MappingHell

Archive => The Mega Archive => Topic started by: Suicizer on August 13, 2013, 12:05:44 PM

Title: Re: Forum is dead?
Post by: Suicizer on August 13, 2013, 12:05:44 PM
As the title shows off, did our MH forum died?

Only a very few members respond on the forums nowadays while of the active members isn't coming alot of input....

P.S.
I don't know who changed the title, but rather keep it like it was indended (I wouldn't ask it this way just to end about tesseract).
Title: Re: Forum is dead?
Post by: Skur on August 13, 2013, 03:59:27 PM
i guess it is..
Title: Re: Forum is dead?
Post by: ArdTheSheep on August 14, 2013, 07:30:50 AM
R.I.P. MH forum.

Cause of death: minecraft.
Title: Re: Forum is dead?
Post by: Suicizer on August 14, 2013, 02:35:01 PM
Quote from: ArdTheSheep on August 14, 2013, 07:30:50 AM
R.I.P. MH forum.

Cause of death: minecraft.

Pretty sad dead actually; beaten by a game which can't render bigger textures as 64x64.
Title: Re: Forum is dead?
Post by: Zoocata on August 14, 2013, 10:09:06 PM
Quote from: Suicizer on August 14, 2013, 02:35:01 PM
Quote from: ArdTheSheep on August 14, 2013, 07:30:50 AM
R.I.P. MH forum.

Cause of death: minecraft.

Pretty sad dead actually; beaten by a game which can't render bigger textures as 64x64.

Actually,  I've seen texture packs as large as 256x256...
Title: Re: Forum is dead?
Post by: Fairypiss on August 14, 2013, 10:57:39 PM
i like my forum with a little drop of poison,
Title: Re: Forum is dead?
Post by: Sauce on August 15, 2013, 03:22:41 AM
We can keep it alive. It will just go through long time spans of inactivity and very short ones of increased activity. Certain things, like a new release, will spark increased activity for a short time. We just need to keep in touch, so that we can share and create together slowly but consistently the whole time.
Title: Re: Forum is dead?
Post by: Suicizer on August 15, 2013, 11:37:17 AM
Quote
Actually,  I've seen texture packs as large as 256x256...

That actually makes it worse as it still appears like they use textures sized as 64x64 on everything.
Title: Re: Forum is dead?
Post by: Leo on August 15, 2013, 12:35:25 PM
Just putting my input in: I don't think we should blame it entirely on Minecraft, I think its also to do with a smaller community of new players. I remember reading in the Cube forums about putting Sauer on steam. Now I know there are many issues involved in this (mainly argued by Suicizer if I remember), but putting Sauer in places like this could spark more players.

Most new players that join play it for a few days as a kinda play around, then get bored and play a different game. Also I think we have to come to terms with the idea that one day Sauer will die out almost entirely except for those Diehard veterans.. This is just my opinion.
Title: Re: Forum is dead?
Post by: Leo on August 15, 2013, 12:38:41 PM
Just to make myself clear, I'm not saying put it on steam, just saying a larger community would be good. I remember a few years ago, I would just surf servers and meet new people, make connections, gain respect as a awesometastic editor.
Title: Re: Forum is dead?
Post by: vampirefrog on August 21, 2013, 07:47:12 PM
Guys, I personally got bored with sauer.

I'll continue to host the forum indefinately.

I am waiting for tesseract to release so I can make a new frogmod and also to help promote the game.

Btw, if you guys can afford it, tesseract is accepting donations. It all goes into the content (maps, textures, mapmodels etc).
Title: Re: Forum is dead?
Post by: Fairypiss on August 21, 2013, 10:16:02 PM
link me to the tesseract page?
Title: Re: Forum is dead?
Post by: MasterTechCC on August 22, 2013, 04:46:21 AM
Quote from: Leo on August 15, 2013, 12:35:25 PM
Just putting my input in: I don't think we should blame it entirely on Minecraft, I think its also to do with a smaller community of new players. I remember reading in the Cube forums about putting Sauer on steam. Now I know there are many issues involved in this (mainly argued by Suicizer if I remember), but putting Sauer in places like this could spark more players.

Most new players that join play it for a few days as a kinda play around, then get bored and play a different game. Also I think we have to come to terms with the idea that one day Sauer will die out almost entirely except for those Diehard veterans.. This is just my opinion.

