Questions about TAspring on linux ... - Page 2

Questions about TAspring on linux ...

Discuss your problems with the latest release of the engine here. Problems with games, maps or other utilities belong in their respective forums.

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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

I opened the sconstruct for NTAI the other day and saw it had a list of .cpp files, now I dont remember ever changing those but I do believe any errors you do come across are likely because of capitalisation, .cpp files that were put in the construct, or non portable changes I might have made, such as using threads which I ain't sure anymore about and might need changing but i don't know enough outside of windows.

Other than that i have never compiled it under Linux.....
malric
Posts: 521
Joined: 30 Dec 2005, 22:22

Post by malric »

Great to hear it works!

About ai-s, I just type scons in trunk and everything gets built (including NTAI). But still NTAI does only a mex before stopping.
Vivien
Posts: 43
Joined: 03 Feb 2006, 17:58

Post by Vivien »

I saw there is a source file for NTAI_XE3 : can i simply paste the files in the trunk/AI/NTAI directory and run scons ? Otherwise i thought of reporting like a bug (after all, the game freeze every time i try to launch a NTAI game) and/or request an update...

It's a suggestion...perhaps that it is also simple.
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

Vivien wrote:I saw there is a source file for NTAI_XE3 : can i simply paste the files in the trunk/AI/NTAI directory and run scons ? Otherwise i thought of reporting like a bug (after all, the game freeze every time i try to launch a NTAI game) and/or request an update...

It's a suggestion...perhaps that it is also simple.
You can try to paste it in there, but you'd have to do the porting too. The SConstruct will detect new/deleted files fine tho (note that the SConstruct inside the NTAI directory is obsolete, I'll try to remember to remove it).

I stopped porting new versions of AIs for a while because the ABI interface broke and some AIs are pretty hard to recompile. Once the x platform build is released (and the AI devs have modified their AIs for that build) I'll see if I can get some new versions in SVN.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

There are 2 bugs in XE 3 that are capable of causing crashes and usually ocur well into the game, and not at the start.

Eitheway the itnerface.cpp used in the testbuilds needs copying into the XE builds, ti should be there in the svn, and you're better off waiting till tonight for the XE 4 source code.
Vivien
Posts: 43
Joined: 03 Feb 2006, 17:58

Post by Vivien »

Sorry AF i can't try your mod: when i run scons i have too many errors ... As you said i will wait the next release. thanx fot the help.
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

I just committed NTAI XE4 to SVN.

You have to grab the data from the binary release tho.
Vivien
Posts: 43
Joined: 03 Feb 2006, 17:58

Post by Vivien »

I finnished to recompile TA (again) and i saw the modification. Thanks.

But i have another (and new) error when i join (or try to join) a game (with any choice: Commanders, random, AI, etc...) : i select one of them, choose a map...TA crash and return on the desktop.

Code: Select all

ERROR: button9.wav
  Couldnt open wav file
terminate called after throwing an instance of 'std::runtime_error'
  what():  file Armor.txt not found
Abandon
and the infolog.txt contain:

Code: Select all

No such cursor: cursornormal
No such cursor: cursormove
No such cursor: cursordefend
No such cursor: cursorattack
No such cursor: cursorattack
No such cursor: cursorpatrol
No such cursor: cursorrepair
No such cursor: cursorpickup
No such cursor: cursorunload
No such cursor: cursorreclamate
No such cursor: cursorrevive
No such cursor: cursorcapture
Another thing (nothing to do with the current version): i must restart the X server each time i leave the game to restore my resolution (1280*1024). Can i specify my own when it load ?
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

You must put mods, maps and base data in resp game/mods, game/maps and game/base (you can grab a datafile from berlios which contains enough files to play the game)
Another thing (nothing to do with the current version): i must restart the X server each time i leave the game to restore my resolution (1280*1024). Can i specify my own when it load ?
Add

Code: Select all

XResolution=1280
YResolution=1024
to ~/.springrc
Vivien
Posts: 43
Joined: 03 Feb 2006, 17:58

Post by Vivien »

Thanks;

Is there a list of the commands which can be added to the springrc file ? it's very useful.
You must put mods, maps and base data in resp game/mods, game/maps and game/base (you can grab a datafile from berlios which contains enough files to play the game)
I know (i followed the setup guide) and it's what i did... :roll:
User avatar
jcnossen
Former Engine Dev
Posts: 2440
Joined: 05 Jun 2005, 19:13

Post by jcnossen »

As announced on the ML, I recently changed the default mod to XTA Pimped, so that might be the cause of your crash.

I don't think this is already updated in the current linux data files.
Vivien
Posts: 43
Joined: 03 Feb 2006, 17:58

Post by Vivien »

thank you. It was that: now it works. :P
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