Deep in space, war still has a name
#5
Posted 03 November 2009 - 12:42 AM
*Unless it's Avatara, of course."
-- From the memoirs of Sundered Angel
#6
Posted 03 November 2009 - 12:55 AM
/me gets popcorn. And downloads.
(It even works with my video card!)
"Reality doesn't care if you believe it." -Boba Fett
Ares X
#7
Posted 04 November 2009 - 01:53 AM
Very cool - i worked up a version from your code that uses GL (glTexSubImage2D and a quad) to blit to screen and the release quality build of that now has a very playable framerate on my imac g5. lots of weird graphical glitches and it just crashed on me but still very exciting!
#8
Posted 04 November 2009 - 05:04 PM
- F1 doesn't do anything.
- Help key doesn't work (it turns the cursor into a question mark).
- Pressing 4, 5, 6, or 8 while holding command causes that key to get stuck on until I press and release it without command.
- Mouse isn't hidden (possibly this isn't a good idea until full screen is implemented).
- It crashed once. I'll include the crash report in case you can use it:
Path: /Users/Ken/Desktop/Antares.app/Contents/MacOS/Antares
Identifier: net.sfiera.Antares
Version: 1.0 (1)
Code Type: X86 (Native)
Parent Process: launchd [92]
Interval Since Last Report: 399228 sec
Crashes Since Last Report: 1
Per-App Interval Since Last Report: 2347 sec
Per-App Crashes Since Last Report: 1
Date/Time: 2009-11-04 16:39:28.044 -0500
OS Version: Mac OS X 10.5.8 (9L31a)
Report Version: 6
Anonymous UUID: 720EB7A9-5DCC-459F-9A87-900FDA555FBB
Exception Type: EXC_CRASH (SIGABRT)
Exception Codes: 0x0000000000000000, 0x0000000000000000
Crashed Thread: 0
Thread 0 Crashed:
0 libSystem.B.dylib 0x91f09e42 __kill + 10
1 libSystem.B.dylib 0x91f7c23a raise + 26
2 libSystem.B.dylib 0x91f88679 abort + 73
3 libstdc++.6.dylib 0x90ad8005 0x90a90000 + 294917
4 libstdc++.6.dylib 0x90ad610c __gxx_personality_v0 + 1108
5 libstdc++.6.dylib 0x90ad614b std::terminate() + 29
6 libstdc++.6.dylib 0x90ad6261 __cxa_throw + 101
7 net.sfiera.Antares 0x00036e90 antares::Resource::Resource(unsigned int, int) + 276
8 net.sfiera.Antares 0x00036f62 antares::Resource::get_data(unsigned int, int) + 36
9 net.sfiera.Antares 0x000185e0 antares::ClipToCurrentLongMessage() + 230
10 net.sfiera.Antares 0x00007e31 antares::GamePlay::fire_timer() + 1595
11 net.sfiera.Antares 0x0000b1e5 antares::CardStack::fire_next_timer() + 47
12 net.sfiera.Antares 0x0000318e -[AntaresView callback:] + 41
13 net.sfiera.Antares 0x00002ed7 (anonymous namespace)::timer_callback(__CFRunLoopTimer*, void*) + 33
14 com.apple.CoreFoundation 0x96ec08f5 CFRunLoopRunSpecific + 4469
15 com.apple.CoreFoundation 0x96ec0aa8 CFRunLoopRunInMode + 88
16 com.apple.HIToolbox 0x95e0d2ac RunCurrentEventLoopInMode + 283
17 com.apple.HIToolbox 0x95e0d0c5 ReceiveNextEventCommon + 374
18 com.apple.HIToolbox 0x95e0cf39 BlockUntilNextEventMatchingListInMode + 106
19 com.apple.AppKit 0x938716d5 _DPSNextEvent + 657
20 com.apple.AppKit 0x93870f88 -[NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:] + 128
21 com.apple.AppKit 0x93869f9f -[NSApplication run] + 795
22 com.apple.AppKit 0x938371d8 NSApplicationMain + 574
23 net.sfiera.Antares 0x00002e3a start + 54
Thread 0 crashed with X86 Thread State (32-bit):
eax: 0x00000000 ebx: 0x91f88639 ecx: 0xbfffe95c edx: 0x91f09e42
edi: 0xa02405b8 esi: 0x00050df0 ebp: 0xbfffe978 esp: 0xbfffe95c
ss: 0x0000001f efl: 0x00000286 eip: 0x91f09e42 cs: 0x00000007
ds: 0x0000001f es: 0x0000001f fs: 0x00000000 gs: 0x00000037
cr2: 0xa00c0108
Binary Images:
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#9
Posted 04 November 2009 - 05:35 PM
Very cool - i worked up a version from your code that uses GL (glTexSubImage2D and a quad) to blit to screen and the release quality build of that now has a very playable framerate on my imac g5. lots of weird graphical glitches and it just crashed on me but still very exciting!
