State of the Code

Re: State of the Code

Postby oln » 23 Nov 2010, 21:45

Also, would it be okay to change the default max framerate to 60? 30 is a bit low.
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Re: State of the Code

Postby svenskmand » 23 Nov 2010, 21:48

We do not have a Media folder on the SVN :S
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Re: State of the Code

Postby oln » 23 Nov 2010, 22:12

Might have been a little unclear, updated post.
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Re: State of the Code

Postby andrewbuck » 23 Nov 2010, 22:14

Yeah, the SVN tree should have at least one place that is an exact mirror of what the Media folder in game directory should look like. I will change the default max framerate to 60.

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Re: State of the Code

Postby andrewbuck » 24 Nov 2010, 02:51

I just got a commit pushed to sourceforge which adds a sort of green glow when a tile is claimed. I think it looks pretty neat.

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Re: State of the Code

Postby svenskmand » 24 Nov 2010, 11:10

Oln: could you rename the ogg versions of the Rocks Falling files so there is no space in them, both in the code and in the SVN?

I will make my first attempt at a deb package today, I have now read enough to give it some trys :) and the compile script I made with help by oln is more or less finished.
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Re: State of the Code

Postby oln » 24 Nov 2010, 11:29

Will fix that this evening.
I reorganised the svn last night so it now has a Media folder with the right structure which can be dumped right into the game folder.
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Re: State of the Code

Postby Bodsda » 24 Nov 2010, 14:42

svenskmand {l Wrote}:Oln: could you rename the ogg versions of the Rocks Falling files so there is no space in them, both in the code and in the SVN?

I will make my first attempt at a deb package today, I have now read enough to give it some trys :) and the compile script I made with help by oln is more or less finished.


If you have issues with the deb, pop into #ubuntu-beginners on irc.freenode.net and try to get hold of nhandler. He is very helpful and also a member of MOTU. You may also find someone in #ubuntu-beginners-dev who can help should nhandler not be around.

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Re: State of the Code

Postby svenskmand » 24 Nov 2010, 15:12

Bodsda: thanks I will try that if I cannot get it working :)
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Re: State of the Code

Postby oln » 24 Nov 2010, 16:13

I will look at making a windows build then.
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Re: State of the Code

Postby svenskmand » 24 Nov 2010, 16:33

Nice :) then here is a install wizard program you can use, it is open source and on SF, I was thinking about making this after I made the deb package, but if you want to give it a try maybe you can use this install wizard program.
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Re: State of the Code

Postby andrewbuck » 26 Nov 2010, 16:27

I am just about to push in a commit which adds support for adding traps to the map with the buttons in the menu, like you do with rooms. The code is in fact almost identical to the equivalent code with only a few minor changes. Currently there is some sort of a bug in the mesh creation routine so traps that you add this way will not be visible but they will be active and on the map. Also, there seems to be an issue with saving the traps to file which I will have to look into as well. This means, however, that the framework for the traps is now in place and just needs to be debugged a bit before it is fully functional.

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Re: State of the Code

Postby svenskmand » 26 Nov 2010, 18:23

Cool :)
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Re: State of the Code

Postby andrewbuck » 27 Nov 2010, 21:34

I pushed a couple of commits to sourceforge this morning which add support for the Dojo. The dojo is the room where the creatures go to train until they are level 10. After this they will not be able to train at a normal dojo unless it is further upgraded by the player purchasing/building better equipment for it. The creatures will go train at the dojo periodically and when they get tired they will quit training and either wander around or go to sleep in their bed.

