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Topics - Recon

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1
Bug Reports / Rev 1154 , runtime segfault
« on: April 18, 2007, 07:00:09 am »
Hi all,
   well , I'v decided it time I got out of my sandbox and started trying to get to grips with precursors svn. the problems is that the last 3 times I tried to get it compiled and working I have failed. this was not a problem while I was working in my sandbox but now that I want to start working with precursors code base it's a real roadblock.

   I know that everyone is busy with exams and stuff, but it would be so much easier if I could start looking at precursors with a working codebase so I could get the hang of how it's put together.

   Now i'm not sure what is the actual cause of this error but I would guess that since  the last update of precursors svn, cel has changed. Since i dont know what version of CS and cel were in use when precursors svn was last updated I'm stuck with trying to debug a large piece of code that I am totally unfamiliar with.
 
  So, I suggest we start keeping track of the REV# of CS and CEL that where in use when precursors is updated. I think this would be a good improvement as it would help keep the development more accessible by allowing development to continue even if an update to CS or CEL breaks Precursors, development could continue on with the last usable svn's of CEL and CS while the new problem is fixed.   

 going to try revert CS and CEL back to the 13th April versions and see if that will help. but as I am not sure what versions whitelynx was using when he commited his last update that could just be a waste of time.

would welcome some feedback.
 



Precursors Revision: 1154
CS Revision: 26783
CEL Revision: 2703

Precursors and cel compile without errers
CS cant compile cs_cegui.o ( ingnore for the moment ) but no other errors

Error
Code: [Select]
[email protected]:~/development$ cd precursors/
[email protected]:~/development/precursors$ gdb precursors
GNU gdb 6.4-debian
Copyright 2005 Free Software Foundation, Inc.
GDB is free software, covered by the GNU General Public License, and you are
welcome to change it and/or distribute copies of it under certain conditions.
Type "show copying" to see the conditions.
There is absolutely no warranty for GDB.  Type "show warranty" for details.
This GDB was configured as "i486-linux-gnu"...Using host libthread_db library "/lib/tls/i686/cmov/libthread_db.so.1".

(gdb) run
Starting program: /home/mec/development/precursors/precursors
[Thread debugging using libthread_db enabled]
[New Thread -1213936736 (LWP 10075)]
preClient version 0.3.4 Build 1154 by G33X Nexus Entertainment.
Traceback (most recent call last):
  File "<string>", line 1, in ?
ImportError: No module named blcelc
Error running text 'import blcelc'

crystalspace.pluginmgr.loadplugin:
  failed to initialize plugin 'cel.behaviourlayer.python'

crystalspace.canvas.glx2d:
  Opening GLX2D
  Creating Context
  Video driver GL/X version (direct renderer)
  Visual ID: 0x00000023, 24bit TrueColor
  R8:G8:B8:A8,
  level 0, double buffered

crystalspace.canvas.openglcommon.driverdb:
  Applied: Broken ATI point sprites (NV)

crystalspace.canvas.openglcommon:
  OpenGL renderer: GeForce 6600 LE/AGP/SSE2 (vendor: NVIDIA Corporation)
  version 2.1.0 NVIDIA 97.46
  Using windowed mode at resolution 1024x768.
  Pixel format: Color: 24 Alpha: 8 Depth: 24 Stencil: 8 AccumColor: 48
  AccumAlpha: 16 MultiSamples: 0
  Multisample: disabled

crystalspace.graphics3d.opengl:
  Using VBO with 64 MB of VBO memory

gne.Precursors:
  Joystick support enabled. Loading joystick plugin.

crystalspace.device.joystick.linux:
  No operable joystick found


crystalspace.pluginmgr.loadplugin:
  failed to initialize plugin 'crystalspace.device.joystick.linux'

gne.Precursors:
  Attempt to load plugin 'crystalspace.device.joystick.linux' failed

crystalspace.pluginmgr.loadplugin:
  could not load plugin 'precursors.pcfactory.servicemanager'

crystalspace.cel.physicallayer:
  CEL 'precursors.pcfactory.servicemanager' property class factory plugin
  missing!
Warning: Cannot convert string "vlines2" to type Pixmap
Warning: Missing charsets in String to FontSet conversion
Warning: Unable to load any usable fontset
gne.Precursors:  Error loading precursors.pcfactory.servicemanager factory!

crystalspace.pluginmgr.loadplugin:
  could not load plugin 'precursors.pcfactory.consumerproducer'

crystalspace.cel.physicallayer:
  CEL 'precursors.pcfactory.consumerproducer' property class factory plugin
  missing!
Warning: Cannot convert string "vlines2" to type Pixmap
Warning: Missing charsets in String to FontSet conversion
Warning: Unable to load any usable fontset
gne.Precursors:  Error loading precursors.pcfactory.consumerproducer factory!
start BehaviorLaver
end construct BehaviorLaver
Warning: Cannot convert string "vlines2" to type Pixmap
Warning: Missing charsets in String to FontSet conversion
Warning: Unable to load any usable fontset
gne.Precursors:  Couldn't find python behaviour layer!
end init content manager
[New Thread -1270080592 (LWP 10085)]
  Application initialized successfully.
Loading window 'Root'.
Loading window 'Main'.
Adding level 'flightsim'.
Adding level '/precursors/levels/Jamfile'.

crystalspace.bugplug:
  BugPlug loaded...

precursors.addon.window.main:
  Hold on, the hamster is working...
Loading window 'Progress'.
Loading window 'Hud'.

precursors.addon.contentmanager:
  Loading the server.

cel.networklayer.server:
  Starting server on port 60600.
[New Thread -1298941008 (LWP 10088)]

precursors.addon.contentmanager:
  Starting the server.
  Creating level entity...
Startload level
  Loading level '/precursors/levels/flightsim'...

