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Project forums => Q-Gears => Topic started by: Cyberman on 2008-08-17 17:37:08

Title: current source state? (Akari?)
Post by: Cyberman on 2008-08-17 17:37:08
I've been cleaning up some of my source that's floating around in my computer and realized I haven't checked out an update on the SVN system for 10 months or more.

So stupid questions time:
Is there any current source in the SVN on source forge at all?
Is there any code plan I can look at?

That's really all.  I'm working on chrono cross stuff at the moment and suddenly wondered about Q-gears code state.  I remember working on compiling OGRE a bit back on this machine.  Sigh I have so many things and I forget which I'm working on (LOL).

Anyhow looks like you are knee deep in the battle scripting system currently.

Cyb
Title: Re: current source state? (Akari?)
Post by: yoshi314 on 2008-08-17 19:53:23
i was also curious about that. i'm following the livejournal blog, but there is no source available atm. i gues it's too early to show anything working, as still bits and pieces are being reversed.

btw if you are looking for a decent development environment, try gentoo linux. it has ogre included in repository, as well as tons of other game development-related packages. i'm currently trying to learn to code with ogre as well and gentoo seems to be most suited for the task at hand (or to any kind of developing at all, actually).
Title: Re: current source state? (Akari?)
Post by: Akari on 2008-08-18 15:16:21
2Cyberman
There is no new source in SVN. Because noone exept me is working on it. I can send it to anyone who is interested though.

Development plan for this third alpha is implement messages and all related things (done), implement triggers (done), implement all auto activated scripts: talk collide triggers intersect etc (done), add random encounters (done), create at least one menu (in process), create start menu (in process).

If you are working on crono cross - you can get familiar yourself with new q-gears and try to convert crono cross to q-gears.

I'm taking break now while reversing ffvii battle module.

2yoshi314
To tell you the trush - field module reversed at 80%. Only thing is left are bottom layer in backgrounds, textures on models and KAWAI routines.
Title: Re: current source state? (Akari?)
Post by: Cyberman on 2008-08-18 21:46:20
2Cyberman
There is no new source in SVN. Because noone exept me is working on it. I can send it to anyone who is interested though.
Sad to say but true, however I got lost a while back. Erstwhile ..  I am interested (of course) source (of course) I assume you are using Cygwin for building?
Development plan for this third alpha is implement messages and all related things (done), implement triggers (done), implement all auto activated scripts: talk collide triggers intersect etc (done), add random encounters (done), create at least one menu (in process), create start menu (in process).
steady progress. As for what help I can give it will take weeks to catch up. However one thing is certain I do know how to use doxygen (which is very important).  I believe I can update SVN repositories etc. if you like.  I may spend time working on documentation (seems to be what I do a lot of these days) and being sure the integration process for new data sets is well understood by me before attempting to do much else. 
If you are working on crono cross - you can get familiar yourself with new q-gears and try to convert crono cross to q-gears.

I'm taking break now while reversing ffvii battle module.
CC is fairly certain. As faustwolf has been out and I've been playing ketchup I mean catch up :D I've already have a VFS set up and I'm working on proper data acquisition. IE getting the data out of the VFS (I can extract TIM files right now so next will have to be models just need to verify my files match there files etc.)
2yoshi314
To tell you the trush - field module reversed at 80%. Only thing is left are bottom layer in backgrounds, textures on models and KAWAI routines.
Who was working on the KAWAI code? I thought someone was. Hmmmm.
Backgrounds I've messed with a bit I might take a look at that (simplest thing to do for me).

Cyb
Title: Re: current source state? (Akari?)
Post by: Akari on 2008-08-19 17:24:18
2Cyberman
There is no new source in SVN. Because noone exept me is working on it. I can send it to anyone who is interested though.
Sad to say but true, however I got lost a while back. Erstwhile ..  I am interested (of course) source (of course) I assume you are using Cygwin for building?


Code::Blocks with mingw.

Development plan for this third alpha is implement messages and all related things (done), implement triggers (done), implement all auto activated scripts: talk collide triggers intersect etc (done), add random encounters (done), create at least one menu (in process), create start menu (in process).
steady progress. As for what help I can give it will take weeks to catch up. However one thing is certain I do know how to use doxygen (which is very important).  I believe I can update SVN repositories etc. if you like.  I may spend time working on documentation (seems to be what I do a lot of these days) and being sure the integration process for new data sets is well understood by me before attempting to do much else.


The real help I need is testing and porting real game to an engine. Extractors and converters from FFVII and other games.

 
If you are working on crono cross - you can get familiar yourself with new q-gears and try to convert crono cross to q-gears.

I'm taking break now while reversing ffvii battle module.
CC is fairly certain. As faustwolf has been out and I've been playing ketchup I mean catch up :D I've already have a VFS set up and I'm working on proper data acquisition. IE getting the data out of the VFS (I can extract TIM files right now so next will have to be models just need to verify my files match there files etc.)
2yoshi314
To tell you the trush - field module reversed at 80%. Only thing is left are bottom layer in backgrounds, textures on models and KAWAI routines.
Who was working on the KAWAI code? I thought someone was. Hmmmm.
Backgrounds I've messed with a bit I might take a look at that (simplest thing to do for me).

