return to castle wolfenstein port

2010-08-15 Thread Jolan Luff
Here's a quick and dirty port of return to castle wolfenstein which
was just open sourced a few days ago.  It's i386 only right now due
to the codebase.

There's a few problems that I've noticed so far:

- the game uses oss for sound but it doesn't work for some reason.
  seems to be related to either DSP_CAP_TRIGGER or DSP_CAP_MMAP.
- performance is spotty.  it's either 4 or 40 fps on an atom 1.66ghz +
  intel 945. this game was released in late 2001 and the minimum
  requirements were 400mhz cpu + 16mb vram so i'd think it should be
  quite speedy on modernish budget hardware.
- the game crashes when you die.  it's probably something silly with
  dlopen()/dlclose() but i haven't looked at it yet.

Let me know if you notice anything else.


rtcw.tar.gz
Description: Binary data


Re: return to castle wolfenstein port

2010-08-15 Thread Sebastian Reitenbach

Jolan Luff wrote:

Here's a quick and dirty port of return to castle wolfenstein which
was just open sourced a few days ago.  It's i386 only right now due
to the codebase.

There's a few problems that I've noticed so far:

- the game uses oss for sound but it doesn't work for some reason.
  seems to be related to either DSP_CAP_TRIGGER or DSP_CAP_MMAP.
- performance is spotty.  it's either 4 or 40 fps on an atom 1.66ghz +
  intel 945. this game was released in late 2001 and the minimum
  requirements were 400mhz cpu + 16mb vram so i'd think it should be
  quite speedy on modernish budget hardware.
- the game crashes when you die.  it's probably something silly with
  dlopen()/dlclose() but i haven't looked at it yet.

Let me know if you notice anything else.
  

While compiling the port, I recognized there was sth. dumping core:

release-x86-OpenBSD-/game/game/g_combat.c:1: warning: -malign-loops is 
obsolete, use -falign-loops
release-x86-OpenBSD-/game/game/g_combat.c:1: warning: -malign-jumps is 
obsolete, use -falign-jumps
release-x86-OpenBSD-/game/game/g_combat.c:1: warning: -malign-functions 
is obsolete, use -falign-functions

[perl] build_funcs()
Building functions table
in /home/ports/pobj/rtcw-1.31/RTCW-SP-GPL/src/game
Abort trap (core dumped)

gdb -c game/extractfuncs.core unix/extractfuncs
GNU gdb 6.3
Copyright 2004 Free Software Foundation, Inc.
GDB is free software, covered by the GNU General Public License, and you are
welcome to change it and/or distribute copies of it under certain 
conditions.

Type show copying to see the conditions.
There is absolutely no warranty for GDB.  Type show warranty for details.
This GDB was configured as i386-unknown-openbsd4.8...
Core was generated by `extractfuncs'.
Program terminated with signal 6, Aborted.
Reading symbols from /usr/lib/libc.so.56.0...done.
Loaded symbols for /usr/lib/libc.so.56.0
Reading symbols from /usr/libexec/ld.so...done.
Loaded symbols for /usr/libexec/ld.so
#0  0x02bc6f4d in kill () from /usr/lib/libc.so.56.0
(gdb) bt
#0  0x02bc6f4d in kill () from /usr/lib/libc.so.56.0
#1  0x02c293e3 in __stack_smash_handler (func=0x3ce0 
DumpReplaceFunctions, damaged=-809731879)

   at /usr/src/lib/libc/sys/stack_protector.c:89
#2  0x1c0014e7 in DumpReplaceFunctions ()
   at 
/home/ports/pobj/rtcw-1.31/RTCW-SP-GPL/src/extractfuncs/out/src/extractfuncs/extractfuncs.c:289

#3  0x672f656d in ?? ()
#4  0x6e75665f in ?? ()
#5  0x65645f63 in ?? ()
#6  0x682e7363 in ?? ()
#7  0x1c000d00 in __register_frame_info ()
Previous frame inner to this frame (corrupt stack?)


it also doesn't seem to pick up CFLAGS and the like from mk.conf, 
therefore the backtrace is probably not much useful.


Sebastian



Re: return to castle wolfenstein port

2010-08-15 Thread Jacob Meuser
On Sun, Aug 15, 2010 at 12:41:40AM -0700, Jolan Luff wrote:
 Here's a quick and dirty port of return to castle wolfenstein which
 was just open sourced a few days ago.  It's i386 only right now due
 to the codebase.
 
