Good to hear you making progress. I hope you can solve all the problems and upload new games soon to os4depot! You?re a hero in my eyes and a i really appreciate that you are porting games too us!!
having problems extracting Cube on os4depot...keep getting error at file vaterland/cgz...tried with OWB & Firefox ..some issue..using UnArc & DOpus to extract but always same issue ?
Tryed to write to one of the main developers of assault cube, but have no answer. Also write a topic on their forum here , but also no answers as well. Maybe if you have some free time, you can found all the mails of current/active developers who works on opengl code of the game (because there is many other ones, who just do maps, etc, but we need core developers).
Related to new ports : i build cube 2: sauerbraten. And while it runs, have very nice menu, all in menu works fine, when i choice any level, and it loads everything what need, and everything should be shown: i have crahses. I trying to debug it, and comment crashes strings one by one, but there was many (about 6-7), and in end, it mostly crashes on almost the same by logica stuff as in AssaulCube : on rendering in loop of meshes.
I also do some google, and found that someone tryed to port AssaultCube to aros few months ago, but they have heavy problems with their SDL, but in other as i understand they not have such problem as i have (they have MESA).
All of this make me think, that problem in our beloved MiniGl/Warp3D combo as usual. So, the result of 3 games based on cube engine:
1. cube1 - problem in minigl/warp3d with reading z-buffer, because of which "shooting" are wrong.
2. cube2 - problems in minigl too imho (some crashes just was on some settings of GL states only).
3. assault cube - again problems with minigl/warp3d imho, just because normal opengl (mesa) do not have such problems.
Still, i will try to invistigate deeper all the problems, and maybe somehow we can fix all of this. I hope some aos4 developers can help me (i send few mails already).
EDIT: maybe one of them is possible (spring 1944, hummm)
Edited by Mrodfr on 2010/11/10 13:08:53 Edited by Mrodfr on 2010/11/10 13:09:50 Edited by Mrodfr on 2010/11/10 13:10:50 Edited by Mrodfr on 2010/11/10 13:11:32 Edited by Mrodfr on 2010/11/10 13:29:01 Edited by Mrodfr on 2010/11/10 13:30:26 Edited by Mrodfr on 2010/11/10 13:32:16 Edited by Mrodfr on 2010/11/10 14:52:14
A1200+Mediator+VooDoo3+060/50+96mo+IIYAMA 17"+CD,CDRW,ZIP SCSI-KIT SAM440EP on Mapower 3000+AOS4.1
The engine core is written in C++ for performance, but the scripting language, javascript, is what we try to write as much in as possible. Rendering: OpenGL with shaders Libraries used: OpenAL, OpenGL, Boost, Crypto++, CxxTest, DevIL, SDL, SpiderMonkey, Vorbis, wxWidgets, Xerces Operating Systems: Windows 2000, XP, 2003, XP64, Vista Linux Mac OS X System Requirements: 1 GHz CPU, modern graphics card (GeForce 3 at minimum), 512 MB RAM Tools used: Visual Studio, g++, CppDoc, COLLADA, Debugging and Profiling tools included
@joeled I have contacted with Epiar authors in their dev-mailing-list, and they all friendly and help me already (i found some bugs, which they trying to fix for now). After everything will done, they say that they will be in high interest to put amigaos4 archive on the main page with screenshots, etc. (so soon new release).