Danimal {l Wrote}:Im happy my "greeble" link back at OGA helped you guys
smcameron {l Wrote}:MCMic {l Wrote}:New question:
I got an old computer (Thinkpad X200) with Xubuntu 18.04 on it. The game builds fine but then gives a black screen instead of the window content.
I looked at the output and it says GLSL 1.30 is not supported by my computer.
I checked and it’s true, this hardware does not support OpenGL 3 and newer.
Is there any hope around this problem or is it impossible to render the game on such a computer?
(I used make update-assets, would it help if I use make models instead? To build the models on the same hardware?)
If you run snis_limited_client (menu item 5 in snis_launcher instead of 4), then you don't need opengl. However, you should probably only use COMMS, SCIENCE, ENGINEERING, and DAMAGE CONTROL, the other screens (NAV, WEAPONS, MAIN VIEW, DEMON) will probably not work very well (it won't hurt anything to try them, but you'll see that they don't work very well.)
If you notice a red FPS indicator appear in the upper left hand corner of the screen, it means things are running a little too slow (it shows up if things drop below 29 frames per second). I have seen it show up when using the limited client on the login screen, but once past that, ENG, SCI, DAMAGE CONTROL, and COMMS seemed to be ok.
Danimal {l Wrote}:Im happy my "greeble" link back at OGA helped you guys
smcameron {l Wrote}:Danimal {l Wrote}:Im happy my "greeble" link back at OGA helped you guys
Uh ... what greeble link?
MCMic {l Wrote}:Finally did a second session, the crew just left.
We were only 4 so it was a bit cahotic.
We first tried to win space pox as we had lost it due to a bug last time. But we never managed to get into the wormwhole with the vaccine. I really think this battle is too hard, I get that you are supposed to flee and not win it, but you should have a bit more time to flee. I think the wombat should be stronger actually.
Then we played royal wedding, I tried to intervene as less as possible as I knew the script. We failed the battle 2 or 3 times, then I edited the script to reduce missile chance to 1 (from 5) and we managed to win the battle and then the mission, with the good ending. This really would’ve worked better with a dedicated communications officer.
We had two bugs, a lua problem which caused the prince panic not to happen, and we still had the prince on board after the end of the mission.
I was not sure if cubomuerte was playable/stable yet so we did not try it.
We tried Demolisher to see the big ship, but we did not understand what we were supposed to do, we went inside the ship and out, and then died at some point. The TTS was going through all computers at the same time, on some of them with espeak and others with the other tech, so it was impossible to understand and the text is not written anywhere.
I still do not understand how to set up TTS, first time I only checked TTS checkbox on server and it caused problems with the computer, this time I checked TTS on all stations but we get this kind of problems.
We also had a crash.
I’m going to open issues on the tracker now.
Oh, and one station was a Mac Book Air and it does work starting my snislive USB key on it. But you need a dongle to get ethernet, and you have no USB port left for a mouse. (unless you have a thunderbolt dongle for the ethernet)
smcameron {l Wrote}:MCMic {l Wrote}:Finally did a second session, the crew just left.
Thanks for giving it a try... for a minute I thought that by, "the crew just left", that they were so disappointed by the game that they walked out, but I think you only mean that they recently left just before you wrote this, ha.
Thanks for the feedback. I'll try making some adjustments. I believe I wrote this script before missiles existed, and so it probably doesn't turn them off, so they are probably a lot stronger now since missiles appeared than they were when I originally wrote this script. I should fix that.
I noticed your bug report on that. I don't have a clear idea what might be going wrong, the script *looks* correct to me. I'll have to try to duplicate the problem.
Hmm, probably best to have text to speech on only one computer (TTS server checked on login page) with pico2wav rather than espeak.
I agree that having only the speech is not good. The Demolisher script isn't really finished. (Spoiler: My idea was that the way to destroy it is to overheat the warp core and eject it inside the Demolisher.) But I didn't get around to writing some sort of hints to let the players know that this is what they are supposed to do, nor to writing the code that makes such a thing work.
Cubomuerte should be playable (although the audio recordings it uses are of questionable quality) -- I had to manually ride the volume control on the stereo when we played it to make it audible in some parts, and to tame the quindar tones[1] that were unreasonably loud. Also, if you lose cubomuerte, it's not very obvious what has happened. I need to work on that. And how you "trigger the device" is kind of lame, and should probably be re-written.
Hmm, that is unfortunate hardware design. I believe the limited client can be compiled on the Mac and will run natively on the Mac, but is only good for engineering, damage control, comms, and *maybe* science.
fluffrabbit {l Wrote}:Why does the technologically advanced Galactic Republic/Galactic Empire/Naboo civilization use primitive neolithic glyphs? If you look at early writing systems, this is pretty much it, except of course for the Arabic numerals. This is monkey script.
stroke_t
e4mafia {l Wrote}:Hey btaggart
Did you ever validate your Mac build instructions? Would be very grateful if you could share.
fluffrabbit {l Wrote}:AFAIK OpenGL is deprecated but not removed entirely as that would break everything. There is a concept of "modern OpenGL" which Apple helped popularize, wherein you don't use any extensions and stick to a recent "core profile", most commonly OpenGL 3.3.
smcameron {l Wrote}:fluffrabbit {l Wrote}:AFAIK OpenGL is deprecated but not removed entirely as that would break everything. There is a concept of "modern OpenGL" which Apple helped popularize, wherein you don't use any extensions and stick to a recent "core profile", most commonly OpenGL 3.3.
Yeah, but we couldn't figure out how to *compile* opengl code on mojave, couldn't find the header files anywhere, I think. That is, you might well be able to run opengl code, but can you *develop* opengl code on mojave? Maybe if you compiled on an older mac, and moved the binary over? OTOH, I'm very far from knowledgeable about Macs, so, there might be a way to get it to work.
#include <gtk/gtkgl.h>
smcameron {l Wrote}:Thanks, we definitely would not have known to look for this. I will forward this to the guy I was trying to help back in Feb. Maybe he'll make some progress. I suspect that this may cause further difficulties.
- {l Code}: {l Select All Code}
#include <gtk/gtkgl.h>
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