Danger from the Deep!

IRIX/Nekoware development, porting and related topics.
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skip
Posts: 48
Joined: Mon Dec 25, 2006 4:35 am
Location: Hokkaido, Japan

Unread postby skip » Thu Jan 04, 2007 2:39 am

UrbanHero wrote:Ouch! I was hoping lumbering boats wouldn't tax the system so much; apparently there's a lot of heavy stuff going on behind the scene...my Octane's gonna have a tough time with this :?

It's playable for me, really it's only the periscope, bridge, free 3d and UZO views that are a bit less smooth. The lead developer wrote on their forums:
System requirements in general: 1.0GhZ+ better 1.5Ghz, 256mb+ better more, a modern graphic card (DX8 or OpenGL 1.4 with shaders).

So I guess it's a bit intense.
Alver wrote:Has it improved since then?

This is the first time I've tried it - 50% of the game still isn't implemented, but the implemented half seems stable for me (in the -O3 build I linked). I haven't tried any of the official releases, but the biggest issue for me is that whacking the unsupported extensions without adding anything makes the game somewhat less pretty than the screenshots. That and I still haven't hit a moving target with a torpedo. :wink:
fzalfa wrote:both executable crash on my octane2 (r12k and r14k)
i have the main mene, mission choice, but after had loaded the mission, it crash
the message is obscure.... "Caught exception: "

Sorry about that. :(
I don't really know what would cause that (and I don't have an Octane unfortunately, they seem a bit uncommon on the secondhand market near me). When you start the mission, there should be another initialization screen (white text on black, like the startup one). If you get that far, what is the last line it shows?
lhaza posted that it worked for him, but I have the same hardware. Anyone have ideas?
There is an error posted on their forums about the Windows build (but is probably in all the builds) here that has a "Caught exception: St9bad_alloc" at startup (not mission loading) when the data files aren't installed. The data files are installed in the proper spot? (/usr/local/share/dangerdeep/convoys should exist)

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lhaza
Posts: 186
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Location: Milchstrasse, Kakania
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Unread postby lhaza » Thu Jan 04, 2007 12:39 pm

Hm, it works here on Octane2 V6, r12k, IRIX 6.5.22. I tried the historical mission, one or 3-ship convoys. I have never hit a ship though...but diving etc. works.
I have put a tar.bz2 with the data at http://lhaza.com/ditd/dangerdeep-0.2-ir ... ta.tar.bz2
It is ca. 53 MB :shock: (edit: it was 105 MB including the data-zip)
run tar xvf dangerdeep-0.2-irix6-mips4.withdata.tar.bz2 as root to etract to /usr/local

It needs neko_sdl*

Image
ship on the horizon
Last edited by lhaza on Fri Jan 05, 2007 4:01 pm, edited 1 time in total.

loonvf
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Location: Netherlands

Unread postby loonvf » Thu Jan 04, 2007 1:28 pm

How is the speed of the game?
I mean frames per second and program response to the user?

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lhaza
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Location: Milchstrasse, Kakania
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Unread postby lhaza » Thu Jan 04, 2007 2:10 pm

dangerdeep logs the fps...

the scenes around 9 fps (fuel) / 5 fps(octane2) are the freeview or telescope-views, I guess the water brings them down. (I think have seen much faster and even nicer ogl-water-simulations in pre-shader-times ...)
However one has to do alot aside from these views, it is fun to hunt and bring down BRTs...
the views were just randomly chosen....

fuel v10, r14k@600 on single ship mission:

