Development log thread (not for discussion)

Development directions, tasks, and features being actively implemented or pursued by the development team.
Post Reply
chuck_starchaser
Elite
Elite
Posts: 8014
Joined: Fri Sep 05, 2003 4:03 am
Location: Montreal
Contact:

Development log thread (not for discussion)

Post by chuck_starchaser »

I was going to post this to the reformat branch thread; but that's done, and this has nothing to do with it,
and I realize there's no thread here for logging day-to-day actions and making inter-developer announcements.

(( This thread would lose its spirit and purpose if the little logs were eclipsed by long discussions; so please
simply announce an new topic of discussion here, but discuss there. ))

So, to get the ball rolling:

I filed a few new TRAC tickets lately. Tickets 5 and 6 were accidental duplicates of 4, and trac doesn't allow
deleting tickets. Tickets 7 and 8 are new as of today.

http://vegastrike.wcjunction.com/trac/report/6

NOTE:
Klauss, you alreade have a logheeen for TRAC; same as for your svn account at junction.
Safemode: I'll create a ooozer for you, and PM you.
chuck_starchaser
Elite
Elite
Posts: 8014
Joined: Fri Sep 05, 2003 4:03 am
Location: Montreal
Contact:

Re: Development log thread (not for discussion)

Post by chuck_starchaser »

Two more tickets, #9 and #10 filed; related to shaders and techniques (i.e. for Klauss).
chuck_starchaser
Elite
Elite
Posts: 8014
Joined: Fri Sep 05, 2003 4:03 am
Location: Montreal
Contact:

Re: Development log thread (not for discussion)

Post by chuck_starchaser »

Techniques was corrupted by the merge; trunk wouldn't compile.
Fixed. r12646
chuck_starchaser
Elite
Elite
Posts: 8014
Joined: Fri Sep 05, 2003 4:03 am
Location: Montreal
Contact:

Re: Development log thread (not for discussion)

Post by chuck_starchaser »

Added ticket #12, about configure not accepting python version and boost from system parameters.
http://vegastrike.wcjunction.com/trac/t ... ate=Update
chuck_starchaser
Elite
Elite
Posts: 8014
Joined: Fri Sep 05, 2003 4:03 am
Location: Montreal
Contact:

Re: Development log thread (not for discussion)

Post by chuck_starchaser »

The engine now builds under CMake, as per Safemode's commit. r12659.
This also partially resolves ticket #12.

Data repo commit by me (dan_w) fixes problem of yellow oxes and throbbing planets. r12661.

http://vegastrike.wcjunction.com/trac/t ... angeset=on

Just be sure to svn up both the /vegastrike (engine) AND /data (game) folders, as the shaders are
in the latter.

REMINDER:
If you're a Windows user, none of these svn updates are for you; --specially not /data. The reason is that
we are experiencing technical difficulties getting a Windows build of the engine. The svn /data folder
contains the shader programs (gpu programs) which expect cubemaps; but the last windows build (0.50)
does not include cubemaps; --it still uses spheremaps. So, Windows users, stay tuned for when we come
up with a new binary for you. It will be announced.
For Linux users, be sure your configure line goes,
./configure --enable-release --disable-debug --enable-cubemap

EDIT:
All occurrences of "using namespace std" erradicated from the code-base. r12662
klauss
Elite
Elite
Posts: 7243
Joined: Mon Apr 18, 2005 2:40 pm
Location: LS87, Buenos Aires, República Argentina

Re: Development log thread (not for discussion)

Post by klauss »

I just added python 2.6 to the list of supported versions, and tested it successfully.

I also fixed --with-boost=system to use the dynamic libraries instead of the static ones, which my distro doesn't ship (chuck, I believe you had the same problem).

Note: the configure option for selecting a python version was wrongly documented ad --with-python-version - configure, in fact, expected a --with-python=2.6. So I fixed its help string.
Oíd mortales, el grito sagrado...
Call me "Menes, lord of Cats"
Wing Commander Universe
charlieg
Elite Mercenary
Elite Mercenary
Posts: 1329
Joined: Thu Mar 27, 2003 11:51 pm
Location: Manchester, UK
Contact:

Re: Development log thread (not for discussion)

Post by charlieg »

Not so much a log but a task; somebody should update the developer blog with a discussion on the upcoming release inc. new content, the reformatting effort, and the shader updates.
Free Gamer - free software games compendium and commentary!
FreeGameDev forum - open source game development community
chuck_starchaser
Elite
Elite
Posts: 8014
Joined: Fri Sep 05, 2003 4:03 am
Location: Montreal
Contact:

Re: Development log thread (not for discussion)

Post by chuck_starchaser »

@Klauss: Works PERFECTLY for me; got a build with boost = system and python 2.6 first shot.

@charlieg: Yep; it will have to be somebody other than me; I got no access to the blog or the wiki.
(Problem of underscore in name; combined by no mail sending from sf, so I can't even register a
new user and get a password sent to me.)
chuck_starchaser
Elite
Elite
Posts: 8014
Joined: Fri Sep 05, 2003 4:03 am
Location: Montreal
Contact:

Re: Development log thread (not for discussion)

Post by chuck_starchaser »

Warning squashing campaign complete; except for a few clear bugs, and a few cases needing expert attention.

See r12706 and companion ticket #28
http://vegastrike.wcjunction.com/trac/t ... angeset=on

EDIT:
I notice the game slower, like pressing an arrow key to turn the ship it kind of turns by jumps; not sure if it's
anything to do with my warning squashing; I highly doubt it, and I'm compiling for release with K8 simd
vectorization and the whole shabang.
Post Reply