Author Topic: Raspberry PI 3 now working  (Read 1034 times)

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Offline ShivanSpS

  • 210
Raspberry PI 3 now working
So i got one for doing other stuff but then i found out the Raspberry pi have now full hardware OpenGL support via a KMS composition driver. The only problem: it is OpenGL 2.1. So i tried building the 3.8.1 but those need OpenGL 3.1. I have no idea on what build the OpenGL requeriments went up since ther eis no notes about minimum OpenGL version for each build.

So i went and tryied with 3.7.0, it works and performance is... aceptable... for retail at least. Automake seems to be generating make fles with the mtune=i686 and -msee for some odd reason but well, it is a easy fix.

Maybe it will be possible to upload the fs1 and fs2 demos as debian packages for RPI with the 3.7.0 build? Right now 3.7.0 does not start with any of the demos because there is some error about mainhall and music even on windows.

3.8.1 works on my pc with the demos trought.

I wonder if wing commander saga can be made playable (it crashes, i havent looked at the error yet), that would be one perfect game to package as standalone for RPI, not sure if any of the creaters are still around here.

I recorded a video and its uploading to youtube, here.
https://www.youtube.com/watch?v=OsCFqa35x4U

 

Offline ngld

  • Administrator
  • 29
  • Knossos dev
Re: Raspberry PI 3 now working
There were some changes between 3.7.0 and 3.8.1 to make FSO compatible with the demos. You can try backporting the relevant changes (would need to find the commits for that first though).

 

Offline ShivanSpS

  • 210
Re: Raspberry PI 3 now working
Not sure if that worth the problem considering demos are under GPL license and non-distributable.

OK 3.7.2 version is the newerest version that works, 3.7.4 launchs but it is definately running on software opengl. 3.7.4 also has fixed autogen.sh since i did not need to remove x86 flags from make files.

 

Offline ShivanSpS

  • 210
Re: Raspberry PI 3 now working
I found the problem with Wing Commander Saga, on 3.7.2 the FS2_Long says "DDS is compressed but compression support is not enabled".

No S3TC support.... :( Maybe i could fix that, i would need to uncompress the DDS and making a "RPI fix" .vp right?
« Last Edit: January 02, 2019, 11:31:25 pm by ShivanSpS »

 

Offline m!m

  • 211
Re: Raspberry PI 3 now working
Shouldn't there be an environment variable that force the OpenGL driver to advertise that extension? I know that the S3TC support was a bit weird on Linux until the patents expired recently. Maybe your distribution doesn't enable the library by default at the moment.

 

Offline ShivanSpS

  • 210
Re: Raspberry PI 3 now working
When i launch from terminal i see a warning about "forcing S3TC" being overriden by enviroment. I also tried to instal driconf to force it on but it does nothing.

I trought S3TC needed hardware support?


 

Offline m!m

  • 211
Re: Raspberry PI 3 now working
Huh, I guess FSO is already setting the environment variable for that...

S3TC doesn't necessarily require hardware support since the OpenGL driver could decompress it on the CPU side and use the uncompressed data but apparently that doesn't work here. Maybe there is some kind of external library that could supply this feature? If that is not available then Pi 3 has a big problem since FSO needs S3TC decompression support for pretty much everything...

EDIT: For you original question, yes you could work around this by decompressing the individual files and packing them into a VP with a higher priority than the original VP. There are some oddities in how FSO loads image data so that might need some additional work.

 

Offline ShivanSpS

  • 210
Re: Raspberry PI 3 now working
Well at least not for the retail files....

The thing with Raspberry PI OpenGL is the the igp does not really supports it, i dont enterely understand how they got it working, is some kind of GLES wrapper or something, its using Gallium 0.4. Ill need to check what i can do about it.

EDIT: there is a 3rd party S3TC lib, but is strange it is not already built-in intro the distro. Ok ill look how to enable it when i get back home.
« Last Edit: January 03, 2019, 09:20:10 am by ShivanSpS »

 

Offline ShivanSpS

  • 210
Re: Raspberry PI 3 now working
Just fixed the fs2demo by dropping the unmodified WCS mainhall.tbl intro a vp and inside the folder, tecnicaly im not modifing, copying or decompiling the software.


