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Messages - MarsCoreTeam

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General / Problems with new FindSFML.cmake
« on: April 18, 2011, 03:16:40 pm »
Hi there,

When using the new FindSFML.cmake in our cmake script, the following error occurs:

Code: [Select]

SFML_LIBRARIES =  /usr/lib/libsfml-graphics.so /usr/lib/libsfml-system.so /usr/lib/libsfml-audio.so /usr/lib/libsfml-window.so
CMake Error at src/CMakeLists.txt:42 (add_executable):
  Target "mars" links to item " /usr/lib/libsfml-graphics.so
  /usr/lib/libsfml-system.so /usr/lib/libsfml-audio.so
  /usr/lib/libsfml-window.so" which has leading or trailing whitespace.  This
  is now an error according to policy CMP0004.

It seems that the library names lack the ";".
Is this a bug in the script or are we using it wrong?
Cmake version is 2.8.2.

Window / [SFML2] Window crashes when calling destructor (ATI)
« on: February 27, 2011, 11:12:22 am »
Hey Laurent!

Don't want to be impatient... but have you made any progress on this topic? With ATI under Linux, window destructors still crash the application and on some ATI powered Windows machines still no window opens  :(

Thanks a lot for your hard work!

Window / [SFML2] Window crashes when calling destructor (ATI)
« on: January 26, 2011, 12:35:06 pm »
Quote from: "JAssange"
I get crashes like this in debug mode but never in release, does this occur in release mode?

Doesn't matter, it crashes anyways respectively runs forever.

Window / [SFML2] Window crashes when calling destructor (ATI)
« on: January 26, 2011, 12:01:23 pm »
Hey there,

ATI again. I updated SFML2 after a while and discovered some trouble in sf::Window/sf::RenderWindow. When calling the destructor (implicitly or explicitly), programs will crash with Segmentation Fault under ATI.
I wrote a short and very simple program to test the behavior:
Code: [Select]
# include <SFML/Window.hpp>

int main() {
    sf::Window App(sf::VideoMode(800, 600), "iCrash");
    return 0;

This leads to the following output:

Code: [Select]
XIO:  fatal IO error 11 (Resource temporarily unavailable) on X server "���"
      after 115 requests (114 known processed) with 0 events remaining.
Segmentation fault

The call stack is as follows:

Code: [Select]
#0 0x7ffff653c518 XextFindDisplay() (/usr/lib/libXext.so.6:??)
#1 0x7ffff653bf85 ??() (/usr/lib/libXext.so.6:??)
#2 0x7ffff653c13c ??() (/usr/lib/libXext.so.6:??)
#3 0x7ffff6965e72 XCloseDisplay() (/usr/lib/libX11.so.6:??)
#4 0x7ffff335df6b ADL_Main_Control_Destroy() (/usr/lib/fglrx/libatiadlxx.so:??)
#5 0x7ffff50efa96 ??() (/usr/lib/fglrx/dri/fglrx_dri.so:??)
#6 0x7ffff51e5048 ??() (/usr/lib/fglrx/dri/fglrx_dri.so:??)
#7 0x7ffff3f1d5b5 ??() (/usr/lib/fglrx/dri/fglrx_dri.so:??)
#8 0x7ffff4a64d77 ??() (/usr/lib/fglrx/dri/fglrx_dri.so:??)
#9 0x7ffff4a6e7f1 ??() (/usr/lib/fglrx/dri/fglrx_dri.so:??)
#10 0x7ffff53b7844 ??() (/usr/lib/fglrx/dri/fglrx_dri.so:??)
#11 0x7ffff7e37909 ??() (/usr/lib/fglrx/libGL.so.1:??)
#12 0x7ffff7e3794a ??() (/usr/lib/fglrx/libGL.so.1:??)
#13 0x7ffff696d2d5 _XFreeExtData() (/usr/lib/libX11.so.6:??)
#14 0x7ffff697a90d _XFreeDisplayStructure() (/usr/lib/libX11.so.6:??)
#15 0x7ffff6965eaf XCloseDisplay() (/usr/lib/libX11.so.6:??)
#16 0x7ffff79c8ed1 sf::priv::GlxContext::~GlxContext() () (/usr/lib/libsfml-window.so.2.0:??)
#17 0x7ffff6ed58c0 __cxa_finalize() (/lib/libc.so.6:??)
#18 0x7ffff79c4ef6 __do_global_dtors_aux() (/usr/lib/libsfml-window.so.2.0:??)
#19 ( 0x0000000000000000 in ??() (??:??)

This consequently means that one cannot recreate a window, which is very bad (for example when switching from windowed to full screen mode).

Furthermore, another strange problem occurs when simply linking against sfml-window and/or sfml-graphics (additional to sfml-system): a simple program as
Code: [Select]
int main() {
    return 0;

will never return.

This really seems to be ATI related, because everything works fine on a NVIDIA-powered PC.