Neat! I assume you still have to do the hack of converting every byte in gRealWorld into its RGB equivalent every frame, though, right? I think getting the code to deal with RGB colors directly instead of color indices will be important for performance.
P.S., you said your G5 was running 10.4, right?
- F1 doesn't do anything.
- Mouse isn't hidden (possibly this isn't a good idea until full screen is implemented).
These ones are known too. I've added them to the known bugs list.
What's the help key? I thought that's what F1 was for.
Hmm. The modifier and non-modifier keys have completely different code paths, I guess there's some weird interaction between them. I'll look at this at some point. I'd place a higher priority on getting the Options screen working, though. Then, if you have this problem, you can reassign the fire keys at least as a temporary solution.
...
What were the circumstances of the crash? I can see that it occurred while a game was in progress, and is related to trying to load a TEXT resource that it couldn't find. Other than that, though:
- Which tutorial were you playing? Or which demo, if that's what this came from?
- I'm guessing you had just selected "next message"; if so, what was the previous message?
- If you hadn't selected "next message", what had just happened that would merit a message?
- On occasion, I've seen messages get smeared; was there any of that associated with this crash?
This post has been edited by Pallas Athene: 04 November 2009 - 05:36 PM
#10
Posted 04 November 2009 - 05:45 PM
Sorry, I don't remember which demo I was on when it crashed. There were no graphics problems at the time, but I did notice that a small square artifact appeared over the computer menu at one point. I was flying around with a dialog box on screen when the spinning beach ball appeared for maybe half a second, then it crashed. It was a bit laggy, so maybe the OS though it had stopped responding?
Also, the scrolling text is either jerky or flickery, but not at the same time.
#11
Posted 04 November 2009 - 06:03 PM
I was not even aware that there was a key called "help". A bit of searching reveals that Apple hasn't provided it since their desktop keyboards switched to VAG Rounded a few years back, plus I've been using laptops since long before that.
You mean you were playing a tutorial, not watching a demo, then, right?
The OS won't force quit anything without your permission. It's usual for a beach ball to appear for a short time before a crash, though. In this case, I know exactly where the failure happened, too; it's just a question of why.
#12
Posted 04 November 2009 - 07:24 PM
P.S., you said your G5 was running 10.4, right?
Yep. G5 2ghz with 10.4.
Yeah, I'm still converting all the RGBColors to a 4-byte RGBA table that I can input into GL, so that's a performance hit - but it's much faster than blitting with the NSDrawBitmap routine, at least.
Also, are you observing flicker in the opening credits/splash fadein/out? It flickers like mad for me under GL, with the higher framerate, but I think I'm seeing the same thing - just with a much lower framerate - with your original drawing code (just reverted to check). Maybe it's just me, or something I did, though, figured I'd ask.
This post has been edited by Patrick: 04 November 2009 - 07:27 PM
#13
Posted 05 November 2009 - 12:38 AM
You're not missing out on much by not having a help key. Playing Ares on a laptop keyboard is crazy though. I have an older full size keyboard plugged into my MacBook.
Yes, I meant tutorial, not demo.
