madmax Posted July 6, 2013 Report Share Posted July 6, 2013 Sure. By the way, I was trying to launch Atlas to create a simple map with just 2 entities to make debugging simpler. Seem to run into an error :The Atlas UI was not successfully loaded and therefore cannot be started as requested.Location: Atlas.cpp:46 (ATLAS_Run)Call stack:(error while dumping stack: No stack frames found)errno = 0 (No error reported here)OS error = 126 (The specified module could not be found.) Quote Link to comment Share on other sites More sharing options...
feneur Posted July 6, 2013 Report Share Posted July 6, 2013 Sure. By the way, I was trying to launch Atlas to create a simple map with just 2 entities to make debugging simpler. Seem to run into an error :The Atlas UI was not successfully loaded and therefore cannot be started as requested.Location: Atlas.cpp:46 (ATLAS_Run)Call stack:(error while dumping stack: No stack frames found)errno = 0 (No error reported here)OS error = 126 (The specified module could not be found.)Have you built Atlas? Quote Link to comment Share on other sites More sharing options...
madmax Posted July 6, 2013 Report Share Posted July 6, 2013 oh, err, it doesnt get built as part of a normal build ?Zoot,I have pushed the latest change adjusting the ping and blink duration. Quote Link to comment Share on other sites More sharing options...
zoot Posted July 6, 2013 Author Report Share Posted July 6, 2013 It should be included in the standard build if I'm not completely mistaken. Don't know what could trigger that crash. Quote Link to comment Share on other sites More sharing options...
madmax Posted July 6, 2013 Report Share Posted July 6, 2013 (edited) Are you seeing it ?Hmm, so about the blinking code for the Minimap :virtual bool CheckPing(void){ double currentTime = timer_Time(); double dt = currentTime - m_PingStartTime; if (dt > m_PingDuration) { m_IsPinging = false; m_PingStartTime = 0; m_LastBlinkStartTime = m_PingStartTime; } dt = currentTime - m_LastBlinkStartTime; // Return true for dt > 0 && dt < m_HalfBlinkDuration if (dt < m_HalfBlinkDuration) return true; // Reset if this blink is complete if (dt > m_BlinkDuration) m_LastBlinkStartTime = currentTime; // Return false for dt >= m_HalfBlinkDuration && dt < m_BlinkDuration return false;}Basically CheckPing() returns true if the time elapsed since the current blink was started is less then 1/2 the blink duration. If CheckPing() returns true then the renderer draws in white. CheckPing() is called at the frame rate whenever the Minimap is drawn.It can happen though that CheckPing() is called so slowly (very slow frame rate) that the time elapsed is always greater than 1/2 the blink duration. Then CheckPing() never returns true and no blinking is seen. So the user would need to raise the blinkduration in the cfg file. Which is kind of not ideal Edited July 6, 2013 by madmax Quote Link to comment Share on other sites More sharing options...
leper Posted July 6, 2013 Report Share Posted July 6, 2013 Not on Windows. You need to pass --atlas to update-workspaces.bat. Quote Link to comment Share on other sites More sharing options...
madmax Posted July 6, 2013 Report Share Posted July 6, 2013 (edited) ok, why is that ? I mean why cant it be automated too.So I just ran update-workspaces.bat --atlasThen tried building. Got an error :1>------ Build started: Project: AtlasScript, Configuration: Release Win32 ------2>------ Build started: Project: AtlasObject, Configuration: Release Win32 ------1> ScriptInterface.cpp2> AtlasObjectJS.cpp1>..\..\..\source ools\atlas\AtlasScript\ScriptInterface.cpp(34): fatal error C1083: Cannot open include file: 'wx/wx.h': No such file or directory2>..\..\..\source ools\atlas\AtlasObject\AtlasObjectJS.cpp(27): fatal error C1083: Cannot open include file: 'wx/log.h': No such file or directory3>------ Build started: Project: AtlasUI, Configuration: Release Win32 ------4>------ Build started: Project: test, Configuration: Release Win32 ------3> precompiled.cpp3>f:\code\0ad\0ad\source ools\atlas\atlasui\misc\precompiled.h(47): fatal error C1083: Cannot open include file: 'wx/wxprec.h': No such file or directory4> test_root.cpp5>------ Build started: Project: ActorEditor, Configuration: Release Win32 ------5>LINK : fatal error LNK1181: cannot open input file '..\..\..\binaries\system\AtlasUI.lib'4>LINK : fatal error LNK1181: cannot open input file '..\..\..\binaries\system\AtlasObject.lib'========== Build: 0 succeeded, 5 failed, 13 up-to-date, 0 skipped ========== Edited July 6, 2013 by madmax Quote Link to comment Share on other sites More sharing options...
