TA3D 0.5.0 TEST 4

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zuzuf
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TA3D 0.5.0 TEST 4

Post by zuzuf » Sun Jul 06, 2008 3:34 pm

I've just released TA3D 0.5.0 TEST 4, at least source package and binary packages for Linux 32/64 and win32 (soon an OS X package too ?).

You'll find a new skin (the modern skin is now finished 8) ). The code is much more modular now, everything is built using cmake (2.6 required). Lots of bugs have been fixed, lots of things have changed, I won't write here the list of all changes ... it's just to big :P .

download here:
TA3D 0.5.0 TEST 4 source
TA3D 0.5.0 TEST 4 win32
TA3D 0.5.0 TEST 4 linux32
TA3D 0.5.0 TEST 4 linux64
Last edited by zuzuf on Sun Jul 06, 2008 3:58 pm, edited 1 time in total.
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Post by Balthazar » Sun Jul 06, 2008 3:51 pm

:shock: :shock: :shock: :D :D :D :D :D

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Post by Balthazar » Sun Jul 06, 2008 4:01 pm

Strange bug on Win32 build.

Text in the first window (about GNU license and developing) is absent. In other windows text is present.

Arm K-Bot Rocko doesn`t have walk animation - it`s just slide through the terrain

Game hungs up when I tryed to attack an AI unit

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test 4

Post by Doors » Sun Jul 06, 2008 10:00 pm

Ran supplied win32 program.

As noted text in opening screen missing.
Error'd out on loading.
No debug as I have no compatible debugger installed.

Installed cmake 2.6 no real problem.

Extracted 050 test4 source, Tried to compile

Configured with cmake-gui
Tried with make=make.exe & mingw32-make.exe both got the same result.
Make files set for msys.

Got the following

-----
Linking CXX static library ../bin/libs/Windows/libaudio.a
[ 46%] Built target audio
[ 47%] Building CXX object src/CMakeFiles/hpi.dir/TA3D_hpi.obj
[ 48%] Building CXX object src/CMakeFiles/hpi.dir/hpiview.obj
Linking CXX static library ../bin/libs/Windows/libhpi.a
[ 48%] Built target hpi
[ 50%] Building CXX object src/CMakeFiles/debuginfos.dir/backtrace.obj
[ 51%] Building CXX object src/CMakeFiles/debuginfos.dir/cError.obj
[ 52%] Building CXX object src/CMakeFiles/debuginfos.dir/TA3D_Exception.obj
Linking CXX static library ../bin/libs/Windows/libdebuginfos.a
[ 52%] Built target debuginfos
[ 53%] Building CXX object src/CMakeFiles/3dmeditor.dir/3dmeditor.obj
[ 54%] Building CXX object src/CMakeFiles/3dmeditor.dir/3dmeditor_sub.obj
[ 55%] Building CXX object src/CMakeFiles/3dmeditor.dir/cTAFileParser.obj
[ 56%] Building CXX object src/CMakeFiles/3dmeditor.dir/TA3D_NameSpace.obj
Linking CXX executable ../3dmeditor.exe
c:\Ta3d-Dev\bin\..\lib\gcc\mingw32\3.4.5\..\..\..\..\mingw32\bin\ld.exe: cannot find -llua
collect2: ld returned 1 exit status
make[2]: *** [3dmeditor.exe] Error 1
make[1]: *** [src/CMakeFiles/3dmeditor.dir/all] Error 2
make: *** [all] Error 2
-----


Anybody have a clue where to start ?
I know nothing about cmake.
Don't just look at the future through a window.
Open a door and go there.
http://ta3d.freedoors.org
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Post by zuzuf » Sun Jul 06, 2008 10:43 pm

this error is due to lua and hawknl not being built by cmake when using mingw32. You have to build those libraries manually:
from src/lua, run make mingw
from src/hawknl/src, run make -f makefile.mingw

then run make again from base dir, this time it should work.

I'll have to reactivate the build process of those libs.

if you need debug info, run cmake with -DCMAKE_CXX_FLAGS="-g -O0", then make clean && make
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Post by milipili » Mon Jul 07, 2008 8:02 am

I believed I had resolved this issue. :shock:
I have now a real PC with a real Video Card with a Windows and an Ubuntu. There will have more tests on that from now :)
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TA3D 0.5.0 TEST 4

Post by Doors » Mon Jul 07, 2008 8:10 am

I will be posting my mingw setup tomorrow (7/7/08) some time probably late.

It will contain just the bare essentials not the full package because I am trying to cut the package size down some, It's HUGE!.

I will also be putting up some direct links to the demo files and other stuff then redoing my directions on Mingw to include Cmake installation. Mingw is so close to being Cygwin but oh so far at the same time.

I am also going to be studying Cmake to learn how to use it. Can't be any more confusing than autotools can it?
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Post by zuzuf » Mon Jul 07, 2008 8:54 am

CMake is very easy to use compared to autotools, we managed to port TA3D to cmake in a week end. here is the doc : http://www.cmake.org/HTML/cmake-2.6.html
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Re: TA3D 0.5.0 TEST 4

Post by milipili » Mon Jul 07, 2008 9:36 am

zuzuf wrote:I've just released TA3D 0.5.0 TEST 4, at least source package and binary packages for Linux 32/64 and win32 (soon an OS X package too ?).
Not a nice Bundle but I can provide the binaries :
http://ta3d-download.shikami.org/binari ... ntel/r755/

Those binaries require macPort to work, and there are still bugs with the textures.
Damien Gerard
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Re: TA3D 0.5.0 TEST 4

Post by Balthazar » Mon Jul 07, 2008 2:23 pm

Doors wrote:I will be posting my mingw setup tomorrow (7/7/08) some time probably late.
That would be quite good. Could you also have a separate binaries without TA resources (the only reason - it have a huge size)?

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Post by Balthazar » Thu Jul 17, 2008 6:32 am

So, how the bugfixing goes? I`m looking throught forum every day, but still don`t find any info about fixing game bugs like hunging up when attacking and unit animation. Or maybe they are don`t fixed because they appears only in windows binaries?

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Post by zuzuf » Thu Jul 17, 2008 7:05 am

I don't know if windows specific crash is fixed, maybe ... I fixed a memory corruption bug which made the game crash (I experimented many crashes in game menus) but it didn't impact the game the same way on all platforms. I am also working on 3DMEditor at the moment, mainly rewritting the interface for now.
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Post by milipili » Thu Jul 17, 2008 8:29 am

There are two main issues to resolve :
- Replace malloc by the keyword new. With the function malloc, the objects are not fully initialized and this produces a random crash (especially with mutex)
- A Dead lock on Windows. It seems it is windows-specific (or at least it is not visible on other platforms). I already experienced differences between Critical Sections and pthread in the past. It seems pthread is less sensible than Critical sections. I think this issue has came with the code refactoring, still in progress (so you can blame me ^^).

The dev on Windows was not in my higher priorities, since it is hard to debug on this platform without Visual Studio (GDB on Windows is not really efficient...).

It seems I will have to review my position and fix this annoying bug :)
I will provide the Windows binary as soon as possible.
Damien Gerard
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Post by Balthazar » Thu Jul 17, 2008 11:57 am

Thanks for your work, guys! :D

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