precursors.behaviourlayer.c++.level:
  Start loading level.

crystalspace.graphics3d.shader.fixed:
  Multitexture units: moderate 4

precursors.behaviourlayer.c++.level:
  Loading region 'space2'.
Start Level::LOadEntitiesInReagon:space2
  Loading entities in sector 'Scene', region 'ent_level_space2'.
  Start loading level.
Not Deleted 0xb39456a8 '(null)' ref=1
Not Deleted 0xb341ccf8 'flare_center' ref=1
Not Deleted 0xb341cf78 'flare_spark1' ref=1
Not Deleted 0xb341d278 'flare_spark2' ref=1
Not Deleted 0xb341d488 'flare_spark3' ref=1
Not Deleted 0xb341d708 'flare_spark4' ref=1
Not Deleted 0xb341d988 'flare_spark5' ref=1
Not Deleted 0xb3454718 'Scene' ref=1
Not Deleted 0xb341fd30 'Lamp.011' ref=1
Not Deleted 0xb3420f08 'Lamp.010' ref=1
Not Deleted 0xb3421320 'Lamp.009' ref=1
Not Deleted 0xb3436358 'Lamp.008' ref=1
Not Deleted 0xb3436cf0 'Lamp.007' ref=1
Not Deleted 0xb34376d8 'Lamp.006' ref=1
Not Deleted 0xb34380c0 'Lamp.005' ref=1
Not Deleted 0xb1f0b030 'Lamp.004' ref=1
Not Deleted 0xb1f0b8e8 'Lamp.003' ref=1
Not Deleted 0xb1f0c258 'flare_center' ref=1
Not Deleted 0xb1f0c7d0 'flare_spark1' ref=2
Not Deleted 0xb1f0cd48 'flare_spark2' ref=2
Not Deleted 0xb1f0d2c0 'flare_spark3' ref=4
Not Deleted 0xb1f0d838 'flare_spark4' ref=3
Not Deleted 0xb1f0ddb0 'flare_spark5' ref=3
Not Deleted 0xb1f0e270 'Lamp.002' ref=1
Not Deleted 0xb1f0ec58 'Lamp.001' ref=1
Not Deleted 0xb1f0f640 'Lamp' ref=1
  Loading region 'space2'.
Start Level::LOadEntitiesInReagon:space2
END Level::LOadEntitiesInReagon
  Stop loading level.