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Re: State of the Code

Postby svenskmand » 28 Nov 2010, 01:35

While running the latest version of the game it crashed, I have looked through the output of the terminal, but with no luck, what can it be?
{l Code}: {l Select All Code}
D32S0 Packed-D24S8
FBO PF_FLOAT32_RGBA depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_X8R8G8B8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_X8B8G8R8 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_SHORT_RGBA depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_R3G3B2 depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_FLOAT16_R depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_FLOAT32_R depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_SHORT_GR depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_FLOAT16_GR depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_FLOAT32_GR depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
FBO PF_SHORT_RGB depth/stencil support: D0S0 D0S1 D0S4 D0S8 D0S16 D16S0 D24S0 D32S0 Packed-D24S8
[GL] : Valid FBO targets PF_UNKNOWN PF_L8 PF_L16 PF_A8 PF_A4L4 PF_BYTE_LA PF_R5G6B5 PF_B5G6R5 PF_A4R4G4B4 PF_A1R5G5B5 PF_R8G8B8 PF_B8G8R8 PF_A8R8G8B8 PF_B8G8R8A8 PF_A2R10G10B10 PF_A2B10G10R10 PF_FLOAT16_RGB PF_FLOAT16_RGBA PF_FLOAT32_RGB PF_FLOAT32_RGBA PF_X8R8G8B8 PF_X8B8G8R8 PF_SHORT_RGBA PF_R3G3B2 PF_FLOAT16_R PF_FLOAT32_R PF_SHORT_GR PF_FLOAT16_GR PF_FLOAT32_GR PF_SHORT_RGB
RenderSystem capabilities
-------------------------
RenderSystem Name: OpenGL Rendering Subsystem
GPU Vendor: ati
Device Name: ATI Mobility Radeon HD 3400 Series
Driver Version: 3.3.10237.0
 * Fixed function pipeline: yes
 * Hardware generation of mipmaps: no
 * Texture blending: yes
 * Anisotropic texture filtering: yes
 * Dot product texture operation: yes
 * Cube mapping: yes
 * Hardware stencil buffer: yes
   - Stencil depth: 8
   - Two sided stencil support: yes
   - Wrap stencil values: yes
 * Hardware vertex / index buffers: yes
 * Vertex programs: yes
 * Number of floating-point constants for vertex programs: 256
 * Number of integer constants for vertex programs: 0
 * Number of boolean constants for vertex programs: 0
 * Fragment programs: yes
 * Number of floating-point constants for fragment programs: 256
 * Number of integer constants for fragment programs: 0
 * Number of boolean constants for fragment programs: 0
 * Geometry programs: yes
 * Number of floating-point constants for geometry programs: 256
 * Number of integer constants for geometry programs: 0
 * Number of boolean constants for geometry programs: 0
 * Supported Shader Profiles: arbfp1 arbvp1 glsl gp4gp gpu_gp nvgp4 ps_1_1 ps_1_2 ps_1_3 ps_1_4
 * Texture Compression: yes
   - DXT: yes
   - VTC: no
   - PVRTC: no
 * Scissor Rectangle: yes
 * Hardware Occlusion Query: yes
 * User clip planes: yes
 * VET_UBYTE4 vertex element type: yes
 * Infinite far plane projection: yes
 * Hardware render-to-texture: yes
 * Floating point textures: yes
 * Non-power-of-two textures: yes
 * Volume textures: yes
 * Multiple Render Targets: 8
   - With different bit depths: yes
 * Point Sprites: yes
 * Extended point parameters: yes
 * Max Point Size: 8192
 * Vertex texture fetch: yes
 * Number of world matrices: 0
 * Number of texture units: 16
 * Stencil buffer depth: 8
 * Number of vertex blend matrices: 0
   - Max vertex textures: 16
   - Vertex textures shared: yes
 * Render to Vertex Buffer : no
 * GL 1.5 without VBO workaround: no
 * Frame Buffer objects: yes
 * Frame Buffer objects (ARB extension): no
 * Frame Buffer objects (ATI extension): no
 * PBuffer support: no
 * GL 1.5 without HW-occlusion workaround: no
Registering ResourceManager for type Texture
DefaultWorkQueue('Root') initialising on thread main.
Particle Renderer Type 'billboard' registered
SceneManagerFactory for type 'BspSceneManager' registered.
Registering ResourceManager for type BspLevel
SceneManagerFactory for type 'OctreeSceneManager' registered.
SceneManagerFactory for type 'TerrainSceneManager' registered.
TerrainSceneManager: Registered a new PageSource for type Heightmap
Parsing scripts for resource group Autodetect
Finished parsing scripts for resource group Autodetect
Parsing scripts for resource group Bootstrap
Parsing script OgreCore.material
Parsing script OgreProfiler.material
Parsing script Ogre.fontdef
Parsing script OgreDebugPanel.overlay
Texture: New_Ogre_Border_Center.png: Loading 1 faces(PF_A8R8G8B8,256x128x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x128x1.
Texture: New_Ogre_Border.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
Texture: New_Ogre_Border_Break.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
Texture: ogretext.png: Loading 1 faces(PF_A8R8G8B8,256x128x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x128x1.
Parsing script OgreLoadingPanel.overlay
Finished parsing scripts for resource group Bootstrap
Parsing scripts for resource group General
Parsing script Examples.program
GLSL compiled : Ogre/BasicVertexPrograms/AmbientOneTextureGLSLVertex shader was successfully compiled to run on hardware.

