Author Topic: FS2_Open Linux Mini Howto  (Read 67891 times)

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Offline Kazan

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that failing to check was an oversight on my part

the save to file hack was keeping inline with the way V did it for missions and saved some time - otherwise it would have to check against the server each time



since I am on win32 i cannot easily use a .diff
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Offline taylor

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Quote
the save to file hack was keeping inline with the way V did it for missions and saved some time - otherwise it would have to check against the server each time


Kind of what I figured but I wanted to check.  Still the file is accessed two times for the tables and then again for the missions.  It should be able to only do this once and save the file for each between sessions to draw from instead of hitting the server again.  I don't think that there is too much overhead the way it's done now though so I'm not going to make a big deal about it.  May be something to think about in the future if the oportunity presents itself.

Quote
since I am on win32 i cannot easily use a .diff


Didn't even think about that, sorry.  Is there something that would be easier for you to look at?  I can post the individual files I made the patch from but I doubt that would be easier for you to deal with (does MSVC have a diff utility for comparing files?).

 

Offline Kazan

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i don't know if MSVC has a diff util...

if i give you write access to my sourceforge you can merge the changes into the server module and then I can copy the files over
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Offline taylor

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Whatever you want is fine with me.  If you want I can commit the crash fix for LAN games and the other changes seperately to make it easier to revert later on.  Just let me know.

Also, for the non-blocking stuff in udpsocket.cpp, you should just be able to #ifdef the different recvfrom() lines and change:

Code: [Select]
recvs.fd_count = 1;
recvs.fd_array[0] = this->socket;
to:
Code: [Select]
FD_ZERO(&recvs);
FD_SET(this->socket, &recvs);

Those macros should work crossplatform.  This is how it's done in psnet2.cpp as well.  The rest of the code in the WIN32 define should work without issue on *nix.

 
I've been a little busy with things in school, lately, sorry.

It sounds like you guys are working on networking. (Yay, I can read. :) )  That would be really cool.  Anyway, the Windows pilot loaded fine, but I haven't tried the OSX pilot, yet.  I'm a little scared, cuz I saw these other files in there... (a .cfg and a .css, I think.)

Also, now that I've settled down enough to look at the ships in game... At first, it looked like they didn't have any thrusters.  Then it turned out that the thrusters had been repositioned at (0,0,0) of the ship.  I imagine that pilot's feeling pretty taosty, by now.

As for that first mission, no, the instructor doesn't ack matching his speed. :\
He does just seem to wonder around.

And with the second one, that destroyer for you to test the escort targeter, the speed and distance on the HUD get all whacked.

Ack!  Gotta go!
~Atal

[edit]
Thanks for the --nograb :D
Here are a couple of pictures after the match speed thing.
http://www.boomspeed.com/atalhlla/fso-ppc-0000.jpg
http://www.boomspeed.com/atalhlla/fso-ppc-0001.jpg
I checked the messages, and he did indeed acknowledge me matching his speed.  But just wonders aimlessly after that, it seems...

Another update:
Tried the second training.  Boy, it's a good thing I didn't try any missions.  Everyone'd have to ram eachother to death.  Did anyone else ever report any bugs with weapons not actually firing, yet still discounting from the banks?
Also, is there supposed to be an Arcadia in there? o_O
Quite frankly, though, getting this thing to even run was cool for me :P
« Last Edit: February 24, 2004, 03:41:23 pm by 1633 »
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What does it mean if the most fun you had all night was blowing up asteroids...?

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Offline Amon_Re

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Well, i did some more tests, and got hardware 3D running on Linux, but it seems that there's a problem with actually piloting the ships, at first i tought it was a mouse problem, but it seems not. What happens is that the ship just sits there rotating, perhaps a joystick related issue?

Also, when trying to goto "detail" in the options i get a hard crash

Cheers
Sig? What sig?

 
you mean rolling to it's side?

check your Z axis on any gamepads/joysticks.
just another newbie without any modding, FREDding or real programming experience

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Offline Amon_Re

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I'm not sure that it actually reads my joysticks, what commandline parameters does the linux version take btw?

Cheers
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Offline taylor

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It should see and use the joystick by default as long as the kernel modules are loaded and you didn't run ./configure with --disable-joystick.  The commandline parameters are the same as on Windows with the addition of --nograb in the Linux version.  --nograb tells SDL not to exclusively grab the mouse and keyboard when in windowed mode.  I usually run the game with -window and --nograb.  Note that in the new release coming this weekend the --nograb option is now just -nograb, with one dash to match every other option format.

Are you doing this with Linux/PPC?  If so it's not going to work since all of the swaps aren't there unless you put them in yourself or got a patch from tigital.  The detail settings have to be swapped when read from the pilot file which is why it crashes on the detail settings screen and will crash instantly on some missions and randomly on others.  This weekend release will have support for Linux/PPC but it still needs more testing so that support may not be final.

 
I'm still trying to figure out how to get DRI working.
But I've got an ATI Radeon... :blah:
Any ideas/insights/help, Amon? :rolleyes:

~Atal
Mertakk monae ki ienikk du bellou zhello.
Kuek mertakk monae ienikk divakkou zhello.

What does it mean if the most fun you had all night was blowing up asteroids...?

"Its a Babylon Space 2 HercFury!" --mikhael on seeing my first fighter design.