Absolutely, without a sustained community this game is done for, we need to find a way to get new people in, make connections, get people involved in communicating in IRC/forums, and ESPECIALLY finding a way to inform people of new releases o.O I mean you see the server lists, there are like 9-10 pages of servers with barely two pages worth of them actually in use. Those older servers still have handfuls of people behind an update or two - I still see people playing the Trooper edition  /!\  Since I got a new computer I'll be able be more active overall; what I'm going to do right now is work on our Tapatalk forum so it's easier for people to get to MH on their phones without being near a computer.... and yes I am one of those die hard veterans, I love this game, I've played it for almost 7 years and would hate to see it go, but times change as well as people, so we just need to learn to deal with things as they come - Just doing my part...
Title: Re: Forum is dead?
Post by: vampirefrog on August 22, 2013, 04:24:58 PM
I don't think there will be more sauer releases. From what I understand, eihrul is focusing solely on tesseract right now. Join #tesseract on irc.freenode.net if you haven't already. So informing people about new releases - well not sure if that's going to happen for sauer, however, for tesseract, that remains possible. Tess will have more up-to-date graphic capabilities, and we will be able to see much nicer visuals. If there's anything we can do, is contribute to tess with maps, textures, models and so on. Currently only Nieb is adding content, but we might as well start a 'map for tesseract' project and start making maps - tess gameplay is insta and ctf afaik.

http://tesseract.gg/

I'll try to setup a nightly build again too.
Title: Re: Forum is dead?
Post by: Leo on August 23, 2013, 03:24:40 AM
Is there an official build of Tesseract we can all play? Or is it still in-dev
Title: Re: Forum is dead?
Post by: vampirefrog on August 23, 2013, 04:28:25 AM
you'll have to get the svn from http://tesseract.gg while I'm still figuring out how to create nightly windows binaries
Title: Re: Forum is dead?
Post by: Fairypiss on August 25, 2013, 09:57:58 PM
Hmm should we have this topic at the top? maybe we should move it to clan only section? New comers might get the wrong idea
Title: Re: Forum is dead?
Post by: Zoocata on August 26, 2013, 03:06:18 AM
Quote from: vampirefrog on August 23, 2013, 04:28:25 AM
you'll have to get the svn from http://tesseract.gg while I'm still figuring out how to create nightly windows binaries

god damnit do I have to compile all of this because theres no .exe for the batch to run.
Title: Re: Forum is dead?
Post by: Leo on August 27, 2013, 01:15:12 PM
Guys, concerning promoting Sauer, couldn't the community focus on making a tesseract release that will alow it to be put on sites like Steam, and thus getting public awarness? So like create a new map selection with all copyrights and such done correctly for public distribution?

If this is a possible idea, maybe we should make a list of other issues involved and try to solve them, cause personally I think getting a free to play fps like Sauer or in this case tesseract will gain popularity, especially in the linux field. (Even though most linux user will most likely have heard of Sauer already)
Title: Re: Forum is dead?
Post by: vampirefrog on August 27, 2013, 09:26:45 PM
Currently tesseract seems to be under eihrul and Nieb's control. There is only one map 'complex', it is pretty high quality, and there is ongoing work, but what tess needs right now are skilled mappers to either upgrade old maps or create new maps to showcase the engine's capabilities. Other resources such as weapon models and textures are good contributions, I guess. Contact them directly in irc.freenode.net #tesseract to talk about it. Alternatively, we could setup our own texture and mapmodel sets that we can use directly with tesseract, so we don't have to wait for Nieb or eihrul to include them in the default. We can setup a mappinghell tesseract resource pack (which should be roughly compatible with sauer as well). As an example we have the loopix tex set (http://mappinghell.net/forum/index.php/topic,958.0.html) that I started. Just contribute resources into the tesseract resources section (http://mappinghell.net/forum/index.php/board,88.0.html).

A simple way to make a texture pack is to find a bunch of photos, those will be your base, so choose them wisely, don't include too many of the same type (for example 10 brick textures and 1 floor texture), make sure they apply to a wide array of situations (an example would be 2 brick textures, 2 floor, 2 trim, 2 ceiling textures), then you can use a good bumpmap generator like CrazyBump for example (it's pretty good), or whatever suits you, but in the end, you should have high-quality normal, depth and specularity maps. And by high-quality I mean they should look properly 3-dimensional instead of obviously generated from the base texture (that's why it's a bit of work to get them to look right).

As for mapmodels, you can use Blender, create an object, add an UV map, a texture and export it as obj. It is possible to write a python plugin to export them directly into mapmodels, if we happen to be mass exporting.

The approach Nieb is taking is he adds only the required resources for the existing maps, they are not including texture sets that are unused by core maps (at least it looks that way). Which is fine, we just add our own resource pack.

The reason why I'm suggesting that we create new content is that the old content is just that - old, and we're tired of it. I also recommend creating custom textures and mapmodels for each map or project. Resources should be specific to a map or a set of maps, to make them more distinct and recognizable ("oh the map with the funky wall textures!").
Title: Re: Forum is dead?
Post by: vampirefrog on August 27, 2013, 09:27:44 PM
What I'm trying to say is that we're in a transition period between the end of Sauer and the beginning of Tesseract's popularity.
Title: Re: Forum is dead?
Post by: Leo on August 29, 2013, 03:12:11 AM
So if we can get together and make a good resource pack and release a stable version of tesseract, it'll still need some type of advertisement otherwise only people who already know about cube will play it and those who search for free fps shooters online.
Title: Re: Forum is dead?
Post by: Suicizer on August 30, 2013, 01:16:58 AM
Quote from: vampirefrog on August 27, 2013, 09:27:44 PM
What I'm trying to say is that we're in a transition period between the end of Sauer and the beginning of Tesseract's popularity.