leper Posted July 6, 2013 Report Share Posted July 6, 2013 Get wxWidgets (which takes some space, so we don't include that as you only need it when building Atlas on Windows). Quote Link to comment Share on other sites More sharing options...
madmax Posted July 7, 2013 Report Share Posted July 7, 2013 ok, I will try it out.Zoot,Does the pinging look ok now ? Quote Link to comment Share on other sites More sharing options...
zoot Posted July 7, 2013 Author Report Share Posted July 7, 2013 (edited) ok, I will try it out.Zoot,Does the pinging look ok now ?On the combat demo map, if I attack with all units at once, it looks at if some of the white dots don't blink at all. But I'd rather not nitpick too much about it - better to get it committed and see what others say. Edited July 7, 2013 by zoot Quote Link to comment Share on other sites More sharing options...
madmax Posted July 7, 2013 Report Share Posted July 7, 2013 (edited) Yeah I ll have to fix this blinking dots being drawn over problem soon. I ll give it a shot with a 2nd vertex array and see what others say.Meanwhile how about you go ahead and make the patch and attach to the ticket. Edited July 7, 2013 by madmax Quote Link to comment Share on other sites More sharing options...
zoot Posted July 7, 2013 Author Report Share Posted July 7, 2013 Sure. I'll attach this one:https://github.com/zootzoot/0ad/compare/attack-notification (diff) Quote Link to comment Share on other sites More sharing options...
madmax Posted July 8, 2013 Report Share Posted July 8, 2013 Thanks Zoot ! Quote Link to comment Share on other sites More sharing options...
madmax Posted July 11, 2013 Report Share Posted July 11, 2013 Pushed some code that allows pinged entities to be drawn on top now. Quote Link to comment Share on other sites More sharing options...
zoot Posted July 11, 2013 Author Report Share Posted July 11, 2013 Pushed some code that allows pinged entities to be drawn on top now.Certainly an improvement, but if you look at this animation:It's as if the white dots on the right do not blink at all while the dot on the left does. Is there some counter that is (erroneously?) reset due to movement of the unit, perhaps? Quote Link to comment Share on other sites More sharing options...
madmax Posted July 11, 2013 Report Share Posted July 11, 2013 (edited) Yeah, I am actually having trouble trying to make the dots blink fast enough since I put in the logic for time based blinking. Maybe its due to the unit's movement too. I will check that.Its probably better if I let the blinking happen per frame(color changes in each frame), with perhaps some sort of parameter that controls whether its every 1 frame, or every 2 frames ....etc. Then that parameter, read from the config file will allow control over the rate of blinking and should serve our purpose for now. At least till we have some sort of animation going.I was thinking of the attack notification animation on the minimap. We can probably start with a simple circle that encircles the main attacking area & blinks rapidly. Edited July 11, 2013 by madmax Quote Link to comment Share on other sites More sharing options...
madmax Posted July 11, 2013 Report Share Posted July 11, 2013 Hmm, I think I understand why this is happening now. I moved the blinking logic into the component of the object which receives attack notifications. Each unit has a component. I reset the counters on receiving the notification there.Earlier it was in the minimap class. Will try to fix it. Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted August 3, 2013 Report Share Posted August 3, 2013 Any progress on fixing the last issues? Quote Link to comment Share on other sites More sharing options...
madmax Posted August 7, 2013 Report Share Posted August 7, 2013 Should be an easy fix. I will get to it this weekend. Havent been able to look at it over the last few days. Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted August 15, 2013 Report Share Posted August 15, 2013 Should be an easy fix. I will get to it this weekend. Havent been able to look at it over the last few days.Ok, it would be a nice improvement to have for A14 (feature freeze in a few days), but we need time to test Quote Link to comment Share on other sites More sharing options...
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