Search found 195 matches

by alt_turo
Thu Jun 02, 2011 10:38 pm
Forum: Technical support for Linux & Mac
Topic: ./ShadowgroundsBeta12.run: error while loading shared lib
Replies: 5
Views: 21810

Re: ./ShadowgroundsBeta12.run: error while loading shared li

You need to install 32-bit compatibility libraries. I don't know how to do this on Arch, try asking on their forums if you have trouble.
by alt_turo
Wed Jun 01, 2011 7:49 pm
Forum: Jack Claw Feedback & Development
Topic: errors compiling code on Linux
Replies: 15
Views: 36678

Re: errors compiling code on Linux

I got to the point of the missing unzip.h. Is this that one? http://www.winimage.com/zLibDll/minizip.html Yes. Is there an other way of getting the SDK? Not really. You can try to get it from someone else who already has it but that's against the license conditions. If you get caught NVidia might s...
by alt_turo
Tue May 31, 2011 11:45 am
Forum: Trine Technical Support for Linux & Mac
Topic: Trine Linux gamepad problem
Replies: 11
Views: 16182

Re: Trine Linux gamepad problem

The issue i have well with the game pad is first off i cant use the bow and or the knights shield. http://frozenbyte.com/board/viewtopic.php?f=22&t=3548 When i start the game the thief or any other chr trys to continually run left all the time. ... I was wondering if we will ever get a total fi...
by alt_turo
Mon May 30, 2011 3:25 pm
Forum: Technical support for Linux & Mac
Topic: Wrong ELF class: ELFCLASS64
Replies: 10
Views: 7225

Re: Wrong ELF class: ELFCLASS64

I just accidentally launched one of my own OpenGL test programs in a chroot without /proc, /sys or fully-populated /dev and got this: ~~~~~~~~~~~~~~~~~~~~~~~~~~| DirectFB 1.2.10 |~~~~~~~~~~~~~~~~~~~~~~~~~~ (c) 2001-2008 The world wide DirectFB Open Source Community (c) 2000-2004 Convergence (integra...
by alt_turo
Mon May 30, 2011 3:09 pm
Forum: Trine Technical Support for Linux & Mac
Topic: Unofficial Linux update
Replies: 22
Views: 20464

Re: Unofficial Linux update

Expect a new update shortly. Here it is: http://alternativegames.net/temp/trineUnofficialUpdate4.zip 5094057 May 30 14:51 md5sum d203e9f2caaf70ed5b43317be24e4711 -Better antialiasing -Fixed a lighting bug on thief sleeves -Fixed pad bug. It should now be possible to fire thief bow with pad. -NEW: F...
by alt_turo
Mon May 30, 2011 1:51 pm
Forum: Trine Technical Support for Linux & Mac
Topic: Unofficial Linux update
Replies: 22
Views: 20464

Re: Unofficial Linux update

How are things coming along? I think I found it. The fog is not a fog effect but rather some kind of mesh which was not rendered correctly. Expect a new update shortly. Now that the AA seems to be figured out will Shadowgrounds/Survivor also get an update with better AA? Nope. They are vastly diffe...
by alt_turo
Mon May 30, 2011 11:14 am
Forum: Technical support for Linux & Mac
Topic: Segfault in arch linux 64 bit
Replies: 5
Views: 7076

Re: Segfault in arch linux 64 bit

scrawl wrote:

Code: Select all

ldd ./survivor-bin
   libstorm3dv2.so => /home/scrawl/.survivor/lib/libstorm3dv2.so (0xf7651000)

The bundle version does not use a separate libstorm3dv2.so. You have an old binary. Did you install on top of LGP version? Remove the old one and reinstall.
by alt_turo
Sat May 28, 2011 8:14 pm
Forum: Jack Claw Feedback & Development
Topic: errors compiling code on Linux
Replies: 15
Views: 36678

Re: errors compiling code on Linux

Has Nvidia removed the Linux SDK from their site? I only see Windows and Mac SDKs available for download. Physx seems to be the only thing that is stopping me from compiling it on Linux right now. You have to explicitly request it from them. Btw does the Physx Linux SDK support 64bit? It does. Trin...
by alt_turo
Fri May 27, 2011 1:50 pm
Forum: Jack Claw Feedback & Development
Topic: errors compiling code on Linux
Replies: 15
Views: 36678

Re: errors compiling code on Linux

Pushed some build system changes. I can now compile a working Linux version. I can also use the msvgcc hack to build a Windows version which works at least under Wine. So it's possible to build and test the Windows versions without ever leaving Linux.
by alt_turo
Thu May 26, 2011 2:48 pm
Forum: Jack Claw Feedback & Development
Topic: String handling issues
Replies: 6
Views: 9417

Re: String handling issues

Some of the code, ogui stuff in particular, appears to have been C originally and never properly ported to C++. For storm3d there's the Windows' brain damaged "objects must be deallocated in the same module which allocated them" which makes it pretty much impossible to use std::string acro...
by alt_turo
Thu May 26, 2011 2:32 pm
Forum: Jack Claw Feedback & Development
Topic: Supported compilers and C++ standard version
Replies: 3
Views: 7629

Supported compilers and C++ standard version

Currently we support MSVC 2005 and GCC back to at least 4.2. However there's a new C++ standard out which supports nice features like rvalues, built-in shared pointers, atomics etc. Older compilers do not support these. Do we want to support old compilers or take full advantage of new ones? How old ...
by alt_turo
Thu May 26, 2011 2:27 pm
Forum: Jack Claw Feedback & Development
Topic: String handling issues
Replies: 6
Views: 9417

String handling issues

Currently string handling in the code is a mess. Some places use std::string and other places use new[] to allocate char arrays. Lot's of places use string.c_str() when passing parameters and then either copy it explicitly with new[] or implicitly by constructing a new string from it. This leads to ...
by alt_turo
Thu May 26, 2011 2:17 pm
Forum: Jack Claw Feedback & Development
Topic: Some useful tools
Replies: 3
Views: 3866

Re: Some useful tools

mutrace

http://git.0pointer.de/?p=mutrace.git

Mutual exclusion tracer. Helps in finding multithreading bugs and especially mutex contention. Not very useful for us because we don't have much threading but maybe we'll add some in the future.

