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ohmtal

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  1. Hello bsisko, yes, soon I'll launch the 64bit version of auteria . Changes was done in Torque2D and Torque3D before, but was a big puzzle to put it in TGE . I tried this from time to time since years - most time ended up in segfault hell - but at 17th January I got it running on Windows, Linux and FreeBSD.
  2. I was wondering why I never get an notify mail from the Torque3D website. The IP-Address 108.61.193.195, which send the mails, have no DNS PTR record. So my mail server deny the e-mail's with "Sender address rejected: Domain not found". I could add it to a whitelist but I'm sure it does not affect only me. Solution would be add an reverse DNS record for this IP Address or send the mail over an correctly configured mail server.
  3. I gave it a try on Linux. Compiled the current (4.x) sources. Added an echo to core.tscitpt onExit, started the binary and exit again. OnExit was not called. Then I added the changes, compiled and tried again. The onExit was not called but the prefs were exported. Double checked it and the prefs (onDestroy) are only exported when the changes are applied. I did not try to find out why the core.tscitpt's onExit is not called.
  4. Hello JeffR, I use the change successfully on a modified 3.10.1. Did not test it on 4 so far - only compared the source at POSIXProcessControl.
  5. I found this in 3.10 but 4.x code looks the same so I guess it does not work there also. So I share my findings here: The (package) onExit scripts are not called and so the prefs are not saved. On Windows the Process::requestShutdown(); is called so the StandardMainLoop can finish and onExit is called. On Unix/Posix only _exit is executed and then onExit's in script's packages are never called. The solution is simple: I changed it to the way the windows platform code does it: in file x86UNIXProcessControl.cpp (3.10) or file POSIXProcessControl.cpp ( 4.current) add the include: #include "core/util/journal/process.h" and in Platform::postQuitMessage(const S32 in_quitVal) add the code at the beginning of the void: Process::requestShutdown(); return; Maybe in_quitVal should be handled if it's not 0 and forceShutdown(in_quitVal); should be called instead. Not validated so far. But on Windows Platform ignore the in_quitVal, also.
  6. ohmtal

    How do I start?

    Like @LukasPJ said, start with https://docs.torque3d.org/getting-started/getting-familiar/your-first-game looks like the introduction we old guy's got as pdf for TGE 1.4 (maybe prior)
  7. @fLUnKnhaXYU just use the link above - beside the source i also packed the windows 64 bit exe. An example of manually loaded and rotated images:
  8. @LoLJester sorry did just see the answer. Did not had notifications on - but now. Not sure what your question is, but it's a "normal" dedicated server by a german hoster called hetzner. The game machine runs on a virtual host where the ports are nat'ed by the main host. My game server OS is a 32 bit FreeBSD since i didn't get TGE to compile on 64 bit - I tried it hard but my knowledge end at some point - I got it compiled but ended up in a segfault nightmare... All game servers are running in a "screen" , with a TCP admin port open , limited by a firewall. I've to restart every month. After about 50 days the engine get's mad - i raised the time a bit, at the beginning it was about 14 days, but never solved the problem. Not sure if that helps ...
  9. Some time ago (years) I took the T3D 3.10 and modified it to run on FreeBSD. Most changes in the Engine were replacing return NULL with return 0 or false or what ever should be returned. I saw last days this is fixed in 4.x. The other changes where in the lib's can't remember which but had to add some ifdef's for FreeBSD to get them compiled. Next is add some type of RTS Game to it
  10. I guess i found it and will give it a try: https://github.com/TorqueGameEngines/Torque3D/pull/583/files fixed
  11. @Azaezelyou saved my day Amazing - it lives ! I replaced the str.cpp/h with the current version and it works .
  12. In Debug everything works fine - but when I switch to RelWithDebug or Release it get a Segmentation fault: Breakpoint 6, _StringTable::insert (this=0x555557c598b0, _val=_val@entry=0x5555572263ab "TheoraTextureObject", caseSens=caseSens@entry=false) at /opt/OGE3D/Engine/source/core/stringTable.cpp:135 135 walk = &buckets[key % numBuckets]; 1: val = 0x5555572263ab "TheoraTextureObject" 2: walk = <optimized out> 3: key = 36662630 4: numBuckets = 459 (gdb) cont Continuing. Breakpoint 6, _StringTable::insert (this=0x555557c598b0, _val=<optimized out>, caseSens=caseSens@entry=false) at /opt/OGE3D/Engine/source/core/stringTable.cpp:135 135 walk = &buckets[key % numBuckets]; 1: val = 0x555557228c7b "TypeGFXAdapterType" 2: walk = <optimized out> 3: key = 19067645 4: numBuckets = 1819307369 From one step to another the Stringtable itemCount and numBuckets raise abnormal. I also removed Theora from build and it still happen before TypeGFXAdapterType. I also tried a record/reverse-cont but then the count is bad in reverse too. With stepping after the last good insert i nailed it down to: 145 in ../csu/libc-start.c 1: itemCount = <error: current stack frame does not contain a variable named `this'> 3: _gStringTable.itemCount = 309 (gdb) next 144 in ../csu/libc-start.c 1: itemCount = <error: current stack frame does not contain a variable named `this'> 3: _gStringTable.itemCount = 1886999653 Not really helps me to get the reason for the segfault / memory corruption. Btw. T3D 4.current runs fine. EDIT: It works fine on FreeBSD 13.1 (not a linux) - on the same machine using ubuntu 22.04LTS it makes the segfault. Any hints?
  13. In console: OPENGL: GL_INVALID_OPERATION error generated. No active program. Any ideas how to fix this ?
  14. Thank you for replies. @Steve_Yorkshire me too @fLUnKnhaXYU Sky box can't be use with ScatterSky and is bad for day/night since it does not change the color. It does not matter if the meant for T3D as long as it is a supported format for T3D (like png) and they should have all equal resolution - matters in OpenGL / Linux when I remember right. In the Tool you can also manually load the textures rotate and export them . I added some more views to see the match better. The Screenshot was old it looks like:
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