Search found 18 matches

by nan
Tue Jul 26, 2011 11:42 am
Forum: Programming
Topic: Visual Studio 2010 Project File
Replies: 10
Views: 6870

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 ...
by nan
Fri Jul 22, 2011 9:42 am
Forum: User Feedback
Topic: Development packages contain SVN files
Replies: 3
Views: 3017

Re: Development packages contain SVN files

In the nsi file look for

Code: Select all

File /r
and replace with

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.
by nan
Fri Jul 15, 2011 11:44 pm
Forum: Technical Issues
Topic: Performance issues on mid-range machine
Replies: 11
Views: 6166

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...
by nan
Wed Jul 13, 2011 10:35 am
Forum: Technical Issues
Topic: getting backtrace after saving and closing down the game.
Replies: 11
Views: 5736

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...
by nan
Tue Jul 12, 2011 8:17 am
Forum: Technical Issues
Topic: getting backtrace after saving and closing down the game.
Replies: 11
Views: 5736

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() ...
by nan
Sun Jul 10, 2011 1:43 pm
Forum: Ideas and Game Features
Topic: Day/night time and lighting change idea
Replies: 8
Views: 8042

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 ...".
by nan
Fri Jul 01, 2011 7:52 pm
Forum: Ideas and Game Features
Topic: Making battles more player-active
Replies: 32
Views: 44369

Re: Making battles more player-active

command menu is in the style of Wild ARMs and shaped like a D-pad

Yeah, something like:
Image
by nan
Fri Jul 01, 2011 4:59 pm
Forum: Ideas and Game Features
Topic: Making battles more player-active
Replies: 32
Views: 44369

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...
by nan
Thu Jun 30, 2011 9:54 pm
Forum: Technical Issues
Topic: Performance issues on mid-range machine
Replies: 11
Views: 6166

Re: Performance issues on mid-range machine

Here a (possible)patch to workaround the issue for the skill and hit points.
by nan
Wed Jun 29, 2011 10:12 am
Forum: Technical Issues
Topic: Performance issues on mid-range machine
Replies: 11
Views: 6166

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...
by nan
Wed Jun 29, 2011 4:32 am
Forum: Technical Issues
Topic: Performance issues on mid-range machine
Replies: 11
Views: 6166

Re: Performance issues on mid-range machine

One could also ask why glTexSubImage2D is called that often per frame in the first place.
by nan
Wed Jun 29, 2011 4:16 am
Forum: Technical Issues
Topic: Performance issues on mid-range machine
Replies: 11
Views: 6166

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...
by nan
Fri Jun 24, 2011 7:55 pm
Forum: Programming
Topic: Getting started for new programmers
Replies: 31
Views: 13683

Re: Getting started for new programmers

Some simple fixes(realloc return value check, erasing iterators, battle music select).
by nan
Wed Jun 22, 2011 1:15 pm
Forum: Artwork
Topic: Demons. [UPDATE #4: FINISHED "the face" sprites, see pag. 2]
Replies: 40
Views: 16088

Re: Demons. [UPDATE #3: re-shaded "the face" mask, see pag.

I think a scull for the face would fit quite well.
Image
by nan
Sat May 28, 2011 11:54 pm
Forum: Technical Issues
Topic: Compiling under mingw-w64
Replies: 7
Views: 4133

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'...
by nan
Sat May 28, 2011 3:37 pm
Forum: Technical Issues
Topic: Compiling under mingw-w64
Replies: 7
Views: 4133

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.
by nan
Sat May 28, 2011 3:32 pm
Forum: Technical Issues
Topic: Compiling under mingw-w64
Replies: 7
Views: 4133

Re: Compiling under mingw-w64

Oops, .diff and .patch are not allowed as attachments. I've updated the original post.

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