Cyb

I worked with KAWAI but stopped. I think FFVII is the only game that use such technology (dynamic vertex shading). I didn't found this in FFVIII, FFIX, Crono Cross, Xenogears, Parasite Eve. So I still think if this feature need as it is in FFVII or not.
Title: Re: current source state? (Akari?)
Post by: Cyberman on 2008-08-19 22:14:57
Code::Blocks with mingw.
I'll take a look at it I believe.

steady progress. As for what help I can give it will take weeks to catch up. However one thing is certain I do know how to use doxygen (which is very important).  I believe I can update SVN repositories etc. if you like.  I may spend time working on documentation (seems to be what I do a lot of these days) and being sure the integration process for new data sets is well understood by me before attempting to do much else.


The real help I need is testing and porting real game to an engine. Extractors and converters from FFVII and other games.
Kind of what I was thinking only from a different perspective. The process needs to be defined so that it is highly repeatable (IE more than just one or two people can do it).  Hence documentation and beating it into a well defined systematic method for implementing game porting and data extraction for Q-gears.

 
Who was working on the KAWAI code? I thought someone was. Hmmmm.
Backgrounds I've messed with a bit I might take a look at that (simplest thing to do for me).
I worked with KAWAI but stopped. I think FFVII is the only game that use such technology (dynamic vertex shading). I didn't found this in FFVIII, FFIX, Crono Cross, Xenogears, Parasite Eve. So I still think if this feature need as it is in FFVII or not.
Well halflife 2 uses it for visual affects as part of there HDR visuals.
Erstwhile of the the Square games for the playstation if only FFVII uses it, that does kind of make a damper on the effort.

Cyb
Title: Re: current source state? (Akari?)
Post by: BesideTheVoid on 2008-08-24 09:06:42
Since svn is not updated, do you do your backups?  :-D
I just thought I'd say something--ePSXe lost it's source code due to hard drive crash...that held up development for a LONG time... :cry:
Title: Re: current source state? (Akari?)
Post by: yoshi314 on 2008-09-17 19:07:16
looks like things are slowly moving forward, looking at livejournal entries.
Title: Re: current source state? (Akari?)
Post by: Akari on 2008-09-19 04:05:50
Yup =)
Working on party related script commands now.
Title: Re: current source state? (Akari?)
Post by: yoshi314 on 2008-09-21 20:23:24
this might be off topic, but can you share some code snippets, or good tutorials for ogre3d?

i'm particularily interested on how to load a custom 3d model data in ogre3d. i'm still learning how to use this engine, and there is a lot of learning ahead of me.
Title: Re: current source state? (Akari?)
Post by: Akari on 2008-09-22 19:33:59
this might be off topic, but can you share some code snippets, or good tutorials for ogre3d?

i'm particularily interested on how to load a custom 3d model data in ogre3d. i'm still learning how to use this engine, and there is a lot of learning ahead of me.

QGears doesn't have code that loads custom data. It's load data from Ogre native format. I have an exporter, but it's code so awful that even I don't want look at it. There are a lot of exporters source on ogre3d site. In short, you just need to fill vertex bufers manually and then use MeshSerializer.

I will rewrite exporter in few weeks, because I found a lot of minir errors but it seems imposible to fix and quick test them (you need do a lot of manual configure and then rebuild exporter to export single model).


About progress:  I reproduce first two field in game (without backgrounds, movies and sounds) and it mostly working =)
It's like final animations test. When it's complete - I record new video to show some progress =)
Title: Re: current source state? (Akari?)
Post by: Cyberman on 2008-09-22 23:20:46
this might be off topic, but can you share some code snippets, or good tutorials for ogre3d?

i'm particularily interested on how to load a custom 3d model data in ogre3d. i'm still learning how to use this engine, and there is a lot of learning ahead of me.

QGears doesn't have code that loads custom data. It's load data from Ogre native format. I have an exporter, but it's code so awful that even I don't want look at it. There are a lot of exporters source on ogre3d site. In short, you just need to fill vertex bufers manually and then use MeshSerializer.

I will rewrite exporter in few weeks, because I found a lot of minir errors but it seems imposible to fix and quick test them (you need do a lot of manual configure and then rebuild exporter to export single model).


About progress:  I reproduce first two field in game (without backgrounds, movies and sounds) and it mostly working =)
It's like final animations test. When it's complete - I record new video to show some progress =)
Good to hear (I almost wrote Godo to hear LOL).
I was going to set things up with Ogre3d July of last yea,r but I got distracted and never finish (LOL), instead I've been reworking some old tools I made. I guess I'm getting old LOL.

Cyb
Title: Re: current source state? (Akari?)
Post by: yoshi314 on 2008-09-23 06:51:27
Quote
QGears doesn't have code that loads custom data. It's load data from Ogre native format. I have an exporter, but it's code so awful that even I don't want look at it.
so, to rephrase - you cannot load arbitrary file format data directly into ogre interpreting it on-the-fly, but you have to convert them beforehand?
Title: Re: current source state? (Akari?)
Post by: Akari on 2008-09-23 13:09:49
Quote
QGears doesn't have code that loads custom data. It's load data from Ogre native format. I have an exporter, but it's code so awful that even I don't want look at it.
so, to rephrase - you cannot load arbitrary file format data directly into ogre interpreting it on-the-fly, but you have to convert them beforehand?

