Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Cross-Platform Development => Topic started by: sanmadjack on July 21, 2005, 01:00:59 am

Title: Bobboau Features
Post by: sanmadjack on July 21, 2005, 01:00:59 am
Is it possible to get the features associated with this fellow (the environment mapping, the cool warp effect, etc) compiled under Linux? Or are they coolness that are forever restricted to the builds he puts out personaly?
Title: Bobboau Features
Post by: taylor on July 21, 2005, 01:34:58 am
Cool warp effect?

Pretty much everything in CVS will work with Linux.  Environment mapping isn't functional in OpenGL period at the moment but that's not really a Linux problem.  Environment mapping does work in my current code tree but that's not public.  It's mainly waiting on better driver support for GL_EXT_frambuffer_object since that is mainly available on the newest NVIDIA drivers only.  I have heard that ATI's newest Windows drivers support it but I'm going to wait another month or two before cleaning up the code and getting it in CVS.  No idea when, or if, the extension will be supported in ATI's Linux drivers.  The newest Mesa3D version (6.3) does support it though so that's good news and any drivers based on that (like some of the ATI drivers) will have support for it.

Shadows and things like that are only in some of Bobboau's builds but when they are ready to get into CVS then they will be made usable for OpenGL/Linux in pretty short order.
Title: Bobboau Features
Post by: sanmadjack on July 21, 2005, 12:49:34 pm
The "cool warp effect" I'mr refering to is shown in this thread: http://www.hard-light.net/forums/index.php/topic,31376.0.html It was also enabled in the 20050719 build I was using under windows, so I was hoping it to be a standard feature, but, alas, it was not.
Title: Bobboau Features
Post by: taylor on July 21, 2005, 01:35:20 pm
If it was in the 20050719 build then it should be in CVS and therefore work under Linux.  Give that build another try and make sure it works the same in both D3D and OGL modes.  If it does then it should do the same thing under Linux, there is no difference in the code.  (It does show this effect for me BTW)
Title: Bobboau Features
Post by: sanmadjack on July 21, 2005, 02:16:14 pm
I tested it, and the effect works in both d3d and ogl, but I do not see it under Linux. I built it from CVS only yesterday.  The windows build I got is from this thread http://www.hard-light.net/forums/index.php/topic,33968.0.html but from the description it's just the regular CVS. Could I be missing textures or something?
Title: Bobboau Features
Post by: taylor on July 21, 2005, 02:51:38 pm
Not really sure, I didn't install anything extra.  You have all of the MediaVPs installed for the Linux version too, right?  May be an image included in those.
Title: Bobboau Features
Post by: sanmadjack on July 21, 2005, 03:08:38 pm
yea, I got all the MediaVPs from the SCP site (they were labeled v.3.6.6) I'm actualy using the same VPs for both Linux and Windows, I wrote a little script that makes it use the folder on the windows drive while under Linux (saves me a good 3GB of space!). Could there be some kind of switch I'm missing somewhere? These here are what I'm using right now:
fs2_open_r -spec -glow -pcx32 -jpgtga -2d_poof -dualscanlines -ship_choice_3d -fps -env -alpha_env -3dwarp -rlm -show_mem_usage
Title: Bobboau Features
Post by: StratComm on July 21, 2005, 03:12:32 pm
I didn't know that had gone into CVS :wtf:

Anyway, you may try downloading the windows build from the warp effect thread to your linux install and pulling warpball01.tga out of the zip.  Maybe that's the key.  Though Bob's probably the person to ask.