Best regards,

Feature requests / mirroring text
« on: January 17, 2011, 07:00:27 pm »
Well, it doesn't have to be implemented using the worst algorithm ever Wink
The highlighted version can be generated together with the normal version at init, and then switched using SetSubRect.
You don't have to use one RenderImage per label, use a single one and store the resulting sf::Images. You can even group several labels into big images.
Support for render images is really really good, I don't even know if you can still find GPUs that don't support them.
I know it's not a clean solution, it requires some extra work on your side, but I have nothing better to offer (at least after spending a few minutes to think about your problem).
The new drawable system will hopefully allow cleaner solutions for this kind of problem.

Well, in my opinion this work around sounds nearly as complicated as implementing mirrored versions of all widgets...

It's a quite complex interface: It would be really hard to pre-render all possible labels... we've got sliders which display they current value, there are widgets where you can enter text... it's not only hover, it's also pressed, focused, hovered+focused, ...

If there were just a few buttons, this could work... so I think we'll have to find another solution...  :roll:

But anyway... SFML rocks! Thanks a lot for your quick responses!! ;)


PS: Just saw it is already on your TODO-list.... maybe one day....

EDIT: btw, is there any way to make a multiline sf::Text (with some '\n' inside) align to a side? E.g. right instead of left?

Feature requests / mirroring text
« on: January 17, 2011, 02:54:29 pm »
Yes, may be possible, but horribly inefficient! The labels are interactive; they change color on hover - so the renderimage has to be created every frame! And every text has different size. One little renderImage for each label... that's slow... and even worse: it's not supported on every graphics card!

Why isn't there a FlipX() method for texts? Would be really useful for reflections, too...

Feature requests / mirroring text
« on: January 17, 2011, 02:01:47 pm »

I know, this has been requested multiple times before, but hasn't been implemented yet and we would REALLY appreciate this feature!

The problem:

We are going to support Right-To-Left languages in our project M.A.R.S., like Arabic or Hebrew. These languages need a completely mirrored interface. This would be really easy to achieve by rendering the interface normally but with mirrored text in a mirrored view. So the text would be mirrored twice actually and every thing would look fine.
But mirroring text (negative scale) is impossible. Sadly.
Coding different positions and flipped versions of each widget would be an incredible amount of work, compared to the simple approach described above.

We're using SFML2...

It would be really, really great to have this feature!

EDIT: Added an image. Just to clearify the purpose: This is our mirrored UI, with not-mirrored text. If the text could have been mirrored before, it would still be possible to read it!

SFML projects / M.A.R.S. - a random shooter
« on: January 05, 2011, 07:29:04 am »
cmake won't work either. it aborts with failures about SFML-libs (seems like the cmake build is dependent on some SFML libs). premake, I don't know how to compile thep remake script.

Of course, cmake depends on SFML2, since it tries to find it, in order to configure your favorite build system. And it will find SFML2 when there is a path variable on your system, pointing to the directory which contains the \include and \lib folder of SFML2 (this should be the path to your compiler...)

Premake is quite easy: Download the premake-4.3-windows.zip file over there: http://industriousone.com/premake/download, extract the containing exe to M.A.R.S. directory (put it in the same folder as the premake.lua script). Then open a command prompt, cd to M.A.R.S.' directory and enter "premake4.exe codeblocks" (or whatever build environment you prefer... there's a list of all supported ones: http://industriousone.com/what-premake)

That's all.

If you like premake, you can put the premake.exe in your System32 folder, so you can launch it from everywhere, but that's not necessary...


Window / Yay!
« on: January 04, 2011, 04:07:08 pm »
I got something! Can anybody confirm this behavior:

When executing the code mentioned above, the command prompt opens, nothing happens AND after, well, 10 minutes the SFML-Window opens!!
Code: [Select]
OpenGL Warning: DrvShareLists: unsupported
OpenGL Warning: DrvShareLists: unsupported

Is printed to the terminal...
Since I'm on a virtual machine, this may be different on other machines...

Window / I just do not know what to do!
« on: January 04, 2011, 01:02:30 pm »
It happens on a HD 4650 M with recent drivers, too. A driver downgrade doesn't change anything.
Code: [Select]

# include <SFML/Graphics.hpp>
# include <SFML/Window.hpp>
# include <iostream>

int main() {
    std::cout << "Fail!" << std::endl;

    sf::RenderWindow App(sf::VideoMode(800, 600), "SFML Shapes");

    while (App.IsOpened()) {
        sf::Event Event;
        while (App.GetEvent(Event)) {
            if (Event.Type == sf::Event::Closed)

    return EXIT_SUCCESS;

Doesn't cout anything....

Window / Very odd...
« on: January 03, 2011, 03:02:08 pm »
I can confirm this... well... bug? (I'm using SFML2!)
When making use of sf::Window, on some Windows (7?) machines nothing happens. Really nothing, it describes it at its best! A command prompt opens with a blinking mark. There are some users of our game M.A.R.S., who reported this problem too (for example heishe: http://www.sfml-dev.org/forum/viewtopic.php?p=25153#25153). Recently I installed Windows7 in on virtual machine and: I have the problem too. I didn't get to make it open any sf::Window. (Tried to compile the examples)

The problem is definitively not code-related, but machine-related. The same code works on some machines whereas it does not on others...