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread -1213936736 (LWP 10075)]
0xb62c6f4f in celEntity::NotifySiblingPropertyClasses (this=0xaf8c83c0) at plugins/stdphyslayer/entity.cpp:77
77          pc->PropertyClassesHaveChanged ();
(gdb) print pc
$1 = (class iCelPropertyClass *) 0x8fc58fc
(gdb) bt
#0  0xb62c6f4f in celEntity::NotifySiblingPropertyClasses (this=0xaf8c83c0)
    at plugins/stdphyslayer/entity.cpp:77
#1  0xb62a8814 in celPropertyClassList::Add (this=0x8f039b8, obj=0x8fc58fc)
    at plugins/stdphyslayer/propclas.cpp:60
#2  0xb62aee72 in celPlLayer::CreatePropertyClass (this=0x827a748, entity=0xaf8c842c,
    propname=0xaf8c3791 "pcnetworkentity") at plugins/stdphyslayer/pl.cpp:825
#3  0xb6247a76 in celAddOnCelEntity::Load (this=0x836f248, node=0xaf8c7d24, mesh=0x0)
    at plugins/addons/celentity/celentity.cpp:539
#4  0x0816bf9f in Precursors::ContentManager::CreateEntity (this=0xb4a3bf30,
    entityname=0xb394566c "Archigos1", params=0x8f89498, activateRegion=true)
    at src/Common/ContentManager/ContentManager.cpp:1009
#5  0xb321adbd in Precursors::Networking::celServerNetworkLayer::CreateEntity (this=0xb4beb6b0, creator=0x0,
    eventID=0, entityName=0xb394566c "Archigos1", params=0x8f89498)
    at plugins/network/celServerNetworkLayer/celServerNetworkLayer.cpp:754
#6  0xb32190d7 in Precursors::Networking::celServerNetworkLayer::CreateEntity (this=0xb4beb6b0, creator=0x0,
    eventID=0, entityName=0xb394566c "Archigos1", sector=0xb3454750, region=0x8eef5b0, params=0x8f89450)
    at plugins/network/celServerNetworkLayer/celServerNetworkLayer.cpp:733
#7  0x0816c496 in Precursors::ContentManager::CreateEntitiesFromMap (this=0xb4a3bf30, sector=0xb3454750,
    region=0x8eef5b0) at src/Common/ContentManager/ContentManager.cpp:1070
#8  0x0815f57d in Precursors::BehaviourLayer::Level::LoadEntitiesInRegion (this=0xb4bec270,
    celRegion=0x8eef5b0) at src/Common/BehaviourLayer/Level.cpp:127
#9  0x0815f749 in Precursors::BehaviourLayer::Level::SendMessage (this=0xb4bec270, msg_id=11, pc=0xb4bec784,
    [email protected], params=0x8e8bae0, arg=0xbfa85e84 "H????^??!\235v?0???????L")
    at src/Common/BehaviourLayer/Level.cpp:153
#10 0x08160e5f in Precursors::BehaviourLayer::Base::SendMessageV (this=0xb4bec270,
    msg_id=0xb47ac40c "pczonemanager_addregion", pc=0xb4bec784, [email protected], params=0x8e8bae0,
    arg=0xbfa85e84 "H????^??!\235v?0???????L") at src/Common/BehaviourLayer/Base.cpp:77
#11 0x08160df7 in Precursors::BehaviourLayer::Base::SendMessage (this=0xb4bec270,
    msg_id=0xb47ac40c "pczonemanager_addregion", pc=0xb4bec784, [email protected], params=0x8e8bae0)
    at src/Common/BehaviourLayer/Base.cpp:68
#12 0xb47307fe in celPcZoneManager::SendZoneMessage (this=0xb4bec770, region=0x8eef5b0,
    msgid=0xb47ac40c "pczonemanager_addregion") at plugins/propclass/zone/zone.cpp:859
#13 0xb47312c6 in celRegion::Load (this=0x8eef5b0, allow_entity_addon=true)
    at plugins/propclass/zone/zone.cpp:292
#14 0xb4733b0c in celPcZoneManager::ActivateRegion (this=0xb4bec770, region=0x0, allow_entity_addon=true)
    at plugins/propclass/zone/zone.cpp:1202
#15 0xb4738f67 in celPcZoneManager::Load (this=0xb4bec770, path=0xbfa86160 "/precursors/levels/flightsim",
    file=0x81b046b "level.xml") at plugins/propclass/zone/zone.cpp:1022
#16 0xb4749d8a in celPcZoneManager::PcZoneManager::Load (this=0xb4bec9d0,
---Type <return> to continue, or q <return> to quit---
    path=0xbfa86160 "/precursors/levels/flightsim", file=0x81b046b "level.xml") at zone.h:423
#17 0x0816cb2c in Precursors::ContentManager::LoadLevel (this=0xb4a3bf30,
    levelName=0xbfa86160 "/precursors/levels/flightsim") at src/Common/ContentManager/ContentManager.cpp:639
#18 0x0816aee6 in Precursors::ContentManager::StartLevel (this=0xb4a3bf30)
    at src/Common/ContentManager/ContentManager.cpp:503
#19 0x0816b645 in Precursors::ContentManager::StartServer (this=0xb4a3bf30, dedicated=false)
    at src/Common/ContentManager/ContentManager.cpp:329
#20 0x08165262 in Precursors::ContentManager::StartServer (this=0xb4a3bf30, listenPort=60600,
    levelDir=0x8465f88 "flightsim", dedicated=false) at src/Common/ContentManager/ContentManager.cpp:382
#21 0x0818cc70 in preWindowMain::Action (this=0xb4bf86c0, [email protected])
    at src/Common/WindowManager/windows/main.cpp:469
#22 0x08191ec5 in preGUIWindow::OnClicked (this=0xb4bf86c0, [email protected])
    at src/Common/util/preGUIWindow.cpp:204
#23 0x0818040f in CEGUI::MemberFunctionSlot<preGUIWindow>::operator() (this=0x8a906f0, [email protected])
    at CEGUIMemberFunctionSlot.h:55
#24 0xb7db5b18 in CEGUI::Event::operator() (this=0xb8, [email protected]) at CEGUISubscriberSlot.h:82
#25 0xb7db6f41 in CEGUI::EventSet::fireEvent_impl (this=0x84dbd64, [email protected], [email protected])
    at CEGUIEventSet.cpp:228
#26 0xb7db6f91 in CEGUI::EventSet::fireEvent (this=0xb8, [email protected], [email protected],
    [email protected]) at CEGUIEventSet.cpp:170
#27 0xb7dfb594 in CEGUI::Window::onMouseClicked (this=0xb8, [email protected]) at CEGUIWindow.cpp:2933
#28 0xb7df2906 in CEGUI::System::injectMouseButtonUp (this=0x8466140, button=CEGUI::LeftButton)
    at CEGUISystem.cpp:854
#29 0xb608ac48 in csCEGUIEventHandler::OnMouseUp (this=0x84513c0, [email protected])
    at plugins/gui/cegui/ceguievthandler.cpp:136
#30 0xb609e9fe in csBaseEventHandler::HandleEvent (this=0x84513c0, [email protected])
    at libs/csutil/csbaseeventh.cpp:146
#31 0xb609edb1 in csBaseEventHandler::EventHandlerImpl::HandleEvent (this=0xb4a3c5b0, [email protected])
    at csbaseeventh.h:87
#32 0x080f6184 in csEventTree::Dispatch (this=0x8b90c50, [email protected]) at libs/csutil/cssubscription.cpp:576
#33 0x080dd41e in csEventQueue::Dispatch (this=0xb7a388d0, [email protected]) at libs/csutil/cseventq.cpp:315
#34 0x080dd52b in csEventQueue::Process (this=0xb7a388d0) at libs/csutil/cseventq.cpp:286

#35 0x080aac1f in csDefaultRunLoop (r=0xb7a38774) at libs/csutil/generic/runloop.cpp:91
#36 0x08099955 in csApplicationFramework::Run () at csapplicationframework.h:330
#37 0x08099074 in Precursors::preClient::Application (this=0xbfa8a260) at src/Client/preClient.cpp:560
#38 0x080ae1c8 in csApplicationFramework::Start () at libs/cstool/csapplicationframework.cpp:71
#39 0x080ae39a in csApplicationFramework::Main (this=0xbfa8a260, argc=1, argv=0xbfa8a3d4)
    at libs/cstool/csapplicationframework.cpp:131
#40 0x080946d0 in csApplicationRunner<Precursors::preClient>::Run (argc=1, argv=0xbfa8a3d4)
---Type <return> to continue, or q <return> to quit---
    at csapplicationframework.h:441
#41 0x0809407d in main (argc=1, argv=0xbfa8a3d4) at src/Client/main.cpp:55
(gdb)






2
Wallpapers / star and planets
« on: April 11, 2007, 08:11:20 pm »
just some pictures from my generator







everything is generated from code except the planet textures. planets orbit and rotate. Still got some artifacts from certian distances. lots of stuff still to do. but really should get precursors compiled and try intergrate the two.

comments welcome.