Code: Select all

tanger 4% dangerdeep
OpenGL vendor : SGI
GL renderer : VPRO/B/32
GL version : 1.2 Irix 6.5
GL max texture size : 512
GL number of texture units : 0
GL number of lights : 8
GL number of clip planes : 6
GL maximum viewport dimensions : 3840
GL depth bits (current) : 24
Supported GL extensions :
GL_ARB_imaging
GL_EXT_abgr
GL_EXT_blend_color
GL_EXT_blend_logic_op
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_convolution
GL_EXT_copy_texture
GL_EXT_histogram
GL_EXT_packed_pixels
GL_EXT_polygon_offset
GL_EXT_subtexture
GL_EXT_texture
GL_EXT_texture3D
GL_EXT_texture_env_add
GL_EXT_texture_object
GL_EXT_vertex_array
GL_INGR_interlace_read
GL_SGI_color_matrix
GL_SGI_color_table
GL_SGI_texture_color_table
GL_SGIS_detail_texture
GL_SGIS_fog_function
GL_SGIS_pixel_texture
GL_SGIS_texture_border_clamp
GL_SGIS_texture_color_mask
GL_SGIS_texture_edge_clamp
GL_SGIS_texture_lod
GL_SGIX_async
GL_SGIX_async_pixel
GL_SGIX_blend_alpha_minmax
GL_SGIX_convolution_accuracy
GL_SGIX_fog_offset
GL_SGIX_fragment_lighting
GL_SGIX_interlace
GL_SGIX_list_priority
GL_SGIX_resample
GL_SGIX_scalebias_hint
GL_SGIX_subsample
GL_SGIX_texture_coordinate_clamp
GL_SGIX_texture_lod_bias
GL_SGIX_texture_scale_bias
GL_SGIX_vertex_preclip

console log: $ffffffDanger $c0c0c0from the $ffffffDeep
console log: $ffff00copyright and written 2003 by $ff0000Thorsten Jordan
console log: $ff8000version 0.2.0
console log: $80ff80*** welcome ***
console log: Loading...
console log: fonts loaded (310ms)
console log: models loaded (1933ms)
console log: textures loaded (133ms)
console log: sounds loaded (306ms)
console log: background images loaded (2556ms)
console log: Music list loaded (18ms)
console log: Loading...
console log: map image loaded (116ms)
console log: image transformed (106ms)
console log: coastmap created (5323ms)
console log: coast map initialized (3ms)
console log: water rendering resolution 95 x 200
console log: wave resolution 128 (7)
console log: using subdetail: yes
console log: subdetail size 128 (7)
console log: reflection image size 512
console log: water maps inited (342ms)
console log: water height data computed (2059ms)
console log: water bumpmap data computed (19ms)
console log: user interface initialized (673ms)
console log: submarine interface initialized (6609ms)
console log: $c0fffffps 59
console log: $c0fffffps 34.8
console log: $c0fffffps 51
console log: Loading...
console log: map image loaded (120ms)
console log: image transformed (103ms)
console log: coastmap created (5311ms)
console log: coast map initialized (3ms)
console log: water rendering resolution 95 x 200
console log: wave resolution 128 (7)
console log: using subdetail: yes
console log: subdetail size 128 (7)
console log: reflection image size 512
console log: water maps inited (226ms)
console log: water height data computed (2010ms)
console log: water bumpmap data computed (22ms)
console log: user interface initialized (678ms)
console log: submarine interface initialized (6561ms)
console log: Unable to play WAV file: Couldn't open /usr/local/share/dangerdeep/objects/torpedoes/TIII/standard/g7e_torpedo_color.jpg
console log: $c0fffffps 58.6
console log: $c0fffffps 60
console log: $c0fffffps 58.8
console log: $c0fffffps 58.4
console log: $c0fffffps 58.6
console log: $c0fffffps 58.4
console log: $c0fffffps 10.6
console log: $c0fffffps 9.2
console log: $c0fffffps 9.4
console log: $c0fffffps 9.4
console log: $c0fffffps 21
console log: $c0fffffps 59.2
console log: $c0fffffps 59.2
console log: $c0fffffps 59.4
console log: $c0fffffps 14.2
console log: $c0fffffps 8.6
console log: $c0fffffps 9
console log: $c0fffffps 31.2
console log: $c0fffffps 42.8
console log: $c0fffffps 39.6
console log: $c0fffffps 43.8


