The Following 5 Users Say Thank You to AapoRantalainen For This Useful Post: | ||
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2012-04-18
, 21:00
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Posts: 804 |
Thanked: 1,598 times |
Joined on Feb 2010
@ Gdynia, Poland
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#32
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2012-04-18
, 21:14
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Posts: 2,076 |
Thanked: 3,268 times |
Joined on Feb 2011
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#33
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Don't get me wrong, I know it's not trivial. I've spent 10 minutes to review his changes really quickly and noticed there are only ~10 files which need to be edited (including ones which require only #include<SDL_OpenGL.h> line removal), and I've done some OpenGL ES programming in the past (mainly 1.1, but also some 2.0 including custom far-from-standard shaders), so I may use my free time to code for Maemo again (I was inactive for almost an year now on this platform, I'm sorry, Guys). Aapo - great work, as szopin said I wrote this post simply to ask if you, Aapo, know about any blocks of code (apart from ones mentioned by you in link quoted by me previously) which may relay on getConfig()->useOpenGL check, because you know the code already.
Do you think it's not worth trying? I hate not to use hardware acceleration when it's available and could be used, maybe it would be worth just to put less stress on the cpu and more on gpu? offtopic - could you update OpenTH thread with some information about new releases? The game reached next stage of development, so maybe you could announce it again and advertise more here on TMO? great work javispedro and great thanks - for all your work on entertainment software on Maemo platform!
edit 2 : Oh, forget the CorsixTH part - now I see there was some activity in that thread, I've just missed that.
The Following User Says Thank You to szopin For This Useful Post: | ||
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2012-04-18
, 23:24
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Posts: 250 |
Thanked: 122 times |
Joined on May 2009
@ Colorado
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#34
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2012-04-19
, 00:03
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Posts: 804 |
Thanked: 1,598 times |
Joined on Feb 2010
@ Gdynia, Poland
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#35
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The Following User Says Thank You to misiak For This Useful Post: | ||
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2012-04-19
, 23:15
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Posts: 804 |
Thanked: 1,598 times |
Joined on Feb 2010
@ Gdynia, Poland
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#36
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debian/control, in Build-Depends section, text "libsdl-mixer1.2-dev (>= 1.2.6-5+0m5+ogg+mp3-2)" - this however didn't install this version of sdl-mixer and i was stuck with the old one... i needed to execute "apt-get install libsdl-mixer1.2-dev=1:1.2.6-5+0m5+ogg+mp3-2" to install this package
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2012-04-21
, 04:26
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Posts: 804 |
Thanked: 1,598 times |
Joined on Feb 2010
@ Gdynia, Poland
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#37
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The Following 4 Users Say Thank You to misiak For This Useful Post: | ||
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2012-04-21
, 06:20
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Posts: 2,076 |
Thanked: 3,268 times |
Joined on Feb 2011
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#38
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The Following User Says Thank You to szopin For This Useful Post: | ||
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2012-04-21
, 06:36
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Posts: 839 |
Thanked: 3,386 times |
Joined on Mar 2009
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#39
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2012-04-21
, 10:42
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Posts: 804 |
Thanked: 1,598 times |
Joined on Feb 2010
@ Gdynia, Poland
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#40
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The sound issue is not related to this package only. Sadly sld-mixer from repos supports only .wavs (check this thread:http://talk.maemo.org/showthread.php?t=81792) so either statically including proper one is needed, or some other gymnastics.
Could you by any chance have a look at Armagetron Advanced? With software GL it is close to playable in speed terms and would be awesome multiplayer game for N900 (except for speed everything else works)
http://forums3.armagetronad.net/view...hp?f=4&t=21548 (link to the GLES discussion on upstream forum, sadly devs from there seem to have abandoned the idea)
https://code.launchpad.net/~aavoodoo (link to the close to finished GLES rewrite;opengles iirc is closer, gles2 bit further away)
EDIT: oh and btw, probably worth notifying upstream of your work, doubt they will reject piece of code that widens the possible user-base of their project in such a way (open-pandora, iphones... lots of gles only devices)
@misiak, I merged your code, but not pushed package to the extras-devel:
https://gitorious.org/lincity-n900/l...19a30cfb529cb1
I added
*compiling without GLES
*sdl/gles can be changed via options
*default=sdl
btw: Android Lincity has also some buggy/experimental gles: http://www.nicolasmy.com/projects/57...-of-Lincity-NG
-> Working gles on upstream would be very great. I haven't yet got any comments about my patches, so I'm not sure who is currently lead maintainer of the Lincity. Also wider discussion about playing on touchscreen would be cool.
When user press button "Start with empty board", it starts generating new board, which takes some 15 seconds without any visibility. So user press also 'Start'-button which then crashes because there are no scenario chosen.
So there are two issues:
A) Start button crashes if no scenario selected:
*Fixed and reported to the upstream: http://developer.berlios.de/bugs/?fu...&group_id=2929
B) Starting empty map should not take so much, or it must be indicated, or dangerous buttons must be disabled.
*"Start with empty board"/"Start with random village" - should look button, not text.
*Why it takes so much time? (src/lincity/init_game.cpp:159)
*Pressing 'start' is not fatal anymore.