GLSL compiled : Ogre/HardwareSkinningTwoWeightsGLSLVertex shader was successfully compiled to run on hardware.

Compiler error: invalid parameters in Examples.program(130): setting of constant failed
Parsing script OpenDungeons.material
Parsing script Claimed.material
Parsing script Gold.material
Parsing script GoldChest.material
Parsing script Wyvern.material
Parsing script Knight.material
Parsing script Con_Worker.material
Parsing script ForgeForgeObject.material
Parsing script Roundshield.material
Parsing script Sabre.material
Compiler error: unknown error in Sabre.material(14): token "color_op_ex" is not recognized
Parsing script Dirt.material
Parsing script Treasury.material
Parsing script Tentacle.material
Parsing script GoldBag.material
Parsing script Longsword.material
Parsing script Dwarf1.material
Parsing script Fire.material
Parsing script ForgeTableObject.material
Parsing script Lava.material
Compiler error: unknown error in Lava.material(18): token "scale_anim" is not recognized
Parsing script Mech.material
Parsing script Gnome.material
Parsing script Rock.material
Parsing script Goblin.material
Parsing script Portal.material
Parsing script ForgeAnvilObject.material
Parsing script Refl.material
Compiler error: unknown error in Refl.material(14): token "color_op_ex" is not recognized
Parsing script Dwarf2.material
Parsing script Water.material
Compiler error: unknown error in Water.material(21): token "scale_anim" is not recognized
Parsing script Orc.material
Parsing script Tentacle2.material
Parsing script Bed.material
Parsing script Axe1.material
Parsing script Spider.material
Parsing script Dragon.material
Parsing script Temple.material
Parsing script ReflGold.material
Compiler error: unknown error in ReflGold.material(17): token "color_op_ex" is not recognized
Compiler error: unknown error in ReflGold.material(36): token "color_op_ex" is not recognized
Parsing script Claimedwall.material
Parsing script Kreatur.material
Parsing script sample.fontdef
Finished parsing scripts for resource group General
Parsing scripts for resource group Internal
Finished parsing scripts for resource group Internal
Parsing scripts for resource group Music
Finished parsing scripts for resource group Music
Parsing scripts for resource group Sound
Finished parsing scripts for resource group Sound
Cannot connect to server socket err = No such file or directory
Cannot connect to server socket
jack server is not running or cannot be started
*** --- AVAILABLE DEVICES --- ***
Cannot connect to server socket err = No such file or directory
Cannot connect to server socket
jack server is not running or cannot be started
Cannot connect to server socket err = No such file or directory
Cannot connect to server socket
jack server is not running or cannot be started
*** --- PulseAudio Software
*** --- ALSA Software
*** --- PortAudio Software
*** --- Choosing: PulseAudio Software (Default device)
*** --- OpenAL Device successfully created
*** --- OpenAL Context successfully created
*** --- SUPPORTED FORMATS
*** --- Using BOOST threads for streaming
Mesh: Loading SquareSelector.mesh.
Texture: Water4.png: Loading 1 faces(PF_A8R8G8B8,1024x1024x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,1024x1024x1.
Texture: _cegui_ogre_0: Loading 1 faces(PF_A8B8G8R8,256x256x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
Texture: _cegui_ogre_1: Loading 1 faces(PF_A8B8G8R8,256x256x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
*** Initializing OIS ***
Texture: _cegui_ogre_2: Loading 1 faces(PF_A8B8G8R8,256x256x1) with 0 generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
Mesh: Loading Cannon.mesh.
Texture: Axe.tga: Loading 1 faces(PF_R8G8B8,1024x1024x1) with 5 generated mipmaps from Image. Internal format is PF_X8R8G8B8,1024x1024x1.
Mesh: Loading Rock52.mesh.
Texture: Rockc.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
Mesh: Loading Rock101.mesh.
Mesh: Loading Rock100.mesh.
Mesh: Loading Dirt100.mesh.
Texture: Dirt.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
Mesh: Loading Gold100.mesh.
Texture: Gold.png: Loading 1 faces(PF_R8G8B8,512x512x1) with 5 generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
Mesh: Loading Gold101.mesh.
Mesh: Loading Dirt101.mesh.
Mesh: Loading Dirt52.mesh.
Mesh: Loading Dirt0.mesh.
Mesh: Loading Claimed0.mesh.
Texture: Tile6b.png: Loading 1 faces(PF_R8G8B8,512x512x1) with 5 generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
Mesh: Loading Dirt102.mesh.
Mesh: Loading Rock103.mesh.
Mesh: Loading Gold52.mesh.
Mesh: Loading Claimed100.mesh.
Texture: Wall3.png: Loading 1 faces(PF_R8G8B8,256x256x1) with 5 generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
Mesh: Loading Claimed101.mesh.
Mesh: Loading Claimed52.mesh.
Mesh: Loading Claimed103.mesh.
