vytukas
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Everything posted by vytukas
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A quick idea, maybe you have upgraded g++? make clean might help was replying to McLane
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Just to add to what Lorch and Octane said, IMHO download the best way to run EL under Ubuntu is Install required developmental libraries (opengl, openal, xml, alut, cal3d and others) Download the full game version for Linux (or Windows) Do a CVS checkout in that directory Compile the game Make -f Makefile.linux You may need to add libs/libalut.a to the Makefile, I can clarify other parts upon request too I use Ubuntu no probs
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The only problem is that crus has now been upgraded to invisible crus
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Maybe this is a good idea, maybe not, but IMHO it is too far from the current rules
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IMHO EL is already suffering from severe deflation, prices are dropping significantly (for example, EFE price dropped from 4.5k to 2k), and you want to make it even worse? I think we need more cash ingame to get decent prices back
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Who would like to work at a single player game with me?
vytukas replied to Entropy's topic in Programming
I would advise to use LGPL -
Hello, I think it would be easier for some people to have this option Here is my first EL patch http://developer.berlios.de/patch/download.php?id=903 Btw IMHO all texture loading routines should be unified cause they all contain the same copy-pasted bitmap loading code
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Some textures (especially tree leaves, rocks, location flags/signs, roofs) are not visible on Linux. On the same hardware, Windows, its ok. All other simple 3D apps and games (blender, tuxracer etc) run fine. Affected versions: elc >= 1.1.2 (1.1.0 was fine) Screenshots showing off the problems: Rocks and sign texture seems invisible Trees without leaves I tried downloading officials binaries, building from CVS, I get the same results. Hardware: Intel i915 integrated board, i810 gl driver. glxinfo outputs the following: name of display: :0.0 display: :0 screen: 0 direct rendering: Yes server glx vendor string: SGI server glx version string: 1.2 server glx extensions: GLX_ARB_multisample, GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_EXT_import_context, GLX_OML_swap_method, GLX_SGI_make_current_read, GLX_SGIS_multisample, GLX_SGIX_fbconfig client glx vendor string: SGI client glx version string: 1.4 client glx extensions: GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_import_context, GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_MESA_allocate_memory, GLX_MESA_swap_control, GLX_MESA_swap_frame_usage, GLX_OML_swap_method, GLX_OML_sync_control, GLX_SGI_make_current_read, GLX_SGI_swap_control, GLX_SGI_video_sync, GLX_SGIS_multisample, GLX_SGIX_fbconfig, GLX_SGIX_pbuffer, GLX_SGIX_visual_select_group GLX version: 1.2 GLX extensions: GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_import_context, GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_MESA_allocate_memory, GLX_OML_swap_method, GLX_SGI_make_current_read, GLX_SGIS_multisample, GLX_SGIX_fbconfig OpenGL vendor string: Tungsten Graphics, Inc OpenGL renderer string: Mesa DRI IntelĀ® 915G 20050225 OpenGL version string: 1.3 Mesa 6.3.2 OpenGL extensions: