SharpFlame Warzone Map Editor

Discuss the future of Warzone 2100 with us.

Re: SharpFlame Warzone Map Editor

Postby Rman Virgil » 23 Feb 2014, 22:59

.

Was looking at this vis-a-vis the agl BadPixelFormat .... but I'm way outta my depth: :augh:

http://www.mesa3d.org/brianp/sig97/agl.txt

cowboy wrote:Doesn't work on OSX yet ...

Has some "BadPixelFormat" error.


Tested on OSX 10.8.5

Code: Select all
OpenTK.Platform.MacOS.MacOSException: AGL Error from function aglCreateContext: BadPixelFormat  invalid pixel format
  at OpenTK.Platform.MacOS.AglContext.MyAGLReportError (System.String function) [0x00000] in <filename unknown>:0
  at OpenTK.Platform.MacOS.AglContext.CreateContext (OpenTK.Graphics.GraphicsMode mode, OpenTK.Platform.MacOS.CarbonWindowInfo carbonWindow, IntPtr shareContextRef, Boolean fullscreen) [0x00000] in <filename unknown>:0
  at OpenTK.Platform.MacOS.AglContext..ctor (OpenTK.Graphics.GraphicsMode mode, IWindowInfo window, IGraphicsContext shareContext) [0x00000] in <filename unknown>:0
  at OpenTK.Platform.MacOS.MacOSFactory.CreateGLContext (OpenTK.Graphics.GraphicsMode mode, IWindowInfo window, IGraphicsContext shareContext, Boolean directRendering, Int32 major, Int32 minor, GraphicsContextFlags flags) [0x00000] in <filename unknown>:0
  at OpenTK.Graphics.GraphicsContext..ctor (OpenTK.Graphics.GraphicsMode mode, IWindowInfo window, Int32 major, Int32 minor, GraphicsContextFlags flags) [0x00000] in <filename unknown>:0
  at OpenTK.CarbonGLControl.CreateContext (Int32 major, Int32 minor, GraphicsContextFlags flags) [0x00000] in <filename unknown>:0
  at OpenTK.GLControl.OnHandleCreated (System.EventArgs e) [0x00000] in <filename unknown>:0
  at System.Windows.Forms.Control.WmCreate (System.Windows.Forms.Message& m) [0x00000] in <filename unknown>:0
  at System.Windows.Forms.Control.WndProc (System.Windows.Forms.Message& m) [0x00000] in <filename unknown>:0
  at System.Windows.Forms.ScrollableControl.WndProc (System.Windows.Forms.Message& m) [0x00000] in <filename unknown>:0
  at System.Windows.Forms.ContainerControl.WndProc (System.Windows.Forms.Message& m) [0x00000] in <filename unknown>:0
  at System.Windows.Forms.UserControl.WndProc (System.Windows.Forms.Message& m) [0x00000] in <filename unknown>:0
  at System.Windows.Forms.Control+ControlWindowTarget.OnMessage (System.Windows.Forms.Message& m) [0x00000] in <filename unknown>:0
  at System.Windows.Forms.Control+ControlNativeWindow.WndProc (System.Windows.Forms.Message& m) [0x00000] in <filename unknown>:0
  at System.Windows.Forms.NativeWindow.WndProc (IntPtr hWnd, Msg msg, IntPtr wParam, IntPtr lParam) [0x00000] in <filename unknown>:0



Latest OSX Mono build:

Code: Select all
Mono JIT compiler version 3.2.6 ((no/9b58377 Thu Jan 16 17:49:56 EST 2014)
Copyright (C) 2002-2012 Novell, Inc, Xamarin Inc and Contributors. www.mono-project.com
   TLS:           normal
   SIGSEGV:       altstack
   Notification:  kqueue
   Architecture:  x86
   Disabled:      none
   Misc:          softdebug
   LLVM:          yes(3.3svn-mono-(no/8bdedb5)
   GC:            sgen

.
User avatar
Rman Virgil
Professional
Professional
 
Posts: 3812
Joined: 25 Sep 2006, 01:06
Location: USA

Re: SharpFlame Warzone Map Editor

Postby cowboy » 03 Mar 2014, 02:03


Wooo weee!!
Native UIs for Mac, Linux, and Windows coming soon. :P OpenGL code now works on all 3 platforms.


