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| Who Needs Direction? |
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Trezker
Member #1,739
December 2001
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We do have a Lua problem on Windows. That may be your problem. I'm not even getting warning signs on Linux so I have no idea what it might be. MattyMatt said he'd be debugging it, but you could try figuring it out too, if Lua is the crasher. |
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Edgar Reynaldo
Major Reynaldo
May 2007
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Quote: From all of the code currently found in branches/onlinecop, I can compile and get an executable. I drop that .EXE file into the main trunk and run it through GDB. I get a blank window, then immediately a SEGFAULT. So I can't see if my code (and code stubs) are even being hit (through debugging messages, etc.) because of this problem. If you want to know whether a line or function has been executed, set a breakpoint for it in gdb. gdb>break [filename]:[line_number] Use the continue command to keep going and 'delete #' where # is the breakpoint number to get rid of a breakpoint. Use 'info breakpoints' to find the breakpoint number if you forget. If you're not already, use 'backtrace' to find the contents of the stack at the time of the crash. My Website! | EAGLE GUI Library Demos | My Deviant Art Gallery | Spiraloid Preview | A4 FontMaker | Skyline! (Missile Defense) Eagle and Allegro 5 binaries | Older Allegro 4 and 5 binaries | Allegro 5 compile guide |
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Pedro Avelar Gontijo
Member #5,372
January 2005
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I'm here to throw in my ignorance of the development of this thread again. Remember, people not following closely the progress like me won't do anything unless asked to explicitly. Is there any musical need yet? I'm up for anything music, anytime, but (normally) you need to reach out for me and ask... it's just that this time I felt like coming back and checking on everything. ---------- |
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23yrold3yrold
Member #1,134
March 2001
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Yeah, the need is for code right now. I have a short list of what music we need but I'd like to get something remotely playable first so people know what they're making music for, and just in case the list changes. Just so I'm up to speed, the coding team is basically Trezker, Matt Smith, and OnlineCop right now? I get the impression that there's some internal communication between you three in the last few days I don't know about. Is there some progress being made, if only to help OnlineCop get compiled? Has anyone else contacted you offering their help? I need to spend some time today getting SVN and Allegro 5.0 set up, although I'm still just doing design work and finishing the necessary tilemap editor over here. Mark Oates, done any more graphics? -- |
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Thomas Harte
Member #33
April 2000
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Quote: I was actually going to make a new thread just to ask how much anyone knows about what we've done so far; from the look of the Programming Support Group thread maybe some people don't realize what's going on here. I, for one, am clueless. I stumble into this thread periodically, but I've no idea what's going on. Not that I could help anyway. [My site] [Tetrominoes] |
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Trezker
Member #1,739
December 2001
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Me and Matt are talking on IRC. OnlineCop is pretty much on his own, he only posts in this thread and leaves some clues by committing to svn... Then there's Mokkan who said he's gonna convert his resource manager to allegro 5, that's not a critical task though. I have made a somewhat usable entity system with Lua interface, so you can make items and characters in script. Matt Smith is working on menus and gui, which will be bound to Lua too. OnlineCop is working on map code. Don't know how far along that is, unfortunate that this task fell on someone so short on time. This part is the one most people seem to be waiting for. It also seems he's working on Windows, which has that annoying Lua bug... |
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CGamesPlay
Member #2,559
July 2002
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Sorry for the off-topic post, but according to my calculations, this thread is now the longest by post count at Allegro.cc, having surpassed the Team Chess thread (580 posts) with Trezker's last post. The Team Chess thread is still the longest lived thread by time, lasting almost 11 months. Carry on. [append] Well, 23 demonstrates I'm wrong -- Ryan Patterson - <http://cgamesplay.com/> |
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23yrold3yrold
Member #1,134
March 2001
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I already looked into that a while ago. We're not there yet. -- |
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Trezker
Member #1,739
December 2001
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The longest thread on a.cc is about sports? |
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OnlineCop
Member #7,919
October 2006
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What I've got on SVN is basically all I've got. I don't have an IRC client, which is why I've not been chatting with anyone. So at least on my part, no, there's been no outside communication with the team except through this forum. I've posted my backtrace report a few times now, but I can't make heads or tails out of it. With the code I've posted in branches/onlinecop, I doubt that there's a way that a NULL-pointer access is happening, since I've got all sorts of "if (blah && blah->foo != bar)"-style guards. So I'm really stumped. I'm working with LUA 5.1.3, if that helps at all. Don't know if this is the source of the crash, but I'll have to keep digging. And yea, I don't have as much time now as I did when the thread first started (I had a week until I started classes, so wanted to have a "one-week competition" before my time ran out Should I post what I've currently got into the main trunk, or should I leave stuff where it is (branches/onlinecop) so you can check it out and see what's there without it breaking anything?