If you have any questions I will answer them... I really want this odd problem to be solved! ;)

SFML projects / Very odd...
« on: January 03, 2011, 02:53:22 pm »
The problem you're describing is veeeery odd... ;)
We know some others who share this problem. It seems to be sfml-on-windows-related, not directly to mars, since it happens to every application which makes use of sf::Window. I will post over there: http://www.sfml-dev.org/forum/viewtopic.php?t=3830 because the poster there seems to have the same problem. Stay tuned, this will get fixed, since it seem to be a bug of SFML itself!


SFML projects / M.A.R.S. - a random shooter
« on: January 02, 2011, 12:05:24 am »
Quote from: "Svenstaro"
Awesome to hear your progress!

What I mean is that I need the sources in a concrete package (not an on-the-fly svn-to-http package like you linked) that I can use md5sum on and always get the same md5sum on it.

Most projects have that and that is what package systems expect to work with, thus it would be appreciated. Basically, I'd like a third package additional to your current Linux and Windows pacakges that only contains the source and all binary files but not the prebuilt executables.

I'm sure we will find a way to provide such a package as soon as possible.
Are you sure that the md5sum alway remains the same (independend from the package)? I am pretty new to it, but i thought the hash values are directly created from the binary structure of the packed files/the package itself, so that there is no way to get the same md5sum everytime.

Quote from: "Aliens"
This game is.... awesome. I signed up just for this post. It's been a long time since I've played a game that made me laugh.

The gameplay is rock solid, spaceball is fun as hell.
Not a big fan of the powerups really but they can be disabled so yeah.
The controls while difficult at first are actually really easy to get used to.

I know I'm gushing, but I played for like 5 minutes and had tonnes of fun. Even though I'm pretty sure my bots scored more goals on us, than them.

All in all, great game and I can't wait for more, online play is going to be addictive as hell.

There needs to be a <3 emoticon  :D

Thank you very much :)
We are glad to see that our work is honored with such nice words!

Best regards and a happy new year to all of you!


SFML projects / Of course...
« on: December 27, 2010, 11:32:06 pm »
Of course we can do so. Did I get it right? What you need is a more or less stable snapshot of the source code from the time the release was made?

I just ask because a tar.gz of the current source can be downloaded everytime over there: http://mars-game.svn.sourceforge.net/viewvc/mars-game/?view=tar

Btw, today I implemented saving of the configuration file to ~/.marsshooter/, screenshots to  ~/.marsshooter/screenshots/ and on startup mars searches for it's data files in various locations in the file system. So the executable can be launched from everywhere. And both paths (configuration and data) can be set with command line arguments too. So PPA is getting closer ;)


SFML projects / some questions...
« on: November 26, 2010, 09:00:14 pm »
(I decided to post here, instead of writing a pm, since others may want to read this too.)

Hi Svenstaro,

thanks a lot for your input! First of all: We are trying to learn a lot, but since we are really new to software engineering (we're studying computer science for one year right now) many things are done for the very first time. One of them is packaging a project for Ubuntu. With Windows - which we have in dual boot besides Linux - proper distribution of executables is easy (of course quite dirty, but, yeah - it works ;) ). But creating Debian packages for Ubuntu is really hard to accomplish if you're new to this. You seem to own a lot of knowledge on this topic... hopefully we may learn something :).
You are still linking against libjpeg.so.62

Do we? Actually we told the linker to link against the SFML libraries only. SFML does link against this library but why do we? (And of course, we'll change the lib names)
How do you create the windows builds?

By compiling them on Windows ;).
Can you also make an install target for your premake file and add an INSTALL or README file with build instructions?

Today we put a lot of time in understanding how autoconf works. And we made it produce a usable configure script. Therefore there will be a INSTALL, README, COPYING, ChangeLog, NEWS and AUTHORS file in SVN soon. However, "make" does it's job, but how is a game properly installed? The executable should resign in /usr/bin/games, shouldn't it? The data files have to be in /usr/share/games/mars-game, haven't they? The config file has to be saved in ~/.mars-game... How can our game access all these files? It would be a bad idea to hardcode these file names, wouldn't it? I took a look at your launcher script of Portalized (great stuff, btw!) but it didn't tell me everything...

There are so many unsolved problems, that our thoughts get knotted ;)

Some days ago, ubuntugamer.com proposed to make a review on M.A.R.S. This was really great, but they asked for a PPA, to make all things easier. So we looked in creating a PPA. This seems possible, if our configure script did what it is supposed to do, including installation. And of course, SFML2 has to be in this PPA too, which - ough - is a bit of our heads ;). There seems to be no PPA containing SFML2, except for this one, which is, well, empty: https://launchpad.net/~hohoo/+archive/sfml2. Is it possible to port your package for ArchLinux to Ubuntu? Or is it a lot easier to create one, than we thought?

Of course, someday we'll smile, thinking back to these humble attempts...

But we are eager to learn all of this  :lol: ! And maybe, you can help us doing so...


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