Search found 10833 matches

by Z-Man
Sun Feb 23, 2020 11:33 pm
Forum: Beta Testing
Topic: 0.2.8.3.5 released
Replies: 1
Views: 1085

Re: 0.2.8.3.5 released

The zeroinstall streams and PPA are now updated. Ubuntu Trusty users (the statistically 0.27 of you still here): Something went wrong a while ago when I accidentally uploaded a higher version. Thing is, you can delete the accidental upload, but the version sticks and it won't accept anything older, ...
by Z-Man
Thu Feb 20, 2020 12:00 am
Forum: Beta Testing
Topic: 0.2.8.3.5 released
Replies: 1
Views: 1085

0.2.8.3.5 released

Available through the usual channels: Main site: http://www.armagetronad.org/downloads.php (links to launchpad) Launchpad: https://launchpad.net/armagetronad/0.2.8/0.2.8.3.5 Sourceforge: https://sourceforge.net/projects/armagetronad/files/stable/0.2.8.3.5/ No Mac builds, sorry. The ppa has been part...
by Z-Man
Sun Feb 09, 2020 9:24 am
Forum: Competitions
Topic: mini-TST 9.2.20
Replies: 15
Views: 3628

Re: mini-TST 9.2.20

Small notice: A storm is predicted to hit us this evening. Nothing too big, nothing dangerous (unless you create the opportunity for a tree to fall on your head), but power and internet may be unstable. We'll be fine, just maybe offline. My server's datacenter should be unaffected, the storm is goin...
by Z-Man
Wed Nov 20, 2019 10:19 pm
Forum: Graphical Enhancements
Topic: Stereoscopic
Replies: 3
Views: 1417

Re: Stereoscopic

Search for eCamera::Timestep. That's the function you can put this stuff into. Or eCamera::Render. Render has the advantage that you don't have to worry about ordering: Put your code at the top. It will then run between both Timestep calls (one for each view, one of them doing an update you don't ac...
by Z-Man
Tue Nov 19, 2019 10:40 pm
Forum: Graphical Enhancements
Topic: Stereoscopic
Replies: 3
Views: 1417

Re: Stereoscopic

You get the basic stereoscopic shift by, well, shifting one of the cameras to the side by the distance of the eyes. What you do is that you set up basic side-by-side splitscreen and modify the code for the second view so that instead of the usual camera update, it just copies all values from the fir...
by Z-Man
Sun Nov 10, 2019 11:39 am
Forum: Support
Topic: Sound Initialisation failed.
Replies: 2
Views: 819

Re: Sound Initialisation failed.

delinquent wrote:I wonder if Arma uses libSDL? I think it does, IIRC.
It does.
by Z-Man
Wed Nov 06, 2019 10:05 pm
Forum: Support
Topic: Mac support for Catalina
Replies: 4
Views: 1229

Re: Mac support for Catalina

Splendid lurking! You may want to have a look here: https://bugs.launchpad.net/armagetronad/+bug/1850536 dlh uploaded some test builds. For those with suicidal thoughts for whatever reason: You are NOT alone, there are places and people that can give you help, usually easily found in your local phon...
by Z-Man
Tue Oct 29, 2019 10:02 pm
Forum: Support
Topic: Mac support for Catalina
Replies: 4
Views: 1229

Mac support for Catalina

is nonexistent for the time being. Sorry to the users. The technical issue that triggers this change of status is that MacOS dropped support for 32 bit applications, and our builds only have that. The only system I had available for building was a PowerBook, and while that might have been able to do...
by Z-Man
Mon Oct 21, 2019 8:55 pm
Forum: Server Administration/Setup
Topic: How can I modify server commands based on player location
Replies: 3
Views: 574

Re: How can I modify server commands based on player locatio

Yeah, just modifying gCycleMovement::rubber on the spot is also possible. For consistency, you have to do it in one of two ways. If you want continuous changes, you need to apply them in one of the Timestep() family of functions, it's not too important for your purposes which one (TimestepCore is th...
by Z-Man
Sun Oct 20, 2019 9:05 pm
Forum: Server Administration/Setup
Topic: How can I modify server commands based on player location
Replies: 3
Views: 574

Re: How can I modify server commands based on player locatio

Modifying rubber individually for each player is not currently possible, at least not in the vanilla source. So you will have to modify the code yourself. A couple of pointers: We already detect the two situations you speak of in the method gCycleMovement::CalculateAcceleration() (in gCycleMovement....
by Z-Man
Fri Oct 11, 2019 10:54 pm
Forum: Server Administration/Setup
Topic: Trouble compiling the Fortress Ai branch of .4
Replies: 7
Views: 1156

Re: Trouble compiling the Fortress Ai branch of .4

Merge done, there were some conflicts that I violently resolved by sticking to the version from the fortress_ai branch. As a result, tutorials and challenges that rely on AIs following paths are now broken; those did not exist yet when the branch was started.
by Z-Man
Fri Oct 11, 2019 9:28 pm
Forum: Server Administration/Setup
Topic: Trouble compiling the Fortress Ai branch of .4
Replies: 7
Views: 1156

Re: Trouble compiling the Fortress Ai branch of .4

Nah, those are INSTANTIATION failures. While those can still be the fault of the header, this one even seems to be a static assertion meant to provide a readable compiler error message (and failing, because that is a surprisingly difficult task; good thing there is static_assert now in the standard)...
by Z-Man
Sat Oct 05, 2019 4:01 pm
Forum: Support
Topic: Problems compiling 0.2.8-armagetronad-sty+ct server
Replies: 7
Views: 1789

Re: Problems compiling 0.2.8-armagetronad-sty+ct server

Should be fixed in the main source now. Binreloc just reads /proc/self/maps, which contains a list of memory segments belonging to the current process and which file they belong to, and the bit in memory it looks for moved from one type of segment to a new kind.
by Z-Man
Fri Oct 04, 2019 8:53 pm
Forum: Support
Topic: Problems compiling 0.2.8-armagetronad-sty+ct server
Replies: 7
Views: 1789

Re: Problems compiling 0.2.8-armagetronad-sty+ct server

Huh, what do you know? Apparently, it's a general problem now. Binreloc stopped working for me, too (Manjaro, which is basically arch). I just never noticed because I always start the game without relying on executable path resolution, and then binreloc is not needed. Well, that was bound to happen ...
by Z-Man
Fri Oct 04, 2019 6:45 am
Forum: Support
Topic: Problems compiling 0.2.8-armagetronad-sty+ct server
Replies: 7
Views: 1789

Re: Problems compiling 0.2.8-armagetronad-sty+ct server

What system is this on, precisely?

As a workaround, you can try disabling binreloc here by passing "--disable-binreloc" to configure.