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mc2's Issues

License comaptibility?

Hi,
please reconsider the license for your code parts (you can change your original stuff license anytime...it get complicated when others start to contribute) as the MS shared source license and GPL are incompatible.

Maybe use public domain (CC0) or a permissive license (BSD).

For instance the JA2 stracciatella project makes all own additions for license compatiblity reasons public domain.

good luck with your porting work! :)

Demo support?

I'm wondering if it is possible to run the game with the demo files? This will allow users to quickly test the this nice port, even if you don't have the full game.

GLX visual and libmc2res.so

Two issues:

  1. Refused to open with the message:

Couldn't create window: Couldn't find matching GLX visual

Managed to fix it by doing this before running the game:

export SDL_VIDEO_X11_VISUALID=

  1. Now it says:

Couldn't open resourse dll: ./libmc2res.so: cannot open shared object file: No such file or directory

Linux Start up

I'm building on Ubuntu 16.04.

So its entirely possible that I am being an idiot. I changed the line has the program look in ../FinalBuild for the data files to just ./ and copied the mc2 executable to the root directory of all the data, so it contains art, effects, movies, etc directories. But every time I start it, the SDL window opens than immediately closes. No information is really given, except the SDL video information.

Any pointers to what I am doing wrong?

Cannot compile mclib

Hello, I am on Windows 10 with Visual Studio 2022 and I'm almost able to build the mc2 solution. The last few errors I get are related to Struct Member Alignment (which I believe can be ignored/disabled), and that the compiler can't find the ..\mclib\Debug\mclib.lib file.

I've built the solution file using cmake, however the solution itself throws off a few thousand errors when building, even when pointing to the necessary /include headers.

Let me know what information you need, and I'll do my best to submit them. Thank you.

Add some screenshots in the README

I think people will be more interested in testing this re-implementation and maybe collaborate with some code if you show the current state of this port.

Not starting on Fedora 26

Being a big fan of the original MechCommander I was reall happy to see a MC:2 port in the works. It compiled without a problem on my 64-bit Fedora 26 installation. Sadly, this is what I get when trying to run it:

./mc2
Built-in video drivers: x11, wayland, dummy
Video driver: x11
SDL revision: hg-10556:007dfe83abf8
We compiled against SDL version 2.0.5
But we are linking against SDL version 2.0.5.
Number of displays: 1
Display 0:
Current mode: 1366x768@60Hz, 32 bits-per-pixel (SDL_PIXELFORMAT_RGB888)
Red Mask = 0x00ff0000
Green Mask = 0x0000ff00
Blue Mask = 0x000000ff
Fullscreen video modes:
Mode 0: 1366x768@60Hz, 32 bits-per-pixel (SDL_PIXELFORMAT_RGB888)
Red Mask = 0x00ff0000
Green Mask = 0x0000ff00
Blue Mask = 0x000000ff
Built-in render drivers:
Renderer opengl:
Flags: 0x0000000E (Accelerated | PresentVSync | 0x00000008)
Texture formats (1): ARGB8888
Renderer opengles2:
Flags: 0x0000000E (Accelerated | PresentVSync | 0x00000008)
Texture formats (4): ARGB8888, ABGR8888, RGB888, BGR888
Renderer software:
Flags: 0x00000009 (0x00000001 | 0x00000008)
Texture formats (8): ARGB8888, ABGR8888, RGBA8888, BGRA8888, RGB888, BGR888, RGB565, RGB555
Couldn't create window: Couldn't find matching GLX visual

=================================================================
==20617==ERROR: LeakSanitizer: detected memory leaks

Direct leak of 16 byte(s) in 1 object(s) allocated from:
#0 0x7f084d77ec40 in realloc (/lib64/libasan.so.4+0xdec40)
#1 0x7f084b4690cc (/lib64/libX11.so.6+0x550cc)

Indirect leak of 160 byte(s) in 2 object(s) allocated from:
#0 0x7f084d77ea38 in __interceptor_calloc (/lib64/libasan.so.4+0xdea38)
#1 0x7f084b46909e (/lib64/libX11.so.6+0x5509e)

Indirect leak of 8 byte(s) in 1 object(s) allocated from:
#0 0x7f084d77e850 in malloc (/lib64/libasan.so.4+0xde850)
#1 0x7f084b469ac9 (/lib64/libX11.so.6+0x55ac9)
#2 0x676e0052473a30 ()

Indirect leak of 8 byte(s) in 1 object(s) allocated from:
#0 0x7f084d77e850 in malloc (/lib64/libasan.so.4+0xde850)
#1 0x7f084b469ac9 (/lib64/libX11.so.6+0x55ac9)
#2 0x676e004c473a30 ()

SUMMARY: AddressSanitizer: 192 byte(s) leaked in 5 allocation(s).

Any idea?