 There's a few problems that I've noticed so far:
 
 - the game uses oss for sound but it doesn't work for some reason.
   seems to be related to either DSP_CAP_TRIGGER or DSP_CAP_MMAP.
 - performance is spotty.  it's either 4 or 40 fps on an atom 1.66ghz +
   intel 945.

some common audio drivers like azalia and uaudio don't support mmap().
trigger should be ok if used correctly.

-- 
jake...@sdf.lonestar.org
SDF Public Access UNIX System - http://sdf.lonestar.org



Re: return to castle wolfenstein port

2010-08-15 Thread Sebastian Reitenbach

Jolan Luff wrote:

Here's a quick and dirty port of return to castle wolfenstein which
was just open sourced a few days ago.  It's i386 only right now due
to the codebase.

There's a few problems that I've noticed so far:

- the game uses oss for sound but it doesn't work for some reason.
  seems to be related to either DSP_CAP_TRIGGER or DSP_CAP_MMAP.
- performance is spotty.  it's either 4 or 40 fps on an atom 1.66ghz +
  intel 945. this game was released in late 2001 and the minimum
  requirements were 400mhz cpu + 16mb vram so i'd think it should be
  quite speedy on modernish budget hardware.
- the game crashes when you die.  it's probably something silly with
  dlopen()/dlclose() but i haven't looked at it yet.

Let me know if you notice anything else.
  
It crashes on startup, it shortly switches to the 640x480 resolution, 
screen goes blank, I see the mouse arrow, then it crashes. Its on my 
libretto u100. Intel graphics card.


Let me know if you need more information.

Sebastian
Wolf 1.41 OpenBSD-i386 Aug 15 2010
- FS_Startup -
Current search path:
/home/sebastia/.wolf/main
/usr/local/rtcw/main/sp_pak4.pk3 (21 files)
/usr/local/rtcw/main/sp_pak3.pk3 (14 files)
/usr/local/rtcw/main/sp_pak2.pk3 (232 files)
/usr/local/rtcw/main/sp_pak1.pk3 (1342 files)
/usr/local/rtcw/main/pak0.pk3 (4775 files)
/usr/local/rtcw/main

--
6384 files in pk3 files
execing default.cfg
couldn't exec language.cfg
execing wolfconfig.cfg
execing autoexec.cfg
Hunk_Clear: reset the hunk ok
Bypassing CD checks
- Client Initialization -
Cmd_AddCommand: map_restart already defined
- Initializing Renderer 
---
- Client Initialization Complete -
- R_Init -
...loading libGL.so: Initializing OpenGL display
...setting mode 3: 640 480
Using XFree86-VidModeExtension Version 2.2
XF86DGA Mouse (Version 2.0) initialized
XFree86-VidModeExtension Activated at 640x480
Using 8/8/8 Color bits, 24 depth, 8 stencil display.
GL_RENDERER: Mesa DRI Intel(R) 852GM/855GM GEM 20100328 2010Q1 x86/MMX/SSE2
Initializing OpenGL extensions
...GL_S3_s3tc not found
...ignoring GL_EXT_texture_env_add
...using GL_ARB_multitexture
...using GL_EXT_compiled_vertex_array
...GL_NV_fog_distance not found
XF86 Gamma extension initialized

