Questions about TAspring on linux ...

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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Vivien
Posts: 43
Joined: 03 Feb 2006, 17:58

Questions about TAspring on linux ...

Post by Vivien »

Hi,

i don't know if this is the good place to post...

i installed TAS on ubuntu breezy following this post and ... it work :P thanks!

-How i can force the game to display the shadows (i know there are many topics about it but i have a radeon 9800 pro and it's seem to be possible)
-Can i play with other linux/windows gamer's ?
-How may i have an AI which works ? (and not only the randoms ennemies feature)
-Is there a way to disable the console/blue square (it display sync and openal sound errors all the time)
-etc.
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Re: Questions about TAspring on linux ...

Post by Tobi »

-How i can force the game to display the shadows (i know there are many topics about it but i have a radeon 9800 pro and it's seem to be possible)
You should add a line "Shadows=1" to your ~/.springrc file.
-Can i play with other linux/windows gamer's ?
Linux vs. linux should work in theory (if compiled with the same version of gcc), though I can count the number of times this has been tested (that I know of) on the fingers of one hand. Also, the I don't know the current state of the cross platform client but I doubt it's already possible to start games with it, so you probably have to get a startscript.txt from someone on windows and modify it to your needs (IP adresses etc.), send it to all players, and then run "spring startscript.txt". Linux vs. windows is impossible at the moment (sync problems).
-How may i have an AI which works ? (and not only the randoms ennemies feature)
Sorry to say, but the only thing which is stable at the moment, is the random enemies feature. You can grab some pretty good scripts (imho) to get started with from file universe (check wiki for link). So, to answer your question: wait until they're fixed, fix them yourself (and submit patches!) or make one yourself :roll:
-Is there a way to disable the console/blue square (it display sync and openal sound errors all the time)
-etc.
You can press F5 in game to hide all of the GUI.

The latest update shouldn't display any OpenAL errors though. If you're running the latest update could you tell me which error it is? (If it scrolls too fast, check infolog.txt in the game directory.)[/i]
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

hmm I guess I should add the fixes for 0.28.10+ and forward port to 0.29c there.....
Vivien
Posts: 43
Joined: 03 Feb 2006, 17:58

Post by Vivien »

The shadows doesn't work...however the map seems darker :?

Concerning the Open AL errors, i noticed it arrives on certain sounds (pyroman, samson lauching missile, energy beam with turrets/krogoth/penetrator) and after that does not stop. An exemple of my infolog using script test:

error generating OpenAL sound sourceerror
generating OpenAL sound sourceerror genera
ting OpenAL sound sourceerror generating O
penAL sound sourceerror generating OpenAL
sound sourceerror generating OpenAL sound
sourceerror generating OpenAL, etc

it's accompanied by a lag. When i press F6 (to cut the sound) it's better but there are already this error.
Vivien
Posts: 43
Joined: 03 Feb 2006, 17:58

Post by Vivien »

I forgotten to say i had the latest revision (i made a svn update)
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

Vivien wrote:The shadows doesn't work...however the map seems darker :?
Hmm, I will investigate... never tried enabling them myself :-)

EDIT: I tried it but my video card doesn't support the necessary extension, so I can't test it :?
Concerning the Open AL errors, i noticed it arrives on certain sounds (pyroman, samson lauching missile, energy beam with turrets/krogoth/penetrator) and after that does not stop. An exemple of my infolog using script test:

error generating OpenAL sound sourceerror
generating OpenAL sound sourceerror genera
ting OpenAL sound sourceerror generating O
penAL sound sourceerror generating OpenAL
sound sourceerror generating OpenAL sound
sourceerror generating OpenAL, etc

it's accompanied by a lag. When i press F6 (to cut the sound) it's better but there are already this error.
I forgotten to say i had the latest revision (i made a svn update)
You didn't recompile or used the wrong (old) binary...

(because I actually changed it so that the error is more verbose and not a lot of errors cramped on 1 line)
malric
Posts: 521
Joined: 30 Dec 2005, 22:22

Post by malric »

Same problem here with shadows (the map is darker when Shadows=1) but there are no shadows. (GF6600 board)
Vivien
Posts: 43
Joined: 03 Feb 2006, 17:58

Post by Vivien »

I tried it but my video card doesn't support the necessary extension, so I can't test it Confused
And which is the necessary extension ?