« Last Edit: January 05, 2019, 10:46:56 am by ShivanSpS »

 

Offline ShivanSpS

  • 210
Re: Raspberry PI 3 now working
Ok ive fixed the textures, there are no warnings now but the game still crash if i go intro the tech room or the ready room.

Code: [Select]
==========================================================================
DEBUG SPEW: No debug_filter.cfg found, so only general, error, and warning
categories can be shown and no debug_filter.cfg info will be saved.
==========================================================================
Opened log '/home/pi/.fs2_open/data/fs2_open.log', Sat Jan 05 13:35:57 2019 ...
FreeSpace 2 Open version: 3.7.2.11329
Passed cmdline options:
  -img2dds
  -snd_preload
  -mipmap
  -fps
Building file index...
Found root pack '/home/pi/Desktop/Wing_Commander_Saga-0.9.4/hermes_cbanis.vp' with a checksum of 0xf5cb786a
Found root pack '/home/pi/Desktop/Wing_Commander_Saga-0.9.4/hermes_core.vp' with a checksum of 0x0edf91e1
Found root pack '/home/pi/Desktop/Wing_Commander_Saga-0.9.4/hermes_effects_fix_rpi.vp' with a checksum of 0xc3c72e08
Found root pack '/home/pi/Desktop/Wing_Commander_Saga-0.9.4/hermes_interface.vp' with a checksum of 0xaee901a1
Found root pack '/home/pi/Desktop/Wing_Commander_Saga-0.9.4/hermes_maps.vp' with a checksum of 0xb11ac1e0
Found root pack '/home/pi/Desktop/Wing_Commander_Saga-0.9.4/hermes_models.vp' with a checksum of 0x476418a8
Found root pack '/home/pi/Desktop/Wing_Commander_Saga-0.9.4/hermes_movies.vp' with a checksum of 0x68a4c02e
Found root pack '/home/pi/Desktop/Wing_Commander_Saga-0.9.4/hermes_movies_prologue.vp' with a checksum of 0x9b94783c
Found root pack '/home/pi/Desktop/Wing_Commander_Saga-0.9.4/hermes_sounds.vp' with a checksum of 0xc53bca06
Searching root '/home/pi/.fs2_open/' ... 55 files
Searching root '/home/pi/Desktop/Wing_Commander_Saga-0.9.4/' ... 0 files
Searching root pack '/home/pi/Desktop/Wing_Commander_Saga-0.9.4/hermes_cbanis.vp' ... 77 files
Searching root pack '/home/pi/Desktop/Wing_Commander_Saga-0.9.4/hermes_core.vp' ... 133 files
Searching root pack '/home/pi/Desktop/Wing_Commander_Saga-0.9.4/hermes_effects_fix_rpi.vp' ... 2158 files
Searching root pack '/home/pi/Desktop/Wing_Commander_Saga-0.9.4/hermes_interface.vp' ... 3343 files
Searching root pack '/home/pi/Desktop/Wing_Commander_Saga-0.9.4/hermes_maps.vp' ... 2009 files
Searching root pack '/home/pi/Desktop/Wing_Commander_Saga-0.9.4/hermes_models.vp' ... 170 files
Searching root pack '/home/pi/Desktop/Wing_Commander_Saga-0.9.4/hermes_movies.vp' ... 60 files
Searching root pack '/home/pi/Desktop/Wing_Commander_Saga-0.9.4/hermes_movies_prologue.vp' ... 7 files
Searching root pack '/home/pi/Desktop/Wing_Commander_Saga-0.9.4/hermes_sounds.vp' ... 6005 files
Found 11 roots and 14017 files.
ERROR: Unknown Language Checksum: 589986744
Using default language settings...
Setting language to English
Game Settings Table: Using Standard Loops For SEXP Arguments
Game Settings Table: Using standard event chaining behavior
Game Settings Table: External shaders are DISABLED
Initializing OpenAL...
  OpenAL Vendor     : OpenAL Community
  OpenAL Renderer   : OpenAL Soft
  OpenAL Version    : 1.1 ALSOFT 1.17.2

  Found extension "AL_EXT_float32".
  Found extension "ALC_EXT_EFX".