I've noticed that polished, professional apps tend to either hang or crash suddenly if they crash at all. Less polished apps, like development versions of open-source games tend to crash at times when the performance is particularly sluggish. This leads me to suspect that the performance issues and the crashes might be related. But I'm not an expert.
#15
Posted 06 November 2009 - 05:54 PM
Couple of notes:
• Esc key doesn't work in tutorial 1 to bring up scenario menu (I guess this is probably known already)
• in tutorial one & 2, pressing option and command at the same time (primary and secondary fire) results in beeping when combined with 4 or 6 on the number pad, and then hitting the opposite, eg 6 instead of 4, while the opt+cmd are still pressed.
Also, this is causing some sort of keyboard mapping error. Try holding down 4 or 6 and then hitting opt+cmd - the ship continues to rotate after releasing all keys. Hitting the number pad somewhat randomly seems to eventually restore it to normal.
This post has been edited by Patrick: 06 November 2009 - 05:55 PM
#16
Posted 06 November 2009 - 06:30 PM
Edit: For kicks, I tried it on my 1 GHz G4 eMac running Tiger. Works great. Fast time ratio is about 9. About half what it gets playing the original in OS 9, but still good.
This post has been edited by NMS: 06 November 2009 - 07:09 PM
#17
Posted 08 November 2009 - 05:35 PM
- Vekthrad and Kronos, defeating pirates and protecting merchants for a decade.
Legacy TC is here...
My Gallery
#18
Posted 13 November 2009 - 08:06 PM
Bugs fixed since 0.0.1:
- All levels are now playable.
- Progress is saved between sessions.
- Mission briefings show up properly.
- Title screen colors fixed.
- "Pause" works correctly in-game.
- The "escape" key works correctly in-game.
There are still many known issues, listed on the Antares issue tracker.
#19
Posted 14 November 2009 - 12:17 AM
Test platform: 1 GHz Titanium PowerBook G4, 1 GB RAM, Mobility Radeon 9000.
This post has been edited by gavin83209: 14 November 2009 - 12:29 AM
"Reality doesn't care if you believe it." -Boba Fett
Ares X
#20
Posted 14 November 2009 - 12:55 AM
Also:
1. Start the game.
What is the expected output? What do you see instead?
Doomtroopers should unite. Instead, they don't.
#21
Posted 14 November 2009 - 07:08 AM
Test platform: 1 GHz Titanium PowerBook G4, 1 GB RAM, Mobility Radeon 9000.
I had only known that that feature could be activated by clicking on the portrait. I found out about being able to do it via the keyboard when I read the source, though it still doesn't quite register as the "real" way.
By the way, I'm going to be away for the next two weeks, so it might be a while longer before the next release.
#22
Posted 22 November 2009 - 12:37 PM
This looks like it's worth a look.
Been away for a while and look at what I missed!
Downloading now. I'll run it on 10.4, 10.5, and see if it'll run on 10.3.9 though that last is a bit obsolete these days.
Heh, two Ares-X projects underway.
Nothing like a space race to get things moving...
@Patrick
Hi Pat, long time no see!
#23
Posted 11 September 2010 - 09:21 PM
- Currently, I have the default preferences set to play music during idle time (the title screen, mission briefings, scrolling text) but not while playing the game (playing the game). Is that accurate? It seems like it would be a shame to have people miss out on the music by default.
- I rewrote a lot (well, all) of the code that transitions between different screens in the interface. In some places, I've preserved a screen fade, but I don't think I have in all of them. I know that the music fades out at times as well (I don't think it ever fades in). Would someone be able to compile a list of transitions which fade-in/fade-out, and whether the music does too?
If someone's got an OS9 machine handy, I'd love to preserve the correct behavior in these respects.
#24
Posted 11 September 2010 - 09:41 PM
Shiny. Good work!
"We don't live to work. We live to live, work is just something that we have to do to live." -Chamrin
#25
Posted 12 September 2010 - 02:25 AM
I believe the game music was playing the appropriate song all the time by default - including while playing the game, but I could be mistaken.
*Unless it's Avatara, of course."
-- From the memoirs of Sundered Angel