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Re: BSzili port requests
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@BSzili

Quote:
I didn't get any DSIs, so you have to give me the exact steps on how to reproduce them. I'll delete libsmpeg.so from my SDK, the linker always links to it instead of the static library.


Mmm, hard to say where as it seems a random error, this time i reinstalled the new version, then i just start and immediately close the ag-odalaunch and it was enough for getting a DSI (that is skippable aniway) ..

Quote:
Symbol info:
Instruction pointer 0x6FD817B4 belongs to module "pthreads.library" (PowerPC)
Symbol: _impl_mutex_lock + 0x58 in section 1 offset 0x00002790

Stack trace:
_impl_mutex_lock()+0x58 (section 1 @ 0x2790)
_impl_mutex_lock()+0x48 (section 1 @ 0x2780)
AG_WidgetReplaceSurface()+0x38 (section 8 @ 0x8D0F8)
InvalidateLabelSurfaces()+0x74 (section 8 @ 0x425B8)
AG_MenuItemFree()+0x30 (section 8 @ 0x42618)
AG_MenuItemFreeChildren()+0x48 (section 8 @ 0x42698)
AG_MenuItemFree()+0x28 (section 8 @ 0x42610)
AG_MenuItemFreeChildren()+0x48 (section 8 @ 0x42698)
AG_MenuItemFree()+0x28 (section 8 @ 0x42610)
AG_ObjectDestroy()+0x98 (section 8 @ 0xB5458)
FreeChildObject()+0x3c (section 8 @ 0xB5524)
AG_ObjectFreeChildren()+0x3c (section 8 @ 0xB559C)
AG_ObjectDestroy()+0x30 (section 8 @ 0xB53F0)
AG_DriverClose()+0x34 (section 8 @ 0x2D77C)
AG_SDL_ProcessEvent()+0x10c (section 8 @ 0x31B7C)
AG_SDL_GenericEventLoop()+0x144 (section 8 @ 0x31CE8)
main()+0x6e8 (section 8 @ 0x1E2B4)
native kernel module newlib.library.kmod+0x000020ac
native kernel module newlib.library.kmod+0x00002d5c
native kernel module newlib.library.kmod+0x00002ef0
_start()+0x170 (section 8 @ 0x16C)
native kernel module dos.library.kmod+0x00024f18
native kernel module kernel+0x0003b4b0
native kernel module kernel+0x0003b530


Maybe it happen if no wad is founded as installed ?
Other than that i didn't have any other crash and latest version seems pretty fine already

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Re: BSzili port requests
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@thread

just wanted to chime in and say that the odamex build works fine on my peg2 running the latest OS4.1u6 updates. i did get a DSI when switching resolutions once, but ignored, and it continued just fine. i've been using it with my DOOM2 WAD.

-- eliyahu

"Physical reality is consistent with universal laws. When the laws do not operate, there is no reality. All of this is unreal."
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Re: BSzili port requests
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Talos BlackBird (awaiting a Miggy like OS)
Amiga 4000 OS3.9 / Pegasos II OS4.1 FE
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Re: BSzili port requests
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It looks doable, but it's written in C++, so the old compiler could be a problem if it uses C++11 features.

This is just like television, only you can see much further.
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Re: BSzili port requests
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@BSzili

How is the porting going?

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Re: BSzili port requests
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I finished my last exam this Friday, so I'm back in action! I plan to crank out a few ports next week. Speed Dreams will be definitely one of them.

This is just like television, only you can see much further.
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Re: BSzili port requests
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@BSzili

nice!

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Re: BSzili port requests
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@BSzili

good news! hope the exams went well.

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! My Master Miggies-Amiga1000 & AmigaONE X1000 !
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Re: BSzili port requests
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@328gts
They went alright, I passed all of them except one. Differential geometry is so much fun... not!
Back to Speed Dreams, I have an initial version up and running. Don't expect miracles, this game is very demanding. Super Tux Kart should give you and idea of what to expect performance wise. I'll do a few test-runs with the profiler enabled to see if there's anything I can do to make it faster. I'll also add AmigaInput support.

