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nphillips
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hmm...I don't know, off hand.

Have you tried searching/asking on the VS forums? In most cases, compiling issues would occur in both VS and PU.

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loki1950
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@gorbalad make sure you have the development package for each of the dependent libs they are what the configure step looks for so gcc can find the headers in this case it is not finding the vorbis headers.

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arvo_henderson
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loki1950 wrote:
@gorbalad make sure you have the development package for each of the dependent libs they are what the configure step looks for so gcc can find the headers in this case it is not finding the vorbis headers.

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All you need are libvorbis-dev and libogg-dev.
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loki1950
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Welcome aboard arvo_henderson nice to see someone else that understands config logs Wink

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gorbalad
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arvo_henderson wrote:
All you need are libvorbis-dev and libogg-dev.


GREAT! it worked! I don't get many textures, I flew from Troy to Tingerhoff and all backgrounds in space were white, but that could be due to the great renaming thing...
I also needed to switch the desktop resolution to 1280x1024

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loki1950
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all backgrounds in space were white, but that could be due to the great renaming thing...


most likely but since it's the backgrounds you might try deleting the contents of vegastrike/textures so they are regenerated

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gorbalad
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loki1950 wrote:
most likely but since it's the backgrounds you might try deleting the contents of vegastrike/textures so they are regenerated

there is no vegastrike/textures, just a PU/textures...

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chuck_starchaser
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That's what he meant, I believe; but the textures generated there are the spheremaps for environment mapping, rather than the backgrounds themselves.

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nphillips
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gorbalad wrote:
I also needed to switch the desktop resolution to 1280x1024
Why? I haven't had a problem running it in a different rez....

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Grawmad
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1280x800 works fine for me...

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wolphin
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gorbalad wrote:
arvo_henderson wrote:
All you need are libvorbis-dev and libogg-dev.


GREAT! it worked! I don't get many textures, I flew from Troy to Tingerhoff and all backgrounds in space were white, but that could be due to the great renaming thing...
I also needed to switch the desktop resolution to 1280x1024


This is because you used the latest vegastrike source. It requires backgrounds ending in .image.
To upgrade you need to execute the "upgrade_to_post_0.5_VS.sh" script to upgrade to the repository with .image backgrounds.
The Stahl fixer will still be a white square, I haven't checked why only that fixer has become white.

I've not yet made the upgrade happen with update.sh because there's still things in flux but you can upgrade now.
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gorbalad
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nphillips wrote:
gorbalad wrote:
I also needed to switch the desktop resolution to 1280x1024
Why? I haven't had a problem running it in a different rez....

I want to play it in 1280x1024, but had a different rez for the desktop - I thought it would be possible to have different resolutions, as it runs in fullscreen anyway.

I used the newest VS engine, so I will try that upgrade script.

BTW: I managed to kill my windows install of PU by upgrading form 3?? to 431, and now tortoiseSVN always says it can't do anything, the files are locked - if I manage to make linux-PU work, I think I'll switch completely. Is it possible to reuse the savegames?

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wolphin
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You should be able to use the "svn cleanup" command to fix your svn repo.

Save games should work from windows to linux, though I haven't tested it. They should be binary identical anyway.

I usually use 1280x945 so I can see my top/bottom bars under gnome. No real issues.
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gorbalad
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wolphin wrote:
You should be able to use the "svn cleanup" command to fix your svn repo.
Tortoise suggested that too, but it doesn't work. I think I will just check out the whole game again.
wolphin wrote:
Save games should work from windows to linux, though I haven't tested it. They should be binary identical anyway.
Ok. Then I will test it Smile
wolphin wrote:
I usually use 1280x945 so I can see my top/bottom bars under gnome. No real issues.
I had 1152x864 as desktop resolution, but wanted to play in 1280x1024. This made the 4 buttons on the second screen (new/load/...) inaccessible Smile As I use a regular CRT I'd prefer to have a 4:3 desktop resolution... perhaps I should try 1440x1080 (might be a bit small on the 17" CRT - OTOH I think about a new monitor anyway Very Happy)

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gorbalad
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ok, that .sh fixed most textures, some are still missing (e.g. the devship has only a single grey-metal-esque texture, the refinery base seems to have a texture for the glas dome which also isn't the right one, but in general it seems ok to me.