Octane2 v6 r12k@400 multi ship mission

Code: Select all

draco 6# dangerdeep
OpenGL vendor : SGI
GL renderer : VPRO/A/32
GL version : 1.2 Irix 6.5
GL max texture size : 512
GL number of texture units : 0
GL number of lights : 8
GL number of clip planes : 6
GL maximum viewport dimensions : 3840
GL depth bits (current) : 24
Supported GL extensions :
GL_ARB_imaging
GL_EXT_abgr
GL_EXT_blend_color
GL_EXT_blend_logic_op
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_convolution
GL_EXT_copy_texture
GL_EXT_histogram
GL_EXT_packed_pixels
GL_EXT_polygon_offset
GL_EXT_subtexture
GL_EXT_texture
GL_EXT_texture3D
GL_EXT_texture_env_add
GL_EXT_texture_object
GL_EXT_vertex_array
GL_INGR_interlace_read
GL_SGI_color_matrix
GL_SGI_color_table
GL_SGI_texture_color_table
GL_SGIS_detail_texture
GL_SGIS_fog_function
GL_SGIS_pixel_texture
GL_SGIS_texture_border_clamp
GL_SGIS_texture_color_mask
GL_SGIS_texture_edge_clamp
GL_SGIS_texture_lod
GL_SGIX_async
GL_SGIX_async_pixel
GL_SGIX_blend_alpha_minmax
GL_SGIX_convolution_accuracy
GL_SGIX_fog_offset
GL_SGIX_fragment_lighting
GL_SGIX_interlace
GL_SGIX_list_priority
GL_SGIX_resample
GL_SGIX_scalebias_hint
GL_SGIX_subsample
GL_SGIX_texture_coordinate_clamp
GL_SGIX_texture_lod_bias
GL_SGIX_texture_scale_bias
GL_SGIX_vertex_preclip

console log: $ffffffDanger $c0c0c0from the $ffffffDeep
console log: $ffff00copyright and written 2003 by $ff0000Thorsten Jordan
console log: $ff8000version 0.2.0
console log: $80ff80*** welcome ***
console log: Loading...
console log: fonts loaded (446ms)
console log: models loaded (2916ms)
console log: textures loaded (193ms)
console log: sounds loaded (454ms)
console log: background images loaded (3989ms)
console log: Music list loaded (27ms)
console log: Loading...
console log: map image loaded (169ms)
console log: image transformed (160ms)
console log: coastmap created (8095ms)
console log: coast map initialized (5ms)
console log: water rendering resolution 95 x 200
console log: wave resolution 128 (7)
console log: using subdetail: yes
console log: subdetail size 128 (7)
console log: reflection image size 512
console log: water maps inited (465ms)
console log: water height data computed (3050ms)
console log: water bumpmap data computed (27ms)
console log: user interface initialized (1006ms)
console log: submarine interface initialized (9924ms)
console log: $c0fffffps 52.8
console log: Unable to play WAV file: Couldn't open /usr/local/share/dangerdeep/objects/torpedoes/TIII/standard/g7e_torpedo_color.jpg
console log: $c0fffffps 54
console log: $c0fffffps 52.8
console log: $c0fffffps 23
console log: $c0fffffps 13.8
console log: $c0fffffps 25.2
console log: $c0fffffps 26.8
console log: $c0fffffps 35.4
console log: $c0fffffps 46.8
console log: $c0fffffps 48.4
console log: $c0fffffps 46.2
console log: $c0fffffps 46.8
console log: $c0fffffps 41.4
console log: $c0fffffps 6.2
console log: $c0fffffps 5.2
console log: $c0fffffps 5.2
console log: $c0fffffps 5
console log: $c0fffffps 29.8
console log: $c0fffffps 35.2
console log: $c0fffffps 5.2
console log: $c0fffffps 5.2
console log: $c0fffffps 5
console log: $c0fffffps 5.2
console log: $c0fffffps 5.2
console log: $c0fffffps 5
console log: $c0fffffps 5.2
console log: $c0fffffps 35.4
console log: $c0fffffps 53.2
console log: $c0fffffps 53.4
console log: $c0fffffps 38.8
console log: $c0fffffps 6.4
console log: $c0fffffps 6.6
console log: $c0fffffps 6.4
console log: $c0fffffps 6.6
console log: $c0fffffps 6.4
console log: $c0fffffps 6.2
console log: $c0fffffps 6.2
console log: $c0fffffps 5.6
console log: $c0fffffps 5
console log: Unable to play WAV file: Couldn't open /usr/local/share/dangerdeep/objects/torpedoes/TIII/standard/g7e_torpedo_color.jpg
console log: $c0fffffps 5
console log: $c0fffffps 5
console log: $c0fffffps 33.6
console log: $c0fffffps 53.4
console log: $c0fffffps 53.2
console log: $c0fffffps 14.4
console log: $c0fffffps 32

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fzalfa
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Location: avignon ,provence, france
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Unread postby fzalfa » Fri Jan 05, 2007 3:37 am

allways crashing with my octane2... i have the main menu, i can choose mission, watch boat 3d models , but when i start a mission.....