3
Bug Reports / More compile problems
« on: March 26, 2007, 07:17:34 pm »

4
Precursors / Just dropping a line to update everyone!!
« on: February 28, 2007, 09:26:46 am »
Hi all,
   Just to let everyone know that I am still around.Been working on a star background, I got a plugin that draws the stars from the catalog for each frame but have had no success getting it to look good. Seem like there is a shortage of graphic functions that I can use in CS. Also this is very expensive in FPS.
   So I am planning on tring to get imagemagick working and create a normal skybox using 6 meterials. 
   I started a job so I dont have nearly as much time to spend on this as I did but I am still plugging away. Anyway , would be interested in hearing what everyone else is up to and any suggestions on how to make stars look good. 

Regards

5
Precursors / Router busted
« on: January 03, 2007, 01:56:34 pm »
Hi all, If you where wondering what happened to me my router died a couple of days ago, while I got my internet connection working again it's on a USB modem that wont work in linux. So going to be a bit before you hear from me, Hopefully it wont take to long to sort out. Till then everyone have a good new year.

regards

6
Bug Reports / Cant get current precursors to run
« on: December 22, 2006, 05:55:29 am »
Yep still here, have not seen precursors on my machine in a long time.
got current everthing and it all seems to compile ok. I get this when i run it in the debuger.

[email protected]:~/development/precursors$ gdb ./precursors
GNU gdb 6.4-debian
Copyright 2005 Free Software Foundation, Inc.
GDB is free software, covered by the GNU General Public License, and you are
welcome to change it and/or distribute copies of it under certain conditions.
Type "show copying" to see the conditions.
There is absolutely no warranty for GDB.  Type "show warranty" for details.
This GDB was configured as "i486-linux-gnu"...Using host libthread_db library "/lib/tls/i686/cmov/libthread_db.so.1".

(gdb) run
Starting program: /home/mec/development/precursors/precursors
[Thread debugging using libthread_db enabled]
[New Thread -1214236992 (LWP 10464)]
preClient version 0.3.4 Build 1084 by G33X Nexus Entertainment.
SCF_NOTIFY: class crystalspace.cegui.wrapper (from /home/mec/development/CS/cscegui.so) has already been registered in a different context: '{none}' vs. '{none}' (from /home/mec/development/CS/cegui.so); this message appears only in debug builds
WARNING: could not load plugin 'crystalspace.sound.render.software'
WARNING: could not load plugin 'crystalspace.sound.loader.multiplexer'
WARNING: could not load plugin 'crystalspace.modelconverter.multiplexer'
WARNING: could not load plugin 'crystalspace.mesh.crossbuilder'

crystalspace.canvas.glx2d:
  Opening GLX2D
  Creating Context
  Video driver GL/X version (direct renderer)
  Visual ID: 0x00000023, 24bit TrueColor
  R8:G8:B8:A8,
  level 0, double buffered

crystalspace.canvas.openglcommon.driverdb:
  Applied: Broken ATI point sprites (NV)

crystalspace.canvas.openglcommon:
  OpenGL renderer: GeForce 6600 LE/AGP/SSE2 (vendor: NVIDIA Corporation)
  version 2.0.2 NVIDIA 87.62
  Using windowed mode at resolution 1024x768.
  Pixel format: Color: 24 Alpha: 8 Depth: 24 Stencil: 8 AccumColor: 48
  AccumAlpha: 16 MultiSamples: 0
  Multisample: disabled

gne.Precursors:
  Joystick support enabled. Loading joystick plugin.

crystalspace.device.joystick.linux:
  No operable joystick found


crystalspace.pluginmgr.loadplugin:
  failed to initialize plugin 'crystalspace.device.joystick.linux'

gne.Precursors:
  Attempt to load plugin 'crystalspace.device.joystick.linux' failed
start BehaviorLaver
end construct BehaviorLaver

Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread -1214236992 (LWP 10464)]
0xb773319e in csArrayElementHandler<csGLSuperLightmap*>::Construct (address=0xa91f9fe8, [email protected])
    at array.h:114
114     array.h: No such file or directory.
        in array.h
(gdb)

will try hunt this down myself for laughs but not much to go on yet.

So, is this to old array problem that was supposed to be fixed or a new one?
regards and merry chirstmass


7
Precursors / A few game design questions!! and a bit more :)
« on: December 20, 2006, 07:37:46 pm »
Just want to toss these out there.

what is precursors basic unit in space going to be, ( ie 1 unit in CS = how many m/km) ?
what is the maximum speed in km/s a ship can travel in normal flight.

think these are pretty basic and hope we have at least some suggestions, I'v being doing some number crunching and I keep coming back to these numbers as being very important.

for example 1 unit cs = 10m gives a max sector size of 1000km , this is not to bad as long as our ships are not travelling 500 km/s. also large planets are over 60,000km raidus , this still going to be a bit of a problem.

think the actual game play needs to be thought out better. If we going to have space battles we need to keep the max speed of the ships low.

My idea at the moment is as follows

Fighter class:
   high acceleration
   medium top speed
   good manoeuvrability
   short range ( can only get around a planet system ).
   good short range weapons.

Trader / Miner :
   low acceleration
   low top speed
   medium manoeuvrability
   long range ( got an in system drive for planet hopping / upgradable to a solar drive  )
   medium short and long range weapons.

Frigate
   medium acceleration
   high top speed
   medium manoeuvrability
   long range ( got an in system drive / and solar drive )
   good short range weapons and medium long range weapons.

Capital Ship
   low acceleration
   high top speed
   low manoeuvrability
   long range ( got an in system drive / and solar drive )
   good short range weapons and good long range weapons.
   can spawn fighters

The idea being that we try to limit the speeds of ships when they fighting. By creating certain assests for people to fight over like bases and space stations we should be able to concentrate groups of people into battles. We use stuff like in system drives to cut out most of the time involved in travel from planet to planet ( use mass of a body and mass of a ship to calculate how close a insystem drive can get you to a planet ).