You could write your own loaders. After all you load model in exporter, you could draw them if you want.
Title: Re: current source state? (Akari?)
Post by: Cyberman on 2008-09-23 21:15:36
Quote
QGears doesn't have code that loads custom data. It's load data from Ogre native format. I have an exporter, but it's code so awful that even I don't want look at it.
so, to rephrase - you cannot load arbitrary file format data directly into ogre interpreting it on-the-fly, but you have to convert them beforehand?

You could write your own loaders. After all you load model in exporter, you could draw them if you want.
Which is a good way to do all of it in any case.

I'm not sure what yoshi314 you are thinking? Are you contemplating new content for FF7?

Cyb
Title: Re: current source state? (Akari?)
Post by: yoshi314 on 2008-09-24 15:42:43
i was rather hoping for some pointers to understand ogre3d's support for non-native file formats a little bit.

i'm trying to learn ogre stuff by attempting to create a model viewer for one of square's psx games. psx games have not too complex models, so it should make things easier.

but i'm at a very early learning stage. so far i got hold of a few tutorials and i'm studying the code and adapting them to more recent ogre version during the process (as some of them are pretty much outdated).

as far as new content goes - i'm not much of an artist. i'm more interested in figuring out data structures used in those games, out of curiosity ;-)
Title: Re: current source state? (Akari?)
Post by: likwidoxigen on 2008-10-06 01:39:49
Can you update the SVN so that everyone can work on it and go through the current source instead of what's 7 months outdated up there...

After all, what's the point in source control if you don't use it. Just keep a track with which revision still compiles on the forum and that way we can have a build that works and a build to hack on.
Title: Re: current source state? (Akari?)
Post by: G on 2008-10-11 13:23:44
Quote
Can you update the SVN so that everyone can work on it and go through the current source instead of what's 7 months outdated up there...
SVN isn't updated, as project is currently being rewritten from scratch. I think, when things will settle up, there will be new source.
Quote
After all, what's the point in source control if you don't use it.
We use a "special" source control for now, as there is no more than two of us.

You say 7 months? I have seen neither interest nor any possible reverse_engeneering/coding/testing help from community for last year.
Are you willing to help? Currently there is need to reverse engeneer world map and implement it to current source. If so, we'll gladly restore SVN codebase for you.
Otherwise, patiently wait, as, for example, I have no time to manage project on sourceforge, better to use my free time coding needed features for new Q-Gears source.
Title: Re: current source state? (Akari?)
Post by: likwidoxigen on 2008-10-11 14:46:46
SVN isn't updated, as project is currently being rewritten from scratch. I think, when things will settle up, there will be new source.
I guess it just confuses me to be working on it yet not releasing any versions for the public. I'd love to play with the new source, I can't imagine that I'm the only one.

You say 7 months? .
I was referring to 7 months since last svn update.

Are you willing to help? Currently there is need to reverse engeneer world map and implement it to current source. If so, we'll gladly restore SVN codebase for you.
While I've never worked on a project like this before I'm more than willing to devote some time to it.

I have no time to manage project on sourceforge, better to use my free time coding needed features for new Q-Gears source.
Even just a new svn commit every month or so just to keep the source kind of fresh? I'm certainly not asking for daily updates, news releases, blog posts, etc. that would just be unrealistic on my part.

Yes, i'd like to help, it'll take me a while to catch up to what's going on, but I Love the game so it won't be terribly hard to make time for it.
Title: Re: current source state? (Akari?)
Post by: G on 2008-10-11 15:45:51
Ok, I'll discuss this with Akari on Monday, and we'll try to move new sources to SVN.
It would be great, if you can devote some time to the project.
So as soon as possible, it would be new sources on sourceforge.
Title: Re: current source state? (Akari?)
Post by: likwidoxigen on 2008-10-11 16:35:42
Ok, I'll discuss this with Akari on Monday, and we'll try to move new sources to SVN.
It would be great, if you can devote some time to the project.
So as soon as possible, it would be new sources on sourceforge.

Thanks man. I didn't mean to come off the wrong way. I'll start going over the wiki and gears doc.
Title: Re: current source state? (Akari?)
Post by: Akari on 2008-10-11 18:24:15
Project blog is here http://community.livejournal.com/q_gears/
Title: Re: current source state? (Akari?)
Post by: Cyberman on 2008-10-12 02:03:45
Ok sounds good Akari. What is your tool chain by the way? Are you using DEVC++ with Ogre libraries under windows?

Cyb
Title: Re: current source state? (Akari?)
Post by: likwidoxigen on 2008-10-12 03:11:08
Project blog is here http://community.livejournal.com/q_gears/

Thanks Akari, i'll start there. And i'll echo Cyberman's question.  I was figuring on developing on linux so if there's a makefile hanging around that would be a pretty sweet deal too.
Title: Re: current source state? (Akari?)
Post by: G on 2008-10-12 09:13:09
Quote
Ok sounds good Akari. What is your tool chain by the way? Are you using DEVC++ with Ogre libraries under windows?
Akari is using MinGW toolchain and he is developing using CodeBlocks IDE under windows. DevCpp is abandoned for over a year.
From my side, I can guarantee, that current codebase is compiling and working with gcc-4.2.3 (latest on Ubuntu Hardy) on Linux.
Quote
I was figuring on developing on linux so if there's a makefile hanging around that would be a pretty sweet deal too.
Currently I am using CodeBlocks for Linux too, it speeds up development process. For now there isn't autotools scripts, so there isn't
any makefiles created. You can use my project file for CodeBlocks, or I can create autotools scripts for project
(however autoconf scripts would be separated from source tree, because Akari don't like Makefile.* in src directory :) ).
Title: Re: current source state? (Akari?)
Post by: likwidoxigen on 2008-10-12 13:50:40
I can guarantee, that current codebase is compiling and working with gcc-4.2.3 (latest on Ubuntu Hardy) on Linux.
Sweet that sounds great to me.