  Sample rate: 16800 (16800)
  EFX enabled: NO
  Playback device: ALSA Default
  Capture device: <not available>
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1280x720 with 32-bit color...
  Initializing SDL...
  Requested SDL Video values = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1, FSAA: 0
  Actual SDL Video values    = R: 8, G: 8, B: 8, depth: 24, stencil: 8, double-buffer: 1, FSAA: 0
  OpenGL Vendor    : Broadcom
  OpenGL Renderer  : Gallium 0.4 on VC4 V3D 2.1
  OpenGL Version   : 2.1 Mesa 13.0.6

  Using extension "GL_EXT_fog_coord".
  Using extension "GL_ARB_multitexture".
  Using extension "GL_ARB_texture_env_add".
  Using extension "GL_ARB_texture_compression".
  Unable to find extension "GL_EXT_texture_compression_s3tc".
  Unable to find extension "GL_EXT_texture_filter_anisotropic".
  Using extension "GL_ARB_texture_env_combine".
  Using extension "GL_EXT_compiled_vertex_array".
  Using extension "GL_EXT_draw_range_elements".
  Using extension "GL_ARB_texture_mirrored_repeat".
  Using extension "GL_ARB_texture_non_power_of_two".
  Using extension "GL_ARB_vertex_buffer_object".
  Using extension "GL_ARB_pixel_buffer_object".
  Using extension "GL_SGIS_generate_mipmap".
  Using extension "GL_EXT_framebuffer_object".
  Using extension "GL_ARB_texture_rectangle".
  Using extension "GL_EXT_bgra".
  Using extension "GL_ARB_texture_cube_map".
  Using extension "GL_EXT_texture_lod_bias".
  Using extension "GL_ARB_point_sprite".
  Using extension "GL_ARB_shading_language_100".
  Using extension "GL_ARB_shader_objects".
  Using extension "GL_ARB_vertex_shader".
  Using extension "GL_ARB_fragment_shader".
  Unable to find extension "GL_ATI_shader_texture_lod".
  Unable to find extension "GL_ARB_texture_float".
  Using extension "GL_ARB_draw_elements_base_vertex".
  Found special extension function "glXSwapIntervalSGI".

Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Depth-blended Particles
Compiling new shader:
   Loading built-in default shader for: soft-v.sdr
   Loading built-in default shader for: soft-f.sdr
Shader features:
   Distorted Particles

  Max texture units: 8 (16)
  Max elements vertices: 3000
  Max elements indices: 3000
  Max texture size: 2048x2048
  Max render buffer size: 2048x2048
  Can use compressed textures: NO
  Texture compression available: YES
  Post-processing enabled: NO
  Using bilinear texture filter.
  OpenGL Shader Version: 1.20
... OpenGL init is complete!
Size of bitmap info = 742 KB
Size of bitmap extra info = 48 bytes
ANI cursorweb with size 24x24 (25.0% wasted)
GRAPHICS: Initializing default colors...
SCRIPTING: Beginning initialization sequence...
SCRIPTING: Beginning Lua initialization...
LUA: Opening LUA state...
LUA: Initializing base Lua libraries...
LUA: Beginning ADE initialization
ADE: Initializing enumeration constants...
ADE: Assigning Lua session...
SCRIPTING: Beginning main hook parse sequence....
TBM  =>  Starting parse of 'WCSOFunctions-sct.tbm' ...
TBM  =>  Starting parse of 'shipsaveload-sct.tbm' ...
TBM  =>  Starting parse of 'mv_exp-sct.tbm' ...
TBM  =>  Starting parse of 'mv_dbrs-sct.tbm' ...
SCRIPTING: Inititialization complete.
SCRIPTING: Splash screen overrides checked
SCRIPTING: Splash hook has been run
SCRIPTING: Splash screen conditional hook has been run
Using high memory settings...
Wokka!  Error opening file (interface.tbl)!
WMCGUI: Unable to parse 'interface.tbl'!  Error code = 5.
No joysticks found
Current soundtrack set to -1 in event_music_reset_choices
TBM  =>  Starting parse of 'mv_music-mus.tbm' ...
TBM  =>  Starting parse of 'WCSaga-mfl.tbm' ...
Wokka!  Error opening file (armor.tbl)!
TABLES: Unable to parse 'armor.tbl'!  Error code = 5.
TBM  =>  Starting parse of 'wcsu-piercing-amr.tbm' ...
WARNING: Unrecognized parameter in ai_profiles: $aspect bomb invulnerability fix:    YES
 