IRIS 33# ./dangerdeep
OpenGL vendor : SGI
GL renderer : VPRO/A/32
GL version : 1.2 Irix 6.5
GL max texture size : 512
GL number of texture units : 0
GL number of lights : 8
GL number of clip planes : 6
GL maximum viewport dimensions : 3840
GL depth bits (current) : 24
Supported GL extensions :
GL_ARB_imaging
GL_EXT_abgr
GL_EXT_blend_color
GL_EXT_blend_logic_op
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_convolution
GL_EXT_copy_texture
GL_EXT_histogram
GL_EXT_packed_pixels
GL_EXT_polygon_offset
GL_EXT_subtexture
GL_EXT_texture
GL_EXT_texture3D
GL_EXT_texture_env_add
GL_EXT_texture_object
GL_EXT_vertex_array
GL_INGR_interlace_read
GL_SGI_color_matrix
GL_SGI_color_table
GL_SGI_texture_color_table
GL_SGIS_detail_texture
GL_SGIS_fog_function
GL_SGIS_pixel_texture
GL_SGIS_texture_border_clamp
GL_SGIS_texture_color_mask
GL_SGIS_texture_edge_clamp
GL_SGIS_texture_lod
GL_SGIX_async
GL_SGIX_async_pixel
GL_SGIX_blend_alpha_minmax
GL_SGIX_convolution_accuracy
GL_SGIX_fog_offset
GL_SGIX_fragment_lighting
GL_SGIX_interlace
GL_SGIX_list_priority
GL_SGIX_resample
GL_SGIX_scalebias_hint
GL_SGIX_subsample
GL_SGIX_texture_coordinate_clamp
GL_SGIX_texture_lod_bias
GL_SGIX_texture_scale_bias
GL_SGIX_vertex_preclip

Caught exception:



seem to have all the needed libray

ldd dangerdeep
libm.so => /usr/lib32/libm.so
libGL.so => /usr/lib32/libGL.so
libGLU.so => /usr/lib32/libGLU.so
libX11.so.1 => /usr/lib32/libX11.so.1
libXext.so => /usr/lib32/libXext.so
libSDL-1.2.so.1 => /usr/nekoware/lib/libSDL-1.2.so.1
libSDL_image-1.2.so.1 => /usr/nekoware/lib/libSDL_image-1.2.so.1
libSDL_mixer-1.2.so.1 => /usr/nekoware/lib/libSDL_mixer-1.2.so.1
libSDL_net-1.2.so.1 => /usr/nekoware/lib/libSDL_net-1.2.so.1
libfastm.so => /usr/lib32/libfastm.so
libCsup.so => /usr/lib32/libCsup.so
libC.so.2 => /usr/lib32/libC.so.2
libCio.so.1 => /usr/lib32/libCio.so.1
libc.so.1 => /usr/lib32/libc.so.1
libGLcore.so => /usr/lib32/libGLcore.so
libXsgivc.so => /usr/lib32/libXsgivc.so
libiconv.so.3 => /usr/nekoware/lib/libiconv.so.3
libaudio.so => /usr/lib32/libaudio.so
libpthread.so => /usr/lib32/libpthread.so
libpng.so.3 => /usr/nekoware/lib/libpng.so.3
libjpeg.so => /usr/nekoware/lib/libjpeg.so
libtiff.so.3 => /usr/nekoware/lib/libtiff.so.3
libz.so => /usr/nekoware/lib/libz.so
libvorbisfile.so.4 => /usr/nekoware/lib/libvorbisfile.so.4
libvorbis.so.1 => /usr/nekoware/lib/libvorbis.so.1
libogg.so.1 => /usr/nekoware/lib/libogg.so.1


Laurent
SGI or die !!!
:O2: :Octane2: :Octane: :Indigo2IMP: :Indigo2IMP: :Indigo: :Indigo: :Indy: :PI: :Crimson: :PWRSeries: :Onyx: :O2000R:
HP proliant DL 585 Quad Opteron dual core 2.5Ghz 16Gb

skip
Posts: 48
Joined: Mon Dec 25, 2006 4:35 am
Location: Hokkaido, Japan

Unread postby skip » Fri Jan 05, 2007 6:32 am

fzalfa wrote:allways crashing with my octane2... i have the main menu, i can choose mission, watch boat 3d models , but when i start a mission.....