Mesh: Loading Claimed102.mesh.
Mesh: Loading Claimed51.mesh.
Mesh: Loading Dirt103.mesh.
Mesh: Loading Lava0.mesh.
Texture: Lava_anim_0.png: Loading 1 faces(PF_A8R8G8B8,1024x1024x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,1024x1024x1.
Texture: Lava_anim_1.png: Loading 1 faces(PF_A8R8G8B8,1024x1024x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,1024x1024x1.
Texture: Lava_anim_2.png: Loading 1 faces(PF_A8R8G8B8,1024x1024x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,1024x1024x1.
Texture: Lava_anim_3.png: Loading 1 faces(PF_R8G8B8,1024x1024x1) with 5 generated mipmaps from Image. Internal format is PF_X8R8G8B8,1024x1024x1.
Mesh: Loading Dirt51.mesh.
Mesh: Loading Gold102.mesh.
Mesh: Loading Gold103.mesh.
Mesh: Loading Rock102.mesh.
Mesh: Loading Kobold.mesh.
Skeleton: Loading Kobold.skeleton
Texture: kobold_skin6.png: Loading 1 faces(PF_R8G8B8,256x256x1) with 5 generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
Mesh: Loading Roundshield.mesh.
Texture: Envmap_metal2.png: Loading 1 faces(PF_R8G8B8,512x512x1) with 5 generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
Mesh: Loading Longsword.mesh.
Texture: Longsword.png: Loading 1 faces(PF_R8G8B8,1024x1024x1) with 5 generated mipmaps from Image. Internal format is PF_X8R8G8B8,1024x1024x1.
Mesh: Loading Knight.mesh.
Skeleton: Loading Knight.skeleton
Texture: Knight.png: Loading 1 faces(PF_R8G8B8,1024x1024x1) with 5 generated mipmaps from Image. Internal format is PF_X8R8G8B8,1024x1024x1.
Mesh: Loading Sabre.mesh.
Texture: buvneurt_env5.png: Loading 1 faces(PF_R8G8B8,512x512x1) with 5 generated mipmaps from Image. Internal format is PF_X8R8G8B8,512x512x1.
Mesh: Loading Dragon.mesh.
Skeleton: Loading Dragon.skeleton
Texture: Dragon.tga: Loading 1 faces(PF_R8G8B8,1024x1024x1) with 5 generated mipmaps from Image. Internal format is PF_X8R8G8B8,1024x1024x1.
WARNING: the mesh 'Dragon.mesh' includes vertices with more than 4 bone assignments. The lowest weighted assignments beyond this limit have been removed, so your animation may look slightly different. To eliminate this, reduce the number of bone assignments per vertex on your mesh to 4.
Mesh: Loading Wyvern.mesh.
Skeleton: Loading Wyvern.skeleton
Texture: Wyvern_red_normalmap.png: Loading 1 faces(PF_R8G8B8,1024x1024x1) with 5 generated mipmaps from Image. Internal format is PF_X8R8G8B8,1024x1024x1.
Texture: Wyvern_red_col5.png: Loading 1 faces(PF_R8G8B8,2048x2048x1) with 5 generated mipmaps from Image. Internal format is PF_X8R8G8B8,2048x2048x1.
Mesh: Loading Dwarf1.mesh.
Skeleton: Loading Dwarf1.skeleton
Texture: Dwarf1.png: Loading 1 faces(PF_R8G8B8,1024x1024x1) with 5 generated mipmaps from Image. Internal format is PF_X8R8G8B8,1024x1024x1.
Mesh: Loading Dwarf2.mesh.
Skeleton: Loading Dwarf2.skeleton
Texture: Dwarf2.png: Loading 1 faces(PF_R8G8B8,1024x1024x1) with 5 generated mipmaps from Image. Internal format is PF_X8R8G8B8,1024x1024x1.
Mesh: Loading Kreatur.mesh.
Skeleton: Loading Kreatur.skeleton
Texture: Kreatur.tga: Loading 1 faces(PF_R8G8B8,1024x1024x1) with 5 generated mipmaps from Image. Internal format is PF_X8R8G8B8,1024x1024x1.
Mesh: Loading Orc.mesh.
Skeleton: Loading Orc.skeleton
Texture: OrcTeam5.png: Loading 1 faces(PF_A8R8G8B8,1024x1024x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,1024x1024x1.
WARNING: the mesh 'Orc.mesh' includes vertices with more than 4 bone assignments. The lowest weighted assignments beyond this limit have been removed, so your animation may look slightly different. To eliminate this, reduce the number of bone assignments per vertex on your mesh to 4.
Mesh: Loading Light.mesh.
Texture: Fire2_0.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
Texture: Fire2_1.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
Texture: Fire2_2.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
Texture: Fire2_3.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
Texture: Fire2_4.png: Loading 1 faces(PF_A8R8G8B8,512x512x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,512x512x1.
Mesh: Loading DungeonTemple.mesh.
Texture: Treasury.png: Loading 1 faces(PF_R8G8B8,256x256x1) with 5 generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
Mesh: Loading DungeonTempleObject.mesh.
Can't assign material Stacheln/TEXFACE/Wall7.png to SubEntity of RoomObject_Room_DungeonTemple_-1_Object_1 because this Material does not exist. Have you forgotten to define it in a .material script?
Mesh: Loading Forge.mesh.
Mesh: Loading ForgeAnvilObject.mesh.
WARNING: material Material has no supportable Techniques and will be blank. Explanation:
Pass 0: Vertex program Ogre/BasicVertexPrograms/AmbientOneTexture cannot be used - not supported.
Pass 0: Vertex program Ogre/BasicVertexPrograms/AmbientOneTexture cannot be used - not supported.

