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Re: BSzili port requests
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Quite a regular


@thellier
The problem here is not the size of the texture, but the way MiniGL handles it. In other implementations' glteximage2d resamples the textures, which are larger than GL_MAX_TEXTURE_SIZE, while MiniGL silently fails to load them. That's why I have to add manual scaling for these textures.

edit: OK, the problem is a little different. MiniGL/Warp3D claims to support 2048x2048 textures, but when the game tries to load the menu background it fails. It looks like I have to hardcode an 1024x1024 texture limit. The driver shouldn't lie about the max supported texture size, this can lead to a lot of confusion.

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Re: BSzili port requests
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@noXLar
There's no harm in trying :) falltergeist is on my list, and unless they have moved to C++11 recently it should be portable.

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Re: BSzili port requests
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@noXLar
You will probably be able to play RTTR using Wazp3D + MiniGL, since it's a 2D game.

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Re: BSzili port requests
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Quite a regular


@tlosm
Don't worry, I already ordered an another 512MB module of the same brand, model, etc. Only Rev. 2B5 Pegasos II motherboards work reliably with 2GB RAM, so I'm limited to 1GB, but it will be more than enough.

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Re: why not Dosbox with overlay and composition
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@tlosm
Overlays would make scaling faster, but if you don't use that it won't do much for you.

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Re: BSzili port requests
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Quite a regular


@kas1e
You are right. I thought you were talking about the loading during startup. It really cut map loading time, plus now I'm able to get ingame with just 512MB RAM :P Sweet!

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Re: BSzili port requests
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Quite a regular


@kas1e
Dude, you are awesome! I never really looked into what "optimized textures" does. It tries to merge all the small textures into a few big ones to avoid texture switches. I'm going to disable it compile time.
edit: I tried disabling it, but it didn't really reduce the loading times. Oh well, as long as it fixes the gameplay...


Edited by BSzili on 2013/11/26 9:09:05
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Re: BSzili port requests
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Quite a regular


@kas1e
Those warnings and errors are probably about the menu background texture. Could you replace RTTR/LSTS/menu.bmp with some smaller (512x512) bitmap, or resize it to see if the errors go away?

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Re: BSzili port requests
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@kas1e
Quote:
Then all crashes because of low stack for resample binary or how it called. I then tried to set some pretty fat stack, like "stack 50000000" , and then run game from shell again (all tests done after hard reboots of course) : all start to works on this moment : i.e. after loading conversion of sounds happens and game starts. I was able to choice loading of the compain, and choice there Atomium 1, its loads (not so fast , but loads) and seems to show something operational, but:

-- sounds distorted (i assume because you didn't change all those mixer's parts on AUDIO_16MSB where need it, and originally there LSB or something)

The sound conversion utility uses very little stack. I can't test the sounds, because I don't have speakers hooked up to my machine currently.

Quote:
-- in the menu, mouse pointer overwrite the gfx data there and there , like forget to erase itself after move.

The menu background is a huge 1920x1080 bitmap, which gets rounded up to the next power of two. There used to be some sanity checks for GL_MAX_TEXTURE_SIZE, which might got removed from 0.8.1.
edit: The game uses a proxy texture to determine the maximum supported size, which might not be supported by minigl.

Quote:
-- in game itself half of sprites borks (maybe endian
related way of parsing data files).

This is a driver issue, and has nothing to do with endianness. Remember, this port comes from MorphOS. Is there any way to get debug output from Warp3D?

Quote:
-- no music as well, even if i enable it in the options and choice sdl-mixer driver.

I can't test it, see above.

I probably have to put this port on hold until I receive the additional 512 MB module.

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Re: BSzili port requests
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@samo79
For the time being just get the sobjs from os4depot. The final version will be static.

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Re: BSzili port requests
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Quite a regular


For the brave and the bold here's a test build. The game will crash at exit, because it tries to free the textures after the context is destroyed. I had the same problem on AROS too, and it won't be easy to fix. The loading will be slow as s**t, and there's not much I can do about that. The game uses OpenGL so you'll need a Warp3D supported card. To play it just grab any of the official 0.8.1 packages from http://siedler25.org, preferably the windows one. You also need the data files from a settlers II gold cd-rom. The GOG version will do too.

It may or may not work, I have to way to test it until I get my matching pair of 512MB DDR module. I mainly interested wether someone with more than 512MB RAM can get to the gameplay.

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Re: Using SDL from Sobjs
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@MickJT
RTTR uses a plugin system. The main executable doesn't use SDL, only the audio/video plugins do. I tried both the stock libdl.so, and the static libdl.a to load them (dlopen()) to no avail. I fixed this by statically linking the plugins to the executable.

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Re: BSzili port requests
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Is there anyone out there with at least 1GB RAM who would like to test RTTR?

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Re: Using SDL from Sobjs
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@broadblues
The the plugins are small, but main executable is pretty big, around ~100MB including the debug symbols. I can live with the statically linked plugins, I just wanted to remove my hacks to emulate the symbol query, avoid namespace clashes, etc. I didn't link the executable against SDL, because it doesn't use SDL at all. Maybe I'll try that later.

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Re: Using SDL from Sobjs
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@broadblues
Sure, here's a crashlog: http://pastebin.com/t1u1VhUZ

@Raziel
So far I'm only using stock sobjs, but I'll keep that in mind.

edit: In the end I went for linking the plugins to the executable, like I did with the previous version. This way the SDL constructors don't crash anymore, but unfortunately the game eats up my 512MB memory in no time... darn!


Edited by BSzili on 2013/11/22 15:44:32
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Re: Using SDL from Sobjs
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@broadblues
I think ideally the program should be linked against libbz2.so. Anyways, I made a libbz2.so.1.0 softlink, the game started up, and crashes the same way it did with the static version of libdl.so

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Re: BSzili port requests
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@all
Thanks. Boy, I'm stupid! A scrollbar, I needed that.

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Re: Using SDL from Sobjs
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@broadblues
It links against the explicit version, and it won't run:
Quote:
0x00000001 (NEEDED) Shared library: [libbz2.so.1.0]
0x00000001 (NEEDED) Shared library: [libdl.so]
0x00000001 (NEEDED) Shared library: [libstdc++.so]
0x00000001 (NEEDED) Shared library: [libgcc.so]
0x00000001 (NEEDED) Shared library: [libc.so]

I have libbz2.so.1.0.4 and its link libbz2.so in sobsj: and in the sdk drawer. I could make a libbz2.so.1.0 link, but then everyone else who has the newer sobj would have to do the same... that's not really good, I'd prefer to link agains libbz2.so.

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Re: BSzili port requests
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@zzd10h
I actually read that thread, but I couldn't figure out where to change CON: to KCON:.

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Re: Using SDL from Sobjs
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@broadblues
It looks okay:
Quote:
libbz2.so.1.0.4 245743 ----rwed 09-szept-09 12:16:42
libbz2.so 245743 ----rwed hétfõ 03:13:22
> SYS:sobjs/libbz2.so.1.0.4


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