Good news - Page 2

Good news

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

Moderator: Moderators

User avatar
Das Bruce
Posts: 3544
Joined: 23 Nov 2005, 06:16

Post by Das Bruce »

Poor kids.
Torrasque
Posts: 1022
Joined: 05 Oct 2004, 23:55

Post by Torrasque »

BvDorp wrote:When I'm like really old, I can tell my kids their dad was the first to play a synced game of Spring between linux and winXP. 8) 8)

IE: this worx!
Very good news !
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

yay! :P

Progress:
It appears that 32 bit vs. 64 bit still has some issues, I'll look into those now. Also I messed up some things in the code by my scripted mass-edits of the source. After these things are fixed we can merge it into main branch :-)
User avatar
Tim Blokdijk
Posts: 1242
Joined: 29 May 2005, 11:18

Post by Tim Blokdijk »

Joepie!! :lol:
User avatar
Zenka
Posts: 1235
Joined: 05 Oct 2005, 15:29

Post by Zenka »

hurray!
so Spring in linux actually uses 64 bit? cool!
Now I can finally use my AMD64 :-)
User avatar
Dr.InfernO
Posts: 223
Joined: 18 Nov 2005, 13:55

Post by Dr.InfernO »

cool so I just need linux to play the 64bit version of TA:S.
Why no 64 bit edition for x64? ;) Would be too much work?
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

If someone compiles it on it... it should work probably.

Anyway, it appears that somehow there occur sync errors.

Got some when I played linux 32 bit gcc 3.4.6 vs linux 32 bit gcc 4.0.3 when dgunning, sometimes just after 15 minutes or so. Also MSVC vs. linux errors out quite soon, and much map deformation / non-flat maps seem to cause errors too sometimes.

So I suspect either uninitialized memory reads which didn't matter with same compiler because they always gave the same value, or some math functions I forgot to wrap, or invalid float to int conversion, or some other weird problem.

Well, one can never expect things to work the first time.

We'll probably wait until we got the professional bug reports in and see if that might give us a clue.

Also I noticed spring repathed when switching between 32 and 64 bit builds so that may point to a bug too.
User avatar
Dr.InfernO
Posts: 223
Joined: 18 Nov 2005, 13:55

Post by Dr.InfernO »

please excuse my next (stupid?) question?
Is it hard to compile? do i need skills for it?
User avatar
Rayden
Posts: 377
Joined: 01 May 2005, 13:15

Post by Rayden »

I guess you just need a developement environment

PS: What's about the apache server? Inferno?? :D
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

Dr.InfernO wrote:please excuse my next (stupid?) question?
Is it hard to compile? do i need skills for it?
Well, you should be able to read. This for example. :P

If you've got linux on it and a moderately recent gcc version (anything >= 3.4 should do), then it should be pretty straightforward.
greenail
Spring Developer
Posts: 80
Joined: 13 Dec 2005, 20:16

Post by greenail »

is everything in your branch tvo? I may be able to help test tomorrow morning if you are around.
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

It's in branches/tvo2. We could do a quick test but it isn't really necessary IMHO.

Progress:

I just tested two games with Zaphod, one 64 bit linux gcc 4.0.3 vs. 32 bit MinGW gcc 3.4.2 and one same binary on my side (linux) vs. MSVC. Linux was server. Both worked much better then trunk, and better then previous tests, but still sync errors. On MSVC the Y coordinate got out of sync while moving a unit on the MSVC client, that went away when the unit stopped moving. After some fighting it stayed, but XZME remained in sync. On MinGW it worked for approx. 5-10 minutes or something, then XZ errors started popping up, which didn't go away.

What can be concluded is that the fixes of yesterday evening worked (including fixing 64 compat), because it errored out much later then yesterday.

So UMRs (unititialized memory reads) may be the problem, but finding them is kinda hard. Also float to int casts may still be a problem, I'm discussing this with Nicolas. Further, it might be the case I missed a transcedental function somewhere... If none of that applies, then I'm out of clues for a while...
User avatar
diggz2k
Posts: 208
Joined: 04 Mar 2005, 06:34

Post by diggz2k »

Keep up the good work, This better work eventually though because I just installed linux in anticipation.
mongus
Posts: 1463
Joined: 15 Apr 2005, 18:52

Post by mongus »

diggz2k wrote:Keep up the good work, This better work eventually though because I just installed linux in anticipation.
Good, by the time you figure out how to get 3d acceleration going, maybe this release is out :D
User avatar
Ace07
Posts: 348
Joined: 21 Apr 2005, 20:46

Post by Ace07 »

Sounds like this is getting off to a good start. Hopefully we can fix all of these errors and get it all synced up in no time. Looks like it might take a bit longer than I originally thought but hey its the right direction. :lol:

Hopefully I can get the linux lobby done so that people can start playing with the linux ver!
User avatar
diggz2k
Posts: 208
Joined: 04 Mar 2005, 06:34

Post by diggz2k »

I'm using Ubuntu so the 3d acceleration was a piece of cake ie use the package manager to download and install it automatically.
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

mongus wrote:
diggz2k wrote:Keep up the good work, This better work eventually though because I just installed linux in anticipation.
Good, by the time you figure out how to get 3d acceleration going, maybe this release is out :D
I'm not that fast :D
Post Reply

Return to “Engine”