Mesh: Loading ForgeForgeObject.mesh.
Mesh: Loading ForgeTableObject.mesh.
Mesh: Loading Quarters.mesh.
Texture: Quarters.png: Loading 1 faces(PF_R8G8B8,256x256x1) with 5 generated mipmaps from Image. Internal format is PF_X8R8G8B8,256x256x1.
Mesh: Loading Treasury.mesh.
Mesh: Loading Portal.mesh.
Mesh: Loading PortalObject.mesh.
Can't assign material Stacheln/TEXFACE/Wall7.png to SubEntity of RoomObject_Room_DungeonTemple_-11_Object_10 because this Material does not exist. Have you forgotten to define it in a .material script?
Can't assign material Stacheln/TEXFACE/Wall7.png to SubEntity of RoomObject_Room_DungeonTemple_-12_Object_11 because this Material does not exist. Have you forgotten to define it in a .material script?
Mesh: Loading Dojo.mesh.
An exception has occurred: OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource Dojo.mesh in resource group Autodetect or any other group. in ResourceGroupManager::openResource at /build/buildd/ogre-1.7.1/OgreMain/src/OgreResourceGroupManager.cpp (line 753)
DefaultWorkQueue('Root') shutting down on thread main.
Unregistering ResourceManager for type BspLevel
*-*-* OGRE Shutdown
Unregistering ResourceManager for type Compositor
Unregistering ResourceManager for type Font
Unregistering ResourceManager for type Skeleton
Unregistering ResourceManager for type Mesh
Unregistering ResourceManager for type HighLevelGpuProgram
Uninstalling plugin: OgreOggSound
Plugin successfully uninstalled
Unloading library /usr/lib/OGRE/OgreOggSound
Uninstalling plugin: Octree & Terrain Scene Manager
Plugin successfully uninstalled
Unloading library /usr/lib/OGRE/Plugin_OctreeSceneManager.so
Uninstalling plugin: BSP Scene Manager
Plugin successfully uninstalled
Unloading library /usr/lib/OGRE/Plugin_BSPSceneManager.so
Uninstalling plugin: ParticleFX
Plugin successfully uninstalled
Unloading library /usr/lib/OGRE/Plugin_ParticleFX.so
Uninstalling plugin: GL RenderSystem
Unregistering ResourceManager for type GpuProgram
******************************
*** Stopping GLX Subsystem ***
******************************
Unregistering ResourceManager for type Texture
Plugin successfully uninstalled
Unloading library /usr/lib/OGRE/RenderSystem_GL.so
Unregistering ResourceManager for type Material
*** glibc detected *** ./MapEditor: corrupted double-linked list: 0x0000000000e2c2a0 ***
======= Backtrace: =========
/lib/libc.so.6(+0x774b6)[0x7f8bbed134b6]
/lib/libc.so.6(+0x7791f)[0x7f8bbed1391f]
/lib/libc.so.6(+0x7a350)[0x7f8bbed16350]
/lib/libc.so.6(cfree+0x73)[0x7f8bbed19c83]
/lib/libc.so.6(__cxa_finalize+0xa0)[0x7f8bbecd58c0]
/usr/lib/libCEGUIBase-0.7.2.so(+0xd32c6)[0x7f8bbfd342c6]
======= Memory map: ========
00400000-0052e000 r-xp 00000000 08:07 408748                             /home/ckr/Desktop/OpenDungeons/MapEditor
0072d000-0072e000 r--p 0012d000 08:07 408748                             /home/ckr/Desktop/OpenDungeons/MapEditor
