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PostPosted: Wed Sep 17, 2003 12:02 pm 
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Sh.Tac. wrote:
After downloading GG and FreeOrion from CVS repository, I have a question: what suxx is the Perforce (needed for Boost C++ libraries) and where can I get it for gcc 3.2.2 (Red Hat Linux 9)?
Can anyone translate sucking Jamfile into common Makefile?


http://www.boost.org/tools/build/index.html


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PostPosted: Wed Sep 17, 2003 12:37 pm 
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Space Floater

Joined: Mon Sep 15, 2003 1:16 pm
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Thanks, I missed bjam from sourceforge :shock:

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PostPosted: Fri Sep 26, 2003 4:42 pm 
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Space Floater

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freeorion.exe shows me a black screen, the problem arises in MapWnd constructor at first "Connect" call, that freezes the window. I suppose, that using the non-stadard boost library so widely, as I see, is not a good idea.
Why do you not use Qt? It's no advertisment here, but Qt is crossplatform, contains a lot of XML and Widget classes, has nice slot-signal mechanism and so on and so on ...

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PostPosted: Fri Sep 26, 2003 4:52 pm 
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Sh.Tac. wrote:
freeorion.exe shows me a black screen, the problem arises in MapWnd constructor at first "Connect" call, that freezes the window. I suppose, that using the non-stadard boost library so widely, as I see, is not a good idea.
Why do you not use Qt? It's no advertisment here, but Qt is crossplatform, contains a lot of XML and Widget classes, has nice slot-signal mechanism and so on and so on ...


There are a number of significant problems with Qt, including the fact that it's not free for Windows devs. Other problems include the inablitiy to use 99% of the library without having our app look like a Qt app (all the widgets would have been essentially grey boxes).


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PostPosted: Fri Sep 26, 2003 5:45 pm 
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The lack of an LGPL version of Qt is a serious inhibitor for me. I love KDE, but for this reason I'm glad Gnome is still going strong.

And as tzlaine said, Qt isn't free for windows developers, or appropriate on a visual level.


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 Post subject:
PostPosted: Mon Sep 29, 2003 12:33 pm 
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Space Kraken

Joined: Thu Jun 26, 2003 2:17 pm
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I doubt QT can even come close to the performance we're getting with GG, anyways. Plus GG supports 3D without jumping through any hoops.

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PostPosted: Tue Sep 30, 2003 1:14 am 
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I don't see a smiley in your post, tsev, so I can only assume you are getting good performance out of GG on your system. On mine (P3 600, Windows, no 3d acceleration) it is abysmal.. abyssmal... really, really bad. Approximately three seconds pass between performing an action and receiving a response. Want to scroll the map? click-drag... one.... two... three... <new view> oops, went too far.

I fully appreciate the license, 3D support, and UI customization reasons for not using QT. But from what I've seen, QT is way ahead in terms of performance.

Unless there's something I can do to fix things on my system, which I'd be glad to know about.

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 Post subject:
PostPosted: Tue Sep 30, 2003 2:27 am 
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Kevin wrote:
I don't see a smiley in your post, tsev, so I can only assume you are getting good performance out of GG on your system. On mine (P3 600, Windows, no 3d acceleration) it is abysmal.. abyssmal... really, really bad. Approximately three seconds pass between performing an action and receiving a response. Want to scroll the map? click-drag... one.... two... three... <new view> oops, went too far.

I fully appreciate the license, 3D support, and UI customization reasons for not using QT. But from what I've seen, QT is way ahead in terms of performance.

Unless there's something I can do to fix things on my system, which I'd be glad to know about.


This is getting completely OT, and I'll delete any posts that go further afield than this one and Kevin's.

That said, Qt is NOT "way ahead in terms of performance", because we have a frame-based 3d-intensive game here. If we were to port the game as-is to Qt, it would run even slower, since the Qt library is not particularly snappy, especially when processing signals and slots. The real CPU-ass-kicking happens all in the 3d code, which would not change if the game were ported. I know what I'm talking about, since all I do at work every day is write OpenGL Qt apps, and try to get them to run reasonably fast; it's not easy.


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PostPosted: Tue Sep 30, 2003 2:32 am 
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Kevin wrote:
I don't see a smiley in your post, tsev, so I can only assume you are getting good performance out of GG on your system. On mine (P3 600, Windows, no 3d acceleration) it is abysmal.. abyssmal... really, really bad. Approximately three seconds pass between performing an action and receiving a response. Want to scroll the map? click-drag... one.... two... three... <new view> oops, went too far.

I fully appreciate the license, 3D support, and UI customization reasons for not using QT. But from what I've seen, QT is way ahead in terms of performance.

Unless there's something I can do to fix things on my system, which I'd be glad to know about.


What windows? How much ram? What kind of graphics hardware do you have? an on-chip GPU? If that's the case its probably fill rate that's slowing you down so much.

On my box (455MHz K6, WinXP, half a gig, Radeon 7200 PCI) There's still a lot of latency, maybe half a second or so, but I'd probably chalk this up to the fact that IIRC we're not using compiler optimizations.

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 Post subject:
PostPosted: Wed Oct 01, 2003 9:36 am 
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Space Kraken

Joined: Mon Jul 07, 2003 10:17 am
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Sorry, I know this is slightly off topic. Just that I get some performance issues with GG as well. I've run FO on two machines with simlair memory (half gig DDR) and CPU speeds, both running WinXP. On the machine with the GeForce 4 the UI responds quickly. On the machine with the GeForce 2 the map screen in particular slows to about 5 frames per second.