Currently I am using CodeBlocks for Linux too, it speeds up development process. For now there isn't autotools scripts, so there isn't
any makefiles created. You can use my project file for CodeBlocks, or I can create autotools scripts for project
(however autoconf scripts would be separated from source tree, because Akari don't like Makefile.* in src directory :) ).
I can give CodeBlocks for linux a shot and if worse comes to worse I can just maintain my own simple makefile.
Title: Re: current source state? (Akari?)
Post by: likwidoxigen on 2008-10-15 01:02:29
Safe to expect source to work from after the alpha 3 release?
Title: Re: current source state? (Akari?)
Post by: Akari on 2008-10-15 18:42:07
Safe to expect source to work from after the alpha 3 release?

I upload source from 3rd alpha to SVN. If someone will use it - I continue to upload, otherwise next upload will be with 4th alpha.

Screen from 3rd alpha:
(http://pics.livejournal.com/crazy_otaku/pic/00013s23)
Title: Re: current source state? (Akari?)
Post by: likwidoxigen on 2008-10-16 00:28:02
I check sourceforge svn and didn't see the update. Is there a different source repository. that i'm missing?
Title: Re: current source state? (Akari?)
Post by: Akari on 2008-10-16 02:28:26
I check sourceforge svn and didn't see the update. Is there a different source repository. that i'm missing?

I didn't say 3rd alpha is finished =)
Title: Re: current source state? (Akari?)
Post by: likwidoxigen on 2008-10-16 02:41:16
I didn't say 3rd alpha is finished =)
Oh you tease!!! Haha, i'll continue waiting patiently then.
Title: Re: current source state? (Akari?)
Post by: G on 2008-10-18 08:01:21
I've got final alpha3 sources yesterday from Akari. They are added to SVN now.
Old sources were branched to branches/old_source, new sources are in trunk, as there is right place for them.
Old sources are deprecated and unsupported, however I'll use them sometime when there would be need to test some generic things with sound.
As it was stated earlier, codeblocks is the only build system supported for now.
To begin hacking you need to copy common/linux/qgears.cbp or common/windows/qgears.cbp to root project directory.
For windows compilation you need a huge set of external headers/libraries. A ready set of libraries for linkage you can get either from me or Akari (of course they are not on svn).
For linux compilation and running you need to install all required dependencies, and make symlink /usr/lib/OGRE/RenderSystem_GL.so -> output (or change "Plugin Folder" in "output/plugins.cfg").
Here is list of needed libraries:
libogre
libboost_thread
iconv
libogg
libvorbisfile
libxml5
liblua-5.1 (5.0 version is unsupported)
zlib

Note: win32 default build of libvorbis on the net is broken, as it doesn't export essential function for proper vorbis decoding. Request it, and I'll upload correct build somewhere.
I'll try to create readme file with detail information how to build project, but later.

Happy Hacking! :)
Title: Re: current source state? (Akari?)
Post by: Aali on 2008-10-18 11:20:26
And once again the SVN is full of Squeenix IP...
Developing a new engine for their game is a grey area, but if you distribute their copyrighted material they have every right to shut you down.

And no, just because it's in a different format does not make it legal.
Title: Re: current source state? (Akari?)
Post by: likwidoxigen on 2008-10-18 15:46:32
Looks like some source is missing from Core.
XmlFile.h
ModuleManager.h
Module.h

Unless of course I'm doing something wrong.
Title: Re: current source state? (Akari?)
Post by: G on 2008-10-18 15:54:44
Oops, sorry, haven't commited all files.

Try now, I've added them.
Title: Re: current source state? (Akari?)
Post by: likwidoxigen on 2008-10-18 16:41:31
Awesome on that front.
Just a weird issue with CodeBlocks. I have all the vorbisfile includes/libs yet codeblocks isn't picking them up when linking. It's using the proper `pkg-config --libs vorbisfile` and when run in a terminal it spits out the right "-lvorbisfile". I tried adding /usr/include/vorbis to the includes for the project hoping that would help, but not so. Ubuntu Hardy CodeBlocks 8.02

