Sauerbraten engine development |
by Aardappel
on 03/03/2004 05:18, 1571 messages, last message: 03/14/2008 18:53, 1351324 views, last view: 12/09/2021 06:27 |
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This thread is for discussion of Sauerbraten coding issues / implementation ideas etc.
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Board Index

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#1435: Re: new feature: full screen shaders |
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by guest57
on 05/28/2006 14:58, refers to #1434
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Yeap, that makes it work...
I'll leave your gang to come up with a workaround as I'm not an OpenGL person. Meanwhile, nice effect :-)
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#1436: Re: new feature: full screen shaders |
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by absinth
on 05/28/2006 16:34, refers to #1435
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http://developer.apple.com/graphicsimaging/opengl/extensions.html#GL_EXT_texture_rectangle
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#1437: Re: new feature: full screen shaders |
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by Aardappel_
on 05/28/2006 22:04, refers to #1436
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Yeah I knew about the existence of that extension... just on my card it seems to work without. I will add it, thanks.
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#1438: Re: new feature: full screen shaders |
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by Passa
on 05/28/2006 23:32, refers to #1435
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How did you get the latest build? I am soo desperate to try these shaders :)
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#1439: Re: new feature: full screen shaders |
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by absinth
on 05/28/2006 23:33, refers to #1438
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>How did you get the latest build?
CVS?
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#1440: Re: new feature: full screen shaders |
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by Passa
on 05/29/2006 08:45, refers to #1439
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Anonymouse CVS has been refreshed? How do I access it with TortoiseCVS? It keeps trying to login differently with a password..
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#1441: Re: new feature: full screen shaders |
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by MeatROme
on 05/29/2006 12:03, refers to #1440
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http://sourceforge.net/cvs/?group_id=102911
and read the part about
"Anonymous CVS"
HTH
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#1442: Re: new feature: full screen shaders |
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by Passa
on 05/29/2006 13:52, refers to #1441
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Still get asked for a password and if I leave it blank it fails.
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#1443: Re: new feature: full screen shaders |
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by Passa
on 05/29/2006 13:57, refers to #1442
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No matter, got it via http, worked fine.. just need to know how to activate the shaders..
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#1444: Re: new feature: full screen shaders |
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by MeatROme
on 05/29/2006 14:02, refers to #1442
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just did a current check-out myself, so works fine for me. dunno where your prob lies. any error msgs?
getting asked for a password is normal, they say so on the page BTW.
did you replace "modulename" (in the second call after the AUTH call [which is anonymous and therefor with blank password]) with "sauerbraten"?!?
Anyway you might want to read
http://sourceforge.net/docs/E04/
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#1445: Re: new feature: full screen shaders |
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by Passa
on 05/29/2006 14:05, refers to #1444
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All I know is that I got the 1.49 revision.. released by aardappel apparently 8 hours ago. Also, all I downloaded was the .exe, nothing else.
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#1446: Re: new feature: full screen shaders |
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by Passa
on 05/29/2006 14:25, refers to #1445
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Ok got it working, a few problems, the writing is all messed.. but it looks nice. Needs ALOT of tweaking though, it was killing my eyes, I don't think I could have played with it like that.
http://members.iinet.net.au/~passarello/bug2.jpg
Thats the writing problem bug
Here is a problem with the current release that I mentioned before, it still exists in the latest build (although this screenshot is of the current release)
http://members.iinet.net.au/~passarello/bug1.jpg
Last time Aardappel, you dismissed it because I had BETA drivers, well I installed the 84.21 drivers, and the bug was still there. My specs are P4 3.2Ghz, 2GB ram and a Leadtek 256MB GeForce 7800GT
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#1447: Re: new feature: full screen shaders |
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by rpointon
on 05/29/2006 14:55, refers to #1446
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The writing bug is because you don't have the necessary image resource files for the text (the text style was changed over the last month so that it has a black outline). I assume you only checked out the executable.
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#1448: Re: new feature: full screen shaders |
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by Aardappel_
on 05/29/2006 22:31, refers to #1446
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yes, get a full checkout, not just individual files. The gun is weird... anyone else have this?
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#1449: Re: new feature: full screen shaders |
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by Passa
on 05/29/2006 22:48, refers to #1447
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On the writing, I got the newerchars.png file, and it wasn't fixed.
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#1450: Re: new feature: full screen shaders |
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by nieb
on 05/29/2006 23:44, refers to #1448
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Yes, I also have the hudgun in close walls problem. Didn't think much of it though. Couldn't you just make it render on top of everything else?
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#1451: Re: new feature: full screen shaders |
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by guest57
on 05/29/2006 23:45, refers to #1448
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Which gun do you mean?
I note that if one model/file doesn't load/missing then all following files don't load - deliberate?
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#1452: Segfault fix for malformed maps |
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by xoltra
on 05/30/2006 01:45
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I noticed that the sauer_client may crash when it attempts to load a malformed map. I fond that this was caused by attempt to free the "worldroot" when the "garbage in map" fatal error is encountered. I fixed it by making sure "worldroot" was either valid or null. You can find sauer-bad-map-crash.diff at the end of this page:
http://home.austin.rr.com/selliott4/sauerbraten
I think it would be nice to get segfaults caused by bad data before resurrecting the /getmap /sendmap functionality because memory corruption problems have potential to be buffer overflow exploits. But I don't know if that is possible in this case.
Also, I think it would be nice if sauer_client would log an error to the console and then reload the previous map if an attempt to load a map failed (as opposed to exiting). I didn't attempt to do this in my patch, but I think loadchildren() and loadc() could be modified to return true/false indicating whether the load was successful. If a failure propagates up to load_world() it could call itself with the previous map. This appeals to me because otherwise once it becomes possible to sendmaps to the server it will be possible to send a map that causes everyone's client to exit.
Also, you may have discussed this, but wouldn't it simplify things if the top level cube related entity was a single single large cube that contained the entire world instead of "worldroot", which is an array of eight cubes? For example, you wouldn't need to have two calls to loadchildren() in the code. Also, freeocta() could be a "del rootcube", or whatever. But it probably doesn't matter much.
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#1453: Re: new feature: full screen shaders |
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by Aardappel_
on 05/30/2006 04:28, refers to #1450
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ok, we'll scale the hudguns down a bit, see if that fixes it for you all on the next release. Actually, can you put a command "mdlscale 50" or so in the md2.cfg of the relevant hudguns, and see if that fixes it? if not, try lowering the number, tell me the lowest number at which the bug goes away.
no idea on the chars... anyone else?
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#1454: Re: Segfault fix for malformed maps |
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by Aardappel_
on 05/30/2006 04:31, refers to #1452
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really, if a map is malformatted, something is seriously wrong (corrupted download?), and there is not a lot of point investing time in recovering. In all my time, I NEVER had this happen for either cube or sauer, and I bet I have loaded the most maps of anyone :)
Infact, if it happens, it shouldn't just be ignored by loading another map.
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