0072e000-00730000 rw-p 0012e000 08:07 408748                             /home/ckr/Desktop/OpenDungeons/MapEditor
00730000-00731000 rw-p 00000000 00:00 0
00c06000-01c2d000 rw-p 00000000 00:00 0                                  [heap]
7f8ba4000000-7f8ba7ed4000 rw-p 00000000 00:00 0
7f8ba7ed4000-7f8ba8000000 ---p 00000000 00:00 0
7f8baafdb000-7f8bab0db000 rw-p 00000000 00:00 0
7f8baf0dc000-7f8baf0dd000 ---p 00000000 00:00 0
7f8baf0dd000-7f8baf8dd000 rw-p 00000000 00:00 0
7f8baf926000-7f8bb0c26000 rw-p 00000000 00:00 0
7f8bb1426000-7f8bb1b26000 rw-p 00000000 00:00 0
7f8bb1b26000-7f8bb1dca000 r--p 00000000 08:07 1977363                    /usr/lib/locale/locale-archive
7f8bb27d7000-7f8bb28d7000 rw-p 00000000 00:00 0
7f8bb32bd000-7f8bb32c9000 r-xp 00000000 08:07 1839095                    /lib/libnss_files-2.12.1.so
7f8bb32c9000-7f8bb34c8000 ---p 0000c000 08:07 1839095                    /lib/libnss_files-2.12.1.so
7f8bb34c8000-7f8bb34c9000 r--p 0000b000 08:07 1839095                    /lib/libnss_files-2.12.1.so
7f8bb34c9000-7f8bb34ca000 rw-p 0000c000 08:07 1839095                    /lib/libnss_files-2.12.1.so
7f8bb34ca000-7f8bb34d4000 r-xp 00000000 08:07 1839090                    /lib/libnss_nis-2.12.1.so
7f8bb34d4000-7f8bb36d3000 ---p 0000a000 08:07 1839090                    /lib/libnss_nis-2.12.1.so
7f8bb36d3000-7f8bb36d4000 r--p 00009000 08:07 1839090                    /lib/libnss_nis-2.12.1.so
7f8bb36d4000-7f8bb36d5000 rw-p 0000a000 08:07 1839090                    /lib/libnss_nis-2.12.1.so
7f8bb36d5000-7f8bb36dd000 r-xp 00000000 08:07 1839092                    /lib/libnss_compat-2.12.1.so
7f8bb36dd000-7f8bb38dc000 ---p 00008000 08:07 1839092                    /lib/libnss_compat-2.12.1.so
7f8bb38dc000-7f8bb38dd000 r--p 00007000 08:07 1839092                    /lib/libnss_compat-2.12.1.so
7f8bb38dd000-7f8bb38de000 rw-p 00008000 08:07 1839092                    /lib/libnss_compat-2.12.1.so
7f8bb397b000-7f8bb397c000 ---p 00000000 00:00 0
7f8bb397c000-7f8bb417c000 rw-p 00000000 00:00 0
7f8bb4661000-7f8bb4914000 r-xp 00000000 08:07 1977386                    /usr/lib/libvorbisenc.so.2.0.7
7f8bb4914000-7f8bb4b13000 ---p 002b3000 08:07 1977386                    /usr/lib/libvorbisenc.so.2.0.7
7f8bb4b13000-7f8bb4b2f000 r--p 002b2000 08:07 1977386                    /usr/lib/libvorbisenc.so.2.0.7
7f8bb4b2f000-7f8bb4b30000 rw-p 002ce000 08:07 1977386                    /usr/lib/libvorbisenc.so.2.0.7
7f8bb4b30000-7f8bb4b78000 r-xp 00000000 08:07 1980371                    /usr/lib/libFLAC.so.8.2.0
7f8bb4b78000-7f8bb4d78000 ---p 00048000 08:07 1980371                    /usr/lib/libFLAC.so.8.2.0
7f8bb4d78000-7f8bb4d79000 r--p 00048000 08:07 1980371                    /usr/lib/libFLAC.so.8.2.0
7f8bb4d79000-7f8bb4d7a000 rw-p 00049000 08:07 1980371                    /usr/lib/libFLAC.so.8.2.0
7f8bb4d7a000-7f8bb4d91000 r-xp 00000000 08:07 1839094                    /lib/libnsl-2.12.1.so
