glTron -3D light cycle game

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squeen
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glTron -3D light cycle game

Unread postby squeen » Thu Aug 14, 2003 6:02 am

I found a very nice looking 3D light cycle game at http://www.gltron.org/index.php.
There is an IRIX binary for an older version there, and I also compiled it without issue (except no sound) from the latest sources.

Unfortunately, on my system the start menu screen and arena walls don't display. Anyone with a different video setup care to give it a try?

I do get the error when it loads:
loading art
loading artpack 'classic'
libpng warning: Incomplete compressed datastream in iCCP chunk
libpng warning: Profile size field missing from iCCP chunk
libpng warning: Incomplete compressed datastream in iCCP chunk
libpng warning: Profile size field missing from iCCP chunk
libpng warning: Incomplete compressed datastream in iCCP chunk
libpng warning: Profile size field missing from iCCP chunk
libpng warning: Incomplete compressed datastream in iCCP chunk
libpng warning: Profile size field missing from iCCP chunk
libpng warning: Incomplete compressed datastream in iCCP chunk
libpng warning: Profile size field missing from iCCP chunk


http://www.gltron.org/screenshots/4-metaltron.png

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Unread postby vegac » Thu Aug 14, 2003 7:21 am

I'll give it a go compiling the latest from source and see what results I get...

---edit---

I just compiled it mips4 optimized with MIPSPro

I get that same error as you loading the classic art-set, BUT I get menu screens and the arena walls even so. The error I'm guessing is either a bad .png, or a bug in the freeware libpng...

You can try changing the art set at the menus
(if you don't see ANY menus at all, not just the background pics, do this:
down and then enter (to select Video)
enter to select texture options
enter to change the texture set

Classis is the only one that gives me those errors, so maybe you'll have luck w/ another set?


As for performance:
On my 175mhz R10k O2 I get about 15fps with the window size set to 640x480, turning off mipmapping, turning off trail transparency, and switching shadows to stencil

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Unread postby squeen » Thu Aug 14, 2003 9:10 am

What the hell!?

I started it up again to follow your suggestions--and everthing with the video has corrected itself. The menus are back and the arena graphics are great - still no sound.

I get around 50 fps on a dual R14 600Mhz with everything turned on.

Thank you very much vegac for your assistance, I probably would have left it lay otherwise.

I'll try and put together a tardist of version 0.62 shortly.

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Unread postby squeen » Thu Aug 14, 2003 1:27 pm

What setting did you use to get it to work with MIPSPro?
when I use:
setenv CC cc
setenv CFLAGS '-mips4 -O3 -I/usr/freeware/include -L/usr/freeware/lib32'
setenv LDFLAGS '-L/usr/freeware/lib32'

./configure \
--prefix=/usr/local \
--with-local-prefix=/usr/freeware


I get:

checking build system type... mips-sgi-irix6.5
checking host system type... mips-sgi-irix6.5
checking target system type... mips-sgi-irix6.5
checking for a BSD compatible install... /usr/freeware/bin/install -c
checking whether build environment is sane... yes
checking for mawk... no
checking for gawk... gawk
checking whether make sets ${MAKE}... yes
checking whether to enable maintainer-specific portions of Makefiles... no
checking for gcc... cc
checking for C compiler default output... a.out
checking whether the C compiler works... yes
checking whether we are cross compiling... no
checking for executable suffix...
checking for object suffix... o
checking whether we are using the GNU C compiler... no
checking whether cc accepts -g... yes
checking for style of include used by make... GNU
checking dependency style of cc... sgi
checking for g++... g++
checking whether we are using the GNU C++ compiler... yes
checking whether g++ accepts -g... yes
checking dependency style of g++... gcc3
checking how to run the C preprocessor... cc -E
checking for ranlib... :
checking for sdl-config... /usr/freeware/bin/sdl-config
checking for SDL - version >= 1.1.0... no
*** Could not run SDL test program, checking why...
*** The test program failed to compile or link. See the file config.log for the
*** exact error that occured. This usually means SDL was incorrectly installed
*** or that you have moved SDL since it was installed. In the latter case, you
*** may want to edit the sdl-config script: /usr/freeware/bin/sdl-config
configure: error: SDL is not installed

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Unread postby vegac » Thu Aug 14, 2003 3:23 pm

There's 2 things in the configure script that break it heh
first, search through there for the text "-Wall" and remove it
second, search through there for -O$ (and there's text following) and remove that (including whatever text is after the $ sign, I can't remember what it was called

After configure's done, you'll get errors in lua/src/lib (and possibly other places) about -Wall, edit the makefiles in whatever dir that's in and remove the -Wall and try again

Then, you get to go through most of the .c and .h files, removing the comments with //, because // is NOT VALID C CODE!