#End€lti al
TBM  =>  Starting parse of 'mv_effects-wxp.tbm' ...
BMPMAN: Found EFF (exp04.eff) with 37 frames at 20 fps.
BMPMAN: Found EFF (exp20.eff) with 75 frames at 20 fps.
BMPMAN: Found EFF (ExpMissileHit1.eff) with 92 frames at 30 fps.
BMPMAN: Found EFF (Maxim_Impact.eff) with 23 frames at 30 fps.
ANI Lamprey_Impact with size 80x80 (37.5% wasted)
BMPMAN: Found EFF (exp07.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (noeffect.eff) with 1 frames at 1 fps.
BMPMAN: Found EFF (exp05.eff) with 47 frames at 20 fps.
BMPMAN: Found EFF (exp06.eff) with 48 frames at 20 fps.
BMPMAN: Found EFF (capflash.eff) with 40 frames at 10 fps.
TBM  =>  Starting parse of 'wcsu-scsm-wep.tbm' ...
TBM  =>  Starting parse of 'wcsu-piercing-wep.tbm' ...
TBM  =>  Starting parse of 'wcsopen-wep.tbm' ...
TBM  =>  Starting parse of 'wcsagar-obt.tbm' ...
Particle effect for impact spew disabled on ship 'F-27B Arrow'.
Particle effect for damage spew disabled on ship 'F-27B Arrow'.
Particle effect for impact spew disabled on ship 'P-64C Ferret'.
Particle effect for damage spew disabled on ship 'P-64C Ferret'.
Particle effect for impact spew disabled on ship 'F-86C Hellcat V'.
Particle effect for damage spew disabled on ship 'F-86C Hellcat V'.
Particle effect for impact spew disabled on ship 'F-44G Rapier II'.
Particle effect for damage spew disabled on ship 'F-44G Rapier II'.
Particle effect for impact spew disabled on ship 'F-66A Thunderbolt VII'.
Particle effect for damage spew disabled on ship 'F-66A Thunderbolt VII'.
Particle effect for impact spew disabled on ship 'F-57B Sabre'.
Particle effect for damage spew disabled on ship 'F-57B Sabre'.
Particle effect for impact spew disabled on ship 'F-103A Excalibur'.
Particle effect for damage spew disabled on ship 'F-103A Excalibur'.
Particle effect for impact spew disabled on ship 'F/A-76A Longbow'.
Particle effect for damage spew disabled on ship 'F/A-76A Longbow'.
Particle effect for impact spew disabled on ship 'Venture-class'.
Particle effect for damage spew disabled on ship 'Venture-class'.
Particle effect for impact spew disabled on ship 'Jump Point Buoy'.
Particle effect for damage spew disabled on ship 'Jump Point Buoy'.
Particle effect for impact spew disabled on ship 'Turret Mine'.
Particle effect for damage spew disabled on ship 'Turret Mine'.
Particle effect for impact spew disabled on ship 'Vaktoth#AceInv'.
Particle effect for damage spew disabled on ship 'Vaktoth#AceInv'.
Particle effect for impact spew disabled on ship 'Sorthak'.
Particle effect for damage spew disabled on ship 'Sorthak'.
Particle effect for impact spew disabled on ship 'Sentry Gun'.
Particle effect for damage spew disabled on ship 'Sentry Gun'.
Particle effect for impact spew disabled on ship 'Asteroid Base'.
Particle effect for damage spew disabled on ship 'Asteroid Base'.
Particle effect for impact spew disabled on ship 'Debris#A'.
Particle effect for damage spew disabled on ship 'Debris#A'.
Particle effect for impact spew disabled on ship 'Debris#B'.
Particle effect for damage spew disabled on ship 'Debris#B'.
Particle effect for impact spew disabled on ship 'Asteroid#A'.
Particle effect for damage spew disabled on ship 'Asteroid#A'.
Particle effect for impact spew disabled on ship 'Skipper'.
Particle effect for damage spew disabled on ship 'Skipper'.
Particle effect for impact spew disabled on ship 'Skipper#Cloak'.
Particle effect for damage spew disabled on ship 'Skipper#Cloak'.