Both boxes are routinely used to run modern 3D games, and I've updated all the drivers I could think to update....chances are the problem is with FO/GiGi. I suspected fillrates relating to the background starfields, but disabling the drawing of those textures only improved performance marginally.

I don't think QT is the answer, but something somewhere possibly needs to be optimized. I'm guessing that with the v.1 release a better picture will emerge as to what performance issues exist.

Feel free to delete/move this post if it's in the wrong thread.


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 Post subject: CVS anonymous access
PostPosted: Wed Oct 01, 2003 10:24 am 
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Space Krill

Joined: Mon Sep 22, 2003 10:08 pm
Posts: 9
Hi.

I'm attempting to get a local "sandbox" version of FreeOrion using TortoiseCVS.

I placed the following line in the CVSroot field:

pserver:anonymous@cvs.sourceforge.net:/cvsroot/freeorion

In the module field I placed:

FreeOrion

When I click Ok it asks for a password upon which I just press the Enter key as no password is required according to the Sourceforge CVS help file. Unfortunately this does allow access i.e. a password is required....

Can any1 help? I'm using Windows XP; would WinCVS be a better program to use for CVS checkout?

Thanks,

Sith

EDIT: I got it. You must change the PROTOCOL drop down menu to:

Password Server(:pserver:)

This fixes it.

EDIT: Hmmm I was able to download a local copy of the "CVSROOT" dir however.... When I try to get a copy of the "FreeOrion" dir TortoiseCVS sits trying to download Makefile for ages and never progresses.

I first of all thought that maybe Makefile was 30Mg or s'thing but I used WebCVS to download it via the Sourceforge website and discovered that it's tiny so I guess it must be s'thing wrong on my end with my CVS client?


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 Post subject:
PostPosted: Wed Oct 01, 2003 5:14 pm 
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When I use winCVS, it does the same thing, sits and waits on the makefile, but it eventually finishes.

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 Post subject: Checked out..... Can't complile :)
PostPosted: Thu Oct 02, 2003 10:33 am 
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Joined: Mon Sep 22, 2003 10:08 pm
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Ok I've successfully checked out the file onto my local hard disk. I've carried out the instructions as stated in the Readme file in the WindowsKit.zip which I might add I stumbed across by accident.

Lads, for us Windows users a line in the first post stating where the installation readme file is would be helpful to say the least :p

I carried out the instructions in the readme file to the letter with one difference. Where you say unzip to root I installed to my programming folder not the root C directory. I don't see how this should cause an issue.

Anyways I loaded each of the 3 dev files in Dev-C++ and got a load of errors for GG. I checked them out and it seems they are referring to .cpp files which are missing whereas the WindowsKit only contains .h files for the GG folder. Do I have to build .cpp somehow from the .h files? There is nothing about this in the readme....?

Also the net folder and SDL folder (which are created in the GG folder when I unzip the WindowsKit) for inclusion in the GG folder within FreeOrion do not exist in the CVS sourceforge copy of the FreeOrion folder; Subsequently I get a question mark on them after I do a checkout.

Also I checked out the Boost installation info and it mentions adding an extra line to the compiler to refer to the Boost dir. The FreeOrion readme doesn't mention this therefore I didn't do it.

Also :) When I load each of the 3 dev projects to complile, aside from the multiple "missing GG .cpp" files I don't get so much as one line of code in any of the numerous windows which open. =)

Sorry for being a complete and utter n00b here but I'm a little puzzled.

Thanks for any info,

Sith

[EDIT]I deleted and re-checked out the FreeOrion folder. Now I don't get any GG missing file errors.... When I open each of the 3 dev files I get empty windows. No code at all, yet when I open each of the files individually there is code in them. The dev file is opening a window for each file but is not adding the actual code in the file. Strange....


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 Post subject:
PostPosted: Thu Oct 02, 2003 3:03 pm 
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DevC++ is very weird. When I go to load the human client it sits there and "parses" for a good 30 seconds and refuses to do anything else.
Make sure you're running the latest version of it (I forget the version number, but it is their newest beta version.) That might help with your troubles, as the new version parses .dev files very differently from the old.

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 Post subject:
PostPosted: Fri Oct 03, 2003 10:38 am 
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Space Krill

Joined: Mon Sep 22, 2003 10:08 pm
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Ok status update on the poor noobie windows would be developer :-)

I downloaded the latest beta Dev-C++ and installed. Jb you were right, it loads in the code correctly. I also re-checked out FreeOrion and placed, to the letter, all the dir's in the root which were supposed to be there.

When I try to compile for example server.dev I get the error:

2 E:\Programming\FreeOrion\FreeOrion\server\2 unable to run program file.

The 2 is the line where the error occured.

Any help would be appreciated :-) The GG dir is supposed to be copied into the FreeOrion folder... yes?

Btw I checked out the Project Options on server.dev. It has the Dev-Cpp dir as being located in the root dir. The readme for the WindowsKit states that it can be installed anywhere.... Maybe this should be fixed? I make a copy of my Dev-Cpp dir in the root just incase it was searching there for library files.

Thanks again,

Sith


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