Platforms: Linux only
by alt_turo
Thu May 26, 2011 2:15 pm
Forum: Jack Claw Feedback & Development
Topic: Some useful tools
Replies: 3
Views: 3866

Re: Some useful tools

Valgrind

http://valgrind.org/

Memory debugger/profiler. Also has some stuff for debugging threads. Extremely useful.

Platforms: Linux and maybe Mac. No Windows support. Except maybe with Wine. Which is somewhat experimental
by alt_turo
Thu May 26, 2011 2:13 pm
Forum: Jack Claw Feedback & Development
Topic: Some useful tools
Replies: 3
Views: 3866

Re: Some useful tools

Apitrace

https://github.com/apitrace/apitrace

OpenGL/Direct3D tracer and debugger. Allows saving execution traces of a program and inspecting/replaying them later. Very useful for finding OpenGL errors.

Platforms: Linux and Windows at least, not sure about Mac
by alt_turo
Thu May 26, 2011 2:12 pm
Forum: Jack Claw Feedback & Development
Topic: Some useful tools
Replies: 3
Views: 3866

Some useful tools

ITT: useful tools that people might not know about.
by alt_turo
Thu May 26, 2011 2:05 pm
Forum: Jack Claw Feedback & Development
Topic: Which GPUs are we going to support?
Replies: 2
Views: 6686

Which GPUs are we going to support?

Currently we support theoretically anything with Shader Model 2.0. On Direct3d there's some support for even older shader models. In practice some older Intels work slightly poorly and it's been a long time since anyone tested with shader model 1.1 or 1.4 GPUs. What GPUs do we want to support? Thing...
by alt_turo
Thu May 26, 2011 1:41 pm
Forum: Jack Claw Feedback & Development
Topic: Sharing code with Shadowgrounds
Replies: 5
Views: 22170

Sharing code with Shadowgrounds

Shadowgrounds and Survivor share a lot of their code with Claw. Currently only the Windows code has been released but hopefully we'll get the Linux/Mac code soon. When that happens some people might want to start improving on it. It would we useful to share code and effort. Do we want to do this and...
by alt_turo
Thu May 26, 2011 1:16 pm
Forum: Jack Claw Feedback & Development
Topic: How do we deal with exceptions?
Replies: 3
Views: 17429

How do we deal with exceptions?

C++ has a pretty useful exceptions facility. Currently the game does not use it. We need to think about whether we want to and how to handle failures. Currently for example renderer initialization failure must explicitly be checked. This works pretty well but the error message passing is slightly me...
by alt_turo
Thu May 26, 2011 1:15 pm
Forum: General Chat
Topic: Getting a topic for a Bachelor thesis in computer science
Replies: 8
Views: 10724

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

... SDL 1.3 and had seen the possibility of using multiple mice and keyboards. I tried to include it until I found out that they removed it. So I searched a bit around and found somebody having implemented it in ZaZ with the help of XInput2 around the input handling of SDL. With that example I had ...
by alt_turo
Thu May 26, 2011 12:52 pm
Forum: Jack Claw Feedback & Development
Topic: Rethinking storm3d.dll
Replies: 3
Views: 17241

Rethinking storm3d.dll

Currently when compiling on MSVC the game generates a separate storm3d.dll which contains renderer-specific parts and then various game/editor executables which use it. On Linux/Mac/Mingw the editors are not supported and the game is a single monolithic binary with everything in it. This is because ...
by alt_turo
Thu May 26, 2011 12:17 pm
Forum: Jack Claw tasks
Topic: [Code] Implement SDL 1.3 support
Replies: 6
Views: 7471

[Code] Implement SDL 1.3 support

Description: Currently the code can't be compiled against SDL 1.3. You need to build SDL 1.3 from source and update our code to support it. Make sure not to break SDL 1.2 support while you're at it. The code also requires SDL_image, SDL_sound and SDL_ttf. Those need to be built as well. I'm not sure...
by alt_turo
Thu May 26, 2011 12:12 pm
Forum: Jack Claw tasks
Topic: [Code] Implement LLVM clang support
Replies: 0
Views: 3158

[Code] Implement LLVM clang support

Description: It should be possible to build the code with LLVM clang C/C++ compiler. We need to provide an example configuration to make it easier. Copy top-level directory binaries to clang. Change example.mk to have sane defaults for clang. Fix any compilation issues or file clang bugs if there ar...
by alt_turo
Wed May 25, 2011 1:01 pm
Forum: Technical support for Linux & Mac
Topic: [Linux 64Bit] SG: disappearing sounds
Replies: 38
Views: 33146

Re: [Linux 64Bit] SG: disappearing sounds

sound library, engine, or game is the problem due to no one reporting no issues with certain sound hardware. It's either in the game or the OpenAL library. The game has a certain number of sound sources and when playing a sound it tries to pick one of them which has no current sound attached. This ...

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