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CGamesPlay
Member #2,559
July 2002
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OnlineCop: Check out this web-based IRC client, Mibbit. Set your server to Freenode, pick a suitable user name, and set the channel to #allegro. -- Ryan Patterson - <http://cgamesplay.com/> |
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bamccaig
Member #7,536
July 2006
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For me at least, I have to mkdir obj in branches/onlinecop. Then I get a bunch of invalid conversion errors in src/Main_menu.cpp between line 26 and 29. So onlinecop, if you're managing to compile your branch then I'm going to say that your branch in the repository is not a full reflection of your working copy (or I'm overlooking something...). -- acc.js | al4anim - Allegro 4 Animation library | Allegro 5 VS/NuGet Guide | Allegro.cc Mockup | Allegro.cc <code> Tag | Allegro 4 Timer Example (w/ Semaphores) | Allegro 5 "Winpkg" (MSVC readme) | Bambot | Blog | C++ STL Container Flowchart | Castopulence Software | Check Return Values | Derail? | Is This A Discussion? Flow Chart | Filesystem Hierarchy Standard | Clean Code Talks - Global State and Singletons | How To Use Header Files | GNU/Linux (Debian, Fedora, Gentoo) | rot (rot13, rot47, rotN) | Streaming |
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Matt Smith
Member #783
November 2000
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Haha, my last attempts at either C++ or a Monday Project were during that World Cup. I may revive some of the GL code. It has little stick men, on a pitch, with little WoW nametags floating above their heads. Just what we need I've merged some simple hard coded menus into the trunk. No luck with the lua bug in Windows yet. |
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Trezker
Member #1,739
December 2001
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Well for Lua I'm guessing 5.1.x should work but the latest version is 5.1.4 so that's probably the best... I'll take a closer look on the map code. Maybe put it in trunk if it works here. [edit] Well I would unless someone already broke the trunk... [edit2] Trunk reverted to where it works. I also merged my own latest changes. OnlineCop: what's with all the namechanging and making everything pointers? And why are you using std::nothrow everywhere? Your branch is a mess, I'm guessing you manually moved files to trunk and committed. If you had a real branch you could just do the following in trunk. svn merge -r LAST_MERGE:HEAD http://svn.miquelfire.com/monday/branches/onlinecop I'll be taking a look at your code now, see if it works with the trunk code. First of all I had lots of trouble compiling it. All sorts of strange errors. You also have optimized and inlined stuff, why do that before even rendering a simple tilemap? I also wonder what the idea is with the TILE_TYPE template? I don't see any use for a template in this. Why not just graphical layers and a special collision map? |
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Thomas Fjellstrom
Member #476
June 2000
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edit:nm -- |
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Trezker
Member #1,739
December 2001
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Ok, since I was not so satisfied with onlinecops design I tore everything up and made my own... In my own branch of course. Still nothing visible, the loading code isn't in there yet. Check out my branch if you want to have a look at my Map, Layer and Tileset classes. |
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23yrold3yrold
Member #1,134
March 2001
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Well I'm kinda disappointed in that. I mean, okay, OnlineCop can't finish the tilemap, stuff comes up, fine. But Trezker picks it up? No one else on Allegro.CC has coded a tilemap and has some time to spare? Wow. The guy has enough to do. I can throw you my current tilemap engine code if you want Trezker; if you haven't done much yet it may give you a head start. I told OnlineCop no when he asked since it kinda defeated the purpose, but I guess the purpose has been TKO'ed at this point and is being dragged out of the ring. If anyone cares what I'm doing, I'm basically writing up the quest points proper. Talk to this guy, get this item, go here next, back it all up with logical plot, from start of game to end. By the time we can walk around a map, talk to NPC's, and switch maps via doors/stairs I'll probably be done. Hopefully that's not far off? PS: I just accidentally added "Hopefulyl" to my dictionary. Lawls ... -- |
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ReyBrujo
Moderator
January 2001
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I would participate, but anything I code belongs to my company -- |
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relpatseht
Member #5,034
September 2004
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I have Allegro 4.9 installed and currently a bit too much free time. I could check out OnlineCop's branch tomorrow and either use that or start from scratch--a tilemap engine doesn't seem too much work. I'll check it out tomorrow.