Hi, if you have dbx installed and can ssh to the octane, could you try the following?
(If you can't ssh to it, you'll lose display and/or keyboard focus when it crashes and have to reboot)
1) ssh to the machine and either export DISPLAY=:0.0 in bash or setenv DISPLAY :0.0 in csh .
2) run dbx /path/to/dangerdeep
3) switch to the octane and start a mission that would crash it.
4) go back to the ssh session, hit Ctrl-C and type where
5) Once that's done, type quit.
And then post the output from the where command?

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lhaza
Posts: 186
Joined: Wed Apr 20, 2005 6:35 pm
Location: Milchstrasse, Kakania
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Unread postby lhaza » Fri Jan 05, 2007 12:59 pm

allways crashing with my octane2... i have the main menu, i can choose mission, watch boat 3d models , but when i start a mission.....


As skip wrote, dbx is the way:

start dbx with

Code: Select all

dbx /usr/local/dangerdeep


in dbx:

Code: Select all

(dbx) run /usr/local/bin/dangerdeep --nofullscreen --res 640


so you just have a window sized 640xsome height

play untill it stops. (the window will still be there, dbx catches the coredump, but , when hunting a bug e.g. in the sceneeditor, the background-sound stops).

typing into dbx

Code: Select all

step


gives me this:

Code: Select all

Process  1471: region 54 identical to prev ignored
Process  1471 (dangerdeep) stopped on signal SIGSEGV: Segmentation violation (handler sig_fixup_mask) at [::__dynamic_cast:255 ,0xacb63a4]
         Source (of /j10/mtibuild/v741m/workarea/v7.4.1m/libC/lang_support/rtti.cxx) not available for Process  1471


we need more via where

Code: Select all

(dbx) where

Thread 0x10000
>  0 ::__dynamic_cast(0x130d3d20, 0x30207068, 0x1033e590, 0x7fff1da0, 0x0, 0x0, 0xfa, 0xc580cc0e) ["/j10/mtibuild/v741m/workarea/v7.4.1m/libC/lang_support/rtti.cxx":255, 0xacb63a4]
   1 map_display::draw_trail(sea_object*,const vector2t<double>&) const(0x1334e8e0, 0x30207068, 0x7fff1da0, 0x7fff1da0, 0x0, 0x0, 0xfa, 0xc580cc0e) ["/usr/people/skip/dev/dangerdeep-current/src/game.cpp":103, 0x102285b0]
   2 map_display::draw_visual_contacts(game&,const sea_object*,const vector2t<double>&) const(0x1334e8e0, 0x30207068, 0x1033e590, 0x0, 0x0, 0x0, 0xfa, 0xc580cc0e) ["/usr/people/skip/dev/dangerdeep-current/src/game.cpp":237, 0x10227ddc]
   3 map_display::display(game&) const(0x1334e8e0, 0x12d99c50, 0x1033e590, 0x7fff1da0, 0x0, 0x0, 0xfa, 0xc580cc0e) ["/usr/people/skip/dev/dangerdeep-current/src/game.cpp":717, 0x1022a1ec]
   4 user_interface::display(void) const(0x12e472a8, 0x30207068, 0x1033e590, 0x7fff1da0, 0x0, 0x0, 0xfa, 0xc580cc0e) ["/usr/people/skip/dev/dangerdeep-current/src/freeview_display.cpp":339, 0x101ee478]
   5 game::exec(void)(0x12d99c50, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0) ["/usr/people/skip/dev/dangerdeep-current/src/freeview_display.cpp":1733, 0x10237f80]
   6 ::run_game_editor(game*)(0x12d99c50, 0x30207068, 0x1033e590, 0x7fff1da0, 0x0, 0x0, 0xfa, 0xc580cc0e) ["/usr/people/skip/dev/dangerdeep-current/src/widget.cpp":532, 0x102d1f04]
   7 ::menu_mission_editor(void)(0x12d999a0, 0x0, 0x12d999a0, 0x7fff1da0, 0x1, 0x0, 0x0, 0xc580cc0e) ["/usr/people/skip/dev/dangerdeep-current/src/texts.cpp":1081, 0x102af4c0]
   8 ::widget_func_button<void (*)(void)>::on_release(void)(0x130d3d20, 0x30207068, 0x1033e590, 0x7fff1da0, 0x0, 0x0, 0xfa, 0xc580cc0e) ["/usr/include/sys/bsd_types.h":270, 0x1026a678]
   9 widget::process_input(const SDL_Event&)(0x130d3d20, 0x0, 0x1033e590, 0x7fff1da0, 0x0, 0x0, 0xfa, 0xc580cc0e) ["/usr/people/skip/dev/dangerdeep-current/src/image.cpp":362, 0x101925b0]
   10 widget::process_input(const std::list<SDL_Event,std::allocator<SDL_Event> >&)(0x7fff2c08, 0x7fff2894, 0x1033e590, 0x7fff1da0, 0x0, 0x0, 0xfa, 0xc580cc0e) ["/usr/people/skip/dev/dangerdeep-current/src/image.cpp":378, 0x1019244c]
   11 widget::run(unsigned int,bool)(0x7fff2c08, 0x0, 0x0, 0x0, 0x0, 0x0, 0xfa, 0xc580cc0e) ["/usr/people/skip/dev/dangerdeep-current/src/texts.cpp":516, 0x102cf770]
More (n if no)?
   12 ::mymain(std::list<std::basic_string<char,std::char_traits<char>,std::allocator<char> >,std::allocator<std::basic_string<char,std::char_traits<char>,std::allocator<char> > > >&)(0x10351160, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0, 0x0) ["/usr/people/skip/dev/dangerdeep-current/src/datadirs.cpp":1704, 0x102db658]
   13 ::call_mymain(std::list<std::basic_string<char,std::char_traits<char>,std::allocator<char> >,std::allocator<std::basic_string<char,std::char_traits<char>,std::allocator<char> > > >&)(0x130d3d20, 0x30207068, 0x1033e590, 0x7fff1da0, 0x0, 0x0, 0xfa, 0xc580cc0e) ["/usr/people/skip/dev/dangerdeep-current/src/mymain.cpp":46, 0x102db948]
   14 ::main(0x7fff2fc4, 0x0, 0x1033e590, 0x7fff1da0, 0x0, 0x0, 0xfa, 0xc580cc0e) ["/usr/people/skip/dev/dangerdeep-current/src/mymain.cpp":85, 0x102dbc64]
   15 __start() ["/xlv55/kudzu-apr12/work/irix/lib/libc/libc_n32_M4/csu/crt1text.s":177, 0x100d8e28]