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wolphin
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The vegastrike engine is in flux.
They're renaming image files extensions in the VS game and the engine but it's not finished and they're reportedly waiting for some code to go in before renaming some of the remaining files.

So even if we could rename all the files now it might not work any better.
Plus I need to build a script to rename all the references to the files in all the source code which is going to take time.

If we have to split the files between .texture and .image it's going to take a lot of time.
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gorbalad
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I thought so - No problem as I do not have the time to play anyway Sad

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gorbalad
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I compiled VS and PU again, due to the hard-disk crash...
seems to work fine, except for some minor issues:
I get around 60-80 fps, opposed to 300-500 under windows, and the game seems to be a bit jumpy yet smooth, hard to describe.
the mining base looks quite weird, lots of small white-to-light-grey tiny circles on the asteroid part
the tarsus looks really tiny in the shipdealer and landing pad screens, about the size of the yellow tractor seen in the background...

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chuck_starchaser
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gorbalad wrote:
I compiled VS and PU again, due to the hard-disk crash...
Cool!

seems to work fine, except for some minor issues:
I get around 60-80 fps, opposed to 300-500 under windows, and the game seems to be a bit jumpy yet smooth, hard to describe.
the mining base looks quite weird, lots of small white-to-light-grey tiny circles on the asteroid part
Could you post a screenshot?

the tarsus looks really tiny in the shipdealer and landing pad screens, about the size of the yellow tractor seen in the background...
I noticed that after I fixed the scaling. I'm never too sure how scaling for the bases and rooms works.

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gorbalad
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http://xover.htu.tuwien.ac.at/~cohen/PU/circles.png
looks like some mix-up of textures to me, as if the game uses some spec or glow texture as the vanilla texture or something like that.

hmm. the devship seems to be correctly sized.
the schematics of planets, jump- and navpoints are also missing Sad
at 1680x1050 the picture still seems to get stretched from 4:3 or 5:4 to 16:10, just look at the radar screens...

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chuck_starchaser
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God that's awful!
The funny thing is I remember the asteroid looking just like that, a while back; and
then I think I redid the specular texture and got it to look a lot better; but, did I forget
to commit the work? I shouldn't have, and if I did, why would this be happening only
under linux? Weird...

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gorbalad
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perhaps I did something wrong, either with the configuration or compiling?

extreme details, nicest shader, 1680x1050, 32 bit windowed, reflective per pixel lighting, vbo(experimental)

there are a few other new things...
triangles pointing to off-screen targets (VS had them always, I think)
the mouse-pointer crosshairs get smaller if they are within the fixed crosshairs, and there is a much bigger 'dead' zone around the center, i.e. you no longer need to hit center exactly for your ship to fly straight.
I suppose this is because I checked the current VS binary out, so I get some new features which aren't in our older windows binary. OTOH this might also cause the weird looks... perhaps something in the shader parts of my binary is different, so things do look differently?

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loki1950
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triangles pointing to off-screen targets (VS had them always, I think)


There is a config file variable that toggles those on/off Wink

As for the screen shot which version of the nvidia driver are you using had the dev ship all sliver myself when the driver could not handle DX5 compressed textures properly.

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gorbalad
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the devship is silver, but the tarsus looks good. I'm using the 177.82 which came with ubuntu.

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Taris
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I guess we need to add one more step: running "upgrade_to_post_0.5_VS.sh".

I was having trouble with "blue.png" before running that bash script. The error looked like below,

Code:

FOUND MODIFICATION = player FOR PLAYER #0
CREATING A LOCAL SHIP : dumbfire
Hi helper play 0
HereInitializing optimizer
terminate called after throwing an instance of '__impl::InvalidParameters'
    what():  Cannot load texture file "blue.png"
Aborted


PU version history also has comments on that "blue.png" and "grey_metal.png" as described here: http://wcjunction.com/phpBB2/viewtopic.php?t=981. But, I guess the repository posted here is not a brand new version. Anyway, running the script resolved the missing file problem once and for all. Moreover, it resolved the 'white' space problem too.

I'm not sure the timing we should put running the script, probably it will be better before compiling vegastrike source file.

ps. One more thing, we need to add running 'vegastrike' executable in the PU data directory after the compile job. The game crashes almost instantly if I run it from other directory, i.e. my home directory.
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