New binary for SVN users (#45)
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- penguinflyer5234
- Sheep (Developer)
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- {]-[0{0|307 (Developer)
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The debug wrappers used to trap GL errors are only active when compiling the debug version.
All of the functions that turn on OpenGL are done by SDL. We have no options to change that bootstrapping.
It may be that the screen resolution/bit depth that you are requesting are not supported by your current version of OpenGL, so it goes to a software mode.
Also, there is something about SDL using the GDI renderer or DirectX that I remember. That has something to do with how the SDL.dll is compiled.
For instance, here are my settings. Any sections that are missing (like the red one below) are missing because querying SDL or OpenGL for them gave an error.
If SDL is not giving the available full screen settings, it means that there are no valid screen modes for full screen...
All of the functions that turn on OpenGL are done by SDL. We have no options to change that bootstrapping.
It may be that the screen resolution/bit depth that you are requesting are not supported by your current version of OpenGL, so it goes to a software mode.
Also, there is something about SDL using the GDI renderer or DirectX that I remember. That has something to do with how the SDL.dll is compiled.
For instance, here are my settings. Any sections that are missing (like the red one below) are missing because querying SDL or OpenGL for them gave an error.
If SDL is not giving the available full screen settings, it means that there are no valid screen modes for full screen...
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SDL set video mode to the current parameters
SDL window parameters
width == 800, height == 600, depth == 32
SDL flags
windowed
SDL software surface
SDL single buffer
OpenGL support
OpenGL-compatible blitting
SDL_GL_Attribtes
SDL_GL_RED_SIZE == 8
SDL_GL_GREEN_SIZE == 8
SDL_GL_BLUE_SIZE == 8
SDL_GL_ALPHA_SIZE == 8
SDL_GL_BUFFER_SIZE == 32
SDL_GL_DEPTH_SIZE == 24
SDL_GL_DOUBLEBUFFER == 1
SDL_GL_STENCIL_SIZE == 8
SDL_GL_ACCUM_RED_SIZE == 0
SDL_GL_ACCUM_GREEN_SIZE == 0
SDL_GL_ACCUM_BLUE_SIZE == 0
SDL_GL_ACCUM_ALPHA_SIZE == 0
SDL_GL_STEREO == 0
SDL_GL_MULTISAMPLEBUFFERS == 0
SDL_GL_MULTISAMPLESAMPLES == 1
SDL_GL_ACCELERATED_VISUAL == 0
SDL_GL_SWAP_CONTROL == 0
SDL using video driver - directx
Available full-screen video modes...
Video Mode - 1280 x 800
Video Mode - 1280 x 768
Video Mode - 1280 x 480
Video Mode - 1024 x 768
Video Mode - 848 x 480
Video Mode - 800 x 600
Video Mode - 720 x 576
Video Mode - 720 x 480
Video Mode - 640 x 480
Video Mode - 640 x 400
Video Mode - 640 x 350
Video Mode - 512 x 384
Video Mode - 400 x 300
Video Mode - 320 x 240
Video Mode - 320 x 200
==============================================================
OpenGL state parameters
gl_version == 1.3.4898 WinXP Release
gl_vendor == ATI Technologies Inc.
gl_renderer == MOBILITY RADEON 9000 DDR x86/MMX/3DNow!/SSE2
gl_extensions == blah,blah,blah
glu_version == (null)
glu_extensions == (null)
GL_MAX_MODELVIEW_STACK_DEPTH == 32
GL_MAX_PROJECTION_STACK_DEPTH == 10
GL_MAX_TEXTURE_STACK_DEPTH == 10
GL_MAX_NAME_STACK_DEPTH == 128
GL_MAX_ATTRIB_STACK_DEPTH == 16
GL_MAX_CLIENT_ATTRIB_STACK_DEPTH == 16
GL_SUBPIXEL_BITS == 4
GL_POINT_SIZE_RANGE == 1.000000 - 2047.000000
GL_POINT_SIZE_GRANULARITY == 0.125000
GL_LINE_WIDTH_RANGE == 0.500000 - 10.000000
GL_LINE_WIDTH_GRANULARITY == 0.125000
GL_MAX_VIEWPORT_DIMS == 2048, 2048
GL_AUX_BUFFERS == 0
GL_RGBA_MODE == TRUE
GL_INDEX_MODE == FALSE
GL_DOUBLEBUFFER == TRUE
GL_STEREO == FALSE
GL_RED_BITS == 8
GL_GREEN_BITS == 8
GL_BLUE_BITS == 8
GL_ALPHA_BITS == 8
GL_INDEX_BITS == 0
GL_DEPTH_BITS == 24
GL_STENCIL_BITS == 8
GL_ACCUM_RED_BITS == 0
GL_ACCUM_GREEN_BITS == 0
GL_ACCUM_BLUE_BITS == 0
GL_ACCUM_ALPHA_BITS == 0
GL_MAX_LIGHTS == 8
GL_MAX_CLIP_PLANES == 6
GL_MAX_TEXTURE_SIZE == 2048
GL_MAX_PIXEL_MAP_TABLE == 65536
GL_MAX_LIST_NESTING == 64
GL_MAX_EVAL_ORDER == 30
GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT == 16.000000
==============================================================
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- Grub Bug (Rookie)
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- Zefz
- Squirrel Knight (Administrator)
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The newest binary is currently a little buggy: items are hard to pick up.