GL_VENDOR: Tungsten Graphics, Inc
GL_RENDERER: Mesa DRI Intel(R) 852GM/855GM GEM 20100328 2010Q1 x86/MMX/SSE2
GL_VERSION: 1.3 Mesa 7.8.2
GL_EXTENSIONS: GL_ARB_copy_buffer GL_ARB_draw_buffers 
GL_ARB_draw_elements_base_vertex GL_ARB_half_float_pixel 
GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture 
GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite 
GL_ARB_provoking_vertex GL_ARB_shader_objects GL_ARB_shading_language_100 
GL_ARB_shading_language_120 GL_ARB_sync GL_ARB_texture_border_clamp 
GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add 
GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 
GL_ARB_texture_mirrored_repeat GL_ARB_texture_rectangle GL_ARB_transpose_matrix 
GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program 
GL_ARB_vertex_shader GL_ARB_window_pos GL_EXT_abgr GL_EXT_bgra 
GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate 
GL_EXT_blend_logic_op GL_EXT_blend_minmax GL_EXT_blend_subtract 
GL_EXT_cull_vertex GL_EXT_compiled_vertex_array GL_EXT_copy_texture 
GL_EXT_draw_range_elements GL_EXT_framebuffer_blit GL_EXT_framebuffer_object 
GL_EXT_fog_coord GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays 
GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_pixel_buffer_object 
GL_EXT_point_parameters GL_EXT_polygon_offset GL_EXT_provoking_vertex 
GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color 
GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texture GL_EXT_texture3D 
GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add 
GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 
GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_EXT_texture_object 
GL_EXT_texture_rectangle GL_EXT_vertex_array GL_3DFX_texture_compression_FXT1 
GL_APPLE_client_storage GL_APPLE_packed_pixels GL_APPLE_vertex_array_object 
GL_APPLE_object_purgeable GL_ATI_blend_equation_separate 
GL_IBM_multimode_draw_arrays GL_IBM_rasterpos_clip 
GL_IBM_texture_mirrored_repeat GL_INGR_blend_func_separate GL_MESA_pack_invert 
GL_MESA_ycbcr_texture GL_MESA_window_pos GL_NV_blend_square 
GL_NV_light_max_exponent GL_NV_packed_depth_stencil GL_NV_texture_rectangle 
GL_NV_texgen_reflection GL_NV_vertex_program GL_NV_vertex_program1_1 
GL_OES_read_format GL_SGIS_generate_mipmap GL_SGIS_texture_border_clamp 
GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays
GL_MAX_TEXTURE_SIZE: 2048
GL_MAX_ACTIVE_TEXTURES_ARB: 4

PIXELFORMAT: color(24-bits) Z(24-bit) stencil(8-bits)
MODE: 3, 640 x 480 fullscreen hz:N/A
GAMMA: hardware w/ 0 overbright bits
CPU: 
rendering primitives: single 

Re: return to castle wolfenstein port

2010-08-15 Thread Jacob Meuser
On Sun, Aug 15, 2010 at 04:24:51PM +0200, Sebastian Reitenbach wrote:
 Jolan Luff wrote:
 Here's a quick and dirty port of return to castle wolfenstein which
 was just open sourced a few days ago.  It's i386 only right now due
 to the codebase.
 
 There's a few problems that I've noticed so far:
 
 - the game uses oss for sound but it doesn't work for some reason.
   seems to be related to either DSP_CAP_TRIGGER or DSP_CAP_MMAP.

sorry to hijack ...

 --- sound initialization ---
 
 - Sound Info -
 sound system is muted
 1 stereo
 30912 samples
16 samplebits
 1 submission_chunk
 22050 speed
 0x8e332000 dma buffer

not looked at the code, but this looks like quake startup messages.
you can probably steal the sndio backend from games/quake.

-- 
jake...@sdf.lonestar.org
SDF Public Access UNIX System - http://sdf.lonestar.org



Re: return to castle wolfenstein port

2010-08-15 Thread Jolan Luff
On Sun, Aug 15, 2010 at 04:24:51PM +0200, Sebastian Reitenbach wrote:
 Jolan Luff wrote:
 It crashes on startup, it shortly switches to the 640x480 resolution,  
 screen goes blank, I see the mouse arrow, then it crashes. Its on my  
 libretto u100. Intel graphics card.

I'm not totally sure what it could be since it starts up fine here.  I
believe the default is 32bit color so if you're running with less you
could try fiddling with the graphics options in
~/.wolf/main/wolfconfig.cfg:

seta r_colorbits 32 = 0
seta r_fullscreen 1 = 0

 Let me know if you need more information.

To be honest, I probably won't try too hard to fix any bugs.  It seems
the ioquake3 people are already working on modernizing it.  I just
wanted to see if I could get it running until something more usable
comes along.



Re: return to castle wolfenstein port

2010-08-15 Thread Jolan Luff
On Sun, Aug 15, 2010 at 03:05:42PM +, Jacob Meuser wrote:
 not looked at the code, but this looks like quake startup messages.
 you can probably steal the sndio backend from games/quake.

Thanks for the pointer.  This is actually quake3-based but the sound
code still looks mostly the same.



Re: return to castle wolfenstein port

2010-08-15 Thread Ryan Freeman
Excerpts from Jolan Luff's message of Sun Aug 15 12:06:52 -0700 2010:
 On Sun, Aug 15, 2010 at 04:24:51PM +0200, Sebastian Reitenbach wrote:
  Jolan Luff wrote:
  It crashes on startup, it shortly switches to the 640x480 resolution,  
  screen goes blank, I see the mouse arrow, then it crashes. Its on my  
  libretto u100. Intel graphics card.
 