At a higher level, we got two sides, we start off with a couple of systems with bases/stations. These  are the factories of the game.Only in systems with bases can you spawn, trade/ buy ships or supplies. when a system has a base belonging to one race the other cannot build a base in that system till it has destroyed all enemy bases.

A player may spawn at any base belonging to his race, but ships and inventory will not spawn warp with the player. fighters are free at bases but have to be bought for capital ships, a player can also use the bases defensive weaponry. The person/group who build a base in a system are basicly that systems lord and get a cut of all transactions in that base. Money is created by mining and killing enemy ships ( traders are not considered enemy ).

anyway, I'll stop there as this is getting to long.

So what you think?

8
Precursors / just some screen shots of what i been doing!
« on: December 20, 2006, 06:11:53 pm »
they still pritty rough but going to try figure out some way of getting 2 different scales working at the same time. Then I will try make it look pritty :)





PS, the forums been very quite. anything going on !!!!!


9
Precursors / Need help with linker/Autoconfig, Stuck!!
« on: December 15, 2006, 01:53:35 pm »
Well, I appear to be stuck.
Being trying to dynamical link some exteranl apps to my planet generator for the last week and have failed utterly to make any headway. the libs in question are

ImageMagicK and RT

RT is the realtime clock and I need it for moving my moons, Second intervals are just to long. I need ImageMagick to create materials that are bigger that the screen. I have being trying to get them to dynamicaly link when I build my project by changing configure.ac but have had no success. I have looked and asked for help everywhere I can think of but getting nowhere.

revision 1082 of my sandbox is compilable and working copy of what I have done so far with the offending bits commented out. The revision description gives the line numbers of the offending bits of code. so if any of you can try get those librarys to link I would be most greatful. Send me the modified configure.ac file :)

I think I will spend a bit of time tring to actually create a soultion to the scale problem. This is a knotty problem but should not require any external librarys :), I am open to any suggestions cause as it stands I may need to create 3 different scales to actualy get everything working right.

Regards
     




10
Precursors / A possible solution to our scale issue
« on: November 11, 2006, 07:14:35 am »

well, I have been trying to work out how to get large objects and small objects on the screen at the same time. we where discussing splatting images of far objects on the skybox. but after thinking about this I spotted several large issues with this approach. these where

Generating the image, as the planets will be rotating the image would have to be generated again and again so it would present the correct face to the camera

lighting would affect how that face appeared, and would also have to be calculated 

these seemed like big coding issues that would require lots of work
then i had an idea,

If we could create 2 sectors, one for the solar system with a large scale (1 unit CS = 30,000km) and then a small scale sector ( 1 unit = 10cm ). now if we could get CS to render the large scale sector first, then render the small scale sector over it we would have both scales on screen looking right with minimal coding. Now we would have to do a bit of trickery to move objects out of the large scale sector to the small scale sector as the got close but this seem easy compared to skybox issues we would have to solve.

Anyway, I had a quick talk with thebolt on irc and he seemed to think it was possible. So I plan to look into this over the next while to see if I can figure out a way to get the two sectors rendering on top of each other.

Any comments welcome   

11
Precursors / Galaxy Generator.
« on: October 27, 2006, 07:41:32 pm »
   Well, after a bit of effort I got to my first goal, which was a class structure that could load some data and render one star. Now I start on phase 2, which is generating planets/moon's and as much other information as I can.
   Got a couple of questions,

1.I was planing to use the star.txt list from celestia for the basic star map, it's got planty , about 100,000. was wondering how people felt about that. comments welcome .
2.There is also a dead open source project that I found called mostly-harmless, that is exactly what I need. It's got so much stuff in it I want to use. you can check it out at http://sourceforge.net/projects/mostlyharmless/. I plan to strip out the database stuff but leave as much of it intact as possible. Was wondering what people thoughts where on that.

So,
   Stage 2 is getting the generator working. give it a star and a bit of general info and generate planets and moons with orbits and as much other stuff as I can come up with.
   Stage 3 is getting a simple render class working to get all this stuff moving.
   Stage 4 is making it look cool.

I hope it gets easier, lol, had a few dark moments already dealing with Crystal Space. So whoever is in charge of  precursor's let me know what you think as coding is moving along.

Regards

12
Suggestions / Hyper-Drive implementation idea
« on: October 20, 2006, 11:15:12 am »
Here is an idea for implementing hyper-drive that would be more interesting that just load star map/ click / engage drive. I'll try keep it short.

   Ok, Idea is that we simply create some tubes that represent hyperspace. You can look at your star map and get an idea of whats around, but you cannot select you destination.                 

   When you engage you hyper driver you are sucked into a tube which you travel down very fast(add some fog and flashing lights and the tube is far from straight, remember we are bending space  ). Depending on what suns are nearby branches are formed in the tube, if you really drive you ship towards any of these branches they will suck you in and you will now be heading to another star.

   So, the simplest trip is to point your ship straight at the star you want to go to and dont take any turns in the hyper-tube. you get where you are going.

  So this is simple enough, to make it a bit more interesting we add some dangers
   1) The longer you spend in hyper space the move it drains you shields, you run out of shields you explode.

          2) The longer your trip the more hyperspace fuel you use, run out of fuel and you are dropped out of hyperspace in the middle of nowhere and have to use you system drive to finish you trip.

   3) A hyperspace tunnel when opened leaves a residue, if another ship engages it's drive near where someone else engaged one shortly before they get sucked the same tunnel with you. they can then follow or attack.

        4) Tubes exit in suns , as a tube gets close to a sun it should take on the suns colour and get bigger. It's up to the pilot to disengage the drive close to the system without nose diving into that sun .