Any advice?
Title: Re: current source state? (Akari?)
Post by: G on 2008-10-18 16:49:54
I guess here is the problem, my `pkg-config --libs vorbisfile` output is "-lvorbisfile -lvorbis -lm -logg", same system as your, libvorbis-dev-1.2.0.dfsg-2
Instead of adding `pkg-config --libs vorbisfile` as parameter to compiler, you can try to add
vorbisfile
vorbis
m
ogg
To "Linker Settings" section of Build options.
Title: Re: current source state? (Akari?)
Post by: likwidoxigen on 2008-10-18 17:51:16
I fixed the package issue. I used a different version of vorbisfile because of another project I was working on with some friends. I redid that package and fixed a couple unrelated others but still the issue persists and pkg-config pops right list.
Title: Re: current source state? (Akari?)
Post by: G on 2008-10-18 18:45:41
Can you post here failed codeblocks output?
Title: Re: current source state? (Akari?)
Post by: likwidoxigen on 2008-10-18 18:52:41
Code: [Select]
obj/Debug/src/core/sound/SoundEngine.o||In function `SoundEngine::FillBuffer(SoundEngine::Channel&, unsigned int)':|
/home/bryce/QGears/q-gears/trunk/src/core/sound/SoundEngine.cpp|497|undefined reference to `ov_read'|
/home/bryce/QGears/q-gears/trunk/src/core/sound/SoundEngine.cpp|521|undefined reference to `ov_time_seek'|
/home/bryce/QGears/q-gears/trunk/src/core/sound/SoundEngine.cpp|543|undefined reference to `alBufferData'|
obj/Debug/src/core/sound/SoundEngine.o||In function `SoundEngine::StopChannel(SoundEngine::Channel&)':|
/home/bryce/QGears/q-gears/trunk/src/core/sound/SoundEngine.cpp|425|undefined reference to `alSourceStop'|
/home/bryce/QGears/q-gears/trunk/src/core/sound/SoundEngine.cpp|429|undefined reference to `alGetSourcei'|
/home/bryce/QGears/q-gears/trunk/src/core/sound/SoundEngine.cpp|435|undefined reference to `alSourceUnqueueBuffers'|
/home/bryce/QGears/q-gears/trunk/src/core/sound/SoundEngine.cpp|436|undefined reference to `alDeleteBuffers'|
/home/bryce/QGears/q-gears/trunk/src/core/sound/SoundEngine.cpp|440|undefined reference to `alDeleteSources'|
/home/bryce/QGears/q-gears/trunk/src/core/sound/SoundEngine.cpp|443|undefined reference to `ov_clear'|
obj/Debug/src/core/sound/SoundEngine.o||In function `SoundEngine::RefreshBuffers(SoundEngine::Channel&)':|
/home/bryce/QGears/q-gears/trunk/src/core/sound/SoundEngine.cpp|555|undefined reference to `alGetSourcei'|
/home/bryce/QGears/q-gears/trunk/src/core/sound/SoundEngine.cpp|560|undefined reference to `alSourceUnqueueBuffers'|
/home/bryce/QGears/q-gears/trunk/src/core/sound/SoundEngine.cpp|570|undefined reference to `alSourceQueueBuffers'|
/home/bryce/QGears/q-gears/trunk/src/core/sound/SoundEngine.cpp|577|undefined reference to `alGetSourcei'|
/home/bryce/QGears/q-gears/trunk/src/core/sound/SoundEngine.cpp|581|undefined reference to `alGetSourcei'|
/home/bryce/QGears/q-gears/trunk/src/core/sound/SoundEngine.cpp|589|undefined reference to `alSourcePlay'|
obj/Debug/src/core/sound/SoundEngine.o||In function `SoundEngine::OpenALalcError(ALCdevice_struct const*)':|
/home/bryce/QGears/q-gears/trunk/src/core/sound/SoundEngine.cpp|395|undefined reference to `alcGetError'|
/home/bryce/QGears/q-gears/trunk/src/core/sound/SoundEngine.cpp|402|undefined reference to `alcGetString'|
obj/Debug/src/core/sound/SoundEngine.o||In function `SoundEngine::OpenALalError()':|
/home/bryce/QGears/q-gears/trunk/src/core/sound/SoundEngine.cpp|373|undefined reference to `alGetError'|
/home/bryce/QGears/q-gears/trunk/src/core/sound/SoundEngine.cpp|379|undefined reference to `alGetString'|
obj/Debug/src/core/sound/SoundEngine.o||In function `SoundEngine::OpenALFree()':|
/home/bryce/QGears/q-gears/trunk/src/core/sound/SoundEngine.cpp|361|undefined reference to `alcMakeContextCurrent'|
/home/bryce/QGears/q-gears/trunk/src/core/sound/SoundEngine.cpp|363|undefined reference to `alcDestroyContext'|
/home/bryce/QGears/q-gears/trunk/src/core/sound/SoundEngine.cpp|365|undefined reference to `alcCloseDevice'|
obj/Debug/src/core/sound/SoundEngine.o||In function `SoundEngine::OpenALInit()':|
/home/bryce/QGears/q-gears/trunk/src/core/sound/SoundEngine.cpp|331|undefined reference to `alcOpenDevice'|
/home/bryce/QGears/q-gears/trunk/src/core/sound/SoundEngine.cpp|339|undefined reference to `alcCreateContext'|
/home/bryce/QGears/q-gears/trunk/src/core/sound/SoundEngine.cpp|345|undefined reference to `alcMakeContextCurrent'|
/home/bryce/QGears/q-gears/trunk/src/core/sound/SoundEngine.cpp|348|undefined reference to `alListenerfv'|
/home/bryce/QGears/q-gears/trunk/src/core/sound/SoundEngine.cpp|349|undefined reference to `alListenerfv'|
/home/bryce/QGears/q-gears/trunk/src/core/sound/SoundEngine.cpp|350|undefined reference to `alListenerfv'|
obj/Debug/src/core/sound/SoundEngine.o||In function `SoundEngine::PauseSound(unsigned int, bool)':|
/home/bryce/QGears/q-gears/trunk/src/core/sound/SoundEngine.cpp|263|undefined reference to `alSourcePause'|
/home/bryce/QGears/q-gears/trunk/src/core/sound/SoundEngine.cpp|265|undefined reference to `alSourcePlay'|
obj/Debug/src/core/sound/SoundEngine.o||In function `SoundEngine::PlaySoundA(int)':|
/home/bryce/QGears/q-gears/trunk/src/core/sound/SoundEngine.cpp|176|undefined reference to `ov_fopen'|
/home/bryce/QGears/q-gears/trunk/src/core/sound/SoundEngine.cpp|180|undefined reference to `ov_info'|
/home/bryce/QGears/q-gears/trunk/src/core/sound/SoundEngine.cpp|189|undefined reference to `alGenSources'|
/home/bryce/QGears/q-gears/trunk/src/core/sound/SoundEngine.cpp|193|undefined reference to `alGenBuffers'|
/home/bryce/QGears/q-gears/trunk/src/core/sound/SoundEngine.cpp|196|undefined reference to `alSourcei'|
/home/bryce/QGears/q-gears/trunk/src/core/sound/SoundEngine.cpp|202|undefined reference to `alSourceQueueBuffers'|
/home/bryce/QGears/q-gears/trunk/src/core/sound/SoundEngine.cpp|206|undefined reference to `alSourcePlay'|
||=== Build finished: 37 errors, 0 warnings ===|
I figure the error is something dumb that i'm misssing