If you can live with that, there is the report of very low FPS for some reason. Try it out yourself and tell me how it goes: http://www.2shared.com/file/7414979/fe9 ... boo2x.html
I wanted to get that item grab bug fixed before I uploaded binary #33.
If you can live with that, there is the report of very low FPS for some reason. Try it out yourself and tell me how it goes: http://www.2shared.com/file/7414979/fe9 ... boo2x.html
I wanted to get that item grab bug fixed before I uploaded binary #33.
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- Grub Bug (Rookie)
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- Grub Bug (Rookie)
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ok i found few bugs:
if i skip through my inventar i drop items
my squirrel get no exp
the position of the text if u finish a modul is wrong
if i start bishopia city or forgotten fortress comes only the text: press escape for quit
wizard starter: the unlock spell dont work on chest
the water wierd move very strange
if i skip through my inventar i drop items
my squirrel get no exp
the position of the text if u finish a modul is wrong
if i start bishopia city or forgotten fortress comes only the text: press escape for quit
wizard starter: the unlock spell dont work on chest
the water wierd move very strange
- Zefz
- Squirrel Knight (Administrator)
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I think this one might be related to the "hard-to-grab-stuff" bug where keep_weapons_with_holder() gets a invalid item to hold.Feenfleisch wrote:if i skip through my inventar i drop items
I wonder why. I'll check it out. It should gain XP when eating bodies.my squirrel get no exp
I take it you are talking about the module end text. This is probably introduced when birdsey made the menu look same under all resolutions.the position of the text if u finish a modul is wrong
Sounds like the spawn points for the players are messed up.if i start bishopia city or forgotten fortress comes only the text: press escape for quit
Some sort of targeting bug. I'll check it out.wizard starter: the unlock spell dont work on chest
Humm... Nobody afaik changed his AI script. I need to look for myself exactly what you mean with "strange"the water wierd move very strange
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- Grub Bug (Rookie)
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- Zefz
- Squirrel Knight (Administrator)
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A new binary! This one seems pretty solid and stable. The only bug I've encountered is that sometimes when you load a player, he isnt spawned correctly. Quitting and reloading the module seems to work. Hopefully this one will be fixed soon.
Remember to copy all of the .dll files since there is a new one in there as well! This version of Egoboo takes use of your mydocuments/applicationdata/egoboo to store data files through PhysFS! Also it fixes the grab item bug and some module selection bugs. Also it fixes some AI bugs caused by AI targeting.
Download: http://www.2shared.com/file/7741021/fb4 ... RY-33.html
Remember to copy all of the .dll files since there is a new one in there as well! This version of Egoboo takes use of your mydocuments/applicationdata/egoboo to store data files through PhysFS! Also it fixes the grab item bug and some module selection bugs. Also it fixes some AI bugs caused by AI targeting.
Download: http://www.2shared.com/file/7741021/fb4 ... RY-33.html
- Agent of Dread
- Protector (Senior Member)
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Awesome, quick test finds:
When I respawned, my Elf became invisible until I morphed and unmorhphed (the Lumpkin form showed, though)
My torch was being held wierdly at a certain point and the model was warped, but dropping and re-grabbing fixed it.
When I exited the module the game crashed and my character didn't save.
"A Mosquito squished a Mosquito."
The first part of the Elf Starter's ending text was cut off.
When I respawned, my Elf became invisible until I morphed and unmorhphed (the Lumpkin form showed, though)
My torch was being held wierdly at a certain point and the model was warped, but dropping and re-grabbing fixed it.
When I exited the module the game crashed and my character didn't save.
"A Mosquito squished a Mosquito."
The first part of the Elf Starter's ending text was cut off.
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- {]-[0{0|307 (Developer)
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zefz, did you add the /players and /imports directory to C:\Projects and Settings\$User\Application Data\egoboo? There was a bug reported in the bug thread that may have something to do with this.
On the other hand, since others are not having problems, it really can't be too much of a problem.
Also, I don't think that it is worthwhile to use a .dll for PhysFS. Since you can't get the PhysFS binary from an official source, you would always have to distribute a custom compile pf PhysFS anyway. IMHO this washes out any benefit of using a dll to "upgrade" or maintain egoboo's use of PhysFS.
On the other hand, since others are not having problems, it really can't be too much of a problem.
Also, I don't think that it is worthwhile to use a .dll for PhysFS. Since you can't get the PhysFS binary from an official source, you would always have to distribute a custom compile pf PhysFS anyway. IMHO this washes out any benefit of using a dll to "upgrade" or maintain egoboo's use of PhysFS.
- Zefz
- Squirrel Knight (Administrator)
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New binary #34: http://www.2shared.com/file/8115801/a0f ... RY-34.html
Mostly bug fixes and performance improvements. Clonks, try it out to see if you still get the low FPS rate. Also, everyone using this binary can delete the physfs.dll that was added in the last binary package.
Mostly bug fixes and performance improvements. Clonks, try it out to see if you still get the low FPS rate. Also, everyone using this binary can delete the physfs.dll that was added in the last binary package.