Well thats it, you could keep adding little extra things to this but I think i got the main parts covered.

regards

13
Precursors / Precursors, Open Source, GPL and community?
« on: October 18, 2006, 08:18:14 am »
        I have a very basic question about precursors. What is you development model with regards to GPL and open source. Are you going to just use Crystal Space as a engine and have everything else copyrighted?

   If so I think you are making a mistake as a game of this size a complexity will prove nearly impossible to create with the resources you have. Many people have tried this before and failed. There are middle options that I think would serve you better. Go check out the PlaneShift licence  (http://www.planeshift.it/pslicense.html ). While this may not suit you, if you are realistic you should realise that to achieve the precursor universe you will need all the help you can get. and the more restrictive you copyright the less help you will get.

   I personally think that plane-shift have the right idea. By keeping copyright of all the content but making the code GPL. This has many advantages, and few disadvantages. The question is what are you gaols. Do you want to create the greatest space game ever, or are you trying to create a game development company?
   
   To make my position clear, If I manage to create a good solar system generator I plan to make it GPL. So that I can use all the open source resources that can help me and also so as many other people can benefit from it as possible. It would also allow other people to easily contribute to it as well.

   As a suggestion I would suggest that you make precursors a Non-Profit entity, with open source code and copyrighted content. The aim being to create a game for a community with a commitment to making it the best game ever while charging very little with all moneys generated being invested back into the game ( to cover equipment, wages for staff and developers ect.), this would also allow a community to form and support the game. Also it would give the game a long term survivability. I believe that most of the precursor team is currently in collage, when you finish your studies you will find it very difficult to give the time necessary to complete a project like this.

   There are literally hundreds of people who will contribute to a project like this if it is setup correctly. I suggest that a lot of though should be given to these issues.     
 
Regards

14
Precursors / RE: Models, screenshots, etc... in Developers' Discussion
« on: October 12, 2006, 07:14:59 am »
Hi,
  Was reading the post http://forums.g33xnexus.com/index.php/topic,639.0.html in the developer discussion forum and though I should let you know what I am up to. I am still very green using C++ and wanted to do something that I found both interesting and useful that could help Precursors.

  Having read the forums and the development WiKi I thought that making a procedural solor system generator would be a good goal as it's not scheduled anywhere and seem a relativity simple piece of coding. Now I cant guaranty I will manage to make this or if it will be any good but I going to give it a try anyway. If I get to a stage where I feel it might be useful I will let you know.

  So, on to some details. I did a few test first just trying to mock up a solar system and immediately had problems with scale. I found that a lot of things stopped working as expected when the position of a mesh was greater than 100,000 from the 0,0,0 position, both lighting and collision detection seem to stop working. ( example world file at
http://www.uploading.com/files/Z38R0FY5/world.zip.html ).

  This world file is quite simple, has 2 camera positions , one near 0,0,0 and one near 100000,0,0 . and a couple of meshes, start walktest at the 0,0,0 position and it works , at the other position nothing is visible and you fall through meshes. So some method of getting around this will be required and I have not thought of one yet.

  So, I decided to continue anyway as generating a solar system to a smaller scale is still useful. Plan to create a class that will generate suns/planest/moons ect using a seed for each solar system and a simple rule base ( something like http://www.geocities.com/TimesSquare/2691/formula.txt ). Plan to shameless use the textures from Celestia for graphics and give each object a orbit and other information. I think that doing all this client side rather that server side is the best approach and using server system time to keep everything synchronised for different clients. (ie when a client logs onto a server, the server gives the client the current server system time, the client then used this to calculate all positions.)

  It's slow going but my C++ is improving the more I use it. And if I can manage to generate a simple solar system with orbits and graphics in Crystal Space I feel I will have managed to achieve something useful.

Regards

15
Bug Reports / Error when trying to start local server
« on: September 21, 2006, 07:22:38 am »
Get this when I click "Start Local Game"
Rev 1013

Code: [Select]
[email protected]:~/development/precursors$ ./precursors
preClient version 0.3.4 Build 1004 by G33X Nexus Entertainment.
SCF_NOTIFY: class crystalspace.cegui.wrapper (from /home/mec/development/CS/cscegui.so) has already been registered in a different context: '{none}' vs. '{none}' (from /home/mec/development/CS/cegui.so); this message appears only in debug builds
WARNING: could not load plugin 'crystalspace.sound.render.software'
WARNING: could not load plugin 'crystalspace.sound.loader.multiplexer'
WARNING: could not load plugin 'crystalspace.modelconverter.multiplexer'
WARNING: could not load plugin 'crystalspace.mesh.crossbuilder'

crystalspace.canvas.glx2d:
  Opening GLX2D
  Creating Context
  Video driver GL/X version (direct renderer)
  Visual ID: 0x00000023, 24bit TrueColor
  R8:G8:B8:A8,
  level 0, double buffered

crystalspace.canvas.openglcommon.driverdb:
  Applied: Broken ATI point sprites (NV)

crystalspace.canvas.openglcommon:
  OpenGL renderer: GeForce 6600 LE/AGP/SSE2 (vendor: NVIDIA Corporation)
  version 2.0.2 NVIDIA 87.62
  Using windowed mode at resolution 1024x768.
  Pixel format: Color: 24 Alpha: 8 Depth: 24 Stencil: 8 AccumColor: 48
  AccumAlpha: 16 MultiSamples: 0
  Multisample: disabled

gne.Precursors:
  Joystick support enabled. Loading joystick plugin.

crystalspace.device.joystick.linux:
  No operable joystick found


crystalspace.pluginmgr.loadplugin:
  failed to initialize plugin 'crystalspace.device.joystick.linux'

gne.Precursors:
  Attempt to load plugin 'crystalspace.device.joystick.linux' failed
  Application initialized successfully.
Loading window 'Root'.
Loading window 'Main'.
Adding level 'flightsim'.
Adding level '/precursors/levels/Jamfile'.
Done adding levels.

