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Topics - Rosencrantz

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Precursors / Ship Interiors?
« on: March 08, 2007, 10:57:47 am »
Are we making the interiors of large ships useable?

Got this one after I got precursors compiling on the amd64. I'm mostly just posting this for reference  while I figure out what's causing this. It happened while connecting to a dedicated server, same error whether I connected to kashmir or locally.

Code: [Select]
terminate called after throwing an instance of 'std::bad_alloc'
  what():  St9bad_alloc

Program received signal SIGABRT, Aborted.
[Switching to Thread 47026429997440 (LWP 29038)]
0x00002ac5315e66c5 in raise () from /lib/
(gdb) where
#0  0x00002ac5315e66c5 in raise () from /lib/
#1  0x00002ac5315e78ce in abort () from /lib/
#2  0x00002ac5313686c4 in __gnu_cxx::__verbose_terminate_handler () from /usr/lib/gcc/x86_64-pc-linux-gnu/4.1.1/
#3  0x00002ac531366846 in std::set_unexpected () from /usr/lib/gcc/x86_64-pc-linux-gnu/4.1.1/
#4  0x00002ac531366873 in std::terminate () from /usr/lib/gcc/x86_64-pc-linux-gnu/4.1.1/
#5  0x00002ac53136695a in __cxa_throw () from /usr/lib/gcc/x86_64-pc-linux-gnu/4.1.1/
#6  0x00002ac531366c39 in operator new () from /usr/lib/gcc/x86_64-pc-linux-gnu/4.1.1/
#7  0x00002ac531366ce9 in operator new[] () from /usr/lib/gcc/x86_64-pc-linux-gnu/4.1.1/
#8  0x00002aaaace42b2e in celGenericParameterBlock (this=0x1184930, count=2926213956668227591) at stdparams.h:98
#9  0x00002aaaace33ce7 in Precursors::Networking::celClientNetworkLayer::DeserializeParameterBlock (this=0xfac0e0, bs=0x1189bf0, [email protected])
    at celClientNetworkLayer.cpp:1120
#10 0x00002aaaace37cc1 in Precursors::Networking::celClientNetworkLayer::Receive (this=0xfac0e0) at celClientNetworkLayer.cpp:578
#11 0x00002aaaace3335e in Precursors::Networking::celClientNetworkLayer::TickEveryFrame (this=0xfac0e0) at celClientNetworkLayer.cpp:1012
#12 0x00002ac5349738f3 in celPlLayer::HandleEvent (this=0x7a8be0, [email protected]) at pl.cpp:122
#13 0x00002ac53498db91 in celPlLayer::EventHandler::HandleEvent (this=0x7a9ed0, [email protected]) at pl.h:261
#14 0x00000000004ca4b9 in csEventTree::Dispatch (this=0x7a6e90, [email protected]) at cssubscription.cpp:576
#15 0x00000000004ca574 in csEventTree::Notify (this=0x7a6e90) at cssubscription.cpp:546
#16 0x00000000004b225e in csEventQueue::Notify (this=0x730440, [email protected]) at cseventq.cpp:277
#17 0x00000000004baac9 in csEventQueue::iTypedFrameEventDispatcher::HandleEvent (this=0x72a238) at cseventq.h:262
#18 0x00000000004ca4b9 in csEventTree::Dispatch (this=0x721f60, [email protected]) at cssubscription.cpp:576
#19 0x00000000004ca574 in csEventTree::Notify (this=0x721f60) at cssubscription.cpp:546
#20 0x00000000004b225e in csEventQueue::Notify (this=0x730440, [email protected]) at cseventq.cpp:277
#21 0x00000000004b231d in csEventQueue::Process (this=0x730440) at cseventq.cpp:293
#22 0x000000000047ebf5 in csDefaultRunLoop (r=0x730238) at runloop.cpp:91
#23 0x000000000045f1b0 in csApplicationFramework::Run () at csapplicationframework.h:330
#24 0x000000000045aa64 in Precursors::preClient::Application (this=0x7fff7a1f9230) at preClient.cpp:558
#25 0x00000000004825b3 in csApplicationFramework::Start () at csapplicationframework.cpp:71
---Type <return> to continue, or q <return> to quit---
#26 0x0000000000482921 in csApplicationFramework::Main (this=0x7fff7a1f9230, argc=1, argv=0x7fff7a1f9498) at csapplicationframework.cpp:131
#27 0x0000000000455eda in csApplicationRunner<Precursors::preClient>::Run (argc=1, argv=0x7fff7a1f9498) at csapplicationframework.h:441
#28 0x0000000000455670 in main (argc=1, argv=0x7fff7a1f9498) at main.cpp:55

Bug Reports / Unable to load dynamic executable
« on: December 30, 2006, 08:51:37 pm »
After I got everything compiled on my new Athlon 64 at home I got this error.
Hrm... any thoughts?

