Search found 195 matches

by alt_turo
Wed May 25, 2011 12:10 pm
Forum: Jack Claw tasks
Topic: [Code] Fix "using namespace" in headers
Replies: 4
Views: 5663

Re: [Code] Fix "using namespace" in headers

which is preferred, using namespace declarations in source, or fully qualifying? The latter may serve to make the code longwinded to read. Depends on the namespace. For std and boost I prefer fully qualifying so it's immediately apparent that they're not ours. For our namespaces I prefer using-decl...
by alt_turo
Tue May 24, 2011 7:42 pm
Forum: Jack Claw Feedback & Development
Topic: errors compiling code on Linux
Replies: 15
Views: 37124

Re: errors compiling code on Linux

../module.mk:61: ../mingw/module.mk: No such file or directory make: *** No rule to make target `../mingw/module.mk'. Stop. This is a bug. mingw was left in by accident. Fixed. In my correctly set up build enviroment, not an entirely simple task BTW, the only failure is this: ../filesystem/zip_pack...
by alt_turo
Tue May 24, 2011 7:07 pm
Forum: Jack Claw Feedback & Development
Topic: errors compiling code on Linux
Replies: 15
Views: 37124

Re: errors compiling code on Linux

and even to use MSVC as your compiler while running under Linux. BTW that thing is one of the most glorious hacks ever and I really need to post it somewhere. Here it is, one of the most perverse, glorious and f****d-up hacks I have ever written: https://github.com/turol/msvgcc I'll add support for...
by alt_turo
Tue May 24, 2011 5:49 pm
Forum: Jack Claw Feedback & Development
Topic: Rethinking the shaders
Replies: 8
Views: 10004

Re: Rethinking the shaders

I'm not into shader-programming. But as I understood GLSL is the shader-language for OpenGL and HLSL for Direct3D. Correct. So if we would stick to OpenGL in the whole project and for all platforms we wouldn't need D3D and so wouldn't need HLSL. Am I wrong? Also correct. What is the benefit of havi...
by alt_turo
Tue May 24, 2011 4:35 pm
Forum: Jack Claw tasks
Topic: [Code] 64-bit port
Replies: 0
Views: 3791

[Code] 64-bit port

Description: Current code is not 64-bit clean. Pointers are wantonly cast into integers and back. Things like file loading use fread into structs. Some places in the OpenGL renderer use hard-coded offsets into vertex buffers. D3D renderer might do so too. Building with 64-bit Linux is partially succ...
by alt_turo
Tue May 24, 2011 4:18 pm
Forum: Jack Claw tasks
Topic: [Code] Editor to Linux & Mac OS X
Replies: 14
Views: 21486

Re: [Code]Task: Editor to Linux & Mac OS X

Pushed those changes now. The diffs now appear to be actually useful now. Much better, thanks. I was going to move all the sub directories to the root getting rid of the pointless "claw_source_final" folder and have the licence files in the same directory but I didn't want to have the hug...
by alt_turo
Tue May 24, 2011 4:12 pm
Forum: Jack Claw tasks
Topic: [Code] Mingw improvements
Replies: 0
Views: 3674

[Code] Mingw improvements

Description: Currently the code can be compiled with mingw compiler. Currently only cross-compilation from Linux has been tested. Test compiling on native windows mingw and document the necessary steps. Mingw-compiled game doesn't work because it requires PhysX which is compiled with Microsoft compi...
by alt_turo
Tue May 24, 2011 3:50 pm
Forum: Jack Claw Feedback & Development
Topic: Code style
Replies: 2
Views: 16194

Code style

The current source doesn't have a unified style. Different developers have written code pretty much how they pleased and the result is an inconsistent mess. Here we discuss/flame what should become the official code style. Once decided all developers should stick to this style or risk being mocked m...
by alt_turo
Tue May 24, 2011 3:17 pm
Forum: Jack Claw Feedback & Development
Topic: errors compiling code on Linux
Replies: 15
Views: 37124

