Search found 18 matches

by vayerx
Wed Oct 05, 2011 5:37 pm
Forum: Jack Claw Feedback & Development
Topic: Sharing code with Shadowgrounds
Replies: 5
Views: 20904

Re: Sharing code with Shadowgrounds

If we have three separate repositories then it becomes very hard to keep them in sync. You update one and forget to update the other(s) and then you have a big mess. Bisect also becomes very hard if you have to bisect across an API change. Storm3D and other libraries may be used from external repos...
by vayerx
Tue Oct 04, 2011 5:06 pm
Forum: Jack Claw Feedback & Development
Topic: People interested in working on the game?
Replies: 43
Views: 71141

Re: People interested in working on the game?

Hi, I'm developing Shadowgrounds from time to time. So, I'm interested in updates of Storm3D and other game libraries. Maybe we could either merge all games together to single repository (as long as there is no active development), either extract those libraries into standalone repository and use it...
by vayerx
Wed Aug 10, 2011 3:15 am
Forum: Technical support for Linux & Mac
Topic: [Linux 64Bit] SG: disappearing sounds
Replies: 38
Views: 31498

Re: [Linux 64Bit] SG: disappearing sounds

On playing Shadowgrounds the sounds in-game are disappearing after playing a while. Staring to play nothing seems wrong but after some time of playing the game the sounds are gone. It is not silent from one second to the other. It is a process of more and more sounds going away till nothing is left...
by vayerx
Tue Aug 09, 2011 11:25 pm
Forum: Technical support for Linux & Mac
Topic: Shadowgrounds & SGS Linux/Mac source
Replies: 17
Views: 25357

Re: Shadowgrounds & SGS Linux/Mac source

In menus colors are messed up and some images are missing/flashing. In the game some textures are missing and colors are messed up. When trying to shoot the game crashed. Menu is ok, however I don't know how it should look like :) Some textures are missing. Can't say anything about colors. Fixed . ...
by vayerx
Tue Aug 09, 2011 4:02 pm
Forum: Technical support for Linux & Mac
Topic: Shadowgrounds & SGS Linux/Mac source
Replies: 17
Views: 25357

Re: Shadowgrounds & SGS Linux/Mac source

Program received signal SIGSEGV, Segmentation fault. #0 0x00007ffff39ac640 in __memcpy_ssse3 () from /lib64/libc.so.6 #6 0x0000000000b1afd3 in renderUP (fmt=1028, type=5, count=2, size=48, vx=0x7fffffffc720 "") at storm/storm3dv2/render.cpp:117 #7 0x0000000000afb4b2 in Storm3D_TerrainRend...
by vayerx
Tue Aug 09, 2011 12:39 pm
Forum: Technical support for Linux & Mac
Topic: Shadowgrounds & SGS Linux/Mac source
Replies: 17
Views: 25357

Re: Shadowgrounds & SGS Linux/Mac source

In menus colors are messed up and some images are missing/flashing. In the game some textures are missing and colors are messed up. When trying to shoot the game crashed. Menu is ok, however I don't know how it should look like :) Some textures are missing. Can't say anything about colors. 32-bit i...
by vayerx
Tue Aug 09, 2011 1:33 am
Forum: Technical support for Linux & Mac
Topic: Shadowgrounds & SGS Linux/Mac source
Replies: 17
Views: 25357

Re: Shadowgrounds & SGS Linux/Mac source

You NEED to get the 32-bit build working first so you can work incrementally and test your changes. I looked over your patches on github and left some comments. I think you broke at least one thing already purely by accident. Thanks! What behaviour is expected from 64-bit version? It launches at le...
by vayerx
Mon Aug 08, 2011 11:13 pm
Forum: Technical support for Linux & Mac
Topic: Shadowgrounds & SGS Linux/Mac source
Replies: 17
Views: 25357

Re: Shadowgrounds & SGS Linux/Mac source

Shadowgrounds work somehow on 64-bit, by the way (I'll commit small hotfix tomorrow). There are certainly several quality issues but it is playable. Thanks a lot for source codes opening! Can I upload launcher icons (Shadowgrounds.xmp and Survivor.xpm) to GitHub? They are present in installers but a...
by vayerx
Mon Aug 08, 2011 4:24 pm
Forum: Technical support for Linux & Mac
Topic: Shadowgrounds & SGS Linux/Mac source
Replies: 17
Views: 25357

Re: Shadowgrounds & SGS Linux/Mac source

alt_turo wrote:32- or 64-bit build? 64-bit does not work and will require enormous amounts of work to make it so.