Code: [Select]
Attempt to load plugin 'crystalspace.device.joystick.linux' failed
DLERROR (/home/ryan/current/precursors/ /home/ryan/current/precursors/ cannot dynamically load executable
SCF_WARNING: factory returned a null instance for cel.pcfactory.pcnetworkentity
        if error messages are not self explanatory, recompile CS with CS_DEBUG

  could not load plugin 'cel.pcfactory.pcnetworkentity'

  CEL 'cel.pcfactory.pcnetworkentity' property class factory plugin missing!
gne.Precursors:  Error loading cel.pcfactory.pcnetworkentity factor

Code: [Select]
[email protected] ~ $ uname -a
Linux darth-puter 2.6.18-gentoo-r4 #1 SMP Thu Dec 21 15:47:42 Local time zone must be set--see zic  x86_64 AMD Athlon(tm) 64 X2 Dual Core Processor 4200+ GNU/Linux

General Announcements / Kashmir going down temporarily.
« on: December 14, 2006, 09:49:40 am » is going to be going offline at some point over the next couple days while I try to determine why it's been crashing when it's emerging stuff. I'll update with more specific information when I get it.


Bug Reports / On the CS_Assert (n < count)
« on: November 30, 2006, 09:06:46 am »
Well, after some tracing in gdb I discovered that the reason the assert is popping up is because both n and count are zero. Which fits with the assert, but leaves me feeling uneasy.

1) Count isn't being set right for whatever reason and should be > 0.
2) Count is fine because there's nothing to count, but the CS_ASSERT isn't taking that into account.

3) Something else entirely.

Precursors Artwork / Modeling stuff
« on: November 12, 2006, 01:16:39 pm »
I've got a friend who's been interested in doing some modeling stuff for us on precursors. He's taken a look at some of the stuff on trac, but he wanted more information/guidance on what was being looked for (as not all of them were concept sketches, and some were modeled, etc..). Anyway he's going to be calling me this Tuesday night about 7pm EST. I'll make the best guesses I can, but more input is always good. Mostly I'm looking for some people to hop on IRC so I can type and talk if there are questions, etc (Caenus & Morgul, can you guys make it?).

Precursors / Gems and References
« on: November 02, 2006, 08:30:04 pm »
Some gems and References for Contingencyplan. I'll post more as I find good/relevant ones.

Keeping a Massively Multiplayer Online Game Massive, Online, and Persistent by Shea Street, Tantrum Games.

[Ratcliff01] Ratcliff, John W. "Sphere Trees for Fast Visibility Culling, Ray Tracing, and Range Searching." Game Programming Gems 2. Charles River Media, Inc, 2001

[Street05] Street, Shea. "Massively Multiplayer Games Using a Distributed Services Approach." In Massively Multiplayer Game Development 2. Charles River Media, Inc,. 2005

Fast and Efficient Implementation of a Remote Procedure Call System. by Hyun-jik Bae


[Breck99] eNITL. The Network Improv Template Language Available online at

[Parr04] Parr, Terence. ANTLR Parser Generator v2.7.4 Available online at

*Note: Actually not all the rest of these references are useful. Just some OS stuff. Will post if cplan wants it.

Precursors / Scale, Physics, etc..
« on: October 18, 2006, 10:55:17 am »
Ok, I've been thinking aout this for a while, and Recon's post kind of reminded me to post about this.

Anyway, scale. While using actual physical scale is a really neat idea it suffers from at least two flaws.

Traveling over Interstellar distances is boring, and even intersystem distances can be boring. These can both be fixed, but you have to be careful about how you fix them.

Population density can be a game killer. By nature all the players will gather in certain areas, and areas further away from that will have less players. This is to be expected and is normal. Unfortunately if you have too much space, many areas will be underutilized, if not outright empty. That detracts from the game experience and leaves the player feeling like they are playing a single-player game.

The density problem is a complex one and I'm not quite sure what to do about it. Except limit how much content is created and add more when it starts getting too full. However, the density problem is also very dependant on the scale problem. If the scale is too far out of the normal range it will feel fake, but if it is too close to the realistic range then it will compound the density problem.

I'm not sure how to fix the scale problem, and I think we have to be careful, I have a feeling that an arbitrary changing of variables may have disasterous consequences (at least as far as the physics engine is concerned). This first occured to me reading about the Infinity engine/game. The dev on that game noticed the scale issue and increased the rate at which time passed so that realistic speeds "appeared" to go by faster. My physics instincts tell me that that is a very bad idea, but I haven't looked into it enough to have a proof as to why.