**Fixed**
I knew it was something stupid I forgot to restart CodeBocks after I fixed vorbisfile and installed openal which i forgot to install initially.
Title: Re: current source state? (Akari?)
Post by: Cyberman on 2008-10-19 04:01:34
Thanks G for explaining the projects current build system if I have questions they'll end up in this thread I suppose.

Is there a data flow diagram of information exchanges and changes within Q-gears?
I'll have to look sometime tomorrow to see what is in the repository etc.

Scarily these days I spend very little time implementing and instead architect system function, and data instead.

Cyb
Title: Re: current source state? (Akari?)
Post by: likwidoxigen on 2008-10-19 06:25:16
Is there a data flow diagram of information exchanges and changes within Q-gears?
I'll have to look sometime tomorrow to see what is in the repository etc.
Take a quick read through the gears pdf. It's older but it gives you a good idea of how the modules interact. As for reading Akari's code, it's fantastically well built and definately something to be proud of. It's well thought out and super easy to read.
Title: Re: current source state? (Akari?)
Post by: Cyberman on 2008-10-19 15:06:33
Is there a data flow diagram of information exchanges and changes within Q-gears?
I'll have to look sometime tomorrow to see what is in the repository etc.
Take a quick read through the gears pdf. It's older but it gives you a good idea of how the modules interact. As for reading Akari's code, it's fantastically well built and definately something to be proud of. It's well thought out and super easy to read.
Yes I know the diagram from the early days of the project, the problem is I am certain things have changed since then, and that is more or less is what I was looking for.
Akari's code fortunately is an easier read (than mine) I can doxygen it later to get a better idea. I was just curious if the data flow and transformations were diagrammed or not. (is the doxygen project file included with the file set or do I have to DIY it?)

Cyb
Title: Re: current source state? (Akari?)
Post by: G on 2008-10-19 17:26:03
There is neither data flow diagram nor Doxyfile in the project. I doubt, that creating Doxygen documentation will help, as there isn't any comments in doxygen format.
Title: Re: current source state? (Akari?)
Post by: likwidoxigen on 2008-10-19 20:00:01
Hey I've got it all compiled fine and it runs lets me get to console etc. No response from /field /battle etc commands don't appear to do anything, the screen just stays black. Console input does work as /quit operates as expected. Maybe an opengl issue (dell 1420 with intel integrated). On the debug compile all goes smoothly. I'm having some issues with the release compile, but I'm sure I can be figuring it out.
Title: Re: current source state? (Akari?)
Post by: Cyberman on 2008-10-20 02:08:38
There is neither data flow diagram nor Doxyfile in the project. I doubt, that creating Doxygen documentation will help, as there isn't any comments in doxygen format.
I doubt it would help if I added any doxygen comments, either since I am not the original author.  I've seen lots of arguments between self documenting code and adding good comments.  I've spent a year using doxygen thus far. So I'm somewhat familiar with it.  Someone inexperienced using it might have lots of questions.  I know I am just beginning to use some of it's features.

Oh well I guess it's dig through the code instead.

Cyb
Title: Re: current source state? (Akari?)
Post by: likwidoxigen on 2008-10-20 05:11:24
Ok so I've been playing around with what's around so far and it's pretty freaking awesome. I managed to figure out how the commands work and stuff. I still can't figure out if i'm doing something wrong with the battles yet though, but i'll keep poking around, that's for sure. Very very cool work guys.
Title: Re: current source state? (Akari?)
Post by: likwidoxigen on 2008-10-20 22:38:57
So right now i'm trying to understand how the lua script files for the menus work. Here's what I've got so far.

