Branched for 0.2.8

What do you want to see in Armagetron soon? Any new feature ideas? Let's ponder these ground breaking ideas...
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dlh
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Post by dlh »

Today I did what I had originally planned to do on Sunday (but couldn't because SF's CVS servers were down). I re-created the Armagetron Advanced xcode project in Xcode 2.1. The project file I had been using was originally created way back in Project Builder v1, and it used the "SDL template", which is convenient to start writing an SDL app quickly, but it hides alot of config options from you.

The updated project has brought the application size (frameworks and all) down from the huge 31.8MB monster it was to 13.8MB. If I can not get the game running on 10.2, I can bring down the size even further to 5.1MB (10.2 does not have libxml2, so I have to include it). I haven't done any tests, but it feels "snappier" :)

I need to fix a few loose ends, and then I will commit this to the b0_2_8_0 branch, but I am uncertain on how to go about merging the changes back into HEAD.

Cocerning languages: My language was American, and Armagetron updated to American English fine. But when I checked the langauge menu, everything was out of order (AE, Spanish, BE, French, German). Its not that great of a problem, just a minor annoyance.

Is there any reason why the moviepack is not in CVS?
Last edited by dlh on Tue Aug 02, 2005 7:21 am, edited 1 time in total.
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Lucifer
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Post by Lucifer »

nemostultae wrote: Is there any reason why the moviepack is not in CVS?
I would assume because it's got copyrighted material in it?

It would be nice if someone who's made a beautiful moviepack with all original work would give us permission to include it with the distribution. (I had intended to save mentioning this until I actually got in and did some of the GUI stuff I've been wanting to do)
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Jonathan
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Post by Jonathan »

Finally. :)

It's 31.8 MB with debug symbols.
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Z-Man
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Post by Z-Man »

New project files: cool! Why would there be a problem with merging the updates back to the trunk?

Languages: That's fallout from the BE fallback language code and the fact that the languages were not meant to be in any particular order. I'll commit a fix later today.

Moviepack: The copytight is one reason, and another is that the original moviepack is not changing anymore, so it does not have to be in CVS.
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philippeqc
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Post by philippeqc »

z-man wrote:Moviepack: The copytight is one reason, and another is that the original moviepack is not changing anymore, so it does not have to be in CVS.
Texture, sound and models (and moviepack) are all resources. They would be better located on a resource server. CVS should hold just enough resource so that someone compiling the project from cvs should be able to test it. As Lucifer mentionned, Installers could carry a nice and non copyrighted moviepack (a bundle of other non copyrighted resources) to the host computer, for those who prefer local and LAN play or those who have limited bandwidth and prefer not to d/l from the resource server.

A new discussion to find what we would like the installers/compementary installers carry as resources?

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Marcin
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lol

Post by Marcin »

What is this ?
Image
o_O
Image
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Z-Man
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Post by Z-Man »

I'd like to know that, too ;) What did you do?
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Marcin
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Post by Marcin »

...and this:
Image
I see that when go near wall and look backward.
:?: lol
Image
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Z-Man
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Post by Z-Man »

Set CAMERA_VISIBILITY_LOWER_WALL in settings.cfg to 0, the camera then gets clamped to the rim walls as it was before the arena map support. You may also want to set CAMERA_VISIBILITY_EXTENSION to zero to avoid the camera from twitching.
The second picture looks right according to the specifications. The first one does not look right; could you try to produce a debug recording that shows the effect? You'd have to call AA with the command line arguments "--record camera.rec" and send us the file camera.rec.
(Documertation is in the making, sorry)
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dlh
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Post by dlh »

New Xcode project in the branch. Only problem with it is my libpng framework, so just link against the unix libpng library for now (to Jonathan)
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dlh
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Post by dlh »

And the fullscreen crash bug seems to have reappeared :\ I was using an old version of SDL (1.2.5) and finally upgraded to 1.2.8.

Jonathan, didn't you post a thread with the fix for this (and did it get commited)?
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Jonathan
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Post by Jonathan »

I did post a fix about when I registered. It's:
- Don't attempt to minimize ("iconify") the nonexistent window when in fullscreen (sr_Activate in rScreen.cpp)
- Ignore SDL active events when switching from/to fullscreen (filter in gArmagetron.cpp)
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dlh
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Post by dlh »

Yes, that fixed it. I am suprised no one commited it.
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Jonathan
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Post by Jonathan »

Jonathan wrote:- Ignore SDL active events when switching from/to fullscreen (filter in gArmagetron.cpp)
Actually, if I didn't miss something, you can ignore them if the current goal is fullscreen.
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