 I'm not totally sure what it could be since it starts up fine here.  I
 believe the default is 32bit color so if you're running with less you
 could try fiddling with the graphics options in
 ~/.wolf/main/wolfconfig.cfg:
 
 seta r_colorbits 32 = 0
 seta r_fullscreen 1 = 0
 
  Let me know if you need more information.
 
 To be honest, I probably won't try too hard to fix any bugs.  It seems
 the ioquake3 people are already working on modernizing it.  I just
 wanted to see if I could get it running until something more usable
 comes along.

with regards to colorbits, just in my experience since i waste my time
with games and openbsd far too much (games and unix in general, is where
this comes from actually) but i thought i'd note to people trying to
pinch out a bit more performance that going 16-bit doesn't -always-
actually help.

this applies more to what your actual x server is set to so setting
16-bit in-game won't see this as much; however i've found for opengl
accelleration i used to think 'hey, less bits to have to use=more 
speed!' until one day i for whatever reason tried 24bit in my xconf
and suddenly quake3 was running far faster.

it seems to have to do with opengl and the extra bits enables your
alpha channels, and most video adapters then do this in an accellerated
manner, henceforth many opengl games run best when you use the full
depth. again, this is just an aside, not really adding too much 
but if anyone is looking for more speed i am definitely always checking
various ways with openbsd on my thinkpad t41p to squeeze out a couple
more fps.

after the recent gcc move or xserver 1.8 update or maybe even acpi
(wish i took the time to figure out -exactly- what it was, but i don't
want to make an ass of myself theorizing it was one thing when the
real smarties laugh ;)) i have found major increases of speed in all
areas of X, from opengl games playing much smoother all around to 
EXA working very well and making my openbsd workstation feel just
as responsive as any other *nix-based workstation. openbsd is not
that 'slow careful os' anymore! i still feel its very careful, but
the right roads have been taken and now we have the best of anything.
without the crappy code to get more speed lacking proper understanding
too :) okay end of rant, i'll definitely be testing this as soon as i
get home :D cheers!

-ryan



ajaxterm not working

2010-08-15 Thread Jiri B.
Hello,

I tried www/ajaxterm and it is not working. I just only started it and
tried to connect directly with Firefox 3.6.8 from our ports.

I also tried it from http://anyterm.org/demos.html and it is not
working either.

Does it work for you in FF 3.6.x ?

jirib



Re: New port: sysutils/dtpstree

2010-08-15 Thread J.C. Roberts
On Sun, 15 Aug 2010 18:43:30 +0200 Henrik Hellerstedt
hen...@hellerstedt.com wrote:

 On Sat, Aug 14, 2010 at 10:38, Douglas Thrift douglas...@gmail.com
 wrote:
  On 7/25/2010 11:03 PM, Douglas Thrift wrote:
  Hello,
 
  I would appreciate any comments on my port.
 
  Thanks!
 
 
 works on aug 11 amd64 snapshot
 
 /Henrik
 

Hi Henrik,

With reports like this on specific ports, you should post them to the
ports@ mailing list and cc the submitter/maintainer.

jcr

--
The OpenBSD Journal - http://www.undeadly.org



Re: return to castle wolfenstein port

2010-08-15 Thread Jacob Meuser
On Sun, Aug 15, 2010 at 12:10:22PM -0700, Jolan Luff wrote:
 On Sun, Aug 15, 2010 at 03:05:42PM +, Jacob Meuser wrote:
  not looked at the code, but this looks like quake startup messages.
  you can probably steal the sndio backend from games/quake.
 
 Thanks for the pointer.  This is actually quake3-based but the sound
 code still looks mostly the same.

ah ok.  games/openarena would be even closer then ;)

-- 
jake...@sdf.lonestar.org
SDF Public Access UNIX System - http://sdf.lonestar.org



Re: NEW/UPDATE: games/ioquake3

2010-08-15 Thread Ryan Freeman
Excerpts from Ryan Freeman's message of Sat May 02 02:42:32 -0700 2009:
 hello ports@
 
 attached is an updated port from my original 'random svn checkout'
 port, thankfully they finally released a new complete version, 1.36.
 
 builds and runs/plays great here on i386.
 
 -ryan

bump! just thought i'd revisit this and inform that i still use this
port after over a year and through all snapshots, its only become 
better. present day sees quake3 running smooth as silk on my t41p,
next to no sound issues (aucat -l -v 103 -b 1024 -z 512) and
i regularly use it to play the urban terror mod. i will reattach
for convenience sake, any additional comments at this time?

-ryan


ioquake3.tgz
Description: GNU Unix tar archive