7f8bb4d91000-7f8bb4f90000 ---p 00017000 08:07 1839094                    /lib/libnsl-2.12.1.so
7f8bb4f90000-7f8bb4f91000 r--p 00016000 08:07 1839094                    /lib/libnsl-2.12.1.so
7f8bb4f91000-7f8bb4f92000 rw-p 00017000 08:07 1839094                    /lib/libnsl-2.12.1.so
7f8bb4f92000-7f8bb4f94000 rw-p 00000000 00:00 0
7f8bb4f94000-7f8bb4fd4000 r-xp 00000000 08:07 1841797                    /lib/libdbus-1.so.3.5.2
7f8bb4fd4000-7f8bb51d4000 ---p 00040000 08:07 1841797                    /lib/libdbus-1.so.3.5.2
7f8bb51d4000-7f8bb51d5000 r--p 00040000 08:07 1841797                    /lib/libdbus-1.so.3.5.2
7f8bb51d5000-7f8bb51d6000 rw-p 00041000 08:07 1841797                    /lib/libdbus-1.so.3.5.2
7f8bb51d6000-7f8bb5234000 r-xp 00000000 08:07 1973652                    /usr/lib/libsndfile.so.1.0.21
7f8bb5234000-7f8bb5434000 ---p 0005e000 08:07 1973652                    /usr/lib/libsndfile.so.1.0.21
7f8bb5434000-7f8bb5436000 r--p 0005e000 08:07 1973652                    /usr/lib/libsndfile.so.1.0.21
7f8bb5436000-7f8bb5437000 rw-p 00060000 08:07 1973652                    /usr/lib/libsndfile.so.1.0.21
7f8bb5437000-7f8bb543b000 rw-p 00000000 00:00 0
7f8bb543b000-7f8bb5444000 r-xp 00000000 08:07 1838761                    /lib/libwrap.so.0.7.6
7f8bb5444000-7f8bb5643000 ---p 00009000 08:07 1838761                    /lib/libwrap.so.0.7.6
7f8bb5643000-7f8bb5644000 r--p 00008000 08:07 1838761                    /lib/libwrap.so.0.7.6
7f8bb5644000-7f8bb5645000 rw-p 00009000 08:07 1838761                    /lib/libwrap.so.0.7.6
7f8bb5645000-7f8bb5646000 rw-p 00000000 00:00 0
7f8bb5646000-7f8bb5654000 r-xp 00000000 08:07 1970901                    /usr/lib/libXi.so.6.1.0
7f8bb5654000-7f8bb5854000 ---p 0000e000 08:07 1970901                    /usr/lib/libXi.so.6.1.0
7f8bb5854000-7f8bb5855000 r--p 0000e000 08:07 1970901                    /usr/lib/libXi.so.6.1.0
7f8bb5855000-7f8bb5856000 rw-p 0000f000 08:07 1970901                    /usr/lib/libXi.so.6.1.0
7f8bb5856000-7f8bb58a0000 r-xp 00000000 08:07 1973587                    /usr/lib/libpulsecommon-0.9.21.so
7f8bb58a0000-7f8bb5aa0000 ---p 0004a000 08:07 1973587                    /usr/lib/libpulsecommon-0.9.21.so
7f8bb5aa0000-7f8bb5aa1000 r--p 0004a000 08:07 1973587                    /usr/lib/libpulsecommon-0.9.21.so
7f8bb5aa1000-7f8bb5aa2000 rw-p 0004b000 08:07 1973587                    /usr/lib/libpulsecommon-0.9.21.so
7f8bb5aa2000-7f8bb5aa5000 r-xp 00000000 08:07 1973770                    /usr/lib/libxcb-atom.so.1.0.0
7f8bb5aa5000-7f8bb5ca5000 ---p 00003000 08:07 1973770                    /usr/lib/libxcb-atom.so.1.0.0
7f8bb5ca5000-7f8bb5ca6000 r--p 00003000 08:07 1973770                    /usr/lib/libxcb-atom.so.1.0.0Aborted
ckr@ckr-laptop:~/Desktop/OpenDungeons$
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Re: State of the Code

