Albert on 18/8/2010 at 04:11
Wish you could of told us that ahead of time. Ah well... :(
jtr7 on 18/8/2010 at 04:35
I would always, as the base level of expectation, look to this thread and the project's progress as something that happens when it happens, and comes second to everything else in one's daily life. That it's happening at all is wonderful, but it's no secret and not hidden at all that it's got a long way to go. Considering that even having the source code on hand or getting permission to decompile the code would still mean, as has been stated, that the project has a long way to go, all we can do is be grateful and patient and express continued interest.
Fidcal on 18/8/2010 at 06:42
This is an awesome project - especially since it has been sustained for so long. Just a kindly-meant :) suggestion to keep others interested and involved (and not frustrated searching for info ;)): add progress reports to the website so non-techy players can have some idea what and where it's at. A couple of lines once a year is all it needs, eg,
"We have now reached the stage where ODE can let you walk through OMs with lighting. No player interaction yet and no activity but you should get an impression of performance."
Albert on 20/8/2010 at 04:51
Quote Posted by Fidcal
A couple of lines once a year is all it needs
Make that several hundred. Or is that even close? :erg:
Fidcal on 20/8/2010 at 06:35
Yeah, I suppose I meant 'minimum' because even if one is busy a couple of lines in a year is do-able. More is better. :) But a lot of the advances are likely technical with little to show the player maybe so little to write about.
I've never forgotten the Thief 3 website with zero information for a long long time, maybe a couple of years. I always felt that was mean and unfriendly to withhold everything when a few lines would have meant a lot to enthusiastic fans.
None of this takes away our appreciation of the huge effort with ODE but a word or two is the icing on the cake for hungry fans. :)
BPS on 20/8/2010 at 13:37
Quote Posted by Volca
I am still searching for the reason you get the SEGV - my time spent on OPDE is very limited the last few months :(
hi, today I've build OPDE once again, this time i used ogre from svn not from my ubuntu package repository. Log from valgrind has changed, maybe this will help a bit.
valgrind log:
(
https://sites.google.com/site/warlock24/storage/val1.log?attredirects=0&d=1) https://sites.google.com/site/warlock24/storage/val1.log?attredirects=0&d=1
//edit
also I was having error "double free corruption" but it disappeared when i removed all ogre files from my computer and build ogre myself (i was having 3 different versions of ogre installed :P). Now ogre from svn is only ogre version on my computer.
ps
For now i use OPDE for windows in wine, it works perfect :thumb:
Volca on 24/8/2010 at 07:35
Thanks for the feedback BPS. I wonder why you get all these segv's from basic_string. There is a check on the number of textureUnitStates before I'm trying to fetch the one it segv's on. Maybe the tus variable points to a valid memory but the segv happens because of some internal ogre problem - this is at least my current theory.
What version of Ogre exactly do you have (SVN build?)? My build runs smoothly on Ogre 1.7.1 release version. Did you have the same kind of problems with that version?
BPS on 24/8/2010 at 14:37
Quote Posted by Volca
What version of Ogre exactly do you have (SVN build?)?
Now I use version downloaded from svn - revision 9952
Quote Posted by Volca
My build runs smoothly on Ogre 1.7.1 release version. Did you have the same kind of problems with that version?
I was having them when I used it.
And now some new news :)
3 days ago I acquired Thief Metal Age, I tested it on OPDE. After that I decided that I will try run every mission from Thief1 and Thief2.
Results :idea:
Thief Gold
**********
miss1.mis - segmentation fault
miss2.mis - segmentation fault
miss3.mis - mission is running fine. I get "bus error" (typical error for OIS on my computer). This error also disables 'key repeat' functionality on my entire computer :P
miss4.mis - ok!!!
miss5.mis - segmentation fault
miss6.mis - segmentation fault
miss7.mis - segmentation fault
miss8.mis - no such file
miss9.mis - segmentation fault
miss10.mis - segmentation fault (i need to rename dark.gam to Dark.gam to run this mission, or I get Dark.gam file not found error)
miss11.mis - segmentation fault (i need to rename Dark.gam to dark.gam to run this mission)
miss12.mis - segmentation fault (i need to rename dark.gam to Dark.gam)
miss13.mis - ok!!! (i need to rename Dark.gam => dark.game)
miss14.mis - segmentation fault
miss15.mis - segmentation fault
miss16.mis - segmentation fault
miss17.mis - segmentation fault
miss18.mis - segmentation fault
Thief Metal Age
***************
miss1.mis - ok
miss2.mis - ok
miss3.mis - no such file
miss4.mis - ok
miss5.mis - ok
miss6.mis - ok
miss7.mis - ok (buss error on exit)
miss8.mis - ok
miss9.mis - ok
miss10.mis - ok (buss error on exit)
miss11.mis - ok
miss12.mis - ok
miss13.mis - ok
miss14.mis - ok (some water texture problems on beggining)
miss15.mis - ok
miss16.mis - almost ok (I see lot of weird untextured primitives)
wtf, all T2 missions work quite good :weird:
Volca on 26/8/2010 at 17:21
Thanks for the feedback again. I have a sort of a good news - I am now able to reproduce the SEGVs, so I may not need further assistance from your side :)
Volca on 27/8/2010 at 08:34
Okay I think I fixed the problem. It is an Ogre's bug (they don't check the range of the texture frame index before throwing an exception which it uses). I'll report on ogre's forum anyway.
Please try it and see if it is okay :)