of course the sources are used from the buildmachines, so we see e.g. skips pathes.

this way you do not need ssh. and I have found another rtti-prob on IRIX ;)

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fzalfa
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Location: avignon ,provence, france
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Unread postby fzalfa » Fri Jan 05, 2007 2:12 pm

i do not have dbx......

so dangerdeep produce no core file...

Laurent
SGI or die !!!
:O2: :Octane2: :Octane: :Indigo2IMP: :Indigo2IMP: :Indigo: :Indigo: :Indy: :PI: :Crimson: :PWRSeries: :Onyx: :O2000R:
HP proliant DL 585 Quad Opteron dual core 2.5Ghz 16Gb

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lhaza
Posts: 186
Joined: Wed Apr 20, 2005 6:35 pm
Location: Milchstrasse, Kakania
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Unread postby lhaza » Fri Jan 05, 2007 3:14 pm

i do not have dbx......

so dangerdeep produce no core file...


AFAIK IRIX produces the core-file.

this can be set up via

Code: Select all

# chkconfig savecore on|off

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AX
Posts: 299
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Location: Damascus, Oregon

Unread postby AX » Sat Jan 06, 2007 2:07 pm

Hello everyone,

Downloaded the tat.bz2 file with data on this second page. installed all the SDL*'s. When I run ./dangerdeep or bin/dangerdeep I get this error.

Code: Select all

Trace/BPT/RangeErr/DivZero/Overflo Trap

The log shows that it errors out at GL_SGIX_Vertex_Preclip.

Any ideas? I also noticed that my data folder in the share directory is empty. There should be files I would believe.

JR

skip
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Unread postby skip » Sat Jan 06, 2007 11:40 pm

AX wrote:Any ideas? I also noticed that my data folder in the share directory is empty. There should be files I would believe.