Binder.cpp binds the ModuleManager functions RunField,RunMenu,RunBattle to lua. In lua to call these you would use module:run_field(116) for example. Communication runs through the boost thread g_ModuleManager.

That part seems nice and clear.

Now I'm trying to look at what happens when RunMenu gets called.

ModuleManager makes a new MenuModule and passes in the menu_id. It then goes and spits out "MenuModule created."
Some how the OnStart function gets run (i'm thinking that's an ogre thing?) and then it goes through and creates a new MenuScriptManager
That MenuScriptManager is used to MenuScriptManager.LoadFile("data/menu/simple.lua")
The Load then opens and runs the script.

The Script then runs and becuause after the script is loaded the state is set to MODULE_RUN nothing shows up. If you make it so that after the script loads the state is changed to MODULE_FINISH you can make a module:run_field(116) call and it then shows and works.

I think i just needed to type that out, and I don't know if i have an actual question, but pointers in any which direction would be helpful i think.

*edit yet again*

So it seems like binder.cpp is missing a bind for setting the state of module so you can actually get out of the script. I haven't for the life of me been able to get the script to exit and continue on execution of the game. Maybe I just don't understand the logic in the construction of how it works or how to actually get it to exit, definately toss some advice myway if you've got it.

*edit-- man this is like a stream of consciousness*

I just found the scripts for the functions and maps and i'm going to go through those and hopefully they'll solve my questions.

md1_1.xml has an error.  For encounters it should be 28.125 no 28,125.
Title: Re: current source state? (Akari?)
Post by: Akari on 2008-10-21 04:05:01
So right now i'm trying to understand how the lua script files for the menus work. Here's what I've got so far.

Binder.cpp binds the ModuleManager functions RunField,RunMenu,RunBattle to lua. In lua to call these you would use module:run_field(116) for example. Communication runs through the boost thread g_ModuleManager.

That part seems nice and clear.

Now I'm trying to look at what happens when RunMenu gets called.

ModuleManager makes a new MenuModule and passes in the menu_id. It then goes and spits out "MenuModule created."
Some how the OnStart function gets run (i'm thinking that's an ogre thing?) and then it goes through and creates a new MenuScriptManager
That MenuScriptManager is used to MenuScriptManager.LoadFile("data/menu/simple.lua")
The Load then opens and runs the script.

The Script then runs and becuause after the script is loaded the state is set to MODULE_RUN nothing shows up. If you make it so that after the script loads the state is changed to MODULE_FINISH you can make a module:run_field(116) call and it then shows and works.

I think i just needed to type that out, and I don't know if i have an actual question, but pointers in any which direction would be helpful i think.

*edit yet again*

So it seems like binder.cpp is missing a bind for setting the state of module so you can actually get out of the script. I haven't for the life of me been able to get the script to exit and continue on execution of the game. Maybe I just don't understand the logic in the construction of how it works or how to actually get it to exit, definately toss some advice myway if you've got it.

*edit-- man this is like a stream of consciousness*

I just found the scripts for the functions and maps and i'm going to go through those and hopefully they'll solve my questions.

md1_1.xml has an error.  For encounters it should be 28.125 no 28,125.

There is no menu yet. Just some drafts. Better play with fields. There are really a lot of things that can be done.
Title: Re: current source state? (Akari?)
Post by: likwidoxigen on 2008-10-31 18:27:16
Updated to Ibex. Compile works fine, run fails.

qgears_debug: ../common/dri_bufmgr_fake.c:1054: dri_fake_reloc_and_validate_buffer: Assertion `bo_fake->map_count ==0' failed.

I am damn confused. I can't find that file, and searching the project for the dri_fake_reloc doesn't pop up anything. Any advice?
Title: Re: current source state? (Akari?)
Post by: G on 2008-11-01 07:12:37
Updated too, so far no problems, this can be related to your video card drivers.
Title: Re: current source state? (Akari?)
Post by: likwidoxigen on 2008-11-01 14:11:42
Interesting note. I rolled back a few of my code changes. I had it set to auto-run "field 116" after I removed that it worked fine for "field 65" and "field 110" I'll keep playing around with it and see what happens.

Oh and i popped out a quick patch for the  md1_1.xml file. It just changes a , to a . where it should be.
http://www.tcnj.edu/~liskove2/md1_1.patch (http://www.tcnj.edu/~liskove2/md1_1.patch)
Title: Re: current source state? (Akari?)
Post by: yoshi314 on 2008-11-02 16:39:21
it's a video card problem. i had some weird issues with my ati card recently when trying out ta3d game, and they were caused by issues with mesa/video driver.
Title: Re: current source state? (Akari?)
Post by: likwidoxigen on 2008-11-02 22:03:20
Well I'll keep working on things and see if I can fix anything.  I don't really understand how it could let me run other things but just not the first two opening maps...

I've got a new computer in the works for December. If worse comes to worse I'll just get back on the horse then. I would like to get cracking though.
Title: Re: current source state? (Akari?)
Post by: Akari on 2008-11-03 01:47:37
Well I'll keep working on things and see if I can fix anything.  I don't really understand how it could let me run other things but just not the first two opening maps...

