a push, but that essentially pushes ALL my local commits. I would like to select which commits to push (probably gonna have some commits that I dont want to push up, my personal mod for instance). Prior to my PC dying, I had several Git tools installed and I could select which commit to push....

Thx

hailstone

  • Local Moderator
  • Battle Machine
  • ********
  • Posts: 1,569
    • View Profile
    • http://blog.nturn.net/
Re: Dev Questions
« Reply #1 on: 29 April 2012, 00:30:33 »
1. I'm not exactly sure but maybe change SoundFactory in glestadv.ini to the OpenAL option and make sure it's linked when compiling.

2. You could create a new branch then remove the unwanted commits from the branch you want to push. Another way is to rebase the unwanted commits to the end and commit only up to a certain commit. http://rwmj.wordpress.com/2009/07/27/quick-git-tip-push-only-some-commits-to-your-upstream-repo/
Glest Advanced Engine - Admin/Programmer
http://sourceforge.net/apps/trac/glestae/

Yggdrasil

  • Local Moderator
  • Ornithopter
  • ********
  • Posts: 409
    • View Profile
Re: Dev Questions
« Reply #2 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.
« Last Edit: 29 April 2012, 15:08:12 by Yggdrasil »

Bloodwurm

  • Summoner
  • **
  • Posts: 52
    • View Profile
    • Email
Re: Dev Questions
« Reply #3 on: 2 May 2012, 02:31:55 »
Cool, thanks guys, will look into it (and yeah, only the DX8 files are added to the project when generated from CMAKE). Maybe I`ll try my hand at having both compiled/linked and have a GlestAdv.ini option to switch.

Bloodwurm

  • Summoner
  • **
  • Posts: 52
    • View Profile
    • Email
Re: Dev Questions
« Reply #4 on: 2 May 2012, 02:35:45 »
Stupid question? Can't seem to find any open AL libs or include files in the gae-deps... not included there? Isn't it mandatory for Linux builds?

Yggdrasil

  • Local Moderator
  • Ornithopter
  • ********
  • Posts: 409
    • View Profile
Re: Dev Questions
« Reply #5 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...

tomreyn

  • MegaGlest Team
  • Airship
  • ********
  • Posts: 2,676
    • View Profile
    • MegaGlest - the free and open source cross platform 3D real-time strategy game
    • Email
Re: Dev Questions
« Reply #6 on: 2 May 2012, 22:22:48 »
Since MegaGlest uses OpenAL on all platforms, an OpenAL 1.14 Windows build is included in the dependency packages Softcoder maintains:
https://sourceforge.net/projects/megaglest/files/

windows_deps.7z is for VC++ 2010
win32_deps.7z is for VC++ 2008
atibox: Core2Quad Q9400 (4 cores @2.66GHz), 8 GB RAM, XFX HD-467X-DDF2, PCI ID [1682:2931], (Radeon HD 4670, RV730 XT) @1680x1050; latest stable Ubuntu release, (open source) radeon video driver
intelbox: Core Duo U7300 (2 cores @1.30Ghz), 4 GB RAM, Intel GMA X4500MHD (GM45 Express chipset, 256 MB shared RAM) @1360x768; latest stable Ubuntu release, (open source) i915 video driver
network link: VDSL2

MegaGlest resources · MegaGlest primer · Support tool: Linux System Report · How YOU can contribute to MG · Try the latest development snapshot · How to build yourself · Megapack techtree · Currently hosted MG games

Bloodwurm

  • Summoner
  • **
  • Posts: 52
    • View Profile
    • Email
Re: Dev Questions
« Reply #7 on: 3 May 2012, 02:46:35 »
Cool thx!

 

anything