So where is that fully packed Tesseract community?

I've release  a lot of texture- and modelpacks during my time on Sauerbraten (compared to the rest of the community) and they only need to be repackaged (for most of them). There are even some texture packs which are still waiting to be released  ;D.
I would seriously hate the idea of adding old (crappy) maps back into Tesseract. We rather could make a new start and a different gameplay (although all triggers are dumped already as Razgriz states =\).
Title: Re: Forum is dead?
Post by: vampirefrog on August 31, 2013, 02:21:43 AM
Quote from: Leo on August 29, 2013, 03:12:11 AM
So if we can get together and make a good resource pack and release a stable version of tesseract, it'll still need some type of advertisement otherwise only people who already know about cube will play it and those who search for free fps shooters online.
I'm not so sure about these ideas yet. First off, there is no 'stable' version of tesseract. Second of all, even if we make a resource pack, what exactly are we releasing? "Tesseract - experimental 3D engine with a resource pack"? I don't think we have something to advertise yet.

What we can do, however, is to make a sort of starter kit so mappers like us can start using tesseract to make maps and content, so we can contribute to the core tesseract resources with finished high-quality maps.

So the most practical and helpful thing to do at this point, is, imo, making maps for tess.
Title: Re: Forum is dead?
Post by: Leo on August 31, 2013, 05:44:11 AM
Okay so the plan of action should be to create a 'version' of tesseract that mappers can use?
Title: Re: Forum is dead?
Post by: ArdTheSheep on September 02, 2013, 08:03:23 PM
Quote from: Leo on August 31, 2013, 05:44:11 AM
Okay so the plan of action should be to create a 'version' of tesseract that mappers can use?

and packed in regular .zip... not .7shit
Title: Re: Forum is dead?
Post by: Leo on September 04, 2013, 04:46:11 AM
Well hurry guys, I'm actually pretty keen to edit on tesseract

Just a question, if we do make our own resource pack, then the maps will end up incompatible with the official tess. So umm what we do? Communicate with the dev or somethin?

Also anyone tried Metalheart 2?
Title: Re: Forum is dead?
Post by: vampirefrog on September 07, 2013, 08:16:27 PM
No, they will be compatible if we create and edit them with tess.
Title: Re: Forum is dead?
Post by: Apollo on September 07, 2013, 09:32:17 PM
Do the tesseract. I was playing with it this morning.

It's.. it's.. BEAUTIFUL. Where is the emoticon for tears of joy?

Also. Hi. I'm me and I'm not dead.
Title: Re: Forum is dead?
Post by: Suicizer on September 08, 2013, 09:51:30 PM
Quote from: Apollo on September 07, 2013, 09:32:17 PM
Do the tesseract. I was playing with it this morning.

It's.. it's.. BEAUTIFUL. Where is the emoticon for tears of joy?

Also. Hi. I'm me and I'm not dead.

Very nice but what has tesseract to do with forum/clan activity?
Title: Re: Forum is dead?
Post by: Apollo on September 09, 2013, 01:31:15 AM
Oh, well gee, I don't know. Maybe read the thread.
Title: Re: Forum is dead?
Post by: Suicizer on September 09, 2013, 07:40:07 AM
Quote from: Apollo on September 09, 2013, 01:31:15 AM
Oh, well gee, I don't know. Maybe read the thread.

Rather read the title and answer it once more.
Title: Re: Forum is dead?
Post by: Leo on September 09, 2013, 11:41:50 AM
The thread has progressed from clan activity to Sauerbraten community activity. Thread title is wrong. And I guess in a sense Tesseract will cause a few old players to come back and play again. Just thinking bout it has made me play sauer a few nights in a row lately.
Title: Re: Forum is dead?
Post by: unixfreak on September 09, 2013, 05:31:54 PM
Quote from: Leo on September 09, 2013, 11:41:50 AM
The thread has progressed from clan activity to Sauerbraten community activity. Thread title is wrong. And I guess in a sense Tesseract will cause a few old players to come back and play again. Just thinking bout it has made me play sauer a few nights in a row lately.

Maybe something to do, add some tutorials or guides for editing. Simplify it down with screenshots etc, will apply to tesseract too, as it has new stuff. That could boost forum activity, even if it's just discussion.

Tbh, there isn't alot of detailed tutorials on even the most basic sauer/cube editing methods (that are easy to find). That might encourage some people who are browsing, to sign up or apply to join MH, and boost forum activity.