Precursors / Notes on the journal of the main developer of Infinity
« on: August 30, 2006, 03:37:17 am »
I've been looking through this guys journal some just to get a feel for where he started and how he got there, and if any of it is useful to us.

First of all, can someone with more graphics background explain field of view?
Specifically I'm referring to his Aug 30, 2004 post.
I finally fixed the impostor bug. The formula i used was wrong, i was not calculating the frustum field of view angle correctly. It was a bit tricky to understand why, but revising my trigonometry helped a bit. For those interesting, the code looks like this: for a viewer position located at ViewPos, the impostored object being represented as its bounding sphere Center, Radius,

float d = distance(ViewPos, Center)
float fov = asin(Radius / d)
float l = d * tan(fov)
matrix4x4 viewMatrix = buildLookAtMatrix(ViewPos, Center)
viewMatrix = buildTranslateMatrix(-ViewPos) * viewMatrix.transpose()
matrix4x4 projMatrix = buildProjectionMatrix(fov, 1, znear, zfar)
matrix4x4 worldMatrix = buildIdentityMatrix()

Looking at what kind of triangle that math produces makes absolutely no sense physically. I'd expect something more like.

fov = atan(Radius/d)
l = Radius / sin(fov)

Is there something missing? (Probably the definition of field of view).

Suggestions / Quasi-Dynamic Sky(Space) Box
« on: August 09, 2006, 06:15:12 pm »
Ok, I had an idea that's probably way in the future in terms of development, but I think it might add some extra "Hey that's cool!" factor.

How about a quasi-dynamic sky box. What I mean by this is that we figure out how each solar system is related to every other system in terms of distance and spatial orientation. Then we figure out what the universe looks like from that solar system. Same thing with other galactic entities.

for star in systems
  project [systems - star] onto star.unitsphere
  project [galactic_objects.nonstars] onto star.unitsphere

So say that you're going from one system to the next. When you arrive at the new system you can look behind you (or effectively behind you depending on how the new system is oriented w.r.t. the old system) and see the star you just came from.

Suggestions / Non-standard spaceflight thrusting
« on: May 24, 2006, 04:13:18 am »
Is there any chance we could get a more inertial flight system working?

I know that there's coast, but A) You have to hold down a button for that,
and B) currently I can't get it to do anything but rotate while coasting.

Also on the coasting front, can we get it changed to a turn off/on instead of hold for coast?
Or perhaps an option to switch between the two.

For examples of some space based flightsim that mix inertial and "standard" flightsims look at
Babylon 5: I've found Her, and Vendetta Online.

Last time I played Vendetta's it was just a switch in an option menu. B5's you could switch on and off in mid-flight with spacebar (which made for some interesting dogfights).


Bug Reports / Probably not a bug but something on my side
« on: May 11, 2006, 05:44:26 am »
Ok, this is probably not a bug, but I can't for the life of me figure out what's causing it.

Here's the jam output.

Here's the runtime output.

At this point I think it's related to the DT_TEXREL warning message (as that's the only message around the networking stuff).

I've googled for it and all I can find is people suggesting using -fPIC, which it appears is being used. I've updated to gcc 3.4.5 and I still get the same problem. I've tried regetting the precursors source and raknet source and it still bombs out on me. The only wierd thing I have to do is symbolically link to the raknet headers in /usr/include. Oh, and it gets the undefined symbol whenever I try to start the server (same undefined symbol when trying to connect with the client as well).

Any suggestions?

Version: 0.3.3 build 696
Reproducability: Always.

Abstract: Collision causes gerber and ship to stick, afterwards hitting brings up the Cel window.

A collision between your ship and the gerber is a quasi inelastic collision. In addition to this after removing your ship from the flying gerber it continues to rotate. Eventually it stops rotating suddenly. At this point if your ship touches the gerber then you encounter the CEL error window mentioned in bug #82.

Windows 98 SE
Athlon XP 2200+
512 MB Ram.
Geforce 4 MX440


Bug Reports / Bug Report for 0.3.2
« on: March 01, 2006, 11:34:54 pm »
System information:

Motheboard: A7V333
Processor: Athlon XP 2200+
Memory: 512MB (PC2100 or PC2700 don't remember which)
Video Card: GeForce4 MX440 (AGP)

OS Information:
MS Windows 98 SE.

Precursors caused an illegal operation and was shutdown.
"Precursors caused an invalid page fault in module Kernel32.dll at 0187:bff858c."
The rest is just Register stuff.

3d Graphics appear to be running fine (Tested with World of Warcraft).

I tested to see if 0.3.1 works, and it does (although it took an uninstall of all precursors stuff and a reinstall of 0.3.1 to do that).

After a reinstall it still had the same error.


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