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Trezker
Member #1,739
December 2001
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Meh, I don't have much to do. I threw together some code because I felt like it in just a few hours. When did we decide this whole thing had to be made from scratch BTW? I think if someone has good ready code that we could just plug in, that'd be great. If it's not a perfect fit we could just tweak it a bit. We would have had map in the engine weeks ago... Mokkan's resource manager is an old thing he based on X-G's even older thing... I don't have it yet though... |
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23yrold3yrold
Member #1,134
March 2001
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Quote: When did we decide this whole thing had to be made from scratch BTW? I don't recall anyone deciding anything had to be from scratch. I was basically expecting someone to do exactly that; grab some old code and modify it. You could do 75% of this engine that way. I was just hoping even that little effort could be spread around more. Think of how fast we could have been done ... -- |
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Trezker
Member #1,739
December 2001
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I feel a bit bad about coding a new map system when OnlineCop had written so much code. But it was too much enterprise... Also, I don't think the project can wait for the map much longer, I can't wait for it much longer. There's only so much I can do on entities... I think I'm only gonna do the basics of the map. Someone else can extend the tileset class with animation, code the collision handling, line of fire, parallax scrolling... That is unless someone throws a good map system that's done most of that. Then I can drop my code. |
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GullRaDriel
Member #3,861
September 2003
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Rey said:
I would participate, but anything I code belongs to my company Even your personnal work ? Even if you are not at the office ? Man, that contract is soooo restrictive that I am astonished you still have the right to speak on a forum ! Trezker said: That is unless someone throws a good map system that's done most of that. Then I can drop my code.
I only have an Isometric tilemap system under my hands, and IIRC yours isn't destined to be isometric. "Code is like shit - it only smells if it is not yours" |
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Trezker
Member #1,739
December 2001
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Well, if I'm doing it I'm continuing my own work, I kinda like how it turned out. But if someone else really likes to do tilemap coding and wants to do it another way... While you all are thinking about that, I've completed basic loading and rendering of map. Map file format, pretty simple. First a line saying "layer" followed by which tileset to use, then dimensions of the layer (in tiles), the the tiles in logical order. It's loaded with std::ifstream>>(int).
The tileset file just points to an image followed by the dimensions of a tile. media/tileset_placeholder.png 32 32 So, if this works like I think it does, you can have layers with different tilesizes, the tileset determines that. Then we could make a collision layer with it's own tilesize too, if anyone would be so crazy as to think that's a good idea. But it's almost simpler for me to implement collision of dynamic granularity than fixed so why not do that? |
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bamccaig
Member #7,536
July 2006
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ReyBrujo said:
I would participate, but anything I code belongs to my company
Even in your spare time? -- acc.js | al4anim - Allegro 4 Animation library | Allegro 5 VS/NuGet Guide | Allegro.cc Mockup | Allegro.cc <code> Tag | Allegro 4 Timer Example (w/ Semaphores) | Allegro 5 "Winpkg" (MSVC readme) | Bambot | Blog | C++ STL Container Flowchart | Castopulence Software | Check Return Values | Derail? | Is This A Discussion? Flow Chart | Filesystem Hierarchy Standard | Clean Code Talks - Global State and Singletons | How To Use Header Files | GNU/Linux (Debian, Fedora, Gentoo) | rot (rot13, rot47, rotN) | Streaming |
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