As for tesseract, I can't wait to finally try it when my new computer gets here.
Title: Re: Forum is dead?
Post by: Apollo on September 10, 2013, 03:02:31 AM
Quote from: Suicizer on September 09, 2013, 07:40:07 AM
Quote from: Apollo on September 09, 2013, 01:31:15 AM
Oh, well gee, I don't know. Maybe read the thread.

Rather read the title and answer it once more.

Oh christ, stop being so uptight.  I'm replying to the subject matter contained within the thread.
Show me the rule of the internet saying that the topic of a thread may not deviate from the title.

Title: Re: Forum is dead?
Post by: Suicizer on September 10, 2013, 06:19:11 PM
Quote from: Apollo on September 10, 2013, 03:02:31 AM
Quote from: Suicizer on September 09, 2013, 07:40:07 AM
Quote from: Apollo on September 09, 2013, 01:31:15 AM
Oh, well gee, I don't know. Maybe read the thread.

Rather read the title and answer it once more.

Oh christ, stop being so uptight.  I'm replying to the subject matter contained within the thread.
Show me the rule of the internet saying that the topic of a thread may not deviate from the title.

There is no rule as it's a matter of respect to preserve the subject.
Title: Re: Forum is dead?
Post by: Apollo on September 13, 2013, 05:23:14 AM
You are getting pretty far off topic. It is a matter of respect to preserve the subject. Do shut up now.
Title: Re: Forum is dead?
Post by: Suicizer on September 13, 2013, 11:53:02 AM
Quote from: Apollo on September 13, 2013, 05:23:14 AM
You are getting pretty far off topic. It is a matter of respect to preserve the subject. Do shut up now.

As I'm the creator of the topic, it would mean when we apply your statement that I'm disrespecting myself (which is pretty odd and unlogical.

As it seems incredibly hard for you to focus on just 1 question, I'll ask it personally to you (you may feel flattered right now);

Why is the forum dead?
Title: Re: Forum is dead?
Post by: MasterTechCC on September 13, 2013, 03:14:21 PM
The forum is dead because we are still mostly talking about sauer which is dead. Maybe if we focused more on Tesseract and finding ways to promote the game we could get people back on here (?)

Sent from my T-Mobile Samsung Galaxy SII
Title: Re: Forum is dead?
Post by: MasterTechCC on September 13, 2013, 03:19:37 PM
You know the forum may be dying but there's still a decent amount of people playing everyday. After tracking total sauer downloads for some time, one thing that I don't get is if there are so many people still downloading the game every day, where are they now? Assume you were brand new to cube engine: would you stay based on how its looking now? Bland, out of date, and a small community isn't very appealing

Sent from my T-Mobile Samsung Galaxy SII
Title: Re: Forum is dead?
Post by: vampirefrog on September 13, 2013, 03:26:53 PM
I love drama :robotnikfly: :knuckles: :cucky: :flicky: :pecky: :pocky: :rocky: :ricky:
Title: Re: Forum is dead?
Post by: Suicizer on September 13, 2013, 05:09:22 PM
Quote from: MasterTechCC on September 13, 2013, 03:14:21 PM
The forum is dead because we are still mostly talking about sauer which is dead. Maybe if we focused more on Tesseract and finding ways to promote the game we could get people back on here (?)

Sent from my T-Mobile Samsung Galaxy SII

I don't think it's that related to each orher.
Obviously, saying something is dead kills the particular subject. I won't say it's dead unless eihrul states so or there won't be any more revisions over a period of time (which still occur). Also, who says the Sauerbraten project can't be adopted?
Title: Re: Forum is dead?
Post by: MasterTechCC on September 13, 2013, 06:17:27 PM
Quote from: Suicizer on September 13, 2013, 05:09:22 PM
Quote from: MasterTechCC on September 13, 2013, 03:14:21 PM
The forum is dead because we are still mostly talking about sauer which is dead. Maybe if we focused more on Tesseract and finding ways to promote the game we could get people back on here (?)

Sent from my T-Mobile Samsung Galaxy SII

I don't think it's that related to each orher.
Obviously, saying something is dead kills the particular subject. I won't say it's dead unless eihrul states so or there won't be any more revisions over a period of time (which still occur). Also, who says the Sauerbraten project can't be adopted?

