evanssthomas
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Evans
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Thomas
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Build issue with Visual Studio 2017
evanssthomas replied to ssatguru's topic in Game Development & Technical Discussion
@ssatguru Thank you for the tip! I'm able to build the game without having to install VS 2015. I was dreading the prospect of having to uninstall VS 2017 and then install VS 2015 and 2017 again (https://msdn.microsoft.com/en-us/library/ms246609.aspx). -
I tried the same build on my friend's Galaxy S3 and the textures get loaded correctly. The map loads and the game starts, but crashes soon after. Has the texture loading failure got anything to do with OpenGL extensions? The S3's system_info.txt: Memory : 832 MiB; 266 MiB freeGraphics Card : ARM Mali-400 MPOpenGL Drivers : OpenGL ES 2.0; OpenGL OpenGL ES 2.0Video Mode : 1280x720:32OpenGL Extensions: GL_EXT_debug_markerGL_OES_texture_npotGL_OES_compressed_ETC1_RGB8_textureGL_OES_standard_derivativesGL_OES_EGL_imageGL_OES_depth24GL_ARM_rgba8GL_ARM_mali_shader_binaryGL_OES_depth_textureGL_OES_packed_depth_stencilGL_EXT_texture_format_BGRA8888GL_EXT_blend_minmaxGL_OES_EGL_image_externalGL_OES_EGL_syncGL_OES_rgb8_rgba8GL_EXT_multisampled_render_to_textureGL_EXT_discard_framebuffer The Galaxy Nexus's system_info.txt: Memory : 694 MiB; 20 MiB freeGraphics Card : Imagination Technologies PowerVR SGX 540OpenGL Drivers : OpenGL ES 2.0 build 1.8.GOOGLENEXUS.ED945322@2198402; OpenGL OpenGL ES 2.0 build 1.8.GOOGLENEXUS.ED945322@2198402Video Mode : 1196x720:32OpenGL Extensions: GL_EXT_debug_markerGL_OES_rgb8_rgba8GL_OES_depth24GL_OES_vertex_half_floatGL_OES_texture_floatGL_OES_texture_half_floatGL_OES_element_index_uintGL_OES_mapbufferGL_OES_fragment_precision_highGL_OES_compressed_ETC1_RGB8_textureGL_OES_EGL_imageGL_OES_EGL_image_externalGL_OES_required_internalformatGL_OES_depth_textureGL_OES_get_program_binaryGL_OES_packed_depth_stencilGL_OES_standard_derivativesGL_OES_vertex_array_objectGL_OES_egl_syncGL_EXT_multi_draw_arraysGL_EXT_texture_format_BGRA8888GL_EXT_discard_framebufferGL_EXT_shader_texture_lodGL_IMG_shader_binaryGL_IMG_texture_compression_pvrtcGL_IMG_texture_npotGL_IMG_texture_format_BGRA8888GL_IMG_read_formatGL_IMG_program_binary
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I realized that but I just wanted to get it to build so I did that They seem to be caused in quite a few places - mostly in GameSetup.cpp (but that's only because Render() calls other drawing functions).
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Nice to see improvements on the Android build! I tried building it for my Samsung Galaxy Nexus. Building using GCC 4.6 resulted in the game crashing at the following line: /home/crystax/work/ndk/toolchain/build/../gcc/gcc-4.6/libgcc/../gcc/config/arm/linux-atomic-64bit.c:64So I changed to v4.4.3 (from android-ndk-r8-crystax-1). The code was using the deprecated field 'unicode' in the struct SDL_Keysym, so I added a dummy entry to the struct to get the game to build. I also got linking errors in arm.cpp so I changed the method signature from bool cpu_CAS64(volatile i64* location, i64 expected, i64 newValue)to bool cpu_CAS64(volatile intptr_t* location, intptr_t expected, intptr_t newValue)I built a standard copy of the game and used the following command to create the data archive binaries/system/pyrogenesis -archivebuild=binaries/data/mods/public -archivebuild-output=temp/public.zip -archivebuild-compressI finally got the game running, but the screen looks weird (Screenshots uploaded), frequently crashes and never goes past the map loading screen. I also get a lot of GL_INVALID_VALUE errors. Any help would be much apprciated
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I'm definitely still interested in this. I'd like to give it another shot with the latest version of the code base. I don't have any OpenGL experience and if not anything else, I'll at least learn something.
