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| Who Needs Direction? |
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CGamesPlay
Member #2,559
July 2002
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From my personal, non-affiliated perspective, yes, you should. It will save you hours of going back and forth on the forum. The worst that can happen is that someone will have to revert the changes—nothing serious. Personally, I think one of your biggest goals should be working towards the point where each developer doesn't need his own branch. Of course, I'm not participating -- Ryan Patterson - <http://cgamesplay.com/> |
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23yrold3yrold
Member #1,134
March 2001
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Quote: From my personal, non-affiliated perspective, yes, you should. It will save you hours of going back and forth on the forum. The worst that can happen is that someone will have to revert the changes—nothing serious. Personally, I think one of your biggest goals should be working towards the point where each developer doesn't need his own branch. That would be nice, yes ... -- |
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Trezker
Member #1,739
December 2001
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I think it's positive that we work in branches. Though for really small tasks you can work in trunk, as long as you don't have to commit half done work. |
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Evert
Member #794
November 2000
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Word of advice: trunk should always compile cleanly - anyone committing to trunk should check for compiler error and warnings before going ahead. |
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Don Freeman
Member #5,110
October 2004
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I STILL get the strange segfault error on the lappy! It's not the allegro libs, as I have compiled them again to make sure. Both systems I've tested on where x86_64 openSUSE 11, both with the same SVN of allegro (latest), both are AMD chips...the only major difference (besides lappy vs desktop), being nVidia on the desktop and ATI on the lappy. Doesn't show any graphical errors though...??? Quick question: Is the game suppose to allow us to play the "demo" map yet? I remember being able to before, but I can't get past the menu system anymore...Just will not do it!??? -- |
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Trezker
Member #1,739
December 2001
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Have you pressed escape? All that I know has changed is that I don't render the entities, player and map when the menu is open. The only way out of the menu is escape, or exit but that exits the whole thing. |
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23yrold3yrold
Member #1,134
March 2001
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Quote: Is the game suppose to allow us to play the "demo" map yet? I remember being able to before wait wate w8 what?! Oates! I need tiles! -- |
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Don Freeman
Member #5,110
October 2004
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I get this when I press the "action" button on the "Play Game" main menu option: Main Menu - press space option=0
Quote: Have you pressed escape? I must have done that before...that is why I was able to "play" the game before.::) I seriously HOPE that the menu system gets changed later.:o Added new graphics for someone to look at/use (in my branch under wip_media)8-) -- |
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Trezker
Member #1,739
December 2001
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Ok I committed a little fix to make that menu option work. Oh, and is that a Monday folder I'm seeing under your branch? It's getting really weird. |
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Don Freeman
Member #5,110
October 2004
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Uploaded some fixes to a couple of things (menu, animation, container, etc) They are commented by me in the files. Most recent error (during menu for keyboard menu to main menu a couple of times): X Error of failed request: BadAlloc (insufficient resources for operation) Major opcode of failed request: 144 (GLX) Minor opcode of failed request: 27 (X_GLXCreatePbuffer) Serial number of failed request: 1187 Current serial number in output stream: 1188 Strange...I've got a 256MB GFX card...so I doubt that I ran out of texture memory in just the menu!;D Quote: The menus are gonna change completely when Matt gets Ma5king running, I think. I guess I'll just forget about the menu system for now.:P Quote: Oh, and is that a Monday folder I'm seeing under your branch? It's getting really weird. It was for my setup I got in Eclipse...still learning it.:P -- |
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23yrold3yrold
Member #1,134
March 2001
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Wow, off the front page. To the top with you! For my part, I've pretty much finalized the plot progression, and actually drew up the final dungeon layout, among other stuff. Problem is it's all in a notebook I've been writing in in my spare time and I don't feel like typing out 20 pages of notes just yet, so once the game has reached "playable" I'll compile it all into The Final Script and the responsibility for doing work will shift off the programmers and onto us content guys. -- |
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OnlineCop
Member #7,919
October 2006
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I've done a fresh SVN checkout of all the trunk and branches. I can compile most of the individual branches fine, but the main trunk still gives strange compiling errors: src/Entity_manager.cpp:43: error: prototype for 'void Entity_manager::Render()' does not match any in class 'Entity_mana ger' include/Entity_manager.h:24: error: candidate is: void Entity_manager::Render(const Camera&) I am able to compile some of the different branches. But regardless of which branch I compile, I get the same SEGFAULT:
Now I'm not sure whether this is Monday that's causing these segfaults (because I've put debugging info around EVERYTHING that accesses pointers and/or ALLEGRO_BITMAPs to see if I'm just attempting to dereference a NULL pointer), or if it's actually the Allegro library that I'm using (latest SVN version as of a couple hours ago). The strange thing is that all of Allegro's example programs work fine for me...