CMake doesn't find SDL2

I get the following error when building the project:

CMake Error at GameOS/gameos/CMakeLists.txt:30 (find_package):
  Could not find a package configuration file provided by "SDL2" with any of
  the following names:

    SDL2Config.cmake
    sdl2-config.cmake

  Add the installation prefix of "SDL2" to CMAKE_PREFIX_PATH or set
  "SDL2_DIR" to a directory containing one of the above files.  If "SDL2"
  provides a separate development package or SDK, be sure it has been
  installed.

libsdl2-dev is installed and sdl2-config.cmake is available here: /usr/lib/x86_64-linux-gnu/cmake/SDL2/sdl2-config.cmake.

The build script I use is here: https://github.com/lutris/buildbot/blob/master/games/mechcommander-2/build.sh

Flatpak?

Just as a note, creating a flatpak would be awesome so you can use this on the steamdeck...

Doesn't build on Linux

I am trying to build this on Linux Mint 20.3 Una. I get this error when running CMake:

CMake Warning:
  No source or binary directory provided.  Both will be assumed to be the
  same as the current working directory, but note that this warning will
  become a fatal error in future CMake releases.


CMAKE library architecture: x86_64-linux-gnu
-- Target is 64 bits
CMake Error at CMakeLists.txt:55 (find_package):
  By not providing "FindSDL2_mixer.cmake" in CMAKE_MODULE_PATH this project
  has asked CMake to find a package configuration file provided by
  "SDL2_mixer", but CMake did not find one.

  Could not find a package configuration file provided by "SDL2_mixer" with
  any of the following names:

    SDL2_mixerConfig.cmake
    sdl2_mixer-config.cmake

  Add the installation prefix of "SDL2_mixer" to CMAKE_PREFIX_PATH or set
  "SDL2_mixer_DIR" to a directory containing one of the above files.  If
  "SDL2_mixer" provides a separate development package or SDK, be sure it has
  been installed.


-- Configuring incomplete, errors occurred!
See also "/home/user/mc2/CMakeFiles/CMakeOutput.log".
See also "/home/user/mc2/CMakeFiles/CMakeError.log".

I am not a pro at building from source and do not know what any of this means. Could someone please help with this?

You need help with Graphics?

I used to work on Mechcommander Omnitech. I had issues, though, with the importing of animations, as I work mostly in Maya, not Max. If you can get me Bone support for animations and get rid of awful Targas, using something better for GPUs, I'll update all the graphics for you, since you're actually building an updated 64bit port for Windows/Linux. I actually have some models I built for the game, but never used. Problem is they ran about 5-6k polys which was too much for MCO to use.

Shoot me an email at [email protected] if you'd like a graphic artist. :)

-M

Mech and Vehicle models replicated on screen

OS: Linux
GPU: AMD Radeon RX 6700, resolution 3440x1440

I eventually got the code built and all of the missing assets figured out, but all Mech and Vehicle models are rendered twice with the duplicate being to the right of the actual object as shown below.

Screenshot from 2024-01-20 11-08-19

In issue 15 you say "They are doubled because I have 2 different draw paths in the code" and "It should be easy to disable it." Without additional info I thought that the issue might be associated with g_debug_draw_calls in GameOS/gameos/gameos_graphics_debug.cpp, but that proved false. If you can give me a clue as to which file I should look in I will attempt to fix it.

Create a Github release

If you create a Github release, the people following your project can get notified immediately and start testing your code.

Linux compilation needs some adjustments: includes for size_t, ptrdiff_t and function pointer passing

Nice project.

cmake does most of the work for the build, but a little tweaking is needed to get it closer to a build.

First is due to lack of includes

vfx_ellipse.cpp:19:3: error: ‘size_t’ was not declared in this scope
vfxtile.cpp:685:63: error: ‘ptrdiff_t’ has not been declared

maybe throw in a #include <stddef.h> in vfxtile.cpp

Other compiler errors. I don't really know about why these callbacks were set to color. It doesn't seem to play nice with the c++ compiler. I simply commented them out as the cases where width == height == 0

vfx_ellipse.cpp:19:
                size_t ll = color;
                VFX_line_draw( pane, xc-width, yc-height, xc+width, yc+height, 0, reinterpret_cast<void*>(ll) );

vfx_ellipse.cpp:320:	                
                size_t ll = color;
                VFX_line_draw( pane, xc-width, yc-height, xc+width, yc+height, 0, reinterpret_cast<void*>(ll) );
extern LONG  VFX_line_draw (PANE *pane, LONG x0, LONG y0,
                                 LONG x1, LONG y1, LONG mode, void* parm);

$ c++ -v --> (Ubuntu 9.3.0-17ubuntu1~20.04) 9.3.0

Also removed the flag -Wno-unknown-warning-option from CMakeLists as this does not exist for the standard linux compiler.