crystalspace.bugplug:
  BugPlug loaded...

precursors.addon.window.main:
  Hold on, the hamster is working...
Loading window 'Progress'.
Loading window 'Hud'.

precursors.addon.windowmanager:
  Loading the server.

cel.networklayer.server:
  Starting server on port 60600.

precursors.addon.windowmanager:
  Starting the server.
  Creating level entity...

precursors.addon.contentloader:
  Loading level '/precursors/levels/flightsim'...

precursors.behaviourlayer.c++.level:
  Start loading level.
  Loading region 'space2'.
  Loading entities in sector 'Scene', region 'space2'.
  Start loading level.
Not Deleted 0x8b61c80 '(null)' ref=1
Not Deleted 0x8b7bda8 'flare_center' ref=1
Not Deleted 0x8b6af68 'flare_spark1' ref=1
Not Deleted 0x8b7d7e8 'flare_spark2' ref=1
Not Deleted 0x8b7c088 'flare_spark3' ref=1
Not Deleted 0x8b7bfd0 'flare_spark4' ref=1
Not Deleted 0x8b7a5e0 'flare_spark5' ref=1
Not Deleted 0x824aa68 'Scene' ref=1
Not Deleted 0x824ac88 'Lamp.011' ref=1
Not Deleted 0x824ae98 'Lamp.010' ref=1
Not Deleted 0x824b0a8 'Lamp.009' ref=1
Not Deleted 0x8b7aaf8 'Lamp.008' ref=1
Not Deleted 0x8b7ad08 'Lamp.007' ref=1
Not Deleted 0x8b7af18 'Lamp.006' ref=1
Not Deleted 0x8b7b128 'Lamp.005' ref=1
Not Deleted 0x8b7b338 'Lamp.004' ref=1
Not Deleted 0x8432100 'Lamp.003' ref=1
Not Deleted 0x8b7d438 'flare_center' ref=1
Not Deleted 0x8469c00 'flare_spark1' ref=2
Not Deleted 0x8b6a200 'flare_spark2' ref=2
Not Deleted 0x824b300 'flare_spark3' ref=4
Not Deleted 0x824b3f0 'flare_spark4' ref=3
Not Deleted 0x8b7b740 'flare_spark5' ref=3
Not Deleted 0x8432310 'Lamp.002' ref=1
Not Deleted 0x8432700 'Lamp.001' ref=1
Not Deleted 0x8432940 'Lamp' ref=1
  Loading region 'space2'.
  Stop loading level.
Mass: 25000.000000; Center: 0.000000,0.000000,0.000000

precursors.addon.contentloader:
  CreateEntity: Successfully loaded entity 'Archigos1'.
Assertion failed: *(CookieType*)p == startCookie
Location:         libs/csutil/ptmalloc_wrap.cpp:97
Message:          Memory block has wrong cookie (was probably allocated in another module)
Call stack:
/home/mec/development/precursors/nlserver.so [0xb5ed4c08]
/home/mec/development/precursors/nlserver.so(Precursors::Networking::celServerNetworkLayer::CreateEntity(iCelEntity*, unsigned int, char const*, iSector*, iCelRegion*, iCelParameterBlock*)+0x183) [0xb5eade47]
./precursors(Precursors::ContentManager::CreateEntitiesFromMap(iSector*, iCelRegion*)+0x2ba) [0x8166010]
./precursors(Precursors::BehaviourLayer::Level::LoadEntitiesInRegion(iCelRegion*)+0x1c5) [0x815af23]
./precursors(Precursors::BehaviourLayer::Level::SendMessage(unsigned long, iCelPropertyClass*, celData&, iCelParameterBlock*, char*)+0x16f) [0x815b0e1]
./precursors(Precursors::BehaviourLayer::Base::SendMessageV(char const*, iCelPropertyClass*, celData&, iCelParameterBlock*, char*)+0x5f) [0x815c603]
./precursors(Precursors::BehaviourLayer::Base::SendMessage(char const*, iCelPropertyClass*, celData&, iCelParameterBlock*, ...)+0x41) [0x815c59b]
/home/mec/development/cel/pfzone.so [0xb20e0efe]
/home/mec/development/cel/pfzone.so [0xb20e18a8]
/home/mec/development/cel/pfzone.so [0xb20e24da]
/home/mec/development/cel/pfzone.so [0xb20e9994]
/home/mec/development/cel/pfzone.so [0xb20f9e8a]
./precursors(Precursors::ContentManager::LoadLevel(char const*)+0x536) [0x816725e]
/home/mec/development/precursors/nlserver.so(Precursors::Networking::celServerNetworkLayer::StartLevel(char const*)+0x4c) [0xb5eadb42]
./precursors(Precursors::ContentManager::StartLevel()+0xf0) [0x816500e]
./precursors(Precursors::ContentManager::StartServer(bool)+0x6a9) [0x8165725]
./precursors(Precursors::ContentManager::StartServer(int, char const*, bool)+0x56) [0x8160406]
./precursors(preWindowMain::Action(CEGUI::String)+0x2fff) [0x81811fb]
./precursors(preGUIWindow::OnClicked(CEGUI::EventArgs const&)+0x179) [0x81898e5]
./precursors(CEGUI::MemberFunctionSlot<preGUIWindow>::operator()(CEGUI::EventArgs const&)+0x5b) [0x81795af]
/usr/local/lib/libCEGUIBase.so.1(CEGUI::Event::operator()(CEGUI::EventArgs&)+0x48) [0xb7dfa6d8]
/usr/local/lib/libCEGUIBase.so.1(CEGUI::EventSet::fireEvent_impl(CEGUI::String const&, CEGUI::EventArgs&)+0x4f) [0xb7dfbaf1]
/usr/local/lib/libCEGUIBase.so.1(CEGUI::EventSet::fireEvent(CEGUI::String const&, CEGUI::EventArgs&, CEGUI::String const&)+0x49) [0xb7dfbb41]
/usr/local/lib/libCEGUIBase.so.1(CEGUI::Window::onMouseClicked(CEGUI::MouseEventArgs&)+0x3c) [0xb7e3ff7e]
/usr/local/lib/libCEGUIBase.so.1(CEGUI::System::injectMouseButtonUp(CEGUI::MouseButton)+0x17c) [0xb7e37206]
/home/mec/development/CS/cegui.so [0xb649c916]
/home/mec/development/CS/cegui.so [0xb64b034c]
/home/mec/development/CS/cegui.so [0xb64b06ff]
./precursors [0x80ec988]
./precursors [0x80d3928]
./precursors [0x80d3a35]
./precursors [0x80aa75d]
./precursors(csApplicationFramework::Run()+0x13) [0x809a051]
./precursors(Precursors::preClient::Application()+0x2045) [0x809979d]
./precursors [0x80abdc8]
./precursors [0x80abf9a]
./precursors(csApplicationRunner<Precursors::preClient>::Run(int, char**)+0x34) [0x8095200]
./precursors(main+0x5d) [0x8094bad]
/lib/tls/i686/cmov/libc.so.6(__libc_start_main+0xd2) [0xb7b52ea2]
./precursors(__gxx_personality_v0+0x71) [0x8094ad1]
Trace/breakpoint trap