I've got a new computer in the works for December. If worse comes to worse I'll just get back on the horse then. I would like to get cracking though.

You need walkmesh, models script and description file to run other field. Walkmesh and Models could be obtained through exporter. Script and desctiprion something that you need to write yourself (at least script).
If you want try to make next field - I could send you walkmesh and models.
Title: Re: current source state? (Akari?)
Post by: likwidoxigen on 2008-11-03 03:16:12
I don't quite need those files yet I think. I was just detailing the what/when of the crashing.

Before upgrade when i would run /field 116  and it would run through the first 2 with no issues. Now that one in particular fails.

I still only about half way through figuring out the field model. Monday i should have a couple hours to dedicate to it.
Title: Re: current source state? (Akari?)
Post by: Akari on 2008-11-11 18:37:33
(http://pics.livejournal.com/crazy_otaku/pic/00014xw9)
Title: Re: current source state? (Akari?)
Post by: Izban on 2008-11-13 21:49:09
Wow thats just awsome Akari

from the looks of things you can now put bad guys in can you put cloud and co in and can they attack
Title: Re: current source state? (Akari?)
Post by: Cyberman on 2008-11-13 22:11:26
It appears you have the battle scenes and battle models working. This is good news.

Are you using information from the battle encounter file to populate the battle scene?

Cyb
Title: Re: current source state? (Akari?)
Post by: Akari on 2008-11-14 02:40:58
It appears you have the battle scenes and battle models working. This is good news.

Are you using information from the battle encounter file to populate the battle scene?

Cyb

It use battle.xml which has converted scene.bin info about battle formation. This is just test battle where I put MP to this location. There are a lot of unknown info so I can't reproduce everything for now. I'm trying to create battle cycle now and make unit execute script each turn (without any animations, only logic).
Title: Re: current source state? (Akari?)
Post by: Cyberman on 2008-11-27 18:40:26
How about a Video configuration utility? I noticed the default configuration file looks like this
Render System=Direct3D9 Rendering Subsystem

[Direct3D9 Rendering Subsystem]
Allow NVPerfHUD=Yes
Anti aliasing=None
Floating-point mode=Fastest
Full Screen=No
Rendering Device=Sapphire RADEON X1600 PRO
VSync=No
Video Mode=640 x 480 @ 32-bit colour

[OpenGL Rendering Subsystem]
Colour Depth=32
Display Frequency=N/A
FSAA=0
Full Screen=No
RTT Preferred Mode=PBuffer
VSync=No
Video Mode=640 x 480 @ 32-bit colour

I suppose it's a chicken egg situation but there should be a 'safe mode' at least if the default configuration doesn't work fails or otherwise mutilates (LOL).

Cyb
Title: Re: current source state? (Akari?)
Post by: Akari on 2008-11-27 19:07:16
How about a Video configuration utility? I noticed the default configuration file looks like this
Render System=Direct3D9 Rendering Subsystem

[Direct3D9 Rendering Subsystem]
Allow NVPerfHUD=Yes
Anti aliasing=None
Floating-point mode=Fastest
Full Screen=No
Rendering Device=Sapphire RADEON X1600 PRO
VSync=No
Video Mode=640 x 480 @ 32-bit colour

[OpenGL Rendering Subsystem]
Colour Depth=32
Display Frequency=N/A
FSAA=0
Full Screen=No
RTT Preferred Mode=PBuffer
VSync=No
Video Mode=640 x 480 @ 32-bit colour

I suppose it's a chicken egg situation but there should be a 'safe mode' at least if the default configuration doesn't work fails or otherwise mutilates (LOL).

Cyb

Delete this file - Ogre will show config window where you can set any you want.
Title: Re: current source state? (Akari?)
Post by: Cyberman on 2008-11-28 00:27:45
That would explain things (and now a moment of .. duh).

Ok ... now for some twiddling.

Cyb
Title: Re: current source state? (Akari?)
Post by: Akari on 2009-01-03 13:38:57
Results of working on battle module.

http://www.youtube.com/watch?v=7hRwK-7hdIM

Now I back to fields =)
Title: Re: current source state? (Akari?)
Post by: Cloudef on 2009-01-03 15:48:12
Hello Akari,

Sorry for the delay, but i've had some issues on real-life. Now as ive got them sorted i would like to still help on this project.
But because im running linux (Yeah yeah.. Cpp hooked me..) ive done quite lot of programming with irrlicht, Ive tried to got ogre set up, but it does not seem to be so simple.
Well i try and keep updated =) If i can get the ball rolling i can help best i can.

/Edit..
Ok got it.
Title: Re: current source state? (Akari?)
Post by: thegreatpower on 2009-02-04 09:47:21
Can i help in this project in some way?

I am a good programmer.
Title: Re: current source state? (Akari?)
Post by: Akari on 2009-02-04 13:30:49
Can i help in this project in some way?

I am a good programmer.

Of course you can. =)
contact me by ICQ 175522907 or Jabber [email protected]
Title: Re: current source state? (Akari?)
Post by: thegreatpower on 2009-02-25 13:03:25
jabber account is a gtalk account?
Title: Re: current source state? (Akari?)
Post by: Akari on 2009-02-25 16:15:17
jabber account is a gtalk account?

You can connect to gmail via any jabber.