More like "Endangered"... True, but who would be willing enough (with experience and time) to take the sauer project into they're own hands? I can't think of anyone right away, although if I knew how to code I would gladly do it. My schedule is more liberal now that I'm in college, I have more time in the afternoons. Today I only had a 50 min class for the whole day then I'm home :P

This doesn't have much to do with it but I have been getting back into the game more and I'm thinking about starting my old clan back up again. I work on the clan map almost everyday now and I'm looking for a good group of people to help me get started. We were one of best groups at the time and I really miss those days where everyone could just edit in peace without some noob messing with us every 5 minutes. I know it's hard to find legit editors that regularly play the game but I know there are some out there :kirby:
Title: Re: Forum is dead?
Post by: Leo on September 16, 2013, 12:44:27 PM
Has anyone tried Cube 2 Metalheart? It uses the tesseract engine so might be worth looking into, also a howto in getting tesseract running would be nice  :P
Title: Re: Forum is dead?
Post by: Suicizer on September 16, 2013, 03:47:09 PM
Quote from: Leo on September 16, 2013, 12:44:27 PM
Has anyone tried Cube 2 Metalheart? It uses the tesseract engine so might be worth looking into, also a howto in getting tesseract running would be nice  :P

Yep and it's a seriously lame and license breaking one in the time I looked at it.
Title: Re: Forum is dead?
Post by: unixfreak on September 16, 2013, 10:22:45 PM
Quote from: Leo on September 16, 2013, 12:44:27 PM
Has anyone tried Cube 2 Metalheart? It uses the tesseract engine so might be worth looking into, also a howto in getting tesseract running would be nice  :P

Tesseract requires SDL2 libraries:
http://libsdl.org/download-2.0.php

I think you have to build it too, unless eihrul is making prebuilt windows binaries.
Title: Re: Forum is dead?
Post by: Apollo on September 18, 2013, 06:22:14 AM
You do have to build it.
Title: Re: Forum is dead?
Post by: vampirefrog on September 22, 2013, 04:52:23 PM
There you go guys http://mappinghell.net/tesseract/
Title: Re: Forum is dead?
Post by: Leo on September 22, 2013, 04:54:47 PM
Thanks dude. Downloading now, will test in the morrow
Title: Re: Forum is dead?
Post by: Leo on September 23, 2013, 06:09:23 AM
Okay so I finished downloading etc, first I tried on my Mint Linux (64bit) install, terminal returned the error saying "error while loading shared libraries: libSDL2-2.0.so.0" and windows says that it failed to setup shaders. This a GPU problem? I'll probs try to compile it on linux myself, but no idea what to do for Windows
Title: Re: Forum is dead?
Post by: vampirefrog on September 23, 2013, 10:45:16 AM
You need to install SDL2, get it from http://www.libsdl.org/tmp/download-2.0.php
When starting the windows version, use the bat file instead of the exe.
What video card are you using?
Title: Re: Tesseract thread
Post by: vampirefrog on September 23, 2013, 10:47:16 AM
Also, try to post a screenshot or a log dump.
Title: Re: Tesseract thread
Post by: Leo on September 23, 2013, 11:03:59 AM
I am running the bat file, I've even tried running the exe itself, same issue.

Now when you say install SDL2, I'm assuming for Linux cause they are already present in the tesseract bin folder. The problem with SDL in linux is that there isn't a downloadable link of the website and I've tried a number of sudo apt-get install (insert SDL name here) commands already and they can't find the package. Google didn't help. Ill post a screenie of the log from Linux in a minute, I'm on Windows atm.

And my graphics card is: ATI Radeon HD 5700 Series from 2009 :P
Title: Re: Tesseract thread
Post by: Leo on September 23, 2013, 11:08:53 AM
Theres the screenshot
Title: Re: Tesseract thread
Post by: vampirefrog on September 23, 2013, 11:20:18 AM
http://www.libsdl.org/tmp/release/SDL2-2.0.0.tar.gz

unpack this tarball, go to the resulting directory and type ./configure && make && sudo make install

You might want to install some dependencies like libjpeg-dev and libsmpeg-dev (there are more, see the configure output)
Title: Re: Tesseract thread
Post by: vampirefrog on September 23, 2013, 11:20:54 AM
And I meant a screenshot from Windows.
Title: Re: Tesseract thread
Post by: Leo on September 23, 2013, 12:07:08 PM
Well my linux install decided to screw itself. So I'm no further on that account and when it comes to windows there really isn't much to screenshot. Just fatal error with the text failed to setup shaders. Are there logs?

By this point I'm getting a headache heh so ill leave it till I reinstall linux. And I don't think my graphics card will be able to run tesseract well. Thanks for the help anyway :D
Title: Re: Tesseract thread
Post by: vampirefrog on September 23, 2013, 12:53:11 PM
Leo, please find the logs in My Documents/My Games/tesseract and paste or attach them here.
Title: Re: Tesseract thread
Post by: Leo on September 23, 2013, 12:57:10 PM
init: sdl
init: net
init: game
init: video
init: gl
Renderer: ATI Radeon HD 5700 Series (ATI Technologies Inc.)
Driver: 3.1.9017
GLSL: 1.40
GLSL ERROR (FS:<init>null)
Fragment shader failed to compile with the following errors:
ERROR: 5:1: error(#239) Declaration must include a precision qualifier or the default precision must have been previously declared
ERROR: 5:3: error(#239) Declaration must include a precision qualifier or the default precision must have been previously declared
ERROR: error(#273) 2 compilation errors.  No code generated

