View Full Version : test my demo
DavinciZhe
10-28-2011, 10:12 AM
I have made a match3 demo by clanlib1.0. The download site is :
www.mediafire.com/file/iad2m6ja7wj69cd/GoHome.zip;
Could you test my demo?
I'm not in USA,and I can't download from www.mediafire.com , so please tell me if have a download problem.I no money to continue this game.This game is completed 70%.So somebody can tell me how to do? and the demo is good or bad?
Thanks in advance. My email: acqwea@hotmail.com
sphair
10-28-2011, 08:31 PM
Unfortunately, I couldnt get it to work. Seems the rendering didn't work and all I saw was a blue screen with a colored rectangle as the mouse pointer.
I use an AMD graphics card - could be an error with the drivers, or ClanLib itself. If you get the chance, port it to ClanLib 2.x, and you'll have a higher chance it works on more hardware...
But looking at the resources, the art looks very nice :)
DavinciZhe
10-29-2011, 05:08 AM
I also use AMD card,and I also meet the problem just you see.And I reset up my graphics card driver, sometime is not the last driver.Why clanlib get this problem.If I can use another way?Clanlib1.0 use OpenGL1.0?
Under windowsXP is work,window7 is just you see.Oh my god ,my work for 2 years is ....
port clanlib1.0 to 2.0 is a only way ,and this is possible?I very anxiety.
Please help me!!!
BTW,if you don't work ,also the firefox is same like my demo,do you use firefox7.0?
DavinciZhe
10-29-2011, 05:29 AM
Have another people test my demo?Please tell me if it work.
sphair
10-29-2011, 08:41 AM
If it works with older drivers, you might get lucky if they fix their drivers in the future.
Regarding porting to clanlib 2.0, it is possible, but how easy it is depends on how advanced stuff you use. If you mostly use CL_Sprite, the api is mostly the same. You find a short guide at http://clanlib.org/wiki/MainDocs:Porting_from_ClanLib_1.0_API but it is not complete with all changes.
Magnus Norddahl
10-29-2011, 09:12 AM
Mrfun also encountered this problem, I think. At least he was talking about the latest AMD driver breaking ClanLib 1 rendering and I think he also eventually found the cause of it.
Unfortunately I can't remember what triggered it.
sphair
10-29-2011, 10:12 AM
I found the thread on novashell forums:
Another update: Ok, I put up a new windows build that fixes it.
Background: Fixed by changing the gl texture coordinate array to floats instead of ints in Clanlib's (v1.x) gl display target.
I better not patch the real clanlib though because I broke the API slightly.. I could fix it without breaking the API by converting integer coords to floats when passed in but.. slightly inefficient .. hmm
If someone feel like fixing clanlib 1.0, at least we know the solution...
DavinciZhe
10-29-2011, 10:52 AM
I have saw the port to clanlib2.0 guide, it's a huge work, and I hope port my game to mac in the future.so...
But , I don't understand the solution:
"I could fix it without breaking the API by converting integer coords to floats when passed in but.. slightly inefficient .. hmm",
could you give me some code example? Must fix clanlib1.0 or change my code?My game have more than 20 thousnd line,port to 2.0 will kill me, and I have no time ,no money, I have bet all of mine on this game.So ,sphair you will be my
god ,please help me!!
Just like this?
CL_DisplayWindow window;
//CL_DisplayMode xxx;
window = CL_DisplayWindow("Dog Go Home", 800, 600,true);
change to:
window = CL_DisplayWindow("Dog Go Home", 800.0f, 600.0f,true);
I will try it,and report later.
DavinciZhe
10-29-2011, 11:27 AM
It's not work,when I use the last graphic driver blue screen.
CL_DisplayWindow window;
window = CL_DisplayWindow("Dog Go Home", 800, 600,true);
change to:
window = CL_DisplayWindow("Dog Go Home", 800.0f, 600.0f,true);
Could you tell me how to do and the thread site?Oh my god , I pray,god bless!
Hey DavinciZhe, (I'm mrfun/SethR in irc..) I'll post a svn patch of what I did so you can get it going... I can't right now but hopefully soon... :sweatdrop:
Here is the patch that fixes it. (Use apply patch with tortoisesvn from the ClanLib-1.0 directory)
However, it modifies the parms of the draw_triangles() in API/Display/display.h .. if ATI doesn't fix this bug (?) I guess the thing to do would be to leave them alone and just add these at the bottom of the API, and fix the originals to do slow in place conversions so linux people won't have problems running older CL software or compiling older code. (if they've used those functions..)
627
DavinciZhe
10-30-2011, 02:25 AM
Oh, thank you very much, you save me, one day my game published, I will Donations .
DavinciZhe
10-30-2011, 02:49 AM
I am foolish ,how to apply patch? Modify the source code of clanlib1.0 and recompilation them? Have a modified version on the tortoisesvn? I think port to 2.0. I wil died.
DavinciZhe
10-31-2011, 04:06 AM
I connect to svn://esoteric.clanlib.org/ClanLib/Development/ClanLib-1.0 but need a password, please tell me how to do ?
