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Re: Wings: remastered
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Quite a regular


@utri007
Unity is a proprietary closed source engine. It couldn't be ported even if it was open source without programmable shaders.

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Re: First native betas of dopus5, check this out !
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Quite a regular


@kas1e
You misunderstood the purpose of the counter. Look at this example:
patched_func()
{
  
atomic_inc(func->counter);
  
func->orig();
  
atomic_dec(func->counter);
}

The patches have to be removed one-by-one, when their counter is zero.

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Re: BSzili port requests
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Quite a regular


@kas1e
There is no mystery here. The fullscreen/window switches involve tearing down the old window and GL context, so the texture get flushed as well. This doesn't happen in games where the whole graphics subsystem is restarted, and the textures are reloaded "manually".

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Re: First native betas of dopus5, check this out !
Quite a regular
Quite a regular


@kas1e
And how is that different from what snoopium does? The trick is how you remove the patches. Snoopium for example adds an counter to each patched function, and atomically increases/decreases it when the function is called. This way you don't remove a patch when the function is in use.

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Re: BSzili port requests
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@kas1e
The credit crash is a known issue, and I'll fix it soon. I'm more worried about the one when I try to save/load games.
I can't fix the other one, it looks like Warp3D/MiniGL and SDL's on-the-fly fullscreen switching don't play nice together. I'll disable that, e.g. you'll have to restart the game to switch to fullscreen.

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Re: First native betas of dopus5, check this out !
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Quite a regular


@kas1e
Magellan crashes AROS too, when I expunge dopus5.library with an "avail flush", so this issue isn't specific to OS4. It probably would do the same on MorphOS too... I'll try to figure out how programs like NetworkSnoop or Snoopium remove their patches without crashing the system.

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Re: BSzili port requests
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Quite a regular


@broadblues
Thanks for confirming this.

@all
New test version: http://www24.zippyshare.com/v/15301278/file.htm
It should fix most of the problems mentioned before. Network play, and singleplayer against bots should work. There's one catch though, you can't save/load the game without getting unknown errors. The crashes happen mostly at random delete calls. Anyone knows what causes these type of errors? How could I debug this? And no, it's not causes by the small stack

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Re: BSzili port requests
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Quite a regular


@kas1e
This is not some obscure hard to reproduce bug. MiniGL advertises to support 2048x2048 textures, but it won't load them. If you want me to make a test case, then it can be arranged. I just googled "opengl textured quad", and this is what come up: http://www.gamedev.net/page/resources ... ping-an-introduction-r947

edit: Again, this is not about the texture size supported by the hardware, but the inconsistency in minigl.

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Re: BSzili port requests
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@kas1e
There's no need for me to make one, it can be reproduced with any OpenGL program. You just have to replace one of the textures with a 2048x2048 one.

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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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Quite a regular


@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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Quite a regular


@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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@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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@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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@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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Quite a regular


@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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