1: #version 140
1: #define varying in
1: #define fragdata(loc, name, type) out type name;
1: #define texture1D(sampler, coords) texture(sampler, coords)
2: #define texture2D(sampler, coords) texture(sampler, coords)
3: #define texture2DOffset(sampler, coords, offset) textureOffset(sampler, coords, offset)
4: #define texture2DProj(sampler, coords) texture(sampler, coords)
5: #define shadow2D(sampler, coords) texture(sampler, coords)
6: #define shadow2DOffset(sampler, coords, offset) textureOffset(sampler, coords, offset)
7: #define texture3D(sampler, coords) texture(sampler, coords)
8: #define textureCube(sampler, coords) texture(sampler, coords)
1: #define texture2DRect(sampler, coords) texture(sampler, coords)
2: #define texture2DRectOffset(sampler, coords, offset) textureOffset(sampler, coords, offset)
3: #define texture2DRectProj(sampler, coords) textureProj(sampler, coords)
4: #define shadow2DRect(sampler, coords) texture(sampler, coords)
5: #define shadow2DRectOffset(sampler, coords, offset) textureOffset(sampler, coords, offset)
1: fragdata(0, fragcolor, vec4)
2: void main(void) {
3:    fragcolor = vec4(1.0, 0.0, 1.0, 1.0);
4: }
GLSL ERROR (FS:<init>hud)
Fragment shader failed to compile with the following errors:
ERROR: 5:2: error(#239) Declaration must include a precision qualifier or the default precision must have been previously declared
ERROR: 5:3: error(#239) Declaration must include a precision qualifier or the default precision must have been previously declared
ERROR: 5:4: error(#239) Declaration must include a precision qualifier or the default precision must have been previously declared
ERROR: 5:6: error(#239) Declaration must include a precision qualifier or the default precision must have been previously declared
ERROR: error(#273) 4 compilation errors.  No code generated

1: #version 140
1: #define varying in
1: #define fragdata(loc, name, type) out type name;
1: #define texture1D(sampler, coords) texture(sampler, coords)
2: #define texture2D(sampler, coords) texture(sampler, coords)
3: #define texture2DOffset(sampler, coords, offset) textureOffset(sampler, coords, offset)
4: #define texture2DProj(sampler, coords) texture(sampler, coords)
5: #define shadow2D(sampler, coords) texture(sampler, coords)
6: #define shadow2DOffset(sampler, coords, offset) textureOffset(sampler, coords, offset)
7: #define texture3D(sampler, coords) texture(sampler, coords)
8: #define textureCube(sampler, coords) texture(sampler, coords)
1: #define texture2DRect(sampler, coords) texture(sampler, coords)
2: #define texture2DRectOffset(sampler, coords, offset) textureOffset(sampler, coords, offset)
3: #define texture2DRectProj(sampler, coords) textureProj(sampler, coords)
4: #define shadow2DRect(sampler, coords) texture(sampler, coords)
5: #define shadow2DRectOffset(sampler, coords, offset) textureOffset(sampler, coords, offset)
1: uniform sampler2D tex0;
2: varying vec2 texcoord0;
3: varying vec4 colorscale;
4: fragdata(0, fragcolor, vec4)
5: void main(void) {
6:     vec4 color = texture2D(tex0, texcoord0);
7:     #pragma CUBE2_swizzle color
8:     fragcolor = colorscale * color;
9: }
GLSL ERROR (FS:<init>hudtext)
Fragment shader failed to compile with the following errors:
ERROR: 5:2: error(#239) Declaration must include a precision qualifier or the default precision must have been previously declared
ERROR: 5:3: error(#239) Declaration must include a precision qualifier or the default precision must have been previously declared
ERROR: 5:4: error(#239) Declaration must include a precision qualifier or the default precision must have been previously declared
ERROR: 5:5: error(#239) Declaration must include a precision qualifier or the default precision must have been previously declared
ERROR: 5:7: error(#239) Declaration must include a precision qualifier or the default precision must have been previously declared
ERROR: 5:8: error(#239) Declaration must include a precision qualifier or the default precision must have been previously declared
ERROR: 5:9: error(#239) Declaration must include a precision qualifier or the default precision must have been previously declared
ERROR: 5:10: error(#239) Declaration must include a precision qualifier or the default precision must have been previously declared
ERROR: error(#273) 8 compilation errors.  No code generated