Re: errors compiling code on Linux

../module.mk:61: ../mingw/module.mk: No such file or directory make: *** No rule to make target `../mingw/module.mk'. Stop. This is a bug. mingw was left in by accident. Then I removed the mingw from line 60 from claw/module.mk This is the correct fix. As soon as StevenT gets the code straightened ...
by alt_turo
Tue May 24, 2011 2:31 pm
Forum: Jack Claw Feedback & Development
Topic: Rethinking the shaders
Replies: 8
Views: 10004

Rethinking the shaders

Currently shaders are written in low-level asm. As a result they are hard to understand and change. The OpenGL shaders are buggy and reflection doesn't work. Because there's no preprocessor or sane control flow structures they also suffer from combinatorial explosion. So the whole thing should be re...
by alt_turo
Tue May 24, 2011 1:52 pm
Forum: Jack Claw tasks
Topic: [Code] Editor to Linux & Mac OS X
Replies: 14
Views: 21486

Re: [Code]Task: Editor to Linux & Mac OS X

StevenT wrote:So setting this to fix the dos newlines, reverting to the first commit then copying the new code on top of it as a separate commit should fix the problems?


I think so. But you might need to do a "Fix line endings" commit before adding the new code.
by alt_turo
Tue May 24, 2011 1:28 pm
Forum: Jack Claw tasks
Topic: [Code] Fix all warnings
Replies: 0
Views: 3476

[Code] Fix all warnings

Description: There are currently a lot of warnings reported by gcc. Fix them. Preferably on all platforms and multiple versions of the compilers. Care needs to be taken not to accidentally break the code when doing so (been there and done that :) ). Why: Some of these are real bugs and some are harm...
by alt_turo
Tue May 24, 2011 1:17 pm
Forum: Jack Claw tasks
Topic: [Code] Fix "using namespace" in headers
Replies: 4
Views: 5663

[Code] Fix "using namespace" in headers

Description: Some headers contain "using namespace" declarations. These should all be removed and the code fixed. Add using namespace to the source file or qualify the use itself with the namespace name. In particular "using namespace boost" is very wrong because boost is such a ...
by alt_turo
Tue May 24, 2011 12:51 pm
Forum: General Chat
Topic: Getting a topic for a Bachelor thesis in computer science
Replies: 8
Views: 10756

Re: Getting a topic for a Bachelor thesis in computer scienc

- Implementing XInput2 into Storm3D to have multi-mouse and multi-keyboard support on Linux. The games use SDL for input handling. If you wanted to implement raw XInput2 support you might have to "go behind SDLs back" which sounds like a very bad idea. Better would be to fix the code to c...
by alt_turo
Tue May 24, 2011 12:45 pm
Forum: Jack Claw Feedback & Development
Topic: errors compiling code on Linux
Replies: 15
Views: 37124

Re: errors compiling code on Linux

This is what you get when there's no README (hint!) There's a Makefile in binaries/. 1. Go to binaries 2. Copy example.mk to local.mk 3. Edit local.mk to suit your needs (CFLAGS CXX) etc. 4. Run make 5. Parallel make works. On dual core use -j2, on more (num cores - 1) is better. Do not try to use c...
by alt_turo
Tue May 24, 2011 12:27 pm
Forum: Jack Claw tasks
Topic: [Code] Editor to Linux & Mac OS X
Replies: 14
Views: 21486

Re: [Code]Task: Editor to Linux & Mac OS X

Can github branches be forced back to a specific commits? I know it breaks if anyone has pulled from it but the current code is a mess. Firefox chokes when trying to view the big commit. So does gitg. Also when redoing this thing please first convert all code to unix line endings and then do a separ...
by alt_turo
Tue May 24, 2011 12:19 pm
Forum: Jack Claw tasks
Topic: [Code/Docs] Write a README
Replies: 0
Views: 3640

