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Game ran #13

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Dragomir-Ivanov opened this issue Dec 5, 2011 · 2 comments
Open

Game ran #13

Dragomir-Ivanov opened this issue Dec 5, 2011 · 2 comments

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@Dragomir-Ivanov
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Hi, I managed to compile and run the game with your branch. Git hash build version doesn't generate automatically in scons, so I had to start gethash.sh myself. There are very little glitches with lights I suppose. For now the biggers issue is that keyboard in the game doesn't work. I can't move from my starting position. The menues are broken also. When selecting Option ->settings, menu system stops reacting on its state machine. The sound is also a little bit laggy. This is Linux 64-bit with r600g on E-350 APU. I will checkout this keyboard problem myself, and probably will try to merge pulse audio backend. Every other time the game is ran, it segfaults from the very beginning. It may be a driver issue, though. It detects 64Mb of video ram, and I have 384. If I try to setup video ram manually, it segfaults also. How do you trace these segfaults? It seems that the game catches them internally, so I can't debug them with gdb. Any help on that is appreciated, and thank you for the good work.

@phire
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phire commented Dec 5, 2011

Git hash build version doesn't generate automatically in scons, so I had to start gethash.sh myself.

The cmake branch, which will be merged into master soon does this automatically. I might backport it to scons.

There are very little glitches with lights I suppose.

I assume this is Issue #7?

For now the biggers issue is that keyboard in the game doesn't work. I can't move from my starting position.

I remember this bug. For some reason the default configuration that it came up with didn't have any key mappings setup. I just fixed this by loading new defaults from options (Do a FORCE32=1 build, it doesn't have the options bug)

Every other time the game is ran, it segfaults from the very beginning. It may be a driver issue, though. It detects 64Mb of video ram, and I have 384. If I try to setup video ram manually, it segfaults also. How do you trace these segfaults? It seems that the game catches them internally, so I can't debug them with gdb.

I haven't run into this issue, gdb manages to catch segfaults just fine for me. But you can probably disable the signal handlers, look at sys/posix/posix_signals.cpp

It would help a lot if each issue in here was filed as a separate issue.

@Dragomir-Ivanov
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I can't do a 32 bit build, because I don't have lib32 libs. I will try to figure out options bug.

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