Wake up Call!
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Re: Wake up Call!
I've got things zipped up, lots of data collected, and everything converted over. Just data entry now. Need to find a file hosting place again.
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Re: Wake up Call!
https://sourceforge.net/projects/wcuniverse/
I think I will need to reorganize the svn so you can get everything you need on it. For now I will get you set up so you can upload to the file section so I will have something to work with.
Upload to https://sourceforge.net/projects/wcuniv ... pha%200.2/ once I get you setup.. for some reason the code menu isn't there and I get a blank page when I try to login to sf.net
I think I will need to reorganize the svn so you can get everything you need on it. For now I will get you set up so you can upload to the file section so I will have something to work with.
Upload to https://sourceforge.net/projects/wcuniv ... pha%200.2/ once I get you setup.. for some reason the code menu isn't there and I get a blank page when I try to login to sf.net
Because of YOU Arbiter, MY kids? can't get enough gas. OR NIPPLE! How does that mkae you feeeel? ~ Halo
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Re: Wake up Call!
Mesa 9.0 / Linux 3.5 / libdrm-2.4.39 -- I think it's pretty much stock 12.10.klauss wrote:Hm... which version of MESA?ermo wrote:However, I'm having some image corruption issues on two different Linux PCs using the OSS video drivers (r300g and r600g), so if someone with an ATI card using OSS drivers could check whether the loading screen and the main menu screen look corrupted on their end, that'd be very helpful. It would also be helpful if someone using an NVidia card could check the same -- drivers are irrelevant in this case.
All I did to was to compile VS trunk and run it with -D<path to my priv_pu directory>
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Re: Wake up Call!
Um... that's much newer than anything I've tried. Older 8.x MESAs had some similar issues. Maybe it's new bugs. Or maybe it's a regression. ... or maybe it's us.ermo wrote:Mesa 9.0 / Linux 3.5 / libdrm-2.4.39 -- I think it's pretty much stock 12.10.klauss wrote: Hm... which version of MESA?
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Re: Wake up Call!
@Klauss,
As it is, it appears that we can use RGBA PNG and DXT1/DXT1a/DXT3/DXT5 compressed DDS assets without any issues in priv_pu. If I've understood everything correctly, these are the only two image types that should be used for textures/sprites in the game, right? (Just finished reading through http://wiki.vega-strike.org/Development ... quirements btw.)
A few days ago, you mentioned something about an 'options' keyword in relation to .spr files (in order to avoid caching base assets when flying around). Do you happen to know where in the code/documentation I can find more info? After grepping the code and searching the wiki for more than an hour the other day, I still didn't find it...
Hints/pointers would be much appreciated.
As it is, it appears that we can use RGBA PNG and DXT1/DXT1a/DXT3/DXT5 compressed DDS assets without any issues in priv_pu. If I've understood everything correctly, these are the only two image types that should be used for textures/sprites in the game, right? (Just finished reading through http://wiki.vega-strike.org/Development ... quirements btw.)
A few days ago, you mentioned something about an 'options' keyword in relation to .spr files (in order to avoid caching base assets when flying around). Do you happen to know where in the code/documentation I can find more info? After grepping the code and searching the wiki for more than an hour the other day, I still didn't find it...
Hints/pointers would be much appreciated.
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Re: Wake up Call!
You should be able to use jpeg too. It should be relatively high quality, though, and we should get a lossless png committed to the masters repo as a lossless reference image in case we need to work on it later.ermo wrote:@Klauss,
As it is, it appears that we can use RGBA PNG and DXT1/DXT1a/DXT3/DXT5 compressed DDS assets without any issues in priv_pu. If I've understood everything correctly, these are the only two image types that should be used for textures/sprites in the game, right? (Just finished reading through http://wiki.vega-strike.org/Development ... quirements btw.)
What about this?ermo wrote:A few days ago, you mentioned something about an 'options' keyword in relation to .spr files (in order to avoid caching base assets when flying around). Do you happen to know where in the code/documentation I can find more info? After grepping the code and searching the wiki for more than an hour the other day, I still didn't find it...
Hints/pointers would be much appreciated.
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Re: Wake up Call!
Except that apparently I can't use JPEG with PU on my Radeon hardware (due to the lack of alpha channel)...klauss wrote:You should be able to use jpeg too. It should be relatively high quality, though, and we should get a lossless png committed to the masters repo as a lossless reference image in case we need to work on it later.ermo wrote:@Klauss,
As it is, it appears that we can use RGBA PNG and DXT1/DXT1a/DXT3/DXT5 compressed DDS assets without any issues in priv_pu. If I've understood everything correctly, these are the only two image types that should be used for textures/sprites in the game, right? (Just finished reading through http://wiki.vega-strike.org/Development ... quirements btw.)
Aha! So I could have a sprite, say, vegastrike/trunk/data/sprites/interfaces/main_menu/menu.spr that contains this:klauss wrote:What about this?ermo wrote:A few days ago, you mentioned something about an 'options' keyword in relation to .spr files (in order to avoid caching base assets when flying around). Do you happen to know where in the code/documentation I can find more info? After grepping the code and searching the wiki for more than an hour the other day, I still didn't find it...
Hints/pointers would be much appreciated.
Code: Select all
interfaces/main_menu/menu.image 0
1.94 1.94
0 0 video
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Re: Wake up Call!
Yeah, well... that would be a bug to fix.ermo wrote:Except that apparently I can't use JPEG with PU on my Radeon hardware (due to the lack of alpha channel)...klauss wrote: You should be able to use jpeg too. It should be relatively high quality, though, and we should get a lossless png committed to the masters repo as a lossless reference image in case we need to work on it later.