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Don Freeman
Member #5,110
October 2004
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I don't get the segfault on my desktop running opensuse 11...but I do on the laptop running opensuse 11, both have EXACTLY the same version of allegro. Desktop is nVidia, laptop is ATI. What GFX card do you have? I wonder if it doesn't have something to do with allegro's openGL interface with ATI's gl driver. Those errors you posted about (about the entity...I have them corrected in my branch I am working on here...but have been busy TRYING to compile allegro for windows -- |
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OnlineCop
Member #7,919
October 2006
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Don Freeman said:
What GFX card do you have? I wonder if it doesn't have something to do with allegro's openGL interface with ATI's gl driver. Platform is a laptop, ATI Mobility Radeon X1400. I don't have any other WinXP machine (I've got a Mac with Parallels and VMWare, but I don't know if that's the same), so I can't check to see if this is localized only to laptops, but it's good to know I'm not the only one with problems. And sorry to "pick on" your branch, Don. It's the only one that compiled for me "out of the box" without having to modify a bunch of the sources first This is one of the biggest things that is stopping me from doing any serious programming for the project so far...
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Don Freeman
Member #5,110
October 2004
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So...another ATI chipset with segfaults. Anyone else confirm my suspensions?:D Edit: -- |
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OnlineCop
Member #7,919
October 2006
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Replied in that thread so as to not derail this one.
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Don Freeman
Member #5,110
October 2004
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Thanks, I've managed to hack it together somewhat...just need to get a a5_ttf.dll and I'll be able to run the "Monday" project. Edit: never mind...it's static built only, which means no dll's... Back on track: /bin/sh: line 1: 26686 Segmentation fault /home/donald/Desktop/Programming/Monday/debug/./src/monday // first frame is: /usr/X11R6/lib64/libGL.so.1 // What is causing the segfault...it seems to only happen with an ATI chipset.
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Matt Smith
Member #783
November 2000
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Quote:
src/Entity_manager.cpp:43: error: prototype for 'void Entity_manager::Render()' does not match any in class 'Entity_mana
#include <algorithm> I'm afraid I never got as far as a working X desktop with my onboard ATI (hd3200 on 780g) |
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Trezker
Member #1,739
December 2001
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Don Freeman: Your commits o svn lacks commenting. It would be nice to get a hint at what you've done without having to do compares. |
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Don Freeman
Member #5,110
October 2004
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Sorry...I will do this in the future. -- |
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OnlineCop
Member #7,919
October 2006
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Of all the programmers [thinking about] working on the Monday project, what is the biggest bottleneck? For me, my only bottleneck with the project (besides day-to-day time constraints) is actually the allegro5 library. Other than that, I'm still all gung-ho about the project. I just keep fighting with allegro5 and all of the unexplainable segfaults that I get when I try to compile and run it. Leaders (23yrold3yrold, Matt Smith, Trezker, etc.), should I assume that all of you are able to get it running without problems with allegro5? Or are you having problems too?
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BAF
Member #2,981
December 2002
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Seems to be slowing down. |
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Trezker
Member #1,739
December 2001
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I seem to have the leas problems of all, which kinda sucks, I think the lead programmer should have the mos problems so he knows what needs fixin'. I don't think Matt has much problems either... There is one segfault I know of, but it's just when I shut the program down so it's not critical, and I have a strong suspicion of where it is. I think I introduced it myself when I refactored my entity and container stuff. Don Freeman is doing some good work with null checks and such, though he's not using asserts, I think it would not hurt to make errors shout a little louder. We do have a pretty nice assert macro in Debug.h. Oh, and I have started working on collision code. As for the state of the project. I think people could start making maps and scripts to test it (if you can get it to build and run). The two .lua files demonstrate all available functions I think, though not properly documented. I should write some documentation on that... |
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CGamesPlay
Member #2,559
July 2002
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Trezker, OnlineCop: set aside an hour or two and meet in a real-time chat application (#allegro), and get OnlineCop's system working. -- Ryan Patterson - <http://cgamesplay.com/> |
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Trezker
Member #1,739
December 2001
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CGamesPlay: Too late, we already got a working map, his system was scrapped. It was far from functional as it was. We're only missing collision, and fancy features. |
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