EDIT: Didn't see that last post.  If the file's in the FS2 directory where it works on Windows, I can't see why it'd be any different in Linux.  There is a similar "warp effect" out there that consists of a rapid flash of the warp glow when a portal opens and closes, and that probably requires special art and may be more of a platform-specific glitch-turned-effect than anything else.
Title: Bobboau Features
Post by: WMCoolmon on July 21, 2005, 03:23:01 pm
That's odd. I'm using a barebones fs2_open setup (executable, retail VPs, mediaVPs) and I have the warp effect. warpball doesn't seem to be in the mVPs I'm using (next release). Here's my freespace2 script:
Code: [Select]
cd ~/cvs/fs2_open
cvs update
make
cd /opt/freespace2
/opt/freespace2/fs2_open_r -spec -glow -pcx32 -jpgtga -decals -nomotiondebris -2d_poof -rlm -dualscanlines -ship_choice_3d -targetinfo -3dwarp -snd_preload -loadonlyused -clipdist 3.0 -ballistic_gauge -env -alpha_env "$*"
Title: Bobboau Features
Post by: sanmadjack on July 21, 2005, 04:04:03 pm
I tried out WMCoolmon's switches and it did not produce the warp effect that I long for. I don't know if it's relevant, I don't know how it would be, but I'm running a 64-bit Linux. Could that possibly be affecting this?
Title: Bobboau Features
Post by: WMCoolmon on July 21, 2005, 04:16:48 pm
I'm running Ubuntu64, so, doubt it.
Title: Bobboau Features
Post by: taylor on July 21, 2005, 04:17:27 pm
I use 64-bit too so I don't think that's the problem.  I didn't have warpball01.tga though and putting it in place does produce an extra effect.  Looks to be in two parts, the extra bitmap provided just the one part.  Without it I do have the effect but it does look incomplete compared to the effect with the bitmap.  Not sure where the other part of the effect is coming from.  Something for Bobboau to answer I guess.
Title: Bobboau Features
Post by: sanmadjack on July 21, 2005, 05:04:28 pm
I've got warpball01.tga in my folder, but the effect still doesn't show up.
Title: Bobboau Features
Post by: sanmadjack on July 21, 2005, 07:32:10 pm
Okay, I got it working. First off, I wanted to expound on my unique file setup. All my vps are in /mnt/windows/Games/Freespace2 whereas fs2_open_r is in /usr/local/games/fs2_open. In that same folder, there is a script wich does:

cd /mnt/windows/Games/Freespace2
/usr/local/games/fs2_open/fs2_open_r -switches_galore

Now, I already had warpball01.tga in the VP folder, as that is where it is run from under windows, but under Linux it just wouldn't work. I tried putting warpball01.tga in /usr/local/games/fs2_open but that didn't work either. Then I remembered that fs2_open stores some data in ~/.fs2_open. So, I tried putting warpball01.tga there, and voila! It worked! So, my warps are all cool now and I am happy. Now I'm wondering, is there any way to use cutscenes under Linux? I've got the .avi files and I've tried them in all the locations, but they don't play.
Title: Bobboau Features
Post by: taylor on July 21, 2005, 10:26:52 pm
Quote
Originally posted by sanmadjack
Now I'm wondering, is there any way to use cutscenes under Linux? I've got the .avi files and I've tried them in all the locations, but they don't play.

Not the AVI versions.

Uhh, no, wait that's not what I meant... I meant, umm, something else, and, uuuhhhmmm... :nervous:
Title: Bobboau Features
Post by: sanmadjack on July 22, 2005, 12:44:15 am
Um...what?
Title: Bobboau Features
Post by: taylor on July 22, 2005, 01:10:46 am
Quote
Originally posted by sanmadjack
Um...what?

Basically, I'm a bastard who keeps all of the cool code for myself. ;)
Title: Bobboau Features
Post by: sanmadjack on July 22, 2005, 03:19:58 am
Bastard!
Title: Bobboau Features
Post by: taylor on July 22, 2005, 03:46:55 am
It will show up when everything is running perfectly.  :)

Though you could read that as: "When I feel like taking the time to finish the code, make it public ready, and stop watching the cool FS1 intro over and over again."  I do watch that FS1 intro a little too much.  I turn the lights off and the speakers up and sit a bit closer to the monitor.  It's a good motivational tool, makes me want to kill some Shivans. :D
Title: Bobboau Features
Post by: Goober5000 on July 22, 2005, 04:10:08 am
Quote
Originally posted by taylor
I do watch that FS1 intro a little too much.  I turn the lights off and the speakers up and sit a bit closer to the monitor.  It's a good motivational tool, makes me want to kill some Shivans. :D
Ah, so you've got the sound working now? :)

I love that intro.  Best game intro ever, in my opinion. :)