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Portable 0.A.D with C#, .NET, Windows 8 Modern / RT
evanssthomas replied to mahdi's topic in Applications and Contributions
Could we see some sample code? I'd love to see how you were able to accomplish this. -
I wouldn't say it's as good as playing on a PC, but it's not as terrible as indicated by earlier posts in this thread. I'd say this is decent considering that the game's UI or controls are not optimized in any way for touch screen input. If there was some effort put in, it'll make it much more playable. I didn't make a note of frame rates, but it's quite smooth on a release build. I disabled shadows because I was getting some errors related to shaders. I also didn't try out a water map so I'm not if sure water renders properly. (The S3 is my friend's so I'll be able to test only when he comes over)
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In any case I would need to write to /data/local and that requires root permissions. The game is surprisingly playable on an S3. Long press instead of right click, pinch to zoom in & out. With some decent effort put it, it could definitely be playable enough for most people.
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After much struggle, I got the game to run on my Galaxy S2. It was with code from Feb of last year, though. The game runs slowly and still gives some run time errors related to shaders. One of the other problems is the resolution - S2's resolution is 800x480. I'm going to try it on a Galaxy Note 2 (resolution 1280x720). By the way, does libpyrogenesis_dbg.so have to be in /data/local? Can't it be run from some other location to which I can copy it to without needing root access?
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Most of the errors were about missing constants and functions which I assumed were due to OpenGL/OpenGL ES differences. For example: ../../../source/graphics/LOSTexture.cpp: In member function 'void CLOSTexture::InterpolateLOS()': ../../../source/graphics/LOSTexture.cpp:126: error: 'GL_FRAMEBUFFER_BINDING_EXT' was not declared in this scope ../../../source/graphics/LOSTexture.cpp:150: error: 'GL_VIEWPORT_BIT' was not declared in this scope ../../../source/graphics/LOSTexture.cpp:150: error: 'glPushAttrib' was not declared in this scope ../../../source/graphics/LOSTexture.cpp:153: error: 'GL_QUADS' was not declared in this scope ../../../source/graphics/LOSTexture.cpp:153: error: 'glBegin' was not declared in this scope ../../../source/graphics/LOSTexture.cpp:154: error: 'glColor4f' was not declared in this scope ../../../source/graphics/LOSTexture.cpp:155: error: 'glTexCoord2f' was not declared in this scope ../../../source/graphics/LOSTexture.cpp:155: error: 'glVertex2f' was not declared in this scope ../../../source/graphics/LOSTexture.cpp:159: error: 'glEnd' was not declared in this scope ../../../source/graphics/LOSTexture.cpp:161: error: 'glPopAttrib' was not declared in this scope When I fix the above, I get other errors.
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Hi everyone, I thought I'd give the Android build a try once more. Unfortunately the code no longer builds for Android as a lot of rendering code has been added that is not supported by OpenGL-ES. I tried fixing a few errors, but gave up after a while - I don't have any experience with OpenGL. Would there be an effort to clean up the graphics code to make it OpenGL ES compliant? Is anyone still interested in the Android port? I know that 0AD as such might be unplayable on a phone or a tablet. However if the engine supports Android, it might be an attractive proposition for others who might want to make a pure Android mod (Possibly a heavily scaled down version of the game). That would definitely result in much more interest in 0AD. It will not be possible for the team to spend time on an Android port, but would it be possible to simply maintain compatibility, or would that be too much effort? I'd like someone's thoughts on this. Thanks
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I haven't had a chance to try it out. I'll let you know when I get time to check it out. Thanks!
