Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Cross-Platform Development => Topic started by: PSI-KILLER on April 29, 2007, 10:58:12 pm
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I am trying to get TBP working but after just downloading TBP3_3a_base.tar.gz and following the directions in the wiki guide I cannot seem to find an executable file in the code Dir. I have a fs2_open folder and a fs2_open_3_6_9 without executables. Should I start from scratch? As anyone else had success in running TBP on the PS3 Yellow Dog? I am hoping it will be easy to set up since all Ps3 hardware and yellow dogs are the same.
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As far as I know, Sony doesn't allow direct access to the 3D-Hardware on the PS3 (well... Not for Linux, I mean).
So that could be a problem...
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Thats required?
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Well.. That means: No 3D-Acceleration at all!
And FS2_Open with MediaVPs in Software mode? Even on the Cell-Processor this would be SLOW, I think...
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FS2_open doesn't support software rendering. So unless somebody finds a way around the hypervisor, your chances of running fs2_open on your PS3 are zilch.
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Actually it does. Use the -nohtl command line. It will not support the media VPs most likely but it might still work with retail only data.
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Say what ?!? IIRC the -nohtl flag switches to the original non-HTL renderer. But retail FS2 didn't support pure software rendering à la FS1. Was that re-activated at some point ?
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Well... Since it is linux, the "software renderer" would also be OpenGL... MESA-OpenGL...
So FS2_Open wouldn't care, would it?
It would only see "OpenGL"...
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Thanks for pointing me in the right direction guys!!!!
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Ah, haven't thought about MESA, but that might work.
Any success PSI-KILLER ?
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I am starting from scratch, it did not work. Where is the 3.6.7 tarball file?
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Say what ?!? IIRC the -nohtl flag switches to the original non-HTL renderer. But retail FS2 didn't support pure software rendering à la FS1. Was that re-activated at some point ?
Yeah you're right there actually. FS2 never supported software-only. My bad :)
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FS2 had the same software renderer that FS1 had, though slightly upgraded I'd imagine. That software renderer has long since been ripped out of FSO though. And even though you could run OpenGL in software mode, and/or maybe via the frambuffer, you probably wouldn't want to. The best bet, if hardware access isn't possible, is to code up a new software renderer based on SDL. You should be able to get a bit more flexibility that way, than just sticking with the existing OpenGL I mean.
I am starting from scratch, it did not work. Where is the 3.6.7 tarball file?
http://fs2source.warpcore.org/exes/linux/fs2_open-3.6.9.rar.bz2
That's the 3.6.9 tarball obviously. You can get the 3.6.7 tarball from here (http://icculus.org/~taylor/fso/releases/) if you really want that instead.
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FS2 had the same software renderer that FS1 had, though slightly upgraded I'd imagine.
Yeah but you weren't actually able to select it in the retail launcher (At least it never appeared for me). Strangely the option does appear now but that might be due to me having installed a glide wrapper.
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As FS2_open is only mono thread, i don't think that running it on the CELL processor would be a great perf. demo... Even with 3D acceleration ! ;)