I don't know if this is really usefull but here is an output when i try a glxinfo (only 1 section)

OpenGL extensions:

GL_ARB_multitexture, GL_EXT_texture_env_add, GL_EXT_compiled_vertex_array,
GL_S3_s3tc, GL_ARB_depth_texture, GL_ARB_fragment_program,
GL_ARB_fragment_program_shadow, GL_ARB_fragment_shader,
GL_ARB_multisample, GL_ARB_occlusion_query, GL_ARB_point_parameters,
GL_ARB_point_sprite, GL_ARB_shader_objects, GL_ARB_shading_language_100,
GL_ARB_shadow, GL_ARB_shadow_ambient, 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_crossbar, GL_ARB_texture_env_dot3,
GL_ARB_texture_mirrored_repeat, GL_ARB_transpose_matrix,
GL_ARB_vertex_blend, GL_ARB_vertex_buffer_object, GL_ARB_vertex_program,
GL_ARB_vertex_shader, GL_ARB_window_pos, GL_ATI_draw_buffers,
GL_ATI_element_array, GL_ATI_envmap_bumpmap, GL_ATI_fragment_shader,
GL_ATI_map_object_buffer, GL_ATI_separate_stencil,
GL_ATI_texture_env_combine3, GL_ATI_texture_float,
GL_ATI_texture_mirror_once, GL_ATI_vertex_array_object,
GL_ATI_vertex_attrib_array_object, GL_ATI_vertex_streams,
GL_ATIX_texture_env_combine3, GL_ATIX_texture_env_route,
GL_ATIX_vertex_shader_output_point_size, GL_EXT_abgr, GL_EXT_bgra,
GL_EXT_blend_color, GL_EXT_blend_func_separate, GL_EXT_blend_minmax,
GL_EXT_blend_subtract, GL_EXT_clip_volume_hint,
GL_EXT_draw_range_elements, GL_EXT_fog_coord, GL_EXT_framebuffer_object,
GL_EXT_multi_draw_arrays, GL_EXT_packed_pixels, GL_EXT_point_parameters,
GL_EXT_rescale_normal, GL_EXT_secondary_color,
GL_EXT_separate_specular_color, GL_EXT_shadow_funcs, GL_EXT_stencil_wrap,
GL_EXT_texgen_reflection, GL_EXT_texture3D,
GL_EXT_texture_compression_s3tc, GL_EXT_texture_cube_map,
GL_EXT_texture_edge_clamp, GL_EXT_texture_env_combine,
GL_EXT_texture_env_dot3, GL_EXT_texture_filter_anisotropic,
GL_EXT_texture_lod_bias, GL_EXT_texture_mirror_clamp,
GL_EXT_texture_object, GL_EXT_texture_rectangle, GL_EXT_vertex_array,
GL_EXT_vertex_shader, GL_HP_occlusion_test, GL_NV_blend_square,
GL_NV_occlusion_query, GL_NV_texgen_reflection, GL_SGI_color_matrix,
GL_SGIS_generate_mipmap, GL_SGIS_texture_border_clamp,
GL_SGIS_texture_edge_clamp, GL_SGIS_texture_lod, GL_SUN_multi_draw_arrays
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

in infolog.txt if Shadows=1
You are missing an OpenGL extension needed
to use shadowmaps (fragment_program_shadow)
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

Same problem here with shadows (the map is darker when Shadows=1) but there are no shadows. (GF6600 board)
Hmm, so we really need someone to investigate...
Vivien
Posts: 43
Joined: 03 Feb 2006, 17:58

Post by Vivien »

in infolog.txt if Shadows=1
Quote:
You are missing an OpenGL extension needed
to use shadowmaps (fragment_program_shadow)
OpenGL extensions:

GL_ARB_multitexture, GL_EXT_texture_env_add, GL_EXT_compiled_vertex_array,
GL_S3_s3tc, GL_ARB_depth_texture, GL_ARB_fragment_program,
GL_ARB_fragment_program_shadow, GL_ARB_fragment_shader,
GL_ARB_multisample, GL_ARB_occlusion_query, GL_ARB_point_parameters,
GL_ARB_point_sprite, GL_ARB_shader_objects, GL_ARB_shading_language_100,
[..]
:roll: no comment...
malric
Posts: 521
Joined: 30 Dec 2005, 22:22

Post by malric »

Even stranger here:

Code: Select all

Using ARB_fragment_program_shadow
TA Spring linux 0.67b1
But still no shadows.
User avatar
jcnossen
Former Engine Dev
Posts: 2440
Joined: 05 Jun 2005, 19:13

Post by jcnossen »

The portable shadow code is using GL_EXT_framebuffer_object, however I inserted the old shadow code using WGL_ARB_pbuffer(win only) because the shadow code using GL_EXT_framebuffer_object didn't work for me either. No errors whatsoever, simply no shadows visible.

I contacted Chris Han about this... AFAIK this shadow code works on his PC but on no other.

Anyway, this is a known problem, but I have no idea when someone will fix it.
Vivien
Posts: 43
Joined: 03 Feb 2006, 17:58

Post by Vivien »

hmm, this extension is also supported by my graphic card.

About the darker map: when i disable the shadows (remove the line in the springrc file) the ground stay dark...it's strange...maybe that they are my glasses :-)
Vivien
Posts: 43
Joined: 03 Feb 2006, 17:58

Post by Vivien »

I reinstalled and recompiled TA. (> 0.70b1 WIP (WIP ?))

Shadows (using GL_EXT_framebuffer_object) work fine now and I don't have anymore sync and OpenAL errors. :-) The GlobalAI JCAI seems to works (NTAI crash always the game and the GlobalAI test is "empty" returning a 'player joined as team1, ennemy 0'...something like that)

Though i would like to know which is the progress of the linux newspringclient ? How to compile it ? (if it's possible; the command 'svn checkout http://svn.berlios.de/svnroot/repos/tas ... ingClient/' doesn't work)

And how can i choose my side ? a mod ? Watch a "compatible" replay ?

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

Post by AF »

The version of NTAI in the svn is 0.28.10 which has a crash bug fixed in 0.29.

You'r better off editing the sconcs to include all the correct files, then recompiling using XE 3 source. You may have to deal with capitalisation of include headers though since #include "helper.h" is the same as #include "HELPER.H" in VS but not under linux.
malric
Posts: 521
Joined: 30 Dec 2005, 22:22

Post by malric »

The client for linux is called omni it's made in python (so no build, just run it) and it is in the svn in /trunk/omni (I think, I will check when I can)

In theory you can join a batte (I didn't tested myself), you can chat, see the battle lists and the users lists.

About hosting I succeded with some modifications to inform the server that I want to host, but I didn't finished them yet and there are still things to do.

I would be willing to try to play a game just to see it works :D (with configuration written by hand)
Vivien
Posts: 43
Joined: 03 Feb 2006, 17:58

Post by Vivien »

hum.

AF, how do you recompile the AI ? Do you have an exemple ? Which files must be edited (sconstruct ?)

malric, I tried to launch the omni.py file (i think this file is the client, or not?) but i get this error:

Code: Select all

vivien@Ubuntu:~/trunk/omni$ ./omni.py
Traceback (most recent call last):
  File "./omni.py", line 32, in ?
    import wxversion
ImportError: No module named wxversion
malric
Posts: 521
Joined: 30 Dec 2005, 22:22

Post by malric »

I think you need wxpython 2.6 (still at work so could be wrong.. I will check what wxpython I have at home).

(and about AI, for me scons builds also the AI, but maybe I had modified something in the configuration files)
Vivien
Posts: 43
Joined: 03 Feb 2006, 17:58

Post by Vivien »

it work :-)
i installed the following packages (including dependancies): (via synaptic)

Code: Select all

python-wxversion python-wxgtk2.6 python-wxglade python-pythoncard python2.4-pythoncard
And for scons, i will search on google...
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