 

Offline Kazan

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what radeon? are you using the firegl drivers? make sure to load the kernel modules
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AFAIK, I compiled the radeon modules into the kernel.  Should I leave them as modules?

Also, this is with a Radeon Mobility (M3 AGP 2x).  I've been reading support threads, and some people seem to have gotten their to work, but I'm none the wiser on how. :blah:

And AFAIK again, I'm pretty sure I'm not using firegl drivers...

Machine :
Titanium G4 PowerBook
YellowDog Linux with kernel 2.4.20 custom
Radeon Mobility M3 AGP 2x
Mertakk monae ki ienikk du bellou zhello.
Kuek mertakk monae ienikk divakkou zhello.

What does it mean if the most fun you had all night was blowing up asteroids...?

"Its a Babylon Space 2 HercFury!" --mikhael on seeing my first fighter design.

 

Offline Kamikaze

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I think the mobility radeons are M6s, while M3s are the mobility rages. Are you sure it's a radeon? (try "lspci -v")
« Last Edit: February 28, 2004, 10:08:46 pm by 179 »
Science alone of all the subjects contains within itself the lesson of the danger of belief in the infallibility of the greatest teachers in the preceding generation . . .Learn from science that you must doubt the experts. As a matter of fact, I can also define science another way: Science is the belief in the ignorance of experts. - Richard Feynman

 
...Whoops, right you are.  It's a Rage 128 Mobility, not a Radeon Mobility.  Gah >.<
« Last Edit: February 29, 2004, 06:29:11 am by 1633 »
Mertakk monae ki ienikk du bellou zhello.
Kuek mertakk monae ienikk divakkou zhello.

What does it mean if the most fun you had all night was blowing up asteroids...?

"Its a Babylon Space 2 HercFury!" --mikhael on seeing my first fighter design.

 

Offline taylor

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FS2_Open Linux Discussion
OK, here is a new code release: 20040301_fs2_open_linux.tar.bz2

 - It should compile file with networking support but I still haven't tested whether or not it works.  Someone let me know.

 - The "--nograb" option has been renamed to "-nograb" (one hyphen).

 - It should build and run with Linux/PPC but please test it.

 - More DevIL support (ie. it's partially working now).  I had some major problems that I could figure out and I think some were DevIL related and some were just how the game deals with data.  For now I just use DevIL to read files and load the data into memory just the way it was done before.  This is stupid and inefficient but will have to do for now.  DDS files work but TGAs don't and neither do PCX files.  TGAs may work but some weird system thing on my end could be screwing it up.  The PCX files don't seem to be handled properly by DevIL.  This could just be something I'm doing wrong though.  DevIL support is still disabled by default.

 - Something is up with models not being visable with HT&L enabled.  I haven't changed anything here or really tried to track this down.  It could just be a problem merging with current CVS and will be something that I eventually track down during cleanup.  For now though please run the game with "-nohtl" unless you like shooting at particle trails.

 - If you get any errors when running ./configure about automake versions or AC_LOCAL something then please run ./autogen.sh first.

 
FS2_Open Linux Discussion
Reguarding the gropengl.cpp problem, i use the nvidia 5336 drivers and it dosnt have the extensions dcc chucks out, if i use mesa 6 ill lose all hardware accleration :(
HT

 

Offline Amon_Re

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FS2_Open Linux Discussion
Quote
Originally posted by Atalhlla
I'm still trying to figure out how to get DRI working.
But I've got an ATI Radeon... :blah:
Any ideas/insights/help, Amon? :rolleyes:

~Atal


Well, DRI on PPC is an unknown to me aswell, but you need the cvs tree of Mesa 6 for DRI to work, just follow the instructions on the mesa website for getting the source from cvs, and then you need to do make linux-solo, then it compiles with DRI support (installation will be like the other mesa libs you compiled), except that you'll also have drivers to copy over, if you need help let me know.

You might have to edit the Makefile, when i did it i had to delete the R200 entry (whatever that card is).

Cheers
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Offline Amon_Re

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FS2_Open Linux Discussion
Quote
Originally posted by HellToupee
Reguarding the gropengl.cpp problem, i use the nvidia 5336 drivers and it dosnt have the extensions dcc chucks out, if i use mesa 6 ill lose all hardware accleration :(


Compile Mesa 6 with hardware accelleration (grab cvs tree of mesa & do make linux-solo)

Cheers
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FS2_Open Linux Discussion
i dont think mesa supports nvidia cards for hardware accleration requires open source drivers.
HT

 
taylor : ...Eheh.. You don't still want that config.log and glxinfo output, do you? :nervous:

On the other hand, I sorta have direct rendering now.  I say sorta, since yes, it is working, but I'm using a development build of XF86.. So, predictably, when I try to do anything, it crashes : P
On the other hand, if one of the builds can run FSO (and/or a number of other things.  Some of the screen savers also cause it to blow up.) without blowing up, then woot.

Amon : Thanks.  I may see about trying a CVS build of Mesa, anyway.

~Atal
Mertakk monae ki ienikk du bellou zhello.
Kuek mertakk monae ienikk divakkou zhello.

What does it mean if the most fun you had all night was blowing up asteroids...?

"Its a Babylon Space 2 HercFury!" --mikhael on seeing my first fighter design.