Postby andrewbuck » 28 Nov 2010, 01:39

An exception has occurred: OGRE EXCEPTION(6:FileNotFoundException): Cannot locate resource Dojo.mesh in resource group Autodetect or any other group. in ResourceGroupManager::openResource at /build/buildd/ogre-1.7.1/OgreMain

You need to copy a placeholder mesh into the Dojo.mesh and DojoRockObject.mesh in the Media/models directory. I would suggest using the following

cp Treasury.mesh Dojo.mesh
cp Axe1.mesh DojoRockObject.mesh

That should fix it.

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Re: State of the Code

Postby svenskmand » 28 Nov 2010, 01:47

I think we should make a check at startup for all the meshes that we use, and then report all the missing ones to the user, instead of the first that is missing.
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Re: State of the Code

Postby andrewbuck » 28 Nov 2010, 02:18

It will become less of an issue once the meshes are a bit more settled down. Right now there is a lot of stuff being added, in the future the development will be more tweaking what is already there so there will be a lot less of a problem with this. I don't want to introduce a bunch of code to handle a problem that will go away fairly soon on its own.

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Re: State of the Code

Postby oln » 05 Dec 2010, 23:53

When working with the build system I've noticed that having the Media folder both in git and svn, where there is a few needed things still in git is a bit problematic. I'm suggesting we either move the levels and the one gui file in there to svn, so that everything in that directory will reside in svn, or move whatever is in there in git into a separate directory.
I've also added the needed code to the build scripts to be able to install the game using "make install" (granted all the media files are there), if someone could test it in an installation they are not afraid of screwing up, it would be nice.
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Re: State of the Code

Postby svenskmand » 06 Dec 2010, 01:27

oln {l Wrote}:I've also added the needed code to the build scripts to be able to install the game using "make install" (granted all the media files are there), if someone could test it in an installation they are not afraid of screwing up, it would be nice.

Can you shed some light on this? A little more technical details about what you have done and to what would be nice :)
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Re: State of the Code

Postby oln » 04 Jan 2011, 14:56

Pushed a commit which adds a click sound to some things (selecting tile to dig, picking up creatures, etc. ), and a click sound to svn. They can be replaced with the right sounds once they are made.

Looked at the segfault that happens sometimes on exit, seems to be that the threads that are created are not stopped, so should implement some message that makes them stop, not a major priority though.
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Re: State of the Code

Postby andrewbuck » 04 Jan 2011, 16:48

I don't think it has to do with the thread stopping, per se, however I think it is a threading related issue. What I think is happening is that things are being removed from the game map and deleted but other threads still hold pointers to those objects. That is why I implemented a pointer counter for creatures and turns are "retired" only after the counter reaches 0 so that no other threads hold pointers to creatures. I think a similar thing is happening with tiles or something at the end. Shutting down the other threads probably would definitely be better though and could easily solve the issue though.

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Re: State of the Code

Postby oln » 17 Jan 2011, 23:27

Added some info text beside the cursor that shows what room/trap is selected, and changed the name of the binary to OpenDungeons.
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Re: State of the Code

Postby svenskmand » 18 Jan 2011, 13:24

Cool :)
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Re: State of the Code

Postby oln » 27 Jan 2011, 19:25

Pushed a commit that changes OD to use SFML instead of OgreOggSound as sound engine, as this library is usually available in repos, and is more stable.
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