MAC OS X
Image

LINUX
Image

WINDOWZ
Image


Still a ways off before we have a release but this is a significant milestone running Native UIs on all 3 major platforms, Mac, Linux and Windows all running on beautiful C# / Mono no less! =)

--The Sharp Flame Authors [fastdeath & cowboy] :)
cowboy
Rookie
Rookie
 
Posts: 29
Joined: 14 Jun 2010, 01:42

Re: SharpFlame Warzone Map Editor

Postby Per » 03 Mar 2014, 02:09

This is really awesome!
Per
Warzone 2100 Team Member
Warzone 2100 Team Member
 
Posts: 3549
Joined: 03 Aug 2006, 19:39

Re: SharpFlame Warzone Map Editor

Postby Rman Virgil » 03 Mar 2014, 09:32

.

Would it be correct to infer from the textures loading in the Mac UI that you resolved the bad pixel format issue on the platform ? :hmm:
.
.

Impact = C x (R + E + A + T + E)

Contrast
Reach
Exposure
Articulation
Trust
Echo
.
User avatar
Rman Virgil
Professional
Professional
 
Posts: 3812
Joined: 25 Sep 2006, 01:06
Location: USA

Re: SharpFlame Warzone Map Editor

Postby cowboy » 03 Mar 2014, 11:23

Hey Rman,

Absolutely! OpenGL textures loading on all 3 platforms demonstrates that the entire graphics pipeline is firing on all cylinders sharing the same GL drawing code base. There are no more roadblocks on getting things running. =)

We decided to move the UI toward a more native looking UI on each platform. Just need a bit more time to complete this process. =)

Hope all is well Rman!

-cowboy
cowboy
Rookie
Rookie
 
Posts: 29
Joined: 14 Jun 2010, 01:42

Re: SharpFlame Warzone Map Editor

Postby Rman Virgil » 03 Mar 2014, 13:02

.

That's great news, cowboy. :D Congrats to both you and fastdeath. :3 Within our Mac base I'm sure there are many folks itching to try out their creative mapping ideas. The other platforms are also looking to FlaME's continued dev. in some key areas. FlaME is, afterall, THE tool for creative expression in WZ that most can learn with a feasible learning curve.

Doing ok, thanks for asking. :) WZ wise, trying to bring to term a project I started 6 months ago that's undergone quite a bit of ambitious evolution from inception and which has also entailed me logging hundreds of hours with FlaME, pushing the envelope of what can be done. Final phase GP tweeking, testing and balancing is proving bearish but I'm just patiently working through it.

Who woulda thought back in 1999 we'd still be around and engaged in 2014. That's almost a generation. Amazing, really. :hmm:

- Cheers, Rman. 8)
.
User avatar
Rman Virgil
Professional
Professional
 
Posts: 3812
Joined: 25 Sep 2006, 01:06
Location: USA

Re: SharpFlame Warzone Map Editor

Postby bendib » 06 Mar 2014, 04:02

Holy crap, I just saw the specs for that Win7 PC in the above screenshot. 64GB of RAM? I have machines in service that don't have HARD DISKS that big! :^3
Image
User avatar
bendib
Regular
Regular
 
Posts: 1006
Joined: 29 Aug 2010, 05:22
Location: Imeuta

Re: SharpFlame Warzone Map Editor

Postby AWarZoner » 06 Jun 2014, 10:28

bendib wrote:Holy crap, I just saw the specs for that Win7 PC in the above screenshot. 64GB of RAM? I have machines in service that don't have HARD DISKS that big! :^3

I have a old HP Laptop with 125 MB RAM and a 33 GB hard disc STILL running LINUX!
AWarZoner
Trained
Trained
 
Posts: 129
Joined: 21 May 2013, 17:03

Re: SharpFlame Warzone Map Editor

Postby nulldev » 07 Dec 2014, 03:39

Is this dead? Or just slow? Not being hostile, just saying...

