Search found 18 matches
- Tue Jul 26, 2011 11:42 am
- Forum: Programming
- Topic: Visual Studio 2010 Project File
- Replies: 10
- Views: 6380
Re: Visual Studio 2010 Project File
An index for a vector is out of range in map_objects.cpp. This is a feature of MS STL implementation. They do bounds checking on containers for debug builds. I can confirm this by adding an assert. if (horizontal_adjustment == true) { for (uint16 i = start_point, j = 0; i <= end_point && i ...
- Fri Jul 22, 2011 9:42 am
- Forum: User Feedback
- Topic: Development packages contain SVN files
- Replies: 3
- Views: 2763
Re: Development packages contain SVN files
In the nsi file look for and replace with
No patch here as I am not sure which file you are using, the one in the allacrost dir or the other in allacrost-win32-depends\Makefiles.
Code: Select all
File /r
Code: Select all
File /r /x .*
No patch here as I am not sure which file you are using, the one in the allacrost dir or the other in allacrost-win32-depends\Makefiles.
- Fri Jul 15, 2011 11:44 pm
- Forum: Technical Issues
- Topic: Performance issues on mid-range machine
- Replies: 11
- Views: 5672
Re: Performance issues on mid-range machine
The patch reduces glTexSubImage2D calls, increases battle fps from 2 to 150-350 fps. It will still fail for the cases where text is changed every frame. One could modify the text renderer to draw glyphs as quads instead of writing them into textures(this is the slow operation). The maps intro and ca...
- Wed Jul 13, 2011 10:35 am
- Forum: Technical Issues
- Topic: getting backtrace after saving and closing down the game.
- Replies: 11
- Views: 5222
Re: getting backtrace after saving and closing down the game
I am willing to get stack traces provided :- a. Somebody can tell/share how to generate them ? b. What to look for ? This is on windows, but linux is analogous. - Switch into executable directory and start the debugger: "gdb AllacrostWinDbg.exe" - Run the executable "run" - On e...
- Tue Jul 12, 2011 8:17 am
- Forum: Technical Issues
- Topic: getting backtrace after saving and closing down the game.
- Replies: 11
- Views: 5222
Re: getting backtrace after saving and closing down the game
Looks like a save menu issue(on exit if load or save invoked before): #0 004202EF hoa_gui::MenuWindow::Destroy() () (??:??) #1 00000000 0x0041ba12 in _fu59___ZSt4cerr() (??:??) #2 00000000 0x08651798 in ??() (??:??) #3 00000000 0x0028fc60 in ??() (??:??) #4 0041B84A hoa_gui::GUISystem::~GUISystem() ...
- Sun Jul 10, 2011 1:43 pm
- Forum: Ideas and Game Features
- Topic: Day/night time and lighting change idea
- Replies: 8
- Views: 7614
Re: Day/night time and lighting change idea
Alternatively you could allow the player to rest, implement camping(camp fire, tent sprite?) and taverns. The time would be fast forwarded till the particular area is accessible: "Rest until ...".
- Fri Jul 01, 2011 7:52 pm
- Forum: Ideas and Game Features
- Topic: Making battles more player-active
- Replies: 32
- Views: 42952
Re: Making battles more player-active
command menu is in the style of Wild ARMs and shaped like a D-pad
Yeah, something like:

- Fri Jul 01, 2011 4:59 pm
- Forum: Ideas and Game Features
- Topic: Making battles more player-active
- Replies: 32
- Views: 42952
Re: Making battles more player-active
Some personal feedback on current battle system. Cons: Having to select the character manually is very distracting. I've spent a lot of time starring at the menu to see which character is available, missing the action on the screen. I'd prefer an automatic queue selecting the next available characte...
- Thu Jun 30, 2011 9:54 pm
- Forum: Technical Issues
- Topic: Performance issues on mid-range machine
- Replies: 11
- Views: 5672
Re: Performance issues on mid-range machine
Here a (possible)patch to workaround the issue for the skill and hit points.
- Wed Jun 29, 2011 10:12 am
- Forum: Technical Issues
- Topic: Performance issues on mid-range machine
- Replies: 11
- Views: 5672
Re: Performance issues on mid-range machine
I think glTexSubImage2D is optimal for static sprites, but not so great for dynamic. For intel it even looks like it is copying the texture(GL_RGBA) into user memory before modifying it. I think a sprite batch per (static)texture atlas could be faster here. A quick fix for battle mode is to move ski...
- Wed Jun 29, 2011 4:32 am
- Forum: Technical Issues
- Topic: Performance issues on mid-range machine
- Replies: 11
- Views: 5672
Re: Performance issues on mid-range machine
One could also ask why glTexSubImage2D is called that often per frame in the first place.
- Wed Jun 29, 2011 4:16 am
- Forum: Technical Issues
- Topic: Performance issues on mid-range machine
- Replies: 11
- Views: 5672
Re: Performance issues on mid-range machine
I did a quick run with gpu perfstudio. Looks like intel windows driver doesn't like glTexSubImage2D. It is called 8 times per frame in battle mode and slows the frame rate down to 3fps. Some info: http://software.intel.com/en-us/forums/showthread.php?t=76303 Using GL_BGRA seems to fix it. Frame rate...
- Fri Jun 24, 2011 7:55 pm
- Forum: Programming
- Topic: Getting started for new programmers
- Replies: 31
- Views: 12627
Re: Getting started for new programmers
Some simple fixes(realloc return value check, erasing iterators, battle music select).
- Wed Jun 22, 2011 1:15 pm
- Forum: Artwork
- Topic: Demons. [UPDATE #4: FINISHED "the face" sprites, see pag. 2]
- Replies: 40
- Views: 14636
Re: Demons. [UPDATE #3: re-shaded "the face" mask, see pag.
I think a scull for the face would fit quite well.


- Sat May 28, 2011 11:54 pm
- Forum: Technical Issues
- Topic: Compiling under mingw-w64
- Replies: 7
- Views: 3824
Re: Compiling under mingw-w64
CONTEXT_ALL is already defined in winnt.h which will be included by windows.h I guess, didn't bother to look further. It also defines CONTEXT_FULL and maybe a couple of other contexts. Used clang to find the bug, gcc wasn't a great help here. By the way, both compilers generate a boatload of 'const'...
- Sat May 28, 2011 3:37 pm
- Forum: Technical Issues
- Topic: Compiling under mingw-w64
- Replies: 7
- Views: 3824
Re: Compiling under mingw-w64
By the way, with some minimal changes I've been able to compile it with mingw/clang. The game will start but abort on some lua_bind issue. Haven't looked into it yet.
- Sat May 28, 2011 3:32 pm
- Forum: Technical Issues
- Topic: Compiling under mingw-w64
- Replies: 7
- Views: 3824
Re: Compiling under mingw-w64
Oops, .diff and .patch are not allowed as attachments. I've updated the original post.
- Sat May 28, 2011 1:08 pm
- Forum: Technical Issues
- Topic: Compiling under mingw-w64
- Replies: 7
- Views: 3824
Compiling under mingw-w64
mingw-w64: http://mingw-w64.sourceforge.net/
I am using sezero's builds: http://sourceforge.net/projects/mingw-w64/files/Toolchains%20targetting%20Win32/Personal%20Builds/.
Thew patches are attached.
I am using sezero's builds: http://sourceforge.net/projects/mingw-w64/files/Toolchains%20targetting%20Win32/Personal%20Builds/.
Thew patches are attached.