Using tortoisesvn? Try just clicking OK (with no password) - it should let you in anyway.
sphair
10-31-2011, 10:22 AM
To apply a patch with tortoisesvn, the first hit on google for "apply patch with tortoisesvn":
http://tortoisesvn.net/docs/release/TortoiseSVN_en/tsvn-dug-patch.html
See section Applying a Patch File
DavinciZhe
11-02-2011, 04:51 AM
Oh my god !I can't do this. Some Dependency Libraries can't compile success! I download have compiled Dependency Libraries from clanlib.org also fail,it like for clanlib2.3 . I port to clanlob2.3, I afraid fail too. clanlib2.3 what time support Mac? Now iPad is a big business.
Seth , could you give a link to download Some Dependency for clanlib1.0?
DavinciZhe
11-02-2011, 11:30 AM
Port to clanlib2.3 is impossible. I setup all, found clanlib2.3 no CL_Surface, my project use many many CL_Surface,and guide Porting from ClanLib 1.0 even not say that.
Please help me , give me a link to download clanlib1.0 External Dependency Libraries.How to compile clanlib1.0 and apply the patch now .my work from
clanlib0.8 almost 4 years. I submit the demo to game port,the people say my demo is broken.Please save me .
The dependencies that CL 1.X needs are all (?) included with the CL 2.X dependencies .. I mean, zlib is zlib, right? I think they use the same filenames and such.
You need to learn to Compile CL 1.X, after that is working ok, then try to apply the patch to its sources.
rebecca.palmer
11-02-2011, 03:11 PM
clanlib2.3 what time support Mac?
See here (http://www.rtsoft.com/forums/showthread.php?3362-ClanLib-2-OS-X-Snow-Leopard-%28Macintosh%29).
Now iPad is a big business.
iPads run iOS, not MacOS, which ClanLib has never supported. (Proton (http://www.rtsoft.com/wiki/doku.php?id=proton), though by the same developer, is a completely different API.)
sphair
11-02-2011, 04:38 PM
See here (http://www.rtsoft.com/forums/showthread.php?3362-ClanLib-2-OS-X-Snow-Leopard-%28Macintosh%29).
iPads run iOS, not MacOS, which ClanLib has never supported. (Proton (http://www.rtsoft.com/wiki/doku.php?id=proton), though by the same developer, is a completely different API.)
Actually, see http://esoteric.clanlib.org/~mbn/temp/iDungBeetles.png :)
sphair
11-02-2011, 09:52 PM
I have compiled ClanLib 1.0 with this patch applied for you.
You can download the VS 2010 precompiled libraries and headers from http://clanlib.org/download/binaries-win32-vc100/ClanLib-VC10Precompiled-static-mt-Win32-1.0.0-radeonfix.zip
Note, I have not tested this at all - I have only compiled ClanLib, not any ClanLib 1.0 games to check if it works.
Good luck :)
DavinciZhe
11-03-2011, 03:26 PM
thanks especially sphair and seth.
If have next game,I think i will take proton or unity.
About clanlib1.0 and clanlib2.0 use same lib,really? When I use the lib from the site for clanlib2.0, the libpng method have changed,I mean that the version of lib have changed.And some lib not success complie.I have success complie four years ago.
Whatever I will try until success,because it's my work for four years.Hope get help from you!Thanks ,everyone.God bless!
rombust
11-03-2011, 07:15 PM
Clanlib1.0 and Clanlib2.x share the same dependencies libraries
ClanLib 2.x is a lot different than ClanLib 1.0
ClanLib should in theory be easy to port to MacOS or IOS or Android etc. We just don't have any developers that have them platforms.
We could use the ClanLib donations to buy a developer kit. But that would mean commitment from the developer.
Maybe if someone denoted lots of money, an active (and approved) developer might work on it for a set period of time. (Not me though :) )
http://clanlib.org/wiki/Donations <-- to denote lots of money
Until then I suggest proton, because it is tuned for mobile phones. ClanLib is designed for heavy duty applications, and i'm not sure how well it would scale.
Magnus Norddahl
11-04-2011, 11:32 AM
Actually Proton was made by Seth, while ClanLib was originally started by me. But yes, if you have a need to run the game on mobile devices using Proton is not a bad idea. :)
Magnus Norddahl
11-04-2011, 11:43 AM
About that iDungBeetles screenshot, that is indeed ClanLib 2 running on the iPad emulator. And I also managed to get it to run on the real device too. However I never completely completed the work mostly due to a lack of a personal need. So using Proton is still the better option for those platforms, unless you are up for the task to complete the work.
Animehunter also managed to get the code to run on OS X after a bit of tweaking (those platforms are fairly similar), but once again its not finished enough to make the support official.
DavinciZhe
11-09-2011, 01:30 AM
sphair,it's work,you build lib for clanlib1.0 is work. Thanks very much. But, I think must port to 2.3.Because I found that when my game fullscreen run on some machines have varios problem,clanlib2.3 in fullscreen is good.
BTW, the FPS(frame per second) is odd on some machine. I will upload some code I use.
rombust
11-09-2011, 08:47 AM
The OpenGL 3.0 (clanGL) performance in ClanLib 2.3.3 is not as good as it can be on some graphic cards. This issue will be fixed for ClanLib 2.3.4
(The fix can be found in ClanLib 2.3 SVN)
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