An inactive project that has not been updated for 6 months is what I consider dead :(
nulldev
Greenhorn
 
Posts: 8
Joined: 07 Nov 2014, 04:06

Re: SharpFlame Warzone Map Editor

Postby cowboy » 19 Feb 2015, 00:37

@nulldev, yes, it's still being actively developed.

I'm in the process of a huge refactoring of the code base. Also converting all the UI to native look and feel on Linux, Mac and Windows.

You can check the commit action here:

https://github.com/bchavez/SharpFlame/commits/eto

:ninja:
cowboy
Rookie
Rookie
 
Posts: 29
Joined: 14 Jun 2010, 01:42

Re: SharpFlame Warzone Map Editor

Postby Olrox » 27 Feb 2015, 15:03

Did I read C#?
Oh wait, what forum is this? :hmm:

Ok, jokes aside, I've learned C# as part of my programming knowledge over the course of the last 4 months or something like that. Maybe I can help with this in my spare time since it looks like it'll further the purpose of improving my development skills - and as a bonus, I'll maybe get to collaborate with the WZ2100 project, which I still hold so dear.

Things have been pretty hectic for me in the last days since I'm working, going through university, and giving high school math lectures as charity, but on the next few weeks I'll probably have some more free time than I usually do. I'll get started by downloading the source and studying it to achieve a decent comprehension of the structures.

Ye olde regards,
~Olrox
User avatar
Olrox
Art contributor
 
Posts: 1999
Joined: 03 Jul 2007, 19:10

Re: SharpFlame Warzone Map Editor

Postby hay207 » 18 Sep 2015, 16:48

how to download the linux installer? , getting an http response error.. :(
http://teamcity.codebetter.com/guestAut ... .Linux.zip
hay207
New user
 
Posts: 1
Joined: 18 Sep 2015, 16:41

Re: SharpFlame Warzone Map Editor

Postby Frogmorton » 10 Dec 2015, 09:18

I grabbed the source and have the windows gui running (VS2015 community edition).
File/New Map does not do anything, is this supposed to be working yet?
Frogmorton
Trained
Trained
 
Posts: 47
Joined: 11 Jan 2011, 01:27

Re: SharpFlame Warzone Map Editor

Postby vexed » 11 Dec 2015, 03:30

It isn't done, and is being worked on when they got time...
The only fully functioning editor right now is still Flame.
/facepalm ...Grinch stole Warzone🙈🙉🙊 contra principia negantem non est disputandum
Super busy, don't expect a timely reply back.
User avatar
vexed
Inactive
Inactive
 
Posts: 2385
Joined: 27 Jul 2010, 02:07

Re: SharpFlame Warzone Map Editor

Postby cowboy » 18 Dec 2015, 04:55

Hey there,

The old link to TeamCity CI is a bit out dated. I'm using AppVeyor now for all CI builds; its 1000x better.

Re: File/New Map

New Map menu item isn't wired up yet. There's still some initialization for new maps that needs to occur before that happens. The old code was using some gnarly Linked List structures that had to be removed to simplify the overall architecture. There was way too much coupling between map data structures.

Currently, the only work flow that is supported is File / Open Map, then modify map, and compile. The result of the compiled map should be runnable inside warzone 3.1x. TinyWar.wz included in the Data/Maps directory is the map I've been testing against.

You can always find the latest builds here:
https://ci.appveyor.com/project/bchavez ... /artifacts
cowboy
Rookie
Rookie
 
Posts: 29
Joined: 14 Jun 2010, 01:42

PreviousNext

Return to Development