1: #version 140
1: #define varying in
1: #define fragdata(loc, name, type) out type name;
1: #define texture1D(sampler, coords) texture(sampler, coords)
2: #define texture2D(sampler, coords) texture(sampler, coords)
3: #define texture2DOffset(sampler, coords, offset) textureOffset(sampler, coords, offset)
4: #define texture2DProj(sampler, coords) texture(sampler, coords)
5: #define shadow2D(sampler, coords) texture(sampler, coords)
6: #define shadow2DOffset(sampler, coords, offset) textureOffset(sampler, coords, offset)
7: #define texture3D(sampler, coords) texture(sampler, coords)
8: #define textureCube(sampler, coords) texture(sampler, coords)
1: #define texture2DRect(sampler, coords) texture(sampler, coords)
2: #define texture2DRectOffset(sampler, coords, offset) textureOffset(sampler, coords, offset)
3: #define texture2DRectProj(sampler, coords) textureProj(sampler, coords)
4: #define shadow2DRect(sampler, coords) texture(sampler, coords)
5: #define shadow2DRectOffset(sampler, coords, offset) textureOffset(sampler, coords, offset)
1: uniform sampler2D tex0;
2: uniform vec4 textparams;
3: varying vec2 texcoord0;
4: varying vec4 colorscale;
5: fragdata(0, fragcolor, vec4)
6: void main(void) {
7:     float dist = texture2D(tex0, texcoord0).r;
8:     float border = smoothstep(textparams.x, textparams.y, dist);
9:     float outline = smoothstep(textparams.z, textparams.w, dist);
10:     fragcolor = vec4(colorscale.rgb * outline, colorscale.a * border);
11: }
GLSL ERROR (FS:<init>hudnotexture)
Fragment shader failed to compile with the following errors:
ERROR: 5:1: error(#239) Declaration must include a precision qualifier or the default precision must have been previously declared
ERROR: 5:2: error(#239) Declaration must include a precision qualifier or the default precision must have been previously declared
ERROR: error(#273) 2 compilation errors.  No code generated

1: #version 140
1: #define varying in
1: #define fragdata(loc, name, type) out type name;
1: #define texture1D(sampler, coords) texture(sampler, coords)
2: #define texture2D(sampler, coords) texture(sampler, coords)
3: #define texture2DOffset(sampler, coords, offset) textureOffset(sampler, coords, offset)
4: #define texture2DProj(sampler, coords) texture(sampler, coords)
5: #define shadow2D(sampler, coords) texture(sampler, coords)
6: #define shadow2DOffset(sampler, coords, offset) textureOffset(sampler, coords, offset)
7: #define texture3D(sampler, coords) texture(sampler, coords)
8: #define textureCube(sampler, coords) texture(sampler, coords)
1: #define texture2DRect(sampler, coords) texture(sampler, coords)
2: #define texture2DRectOffset(sampler, coords, offset) textureOffset(sampler, coords, offset)
3: #define texture2DRectProj(sampler, coords) textureProj(sampler, coords)
4: #define shadow2DRect(sampler, coords) texture(sampler, coords)
5: #define shadow2DRectOffset(sampler, coords, offset) textureOffset(sampler, coords, offset)
1: varying vec4 color;
2: fragdata(0, fragcolor, vec4)
3: void main(void) {
4:     fragcolor = color;
5: }
failed to setup shaders
Title: Re: Tesseract thread
Post by: vampirefrog on September 23, 2013, 01:41:09 PM
Are you using the latest ATI/AMD driver?
Title: Re: Tesseract thread
Post by: Leo on September 23, 2013, 01:42:49 PM
Nope
Title: Re: Tesseract thread
Post by: vampirefrog on September 23, 2013, 02:03:27 PM
well wait a bit before updating, eihrul is working on a fix.
Title: Re: Tesseract thread
Post by: Leo on September 23, 2013, 02:08:48 PM
Okay thanks dude
Title: Re: Tesseract thread
Post by: vampirefrog on September 23, 2013, 03:25:44 PM
Try re-downloading now and see if it works, eihrul made a fix. Then if it works, update your drivers anyway, might offer some speed improvement.
Title: Re: Tesseract thread
Post by: vampirefrog on September 23, 2013, 03:39:11 PM
Oh and windows only for now. We'll deal with the linux version later, it's a bit more complicated there.
Title: Re: Tesseract thread
Post by: Leo on September 23, 2013, 04:02:29 PM
Working like a charm and looking beautiful :D
Title: Re: Tesseract thread
Post by: vampirefrog on September 23, 2013, 05:17:43 PM
very nice! how many FPS are you getting on complex?
Title: Re: Re: Forum is dead?
Post by: Leo on September 24, 2013, 04:42:25 AM
110fps :D I even loaded up LeoSlide and it works well. Wonder how cmvalley will work. :P
Title: Re: Re: Forum is dead?
Post by: Leo on September 24, 2013, 04:49:00 AM
Although i  reckon a description for all the options might be nice.

But overall its excellant. With crouching and graphics It felt similiar to CSGO in a way.