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Thanks a ton for your help Philip, but it still isn't working Now I'm getting a different error: I/DEBUG (26951): Build fingerprint: 'samsung/GT-I9103/GT-I9103:2.3.5/GINGERBREAD/XWKI5:user/release-keys' I/DEBUG (26951): pid: 27139, tid: 27148 >>> org.libsdl.app <<< I/DEBUG (26951): signal 11 (SIGSEGV), code 1 (SEGV_MAPERR), fault addr deadbaad I/DEBUG (26951): r0 00000027 r1 deadbaad r2 80000000 r3 00000000 I/DEBUG (26951): r4 00000001 r5 00000000 r6 00000001 r7 afd42718 I/DEBUG (26951): r8 48109b40 r9 442b9fb8 10 442b9fa4 fp 802a5374 I/DEBUG (26951): ip afd466c8 sp 48108910 lr afd19711 pc afd161e0 cpsr 60000030 I/DEBUG (26951): d0 3f80000000000000 d1 40dfae1400000000 I/DEBUG (26951): d2 be5acaf22c836220 d3 4014000000000000 I/DEBUG (26951): d4 3fe00000001ec5bd d5 4187e02ec0000000 I/DEBUG (26951): d6 4000668b9fdbd2fa d7 4000668b9fdbd2fa I/DEBUG (26951): d8 0000000000000000 d9 0000000000000000 I/DEBUG (26951): d10 0000000000000000 d11 0000000000000000 I/DEBUG (26951): d12 0000000000000000 d13 0000000000000000 I/DEBUG (26951): d14 0000000000000000 d15 0000000000000000 I/DEBUG (26951): scr 20000010 I/DEBUG (26951): I/DEBUG (26951): #00 pc 000161e0 /system/lib/libc.so I/DEBUG (26951): #01 lr afd19711 /system/lib/libc.so I/DEBUG (26951): I/DEBUG (26951): code around pc: I/DEBUG (26951): afd161c0 2c006824 e028d1fb b13368db c064f8df I/DEBUG (26951): afd161d0 44fc2401 4000f8cc 49124798 25002027 I/DEBUG (26951): afd161e0 f7f57008 2106ea16 eb8af7f6 460aa901 I/DEBUG (26951): afd161f0 f04f2006 95015380 95029303 eef0f7f5 I/DEBUG (26951): afd16200 462aa905 f7f52002 f7f5eefc 2106ea02 I/DEBUG (26951): I/DEBUG (26951): code around lr: I/DEBUG (26951): afd196f0 4a0e4b0d e92d447b 589c41f0 26004680 I/DEBUG (26951): afd19700 686768a5 f9b5e006 b113300c 47c04628 I/DEBUG (26951): afd19710 35544306 37fff117 6824d5f5 d1ef2c00 I/DEBUG (26951): afd19720 e8bd4630 bf0081f0 00027e6c ffffff88 I/DEBUG (26951): afd19730 b086b570 f602fb01 9004460c a804a901 I/DEBUG (26951): I/DEBUG (26951): stack: I/DEBUG (26951): 481088d0 afd426c4 I/DEBUG (26951): 481088d4 000a5d40 I/DEBUG (26951): 481088d8 0000002b I/DEBUG (26951): 481088dc afd187d9 /system/lib/libc.so I/DEBUG (26951): 481088e0 afd42664 I/DEBUG (26951): 481088e4 afd46838 I/DEBUG (26951): 481088e8 00000000 I/DEBUG (26951): 481088ec afd19711 /system/lib/libc.so I/DEBUG (26951): 481088f0 00000001 I/DEBUG (26951): 481088f4 48108924 I/DEBUG (26951): 481088f8 00000001 I/DEBUG (26951): 481088fc afd42718 I/DEBUG (26951): 48108900 48109b40 I/DEBUG (26951): 48108904 afd18a33 /system/lib/libc.so I/DEBUG (26951): 48108908 df002777 I/DEBUG (26951): 4810890c e3a070ad I/DEBUG (26951): #00 48108910 00000001 I/DEBUG (26951): 48108914 afd18825 /system/lib/libc.so I/DEBUG (26951): 48108918 0000000a I/DEBUG (26951): 4810891c afd1cd37 /system/lib/libc.so I/DEBUG (26951): 48108920 afd42670 I/DEBUG (26951): 48108924 fffffbdf I/DEBUG (26951): 48108928 442b9fb8 I/DEBUG (26951): 4810892c afd42670 I/DEBUG (26951): 48108930 82a6cdc4 /data/local/libpyrogenesis_dbg.so I/DEBUG (26951): 48108934 813a58c8 /data/data/org.libsdl.app/lib/libSDL2.so I/DEBUG (26951): 48108938 00493530 I/DEBUG (26951): 4810893c 00000000 I/DEBUG (26951): 48108940 00493588 I/DEBUG (26951): 48108944 00493530 I/DEBUG (26951): 48108948 82c002ac I/DEBUG (26951): 4810894c 00493588 I/DEBUG (26951): 48108950 48108980 I/DEBUG (26951): 48108954 813a4dc8 /data/data/org.libsdl.app/lib/libSDL2.so
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I built public.zip, updated the source code and rebuilt it - tried everything you said, but still couldn't get it to work. Logcat doesn't seem to give much useful info other than that it crashed. I've attached the logs but I'm not sure if it will be of much use. I'm running it on a Samsung Galaxy R which has processing power comparable to the SGS2 (With a different processor family, though). @Brian - Good to know that you remember! Yeah, I regularly follow development and always have my source code up to date Really wish I could still contribute, but don't find time to do it. Work it hectic as it is. The Android port will probably help provide the motivation I need to find time to start contributing again (I'm really into Android these days). log.txt
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The build was actually not completing successfully. I somehow failed to notice that. In the above line, I had to change -I../../android/files/SDL/include to -I../../android/sdl-project/jni/SDL/include/ to get it to work. Zipping up the contents of ~/0ad/binaries/data/mods/public and pushing it to my SD card did not work. If you could let me know specifically what files need to be in the zip file, that would be great. Thanks