Particle effect for impact spew disabled on ship 'Skipper#Decloak'.
Particle effect for damage spew disabled on ship 'Skipper#Decloak'.
Particle effect for impact spew disabled on ship 'Skipper#Invisible'.
Particle effect for damage spew disabled on ship 'Skipper#Invisible'.
Particle effect for impact spew disabled on ship 'Fire'.
Particle effect for damage spew disabled on ship 'Fire'.
TBM  =>  Starting parse of 'wcsu-piercing-shp.tbm' ...
ANI autopilot with size 57x20 (37.5% wasted)
ANI hardpoints1 with size 126x100 (21.9% wasted)
ANI hp_sil_generic with size 126x100 (21.9% wasted)
ANI primary with size 8x25 (21.9% wasted)
ANI secondary with size 5x31 (3.1% wasted)
ANI head1 with size 164x132 (48.4% wasted)
ANI damage1 with size 148x25 (21.9% wasted)
ANI support1 with size 108x24 (25.0% wasted)
ANI objective1 with size 149x21 (34.4% wasted)
ANI wingman1 with size 71x53 (17.2% wasted)
ANI wingman2 with size 35x53 (17.2% wasted)
ANI wingman3 with size 14x53 (17.2% wasted)
ANI netlag1 with size 29x30 (6.2% wasted)
ANI 2_lead1 with size 26x26 (18.8% wasted)
ANI 2_lock1 with size 56x56 (12.5% wasted)
ANI 2_lockspin with size 100x100 (21.9% wasted)
ANI weapons1 with size 126x20 (37.5% wasted)
ANI toggle1 with size 57x20 (37.5% wasted)
ANI energy1 with size 12x41 (35.9% wasted)
ANI time1 with size 47x23 (28.1% wasted)
ANI targetview1 with size 137x156 (39.1% wasted)
ANI targetview2 with size 4x96 (25.0% wasted)
ANI targetview3 with size 7x20 (37.5% wasted)
ANI 2_radar1 with size 209x170 (33.6% wasted)
ANI 2_energy2 with size 86x96 (25.0% wasted)
ANI central with size 330x330 (35.5% wasted)
ANI targhit1 with size 31x21 (34.4% wasted)
ANI 2_leftarc with size 103x252 (1.6% wasted)
ANI 2_rightarc1 with size 134x252 (1.6% wasted)
ANI 2_toparc2 with size 35x24 (25.0% wasted)
ANI 2_toparc3 with size 41x29 (9.4% wasted)
ANI hp_sil_hellcat with size 126x100 (21.9% wasted)
ANI 2_energy2_hellcat with size 86x96 (25.0% wasted)
ANI central_hellcat with size 330x330 (35.5% wasted)
ANI hp_sil_arrow with size 126x100 (21.9% wasted)
ANI 2_energy2_arrow with size 86x96 (25.0% wasted)
ANI central_arrow with size 330x330 (35.5% wasted)
ANI hp_sil_thunderbolt with size 126x100 (21.9% wasted)
ANI 2_energy2_thunderbolt with size 86x96 (25.0% wasted)
ANI central_thunderbolt with size 466x330 (35.5% wasted)
ANI hp_sil_excalibur with size 126x100 (21.9% wasted)
ANI primary_dbl_left with size 19x29 (9.4% wasted)
ANI primary_dbl_right with size 19x29 (9.4% wasted)
ANI 2_energy2_excalibur with size 86x96 (25.0% wasted)
ANI central_excalibur with size 330x354 (30.9% wasted)
ANI hp_sil_longbow with size 126x100 (21.9% wasted)
ANI 2_energy2_longbow with size 86x96 (25.0% wasted)
ANI central_longbow with size 332x330 (35.5% wasted)
ANI hp_sil_sabre with size 126x100 (21.9% wasted)
ANI 2_energy2_sabre with size 86x96 (25.0% wasted)
ANI central_sabre with size 330x322 (37.1% wasted)
loading animated cursor "cursor"
ANI cursor with size 24x24 (25.0% wasted)
DDS ERROR: Couldn't open 'cubemap.dds' -- DDS is compressed but compression support is not enabled
MediaVPs: Explosions script loaded!
MediaVPs: Flaming debris script loaded!
Ships.tbl is : INVALID!!!!
Weapons.tbl is : INVALID!!!!
cfile_init() took 434
Compiling video-processing shader ...
   Loading built-in default shader for: video-v.sdr
   Loading built-in default shader for: video-f.sdr
Got event GS_EVENT_GAME_INIT (49) in state NOT A VALID STATE (0)
PLR => Loading 'test3.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Parsing:  Scoring...
