BPS on 12/7/2010 at 20:59
Quote Posted by Volca
Okay, I found time to at least push the pending changes to SVN, now the fixing will follow - for some reason I get "double free corruption" past main here on Arch Linux, but not on Debian :confused: Maybe freeimage is broken on arch :erg:
i have segmentation fault when i try to run opdeMain, built with
* libfreeimage 3.10.0-2
* ogre 1.7.1-ogredev1
(
http://sites.google.com/site/warlock24/storage/opde.log?attredirects=0&d=1) opde.log
its weird but today when i was building opde [rev. 1319] by mistake with ogre 1.6.4, the game was almost ok, there was no textures, no buildings but game was running :cheeky:
:thumb:
Volca on 13/7/2010 at 05:12
Okay, can you please try the following:
* Compile the OpenDark with relWithDebInfo build type (make edit_cache - set CMAKE_BUILD_TYPE, then press c, g)
* produce valgrind log (valgrind --log-file=something.log ./opdeMain)
I recently commented out the FreeImage init/deinit from custom image codecs - can you try decommenting these lines again (47, 96 in src/main/CustomImageCodec.cpp) and compiling/running again. If this helps, can you please verify if your ogre lib uses devil or freeimage as image library?
Thanks :)
BPS on 13/7/2010 at 13:03
Quote Posted by Volca
Okay, can you please try the following:
* Compile the OpenDark with relWithDebInfo build type (make edit_cache - set CMAKE_BUILD_TYPE, then press c, g)
* produce valgrind log (valgrind --log-file=something.log ./opdeMain)
i didn't saw any place where i could press c, g, so i skipped this. This is my valgrind log: (
http://sites.google.com/site/warlock24/storage/valgrind.log?attredirects=0&d=1) valgrind.log
Quote Posted by Volca
I recently commented out the FreeImage init/deinit from custom image codecs - can you try decommenting these lines again (47, 96 in src/main/CustomImageCodec.cpp) and compiling/running again.
Nothing changed :/
(
http://sites.google.com/site/warlock24/storage/valgrind2..log?attredirects=0&d=1) valgrind2.log
Quote Posted by Volca
If this helps, can you please verify if your ogre lib uses devil or freeimage as image library?
In my opde.log i see line
LOG [DEBUG] : OGRE_LOG: This program uses FreeImage...
:cool:
Albert on 4/8/2010 at 18:39
So, as far as updates go, when does a 0.3 release seem possible? I've been reading the OPDE wiki, and as far as updates go, I'd think that the renderer is near it's bare-bones completion. At least, that's what the wiki defines, anyway.
At least people on here are compiling it on some linux distros.
Nathan on 6/8/2010 at 00:27
Well, I can't speak for Volca but some progress is being made. He won't be around for a couple weeks so he might answer when he gets back. We've been working on the PHYS_SYSTEM tag and we have almost all of its structures figured out. I've also been working on CRET_SYSTEM and have had some success but it is a little tougher than PHYS... I think he wants to get a simple physics system implemented soon but since he is the only coder at the moment things can only go at the pace of his free time that he devotes to the project. :)
sNeaksieGarrett on 6/8/2010 at 02:33
Can you dumb that down a bit for us non-programmers please?:cheeky:
Nathan on 6/8/2010 at 05:16
Lol. Ok. Dark engine games use files called tag files to store data. The .mis files are an example. Inside these files are "tags" like PHYS_SYSTEM which holds physics data about objects/AI. Thankfully many of these tags have already been figured out by Telliamed and others. First we have to figure out how all the tag data is stored on disk and in memory. Once we know how to read/write the tag data we (or better Volca) can create code that mimics what the dark engine does with that data. Lately we have been trying to figure out all the physics data that is stored on disk and how it is used/stored in memory. As I said before we have most of it pretty well figured out but there are still some unknowns. For example, the location of an object in the world is stored and updated in 3 places in the physics system tag and we aren't quite sure why...
Thankfully though, Dromed has some helpful code to help us out with figuring out how things are done. Commands like RopeSpew and MantleSpew for instance output data to the monolog about rope climbing and mantling which should help us with implementing those functions. So long story short, we have to figure out what all the data is and how it is used before we can recreate it.
I hope that clears things up a little. :)
sNeaksieGarrett on 6/8/2010 at 14:41
Thanks.:thumb:
Queue on 6/8/2010 at 14:55
Is it known who actually worked on creating the original Dark Engine, and, if so, can they be pumped for information about the inner workings without getting into any sort of legal issues?
Fidcal on 6/8/2010 at 17:56
Is there a player's summary somewhere of the state of ODE? I've browsed the various links through web pages but didn't see anything other than a summary of the aim of ODE. Are there any FMs that have any degree of playability at all? Even a walkthrough without any action?
I now run Vista 64 and can no longer run any Thief FMs despite trying the various patches so I'd be interested if this engine can run anything.