GL_ARB_depth_texture, GL_ARB_fragment_program, GL_ARB_imaging, GL_ARB_multisample, GL_ARB_multitexture, GL_ARB_point_parameters, GL_ARB_shadow, GL_ARB_texture_border_clamp, GL_ARB_texture_compression, GL_ARB_texture_cube_map, GL_ARB_texture_env_add, GL_ARB_texture_env_combine, GL_ARB_texture_env_dot3, GL_ARB_texture_mirrored_repeat, GL_ARB_texture_rectangle, GL_ARB_transpose_matrix, GL_ARB_vertex_buffer_object, GL_ARB_vertex_program, GL_ARB_window_pos, GL_EXT_abgr, GL_EXT_bgra, GL_EXT_blend_color, GL_EXT_blend_equation_separate, GL_EXT_blend_func_separate, GL_EXT_blend_minmax, GL_EXT_blend_subtract, GL_EXT_clip_volume_hint, GL_EXT_cull_vertex, GL_EXT_compiled_vertex_array, GL_EXT_convolution, GL_EXT_copy_texture, GL_EXT_draw_range_elements, GL_EXT_fog_coord, GL_EXT_histogram, GL_EXT_multi_draw_arrays, GL_EXT_packed_pixels, GL_EXT_point_parameters, GL_EXT_polygon_offset, GL_EXT_rescale_normal, GL_EXT_secondary_color, GL_EXT_separate_specular_color, GL_EXT_shadow_funcs, GL_EXT_stencil_wrap, GL_EXT_subtexture, GL_EXT_texture, GL_EXT_texture3D, GL_EXT_texture_edge_clamp, GL_EXT_texture_env_add, GL_EXT_texture_env_combine, GL_EXT_texture_env_dot3, GL_EXT_texture_filter_anisotropic, GL_EXT_texture_lod_bias, GL_EXT_texture_object, GL_EXT_texture_rectangle, GL_EXT_vertex_array, GL_3DFX_texture_compression_FXT1, GL_APPLE_client_storage, GL_APPLE_packed_pixels, GL_ATI_blend_equation_separate, GL_IBM_rasterpos_clip, GL_IBM_texture_mirrored_repeat, GL_INGR_blend_func_separate, GL_MESA_pack_invert, GL_MESA_ycbcr_texture, GL_MESA_window_pos, GL_NV_blend_square, GL_NV_light_max_exponent, GL_NV_texture_rectangle, GL_NV_texgen_reflection, GL_NV_vertex_program, GL_NV_vertex_program1_1, GL_OES_read_format, GL_SGI_color_matrix, GL_SGI_color_table, GL_SGIS_generate_mipmap, GL_SGIS_texture_border_clamp, GL_SGIS_texture_edge_clamp, GL_SGIS_texture_lod, GL_SGIX_depth_texture, GL_SUN_multi_draw_arrays glu version: 1.3 glu extensions: GLU_EXT_nurbs_tessellator, GLU_EXT_object_space_tess visual x bf lv rg d st colorbuffer ax dp st accumbuffer ms cav id dep cl sp sz l ci b ro r g b a bf th cl r g b a ns b eat ---------------------------------------------------------------------- 0x23 24 tc 0 32 0 r y . 8 8 8 8 0 0 0 0 0 0 0 0 0 None 0x24 24 tc 0 32 0 r . . 8 8 8 8 0 0 0 0 0 0 0 0 0 None 0x25 24 tc 0 32 0 r y . 8 8 8 8 0 24 8 0 0 0 0 0 0 None 0x26 24 tc 0 32 0 r . . 8 8 8 8 0 24 8 0 0 0 0 0 0 None 0x27 24 tc 0 32 0 r y . 8 8 8 8 0 0 0 16 16 16 16 0 0 Slow 0x28 24 tc 0 32 0 r . . 8 8 8 8 0 0 0 16 16 16 16 0 0 Slow 0x29 24 tc 0 32 0 r y . 8 8 8 8 0 24 8 16 16 16 16 0 0 Slow 0x2a 24 tc 0 32 0 r . . 8 8 8 8 0 24 8 16 16 16 16 0 0 Slow 0x2b 24 dc 0 32 0 r y . 8 8 8 8 0 0 0 0 0 0 0 0 0 None 0x2c 24 dc 0 32 0 r . . 8 8 8 8 0 0 0 0 0 0 0 0 0 None 0x2d 24 dc 0 32 0 r y . 8 8 8 8 0 24 8 0 0 0 0 0 0 None 0x2e 24 dc 0 32 0 r . . 8 8 8 8 0 24 8 0 0 0 0 0 0 None 0x2f 24 dc 0 32 0 r y . 8 8 8 8 0 0 0 16 16 16 16 0 0 Slow 0x30 24 dc 0 32 0 r . . 8 8 8 8 0 0 0 16 16 16 16 0 0 Slow 0x31 24 dc 0 32 0 r y . 8 8 8 8 0 24 8 16 16 16 16 0 0 Slow 0x32 24 dc 0 32 0 r . . 8 8 8 8 0 24 8 16 16 16 16 0 0 Slow
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I will apologize for a harsh post in advance. Hey, dear 'reporter', how can u blame any server that u connect to for 'intruding'? It's simply noobish. Even if it is possible to intrude into your system through open ports, please ask your operating system vendor to help or fill bug reports there. I am not the developer of EL server, but I am 99.999% sure that they dont include any worms.
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Well I was mainly focusing on customs maps that players might add on, I even havent patched other texture functions. I didnt took out 8bpp support, just made 24bpp support optional in one function. Possible use case: a person is developing a 2D map image and wants to preview it frequently while keeping 24bpp format. And what concerns game map system, yeah png would be a good choice, but load times must be measured (maybe its slower to load pngs). If developers agree that textures.c needs changes, I could try to do that with PNGs or PNG/BMP dual support lets say. But we must deploy libpng together, Im not sure how would that be on windows (i hope ok).
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The patch posted above works fine, thank u guys! Although I have a feeling it does affect performance a bit :/
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I did CVS checkout and it works. However, I run into other display bugs, see my report.