PLR => Parsing:  ScoringMulti...
PLR => Parsing:  HUD...
PLR => Parsing:  Variables...
PLR => Parsing:  Multiplayer...
PLR => Parsing:  Controls...
PLR => Parsing:  Settings...
PLR => Loading complete!
PLR => Verifying 'test2.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'test3.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
PLR => Verifying 'test.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
ANI cursor.ani with size 24x24 (25.0% wasted)
PLR => Verifying 'test3.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Verifying complete!
Got event GS_EVENT_MAIN_MENU (0) in state GS_STATE_INITIAL_PLAYER_SELECT (37)
PLR => Loading 'test3.plr' with version 2...
PLR => Parsing:  Flags...
PLR => Parsing:  Info...
PLR => Parsing:  Scoring...
PLR => Parsing:  ScoringMulti...
PLR => Parsing:  HUD...
PLR => Parsing:  Variables...
PLR => Parsing:  Multiplayer...
PLR => Parsing:  Controls...
PLR => Parsing:  Settings...
PLR => Loading complete!
CSG => Loading 'test3.codename_hermes.csg' with version 5...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Parsing:  Last Missions...
CSG => Loading complete!
CSG => Loading 'test3.codename_hermes.csg' with version 5...
CSG => Parsing:  Flags...
CSG => Parsing:  Info...
CSG => Parsing:  Missions...
CSG => Parsing:  Techroom...
CSG => Parsing:  Loadout...
CSG => Parsing:  Scoring...
CSG => Parsing:  RedAlert...
CSG => Parsing:  HUD...
CSG => Parsing:  Variables...
CSG => Parsing:  Settings...
CSG => Parsing:  Controls...
CSG => Parsing:  Cutscenes...
CSG => Parsing:  Last Missions...
CSG => Loading complete!
ACM ERROR: Have leftover data after decode!!
Got event GS_EVENT_QUIT_GAME (5) in state GS_STATE_MAIN_MENU (1)
PLR => Saving 'test3.plr' with version 2...
PLR => Saving:  Flags...
PLR => Saving:  Info...
PLR => Saving:  Scoring...
PLR => Saving:  ScoringMulti...
PLR => Saving:  HUD...
PLR => Saving:  Variables...
PLR => Saving:  Multiplayer...
PLR => Saving:  Controls...
PLR => Saving:  Settings...
PLR => Saving complete!
CSG => Saving 'test3.codename_hermes.csg' with version 5...
CSG => Saving:  Flags...
CSG => Saving:  Info...
CSG => Saving:  Missions...
CSG => Saving:  Techroom...
CSG => Saving:  Loadout...
CSG => Saving:  Scoring...
CSG => Saving:  RedAlert...
CSG => Saving:  HUD...
CSG => Saving:  Variables...
CSG => Saving:  Settings...
CSG => Saving:  Controls...
CSG => Saving:  Cutscenes...
CSG => Saving:  Last Missions...
CSG => Saving complete!
Freeing all existing models...
... Log closed, Sat Jan 05 13:36:10 2019

What this "ACM ERROR: Have leftover data after decode!!" means?

Could also be that cubemap.dds....

nevermind, the entire "maps" has DXT1 compressed dds. Ill try to fix that now.
« Last Edit: January 05, 2019, 11:01:18 am by ShivanSpS »

 

Offline m!m

  • 211
Re: Raspberry PI 3 now working
As far as I know, "ACM" is an audio format so maybe something is wrong with some audio file. Since then, FSO has switched to FFmpeg for doing the audio decoding.

  

Offline ShivanSpS

  • 210
Re: Raspberry PI 3 now working
Ok the crash are definately related to the game not able to open or process the textures for the pofs.
I did not even test it on the PI just windows, using irfanview to batch convert the dds to PCX makes the game "unable to load textures".

Changing DDS to PNG, JPG, TGA makes the game crash whiout any info neither in the window or in the log.
« Last Edit: January 05, 2019, 08:46:39 pm by ShivanSpS »