/usr/local/share/dangerdeep/data is not used, the original data zip extracts to a "data" directory, which needs to be /usr/local/share/dangerdeep (by default) on *nix builds. The empty directory is probably a remnant from that. This is really odd, but deleting that empty directory (rmdir /usr/local/share/dangerdeep/data as root) seems to help. I had trouble with vanishing ships until I removed it.

AX wrote:Downloaded the tat.bz2 file with data on this second page. installed all the SDL*'s. When I run ./dangerdeep or bin/dangerdeep I get this error.

Code: Select all

Trace/BPT/RangeErr/DivZero/Overflo Trap

I just tried the .tar.bz2, but it doesn't crash for me. The binary in it seems to be an -Ofast build, which is somewhat broken (but faster :? ) as I noted earlier. I use the simple "-O3" build, which is noticeably slower. With the -Ofast build, only the VIIC is usable in some stations, some ships are invisible and invincible. It does have better performance. I've actually replaced it with a build using flags suggested by hamei (adding -INLINE -OPT:Olimit=0:roundoff=3 -TARG:platform=IP35:proc=r14000), which seems to work okay. So both of my binaries linked on the previous page now work for me. I don't recommend the -Ofast build; it seems to be broken in many ways.

The error you get is actually similar to one I had while porting it (using round() from C++ is apparently not okay, so I wrote it as a macro using floor()). I wonder if floor() or something else is causing a problem?

The list of required packages is: libSDL, libSDL_mixer, libSDL_net, libSDL_image, libpng, libjpeg, libiconv, libtiff, zlib, libvorbisfile, libvorbis and libogg. But I'm sure that you have all those, or it shouldn't execute at all.

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joerg
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Unread postby joerg » Sun Jan 07, 2007 10:45 am

skip wrote:..
The list of required packages is: libSDL, libSDL_mixer, libSDL_net, libSDL_image, libpng, libjpeg, libiconv, libtiff, zlib, libvorbisfile, libvorbis and libogg. But I'm sure that you have all those, or it shouldn't execute at all.


It needs:

Code: Select all

 neko_sdl.sw.lib 7 maxint
  neko_sdl_image.sw.lib 3 maxint
  neko_sdl_mixer.sw.lib 5 maxint
  neko_sdl_net.sw.lib 2 maxint
  neko_fftw.sw.lib 3 maxint
  neko_libiconv.sw.lib 2 maxint
  neko_libjpeg.sw.lib 2 maxint
  neko_libogg.sw.lib 1 maxint
  neko_libpng.sw.lib 3 maxint
  neko_tiff.sw.lib 3 maxint
  neko_libvorbis.sw.lib 1 maxint
  neko_zlib.sw.lib 6 maxint


I have updated our neko_fftw to 3.1.2 so it is possible to link dangerdeep without editing the linkline with your hand.

I have compile it as a nekoware standard package and it runs here on my FUEL/V10. No crashes so fare... but some other things.

1. No periscope
2. Most of the models doesnt shown with textures (something misssing/incomplete game or just broken?)
3. On my system the colors looks very 'purple'
4. German "umlauts" are not working when switching the language in the game

Image

Image

So... time for a neko_dangerdeep or not? I can package it in minutes :)

regards
Joerg

loonvf
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Unread postby loonvf » Sun Jan 07, 2007 10:54 am

Hi Joerg,

Offcourse it is great to see this game into nekoware !
How many Frames Per Second does the game do on your Fuel?

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joerg
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Unread postby joerg » Sun Jan 07, 2007 12:01 pm

loonvf wrote:Hi Joerg,

Offcourse it is great to see this game into nekoware !
How many Frames Per Second does the game do on your Fuel?



Hmmm... not the easy way. A dozen pathes of the datadir contains spaces. This confuses swpkg and more important the inst utility! I always thought that some quotes " ..... " can be used as a workaround.... buts thats wrong.

So we need a post-exec script which unzips the data.zip to the right location. But im running low on time now.... and currently in dont know a way to cleanup the stuff when try to de-install the package.

On my FUEL i get 6.8-60 frames.

regards
Joerg

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lhaza
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Unread postby lhaza » Sun Jan 07, 2007 5:00 pm

1. No periscope


Jorg, be sure to be on periscope-depth (ca. 10m, go there via p, the periscope works only there). Bring out or in the periscope via 0 (zero). Look on<F2>-screen, I can use the mousewheel to zoom, or use mousedrags to go left or right.


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