All we need now is a resource package and work on the gui. Half of my f1 to f12 menus are blank.
But im guessing cause its still in development. Also I got a bit confused with skylight. But figured out it was sunlight in the end. Quite clever

Ps the models for rifle and rocket are missing
Title: Re: Re: Forum is dead?
Post by: vampirefrog on September 24, 2013, 01:23:05 PM
Quote from: Leo on September 24, 2013, 04:49:00 AM
work on the gui. Half of my f1 to f12 menus are blank.

Ps the models for rifle and rocket are missing

You might want to join irc.freenode.net #tesseract

RaZgRiZ is working on the GUI theme, and I think there is someone working on the weapons.

However, that should not interfere with our resource pack.
Title: Re: Forum is dead?
Post by: Suicizer on September 24, 2013, 08:05:45 PM
After checking out tesseract once more, I noticed some ddl-file is missing...
Title: Re: Forum is dead?
Post by: vampirefrog on September 24, 2013, 08:47:02 PM
ddl or dll? which one?
Title: Re: Forum is dead?
Post by: Suicizer on September 26, 2013, 12:15:11 AM
Quote from: vampirefrog on September 24, 2013, 08:47:02 PM
ddl or dll? which one?

SDL_mixer.dll seems missing...
Title: Re: Forum is dead?
Post by: vampirefrog on September 26, 2013, 02:10:05 AM
It's in the zip. Get the zip and unpack it again please.
Title: Re: Forum is dead?
Post by: unixfreak on September 26, 2013, 03:15:26 PM
Quote from: Leo on September 23, 2013, 06:09:23 AM
Okay so I finished downloading etc, first I tried on my Mint Linux (64bit) install, terminal returned the error saying "error while loading shared libraries: libSDL2-2.0.so.0" and windows says that it failed to setup shaders. This a GPU problem? I'll probs try to compile it on linux myself, but no idea what to do for Windows

I've been running Kubuntu (64bit) recently, and after asking in #tesseract on freenode about some error i was gettting, when manually ocmpiling the SDL2 libraries, q66 mentioned a ppa that has pre-built SDL2 libs:

Quote[21:56:30] <q66> unixfreak, just wipe out all traces of sdl2 and its supporting libs
[21:56:33] <q66> and use the snapshot ppa: https://launchpad.net/~zoogie/+archive/sdl2-snapshots
[21:56:49] <q66> you shouldn't have to rebuild tesseract again, unless it got statically linked

Try that ppa (should work exactly the same on Mint):

$ sudo add-apt-repository ppa:zoogie/sdl2-snapshots
$ sudo apt-get update


Then you should have these packages available:
Quote
libsdl2-dev - Simple DirectMedia Layer development files
libsdl2-dbg - Simple DirectMedia Layer debug files
libsdl2 - Simple DirectMedia Layer
libsdl2-mixer - Mixer library for Simple DirectMedia Layer 2.0
libsdl2-mixer-dev - Mixer library for Simple DirectMedia Layer 1.2, development files
libsdl2-image - Image loading library for Simple DirectMedia Layer 2.0
libsdl2-image-dev - development files for SDL 2.0 image loading library
libsdl2-net - Network library for Simple DirectMedia Layer 2.0
libsdl2-net-dev - Network library for Simple DirectMedia Layer 2.0
libsdl2-ttf - TrueType font library for Simple DirectMedia Layer 2.0
libsdl2-ttf-dev - development files for SDL ttf library (version 2.0)

Install the ones you need and make sure you do a `make clean' before `make' when rebuilding tesseract.
Title: Re: Forum is dead?
Post by: MasterTechCC on September 27, 2013, 03:08:42 AM
I was able to compile and test out Tesseract on windows the other day and It looks great! For some reason I cant get it to run complex above 75+ fps... maxfps = 1000, and I put it on the lowest graphics settings. I'm going to try a clean build this weekend. Also is the player model taller by 150%? I noticed it in one of the offices where 2.5 blocks @ grid power 3 (or 4?) = player's height.  :-/

I wish I could help with the gui because I had some ideas Raz could use but I'm just so busy....
Title: Re: Forum is dead?
Post by: Apollo on September 29, 2013, 04:08:26 PM
I'm able to get excellent frame-rates, however my whole screen gets quivery. It will kind of jitter around sometimes.
Title: Re: Forum is dead?
Post by: ArdTheSheep on September 30, 2013, 03:29:38 AM
QuoteRather read the title and answer it once more.

/me reads title

"Forum is dead?"

lets see....

uhm....

hmmmmm.....

you know i'll have to think about this for a while.  i'll be back in 5 minutes.

........ 5 minutes later


hm.... damn.. this is a pretty hard question...... uhm

uhm ....
hm.....

uhhhhhhhhhh

yes.  it's dead.


Yes thats from the first page, which is why I posted it.  Really there's no logic in this whole post you can just ignore it.

But, yes the forum is dead.  Maybe because, people look at the thread title, and instantly lose all fucks that they had to give.  This is why the forum is dead.

Also because there's nothing to read really, making the comment above invalid.