64-bit. Can you briefly describe known problem places?
by vayerx
Mon Aug 08, 2011 2:57 pm
Forum: Technical support for Linux & Mac
Topic: Shadowgrounds & SGS Linux/Mac source
Replies: 17
Views: 25357

Re: Shadowgrounds & SGS Linux/Mac source

I'm getting several backtraces: applyFVF: ptr(32) != size(40) shadowgrounds(_Z15igios_backtracev+0x1f)[0x883d53] shadowgrounds(_Z8applyFVFim+0x297)[0xb1aed7] shadowgrounds(_ZN22Storm3D_ParticleSystem9RenderImpEP13Storm3D_Sceneb+0x4a8)[0xb36588] shadowgrounds(_ZN22Storm3D_ParticleSystem6RenderEP13Sto...
by vayerx
Mon Aug 08, 2011 12:22 pm
Forum: Technical support for Linux & Mac
Topic: Shadowgrounds & SGS Linux/Mac source
Replies: 17
Views: 25357

Re: Shadowgrounds & SGS Linux/Mac source

alt_turo wrote:The source distribution appears to be broken, required directory binaries/ is missing. It contained the useful stuff for compiling. I'll fix it. Will put stuff on github sometime today or tomorrow.


Thanks. I've added hardcore Cmake build meanwhile.
by vayerx
Fri Aug 05, 2011 8:22 pm
Forum: Technical support for Linux & Mac
Topic: Shadowgrounds & SGS Linux/Mac source
Replies: 17
Views: 25357

Re: Shadowgrounds & SGS Linux/Mac source

I've uploaded source code to GitGub . I found no 'chat' directory and there is a weird error: $ TOPDIR=`pwd` make -f module.mk module.mk:32: shadowgrounds/chat/module.mk: No such file or directory shadowgrounds/sound/////////////////////////////////////////////////// ////////////////////////////////...
by vayerx
Mon Jul 04, 2011 6:18 pm
Forum: Shadowgrounds Survivor
Topic: Compiling Shadowgrounds
Replies: 8
Views: 26060

Re: Compiling Shadowgrounds

Bump
by vayerx
Mon Jul 04, 2011 6:15 pm
Forum: Shadowgrounds
Topic: Linux source code
Replies: 16
Views: 31885

Re: Linux source code

"tomorrow"? o_O
by vayerx
Wed May 25, 2011 6:36 pm
Forum: Shadowgrounds Survivor
Topic: Compiling Shadowgrounds
Replies: 8
Views: 26060

Re: Compiling Shadowgrounds

Maybe releasing of linux sources 'as-is' isn't a bad idea :)
by vayerx
Mon Apr 25, 2011 2:12 pm
Forum: Shadowgrounds Survivor
Topic: Compiling Shadowgrounds
Replies: 8
Views: 26060

Re: Compiling Shadowgrounds

And it is only the Windows-source-code. So you will not be able to build it without converting it on Linux. They may release the Linux source-code some time in the near future. I've read license and building notes. My previous post was made in hope that developers will publish the latest sources (t...
by vayerx
Mon Apr 25, 2011 11:36 am
Forum: Shadowgrounds Survivor
Topic: Compiling Shadowgrounds
Replies: 8
Views: 26060

Re: Compiling Shadowgrounds

I'm also trying to compile Shadowgrounds on linux and it seems like that those sources where never built on *nix. For example: "storm/include/DatatypeDef.h:18:19: error: c2_ui.h: No such file or directory", however there is c2_UI.h (case-sensitivity). And so on. Is it possible to upload so...
by vayerx
Mon Apr 25, 2011 10:53 am
Forum: Trine Technical Support for Linux & Mac
Topic: Fedora 14, Ubuntu 10.10: Got signal 11 at (nil) from (nil)
Replies: 50
Views: 89501

The same on Gentoo x86_64: 2.6.37-r4, glibc-2.11.3, xorg-7.4-r1, mesa-7.10.1, xcb-2.4, libsdl-1.2.14-r6, emul-linux-x86-opengl-20110129-r1 Mesa DRI Mobile Intel® GM45 Express Chipset ==20637== Syscall param semctl(IPC_SET, arg.buf) points to uninitialised byte(s) ==20637== at 0x7A18CF8: [email protected]@GLIB...

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