Then, after all that, you should be ok :)

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Unread postby whiter » Fri Aug 15, 2003 12:38 am

isn't this game on the o2 demos cd?
Or otherwise on an Indyzone, but I would swear the o2 demos.
I know I have played it on my o2 a lot before.
Shall I describe it to you? Or do you want me to get you a box?

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Unread postby somecodemonkey » Fri Aug 15, 2003 12:41 am

// is NOT VALID C CODE!


not true it depends on how new the compiler is as the // commenting was added to ANSI C in the last standard in 1999 along with a few other bits a pieces such as variable lenght arrays and some stuff from C++

but if MIPSPRO is having a fit about the comments then best thing is to remove them
1995: Real Audio released, allowing users to listen to halting bursts of static in real time.

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Unread postby nekonoko » Fri Aug 15, 2003 1:13 am

somecodemonkey wrote:
// is NOT VALID C CODE!


not true it depends on how new the compiler is as the // commenting was added to ANSI C in the last standard in 1999 along with a few other bits a pieces such as variable lenght arrays and some stuff from C++

but if MIPSPRO is having a fit about the comments then best thing is to remove them


MIPSpro 7.3 and up handles these without a problem in my experience. If you're using 7.2 (which came out before C99) it's a valid issue.
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Unread postby whiter » Fri Aug 15, 2003 3:32 am

Code: Select all

for i in *; do cat $i|sed s/\/\/.*//>$i; done

Something like that should help you clean your code a bit faster :)
Shall I describe it to you? Or do you want me to get you a box?

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somecodemonkey
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Unread postby somecodemonkey » Fri Aug 15, 2003 10:17 am

i always run my code with --strict on anyway just to keep my lecturers off my back
1995: Real Audio released, allowing users to listen to halting bursts of static in real time.

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Revisited

Unread postby dexter1 » Wed Apr 13, 2005 11:27 am

neko_gltron-0.70.tardist: Nekochan download and Dexter1's mirror
And its deps:
neko_libmikmod-3.2.0b2.tardist: Nekochan download and Dexter1's mirror
neko_sdl_sound-1.0.1.tardist: Nekochan download and Dexter1's mirror

Everything works pretty ok. Sound and music is there as well as all 43 artpacks. Occasionally the viewpoint camera is screwed up, but can be fixed by throwing away your .gltronrc file and restarting. This is a view with the binary texture pack:

Image

There even is a homegrown icon for gltron, upper left in the picture..

Enjoy!

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Unread postby nekonoko » Wed Apr 13, 2005 11:31 am

Nice! Looks great :)
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Unread postby Antnee » Wed Apr 13, 2005 2:50 pm

squeen wrote:I get around 50 fps on a dual R14 600Mhz with everything turned on.

Stop showing off!

whiter wrote:isn't this game on the o2 demos cd?
Or otherwise on an Indyzone, but I would swear the o2 demos.
I know I have played it on my o2 a lot before.

It's on the Octane demos I think, or a simillar type game is, although it certainly don't look that good! I got it on my Octane2 here
Image

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Unread postby nekonoko » Wed Apr 13, 2005 3:01 pm

Antnee wrote:
squeen wrote:I get around 50 fps on a dual R14 600Mhz with everything turned on.

Stop showing off!


Heh, and that was two years ago - he's got a much faster machine these days ;)
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Unread postby Antnee » Wed Apr 13, 2005 3:08 pm

nekonoko wrote:Heh, and that was two years ago - he's got a much faster machine these days ;)

God, it was wasn't it, I didn't notice that! Well I've got a BIG project in the pipeline after the one I've already mentioned to you, hopefully it will pull in over £10,000, so maybe I'll be the one showing off afterwards! ;)
Image


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