Not sure how stable this meant to be as it's todays SVN.
But in general I am slowly getting the hang of C++ and CS.

Can anyone tell me what is the best version of blender to use with CS. I have been using blender 2.41 but get strange results when I try export meshes (Blender2CS).was wondering what other people used?

anyway
regards

 



16
Was looking into this, found some interesting links that i think you should read.

http://www.vterrain.org/Elevation/Artificial/index.html

and

A Real-Time Procedural Universe, Part One: Generating Planetary Bodies
http://www.gamasutra.com/features/20010302/oneil_01.htm

A Real-Time Procedural Universe, Part Two: Rendering Planetary Bodies
http://www.gamasutra.com/features/20010810/oneil_01.htm

A Real-Time Procedural Universe, Part Three: Matters of Scale
http://www.gamasutra.com/features/20020712/oneil_01.htm

Massively Multiplayer Game Development
http://www.charlesriver.com/titles/massivemultiplayer.html

Real-Time Atmospheric Scattering
http://www.gamedev.net/columns/hardcore/atmscattering/

all very informative and comes with well written open source code.well worth a look if you have not come across it before.

Regards

17
Bug Reports / ODE INTERNAL ERROR 2: Bad argument(s) in dxSphere()
« on: August 29, 2006, 05:47:57 pm »
Yep, downloaded Build 1004 and updated the other apps , ODE/CEL/cegui/CS and get this error now when i try run precursors.

ODE Rev 1048
CEL Rev 2183
CS  Rev 25244
CEGUI Rev 1390


error is

[email protected]:~/development/precursors$ ./precursors
preClient version 0.3.4 Build 1004 by G33X Nexus Entertainment.
WARNING: could not load plugin 'crystalspace.sound.render.software'
WARNING: could not load plugin 'crystalspace.sound.loader.multiplexer'
WARNING: could not load plugin 'crystalspace.modelconverter.multiplexer'
WARNING: could not load plugin 'crystalspace.mesh.crossbuilder'

ODE INTERNAL ERROR 2: Bad argument(s) in dxSphere()
Aborted

all seems to compile without any problems.
Only thing I have not updated is the gamedata, with the svn repository moved i not sure how to update it.

In general things going well, getting a pain in the head trying to figure out these transforms with T2O and O2T conversions. tying to move the camera around and make it look in the same direction as a mesh. Cant seem to get the angles right for the rotations lol. Been getting closer but no eureka moment when it starts to make sense :(   

regards

18
General Discussion / Progress so far!
« on: August 17, 2006, 07:59:28 am »
well about a week in and just about got a dev envoriment setup.
have managed to install nealy everything.
Got blender with Blender2Crystal working finally, that took a while
currently trying to fix cal3d and cel, cel cant seem to load the plug in:)
Made a simple model of a ship and got it to load in CS,



Pritty basic but will do for the moment, and for my first blender model I think it looks good :) ( Estamated game size 40m x 20m x 6m )

Seems that b2c and crystal dont really see things the same, anyway still just starting so maybe I just not trying it right. Working on getting my blender models into crystal with less hassel, not sure of trying to get the MapLoadFile working or coding a loader of my own best way to go. But will spend more time trying to get the loader working.

Hopefully in a week or two I might actualy get to the stage of writing some classes.

anyway , long live clean well documented code and down with "Error loading module" and "Segmentation fault"  ;D

Regards





19
Bug Reports / Compile Problem
« on: August 03, 2006, 06:17:30 am »

20
Suggestions / Multi crewing?
« on: August 02, 2006, 04:21:52 pm »
Multi crewing?

Just wanted to ask if you had thought about this at all. If you are implementing capitol ships it would seem likely that it would take more than one person to operate it at 100%. Like having a pilot and a several gunners.

 System should
      a) Allow a person to switch from one crew position to another crew position
      b) Allow other players to join that crew and take a crew position

 This would be a very fundamental part of coding any game and I think you should make sure and try address it early in you dev cycle. Later on it would likely require a large rewrite of core parts of the game.

Regards

PS, Precursors look very good at the moment and I look forward to seeing where you go with it. Downloading the source now and plan to have a good look at it. 

   

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