This is just like television, only you can see much further.
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Re: BSzili port requests
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@BSzili

Nice

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Re: BSzili port requests
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I uploaded a test version to my website. Known problems:
1. Broken menu backgrounds. Since they are upscaled into 2048*1024 textures, this is probably caused by the W3D driver claiming to support 2048*n textures, but failing to create them. I had the same issue with RTTR, and others have confirmed it too.
2. If you don't quit after a race, the game locks up.
3. Broken track map. It's hard to tell what goes wrong without debug output from W3D.

If you have any issues beside this, feel free to report them.

This is just like television, only you can see much further.
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Re: BSzili port requests
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@BSzili

Mmm tested a bit but for now it look almost unplayable, i've upscaled all the textures, reducing the resolution at 640*480 (window mode) but even as is it consume all my graphics memory (i have 128MB of my Radeon 9250) and maybe for that it also freezed my Sam440 once i'm into the track with the car, so i wasn't able to test the real speed in game ..

Definitely, i cannot test the game for now :-/

BTW: The binary and readme icons in your archive doesn't have the "execute" protection enabled so the files are not executable,, please check them for your next release

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Re: BSzili port requests
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For 128MB VRAM 512x512 textures are the best you can do without the hardware compositioning enabled. Other than that you must use 256x256 textures. Without texture compression, the textures of track alone will consume most of your VRAM.
Unfortunately the OS freezes if all the VRAM is consumed, this is not my fault.

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Re: BSzili port requests
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Hi there,

and thank you BSzili for your great work (impressive list on your homepage!).

Late but still: I'd prefer some RTS games (we've got quite a few shooters already around). Preferably a AOS/MOS/68k/AROS native one but ports would be great too. 0.A.D already has been mentioned - do not know about specific other ones which are open and free but asume there are quite a few around?

Suggesstions welcome!

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Re: BSzili port requests
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Kas1e has mentioned 7KAA, which is an open source continuation of the RTS called Seven Kingdoms. Other than that I don't really know many open source RTS games which haven't been ported already.

This is just like television, only you can see much further.
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Re: BSzili port requests
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I also do not know many of them. But short search revealed for example this site for me: http://sourceforge.net/directory/game ... eshness:recently-updated/

Do not know much of them but some of them are already ported (whereas not all ports do reliably work).

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Re: BSzili port requests
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@BSzili

Ok i was able to make it working, but to do that i'm forced to disable the multitexturing because with that enabled it always freezed at any type of resolution

The game more or less work, but slow (6/12 FPS at max at low resolution)

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Re: BSzili port requests
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@samo79
No such problem here. Just to make sure, could you try running the game with 8x8 textures and multitexturing enabled?

edit: I uploaded TORCS too, it has a slightly lower polygon count.


Edited by BSzili on 2014/2/16 15:13:45
This is just like television, only you can see much further.
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Re: BSzili port requests
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@BSzili

Quote:
No such problem here. Just to make sure, could you try running the game with 8x8 textures and multitexturing enabled?


Tested also at 8x8 but it always freeze when multitexturing is enabled, aniway speaking about details there is not all that difference in term of speed between 8x8 and 512 etc .. less details ok, but more or less the same speed so consider it better use a 512 !

Aniway once you consider it stable can you fix a bit better the archive (maybe with some more details on how to configure it at best) and upload in on OS4Depot ?

Quote:
edit: I uploaded TORCS too, it has a slightly lower polygon count.


Thanks i will test it later, hope it will be a bit faster and less problematic

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Re: BSzili port requests
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Using smaller textures won't give you better speed, it just reduces the VRAM footprint. It's far from stable, the aforementioned problems are still there. Unfortunately I don't know how to get any debug output from Warp3D, so the visual glitches (menu, track map) will stay there for the time being.

This is just like television, only you can see much further.
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