[Code/Docs] Write a README

Github complains there's no README. Write one. Description: README should contain build instructions and where to get the data files. List supported platforms/compilers. List required libraries. Why: So new contributors have some place to look for build instructions. When: First thing. Special skill...
by alt_turo
Tue May 24, 2011 12:12 pm
Forum: Jack Claw tasks
Topic: [Code] Editor to Linux & Mac OS X
Replies: 14
Views: 21486

Re: [Code]Task: Editor to Linux & Mac OS X

I'm not sure if this new release still builds on Windows so I've put this and the original release in their own directories for now. It should. The only things that might be broken are the editors. There should only be one source tree otherwise the code diverges which is very bad. Please put it bac...
by alt_turo
Mon May 23, 2011 12:40 pm
Forum: Jack Claw tasks
Topic: [Code] Editor to Linux & Mac OS X
Replies: 14
Views: 21486

Re: [Code]Task: Editor to Linux & Mac OS X

Requires: Frozenbyte needs to release Mac/Linux code. Or give us the go-ahead to upload it to github. Sane abstraction for the renderer. Currently direct3d/opengl renderers are entirely separate. They should be merged into single storm3d and separate abstractions for different graphics APIs. Ability...
by alt_turo
Mon May 23, 2011 12:38 pm
Forum: Trine Technical Support for Linux & Mac
Topic: Linux (bug): OpenSUSE 11.4 lib32 issues and workaround
Replies: 12
Views: 13669

Re: Linux (bug): OpenSUSE 11.4 lib32 issues and workaround

Have a signal 11 on exit. Should be fixed in unofficial update 4. ATI driver is very picky about destruction order of things. OpenGL renderer string: AMD Radeon HD 6200 series Graphics Here's your problem. Not sure if it's the drivers' fault but low-end hardware like this does not run Trine well. I...
by alt_turo
Fri May 20, 2011 1:12 pm
Forum: Trine Technical Support for Linux & Mac
Topic: Linux: Trine does not save my game/settings properly.
Replies: 22
Views: 15020

Re: Linux: Trine does not save my game/settings properly.

Andre-K wrote:After all - the game works perfectly, but crashes only when exiting - so if settings were saved before.. they'd be fine.


Done, please test:
viewtopic.php?f=22&t=3548
by alt_turo
Fri May 20, 2011 1:11 pm
Forum: Trine Technical Support for Linux & Mac
Topic: Unofficial Linux update
Replies: 22
Views: 20531

Re: Unofficial Linux update

Updated.

5095208 May 20 13:07
md5sum 15504234ebe55005cafe96f7d5945a36

- configuration is now saved before shutting down renderer so if game crashes on render shutdown the settings are still saved.
by alt_turo
Fri May 20, 2011 11:19 am
Forum: Technical support for Linux & Mac
Topic: Segfault in arch linux 64 bit
Replies: 5
Views: 7121

Re: Segfault in arch linux 64 bit

The crash appears to be before main. There's some incompatible library in there somewhere. Remove all unnecessary libraries from lib32. You'll have to figure out what unnecessary means for yourself depending on what libraries your system has installed. libav* at least are necessary because those hav...
by alt_turo
Wed May 18, 2011 1:32 pm
Forum: Trine Technical Support for Linux & Mac
Topic: Linux: Trine wont Launch under ubuntu 10.10
Replies: 48
Views: 77716

Re: Linux: Trine wont Launch under ubuntu 10.10

Some of the shaders are too complex for your GPU. Please post your entire log file so we can see Cg options.

This can't be fixed from our code since your GPU driver is the one with the limits. Can you run Trine on windows? If so then this is a driver bug and you should file a bug with them.
by alt_turo
Wed May 18, 2011 1:29 pm
Forum: Trine Technical Support for Linux & Mac
Topic: Unofficial Linux update
Replies: 22
Views: 20531

Unofficial Linux update

http://alternativegames.net/temp/trineUnofficialUpdate4.zip 5110351 May 18 13:13 md5sum f4d24f800669255385b4a21c16f97565 -Better antialiasing -Fixed a lighting bug on thief sleeves -NEW: fixed pad bug. It should now be possible to fire thief bow with pad. Please test this. If no bugs are found this ...

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