Yep, exactly.ermo wrote:Aha! So I could have a sprite, say, vegastrike/trunk/data/sprites/interfaces/main_menu/menu.spr that contains this:
Would that be the correct placement of the video option? And thanks for helping me out -- much appreciated.Code: Select all
interfaces/main_menu/menu.image 0 1.94 1.94 0 0 video
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Re: Wake up Call!
pheonixstorm: Trying to be a bit more active now, things seem to be setteling down a bit at SC, I don't see an upload option on the page, but three zips. Do I need to use turtle?
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Re: Wake up Call!
There are a couple of issues with that:klauss wrote:Yeah, well... that would be a bug to fix.ermo wrote:Except that apparently I can't use JPEG with PU on my Radeon hardware (due to the lack of alpha channel)...klauss wrote: You should be able to use jpeg too. It should be relatively high quality, though, and we should get a lossless png committed to the masters repo as a lossless reference image in case we need to work on it later.
1) We don't have a solid repro for pure VS. To fix the bug, we'd need a solid repro, wouldn't we? I even tried pulling the wonky PU splash_image verbatim into VS -- and while it showed up corrupted in PU, it shows up fine in VS. This I find truly strange and it strengthens my suspicion that it is an issue with something in the PU data files.
2) I consider it my job to get PU running on VS. If that means that I need to convert PU images to either RGBA PNG or DDS for the engine not to crash, then that's what I'll do assuming the bug from 1) remains elusive. I mean, what other options do I have? It'd be great to uncover the source of the issue, sure, but I also need to maintain my momentum...
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Re: Wake up Call!
True. Just remember that limitation isn't by design.ermo wrote:2) I consider it my job to get PU running on VS. If that means that I need to convert PU images to either RGBA PNG or DDS for the engine not to crash, then that's what I'll do assuming the bug from 1) remains elusive. I mean, what other options do I have? It'd be great to uncover the source of the issue, sure, but I also need to maintain my momentum...
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Re: Wake up Call!
Just had a chat with chuck and he's on your side in terms of rather wanting to see the issue being fixed. Since that is the case, I'm willing to go into an investigation on this, provided that I have someone with whom I can spar and with whom I can share my hardware (or rather, gfx stack) configuration.klauss wrote:True. Just remember that limitation isn't by design.ermo wrote:2) I consider it my job to get PU running on VS. If that means that I need to convert PU images to either RGBA PNG or DDS for the engine not to crash, then that's what I'll do assuming the bug from 1) remains elusive. I mean, what other options do I have? It'd be great to uncover the source of the issue, sure, but I also need to maintain my momentum...
I have a box w/a Radeon HD 2600 XT ready to go with whatever distro you use. Which gfx hardware do you and the crew have available?
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Re: Wake up Call!
Not sure about the rest, I have a test machine with an nVidia GF8 (one of the 8 series, can't remember which exactly), and another with an intel onboard (i965 I think). The NV machine uses nVidia's binary driver (linux of course), and the intel one uses MESA 8.10 and libdrm2.ermo wrote:I have a box w/a Radeon HD 2600 XT ready to go with whatever distro you use. Which gfx hardware do you and the crew have available?
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Re: Wake up Call!
What are the odds that you could poll some of the other VS devs about whether they have a radeon card handy for testing? I understand that you have a lot of other stuff on your plate, but it would be really nice if I had someone with whom to share notes etc. ...klauss wrote:Not sure about the rest, I have a test machine with an nVidia GF8 (one of the 8 series, can't remember which exactly), and another with an intel onboard (i965 I think). The NV machine uses nVidia's binary driver (linux of course), and the intel one uses MESA 8.10 and libdrm2.ermo wrote:I have a box w/a Radeon HD 2600 XT ready to go with whatever distro you use. Which gfx hardware do you and the crew have available?
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Re: Wake up Call!
It's pretty simple. Either wait for someone to answer, or start a poll thread. Simple.
Re: Wake up Call!
I've got an ATI HD 4850 and Intel GM45 (and a machine with a AMD Trinity-APU but not that interesting for gaming).
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Re: Wake up Call!
I gather you haven't been able to reproduce the dreaded fglrx/Catalyst crashes?log0 wrote:I've got an ATI HD 4850 and Intel GM45 (and a machine with a AMD Trinity-APU but not that interesting for gaming).
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Re: Wake up Call!
I haven't bought anything other than nvidia since my Riva 128 and nForce 2 motherboard. I probably should setup a computer with an ATI and intel combo at some point.
Because of YOU Arbiter, MY kids? can't get enough gas. OR NIPPLE! How does that mkae you feeeel? ~ Halo
Re: Wake up Call!
Unfortunately not. The only bit I haven't tried is to do a windows reinstall to exclude any weird runtime issues(I have the MSVC crap installed with its own bunch of dlls). This is also one of the reasons I'm trying to get a working mingw build with all dependencies compiled against mingw.klauss wrote:I gather you haven't been able to reproduce the dreaded fglrx/Catalyst crashes?log0 wrote:I've got an ATI HD 4850 and Intel GM45 (and a machine with a AMD Trinity-APU but not that interesting for gaming).
And there is the OpenAL Soft testbuild to exclude possible issues with OpenAL. Now if we had some testers...
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Re: Wake up Call!
hate to leave ermo hanging anylonger. Anyprogress with getting those settings on Sourceforge worked out?
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Re: Wake up Call!
Sorry forgot you were still waiting on that. Its changed, you should be able to add files on the project page.
Because of YOU Arbiter, MY kids? can't get enough gas. OR NIPPLE! How does that mkae you feeeel? ~ Halo
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Re: Wake up Call!
What I have is here