Lastly, I could not link and I believe this could be my own cmake config/Linux config issue with linker paths:

$ make
[  3%] Built target windows
[ 23%] Built target mclib
[ 37%] Built target mlr
[ 42%] Built target gosfx
[ 62%] Built target stuff
[ 65%] Built target gui
[ 65%] Built target gameos_main
[ 71%] Built target gameos
[ 71%] Linking CXX executable mc2
/usr/bin/ld: cannot find -lSDL2::SDL2
/usr/bin/ld: cannot find -lSDL2::SDL2main
collect2: error: ld returned 1 exit status
make[2]: *** [CMakeFiles/mc2.dir/build.make:1417: mc2] Error 1
make[1]: *** [CMakeFiles/Makefile2:321: CMakeFiles/mc2.dir/all] Error 2
make: *** [Makefile:84: all] Error 2
$ ldconfig -p | grep SDL
	libSDL2_ttf-2.0.so.0 (libc6,x86-64) => /lib/x86_64-linux-gnu/libSDL2_ttf-2.0.so.0
	libSDL2_ttf-2.0.so (libc6,x86-64) => /lib/x86_64-linux-gnu/libSDL2_ttf-2.0.so
	libSDL2_net-2.0.so.0 (libc6,x86-64) => /lib/x86_64-linux-gnu/libSDL2_net-2.0.so.0
	libSDL2_net-2.0.so (libc6,x86-64) => /lib/x86_64-linux-gnu/libSDL2_net-2.0.so
	libSDL2_mixer-2.0.so.0 (libc6,x86-64) => /lib/x86_64-linux-gnu/libSDL2_mixer-2.0.so.0
	libSDL2_mixer-2.0.so (libc6,x86-64) => /lib/x86_64-linux-gnu/libSDL2_mixer-2.0.so
	libSDL2_image-2.0.so.0 (libc6,x86-64) => /lib/x86_64-linux-gnu/libSDL2_image-2.0.so.0
	libSDL2_image-2.0.so (libc6,x86-64) => /lib/x86_64-linux-gnu/libSDL2_image-2.0.so
	libSDL2_gfx-1.0.so.0 (libc6,x86-64) => /lib/x86_64-linux-gnu/libSDL2_gfx-1.0.so.0
	libSDL2-2.0.so.0 (libc6,x86-64) => /lib/x86_64-linux-gnu/libSDL2-2.0.so.0
	libSDL2-2.0.so.0 (libc6) => /lib/i386-linux-gnu/libSDL2-2.0.so.0
	libSDL2-2.0.so (libc6,x86-64) => /lib/x86_64-linux-gnu/libSDL2-2.0.so
	libSDL_ttf-2.0.so.0 (libc6,x86-64) => /lib/x86_64-linux-gnu/libSDL_ttf-2.0.so.0
	libSDL_sound-1.0.so.1 (libc6,x86-64) => /lib/x86_64-linux-gnu/libSDL_sound-1.0.so.1
	libSDL_mixer-1.2.so.0 (libc6,x86-64) => /lib/x86_64-linux-gnu/libSDL_mixer-1.2.so.0
	libSDL_image-1.2.so.0 (libc6,x86-64) => /lib/x86_64-linux-gnu/libSDL_image-1.2.so.0
	libSDL-1.2.so.0 (libc6,x86-64) => /lib/x86_64-linux-gnu/libSDL-1.2.so.0

Learning a lot. I hope I get there.

Thanks

Core generated ...

I think i am close to run it but I need some help, please.
I am new compiling but i followed all the instructions and solved the errors, but...

`[v@arcadia build_mc2]$ ./mc2
Built-in video drivers: x11, wayland, KMSDRM, KMSDRM_LEGACY, dummy
Video driver: x11
SDL revision: hg-14525:e52d96ea04fc
We compiled against SDL version 2.0.14
But we are linking against SDL version 2.0.14.
Number of displays: 1
Display 0:
Current mode: 1920x1080@60Hz, 32 bits-per-pixel (SDL_PIXELFORMAT_RGB888)
Red Mask = 0x00ff0000
Green Mask = 0x0000ff00
Blue Mask = 0x000000ff
Fullscreen video modes:
Mode 0: 1920x1080@120Hz, 32 bits-per-pixel (SDL_PIXELFORMAT_RGB888)
Red Mask = 0x00ff0000
Green Mask = 0x0000ff00
Blue Mask = 0x000000ff
Mode 1: 1920x1080@60Hz, 32 bits-per-pixel (SDL_PIXELFORMAT_RGB888)
Red Mask = 0x00ff0000
Green Mask = 0x0000ff00
Blue Mask = 0x000000ff
Mode 2: 1920x1080@40Hz, 32 bits-per-pixel (SDL_PIXELFORMAT_RGB888)
Red Mask = 0x00ff0000
Green Mask = 0x0000ff00
Blue Mask = 0x000000ff
Mode 3: 1680x1050@60Hz, 32 bits-per-pixel (SDL_PIXELFORMAT_RGB888)
Red Mask = 0x00ff0000
Green Mask = 0x0000ff00
Blue Mask = 0x000000ff
Mode 4: 1600x900@120Hz, 32 bits-per-pixel (SDL_PIXELFORMAT_RGB888)
Red Mask = 0x00ff0000
Green Mask = 0x0000ff00
Blue Mask = 0x000000ff
Mode 5: 1600x900@60Hz, 32 bits-per-pixel (SDL_PIXELFORMAT_RGB888)
Red Mask = 0x00ff0000
Green Mask = 0x0000ff00
Blue Mask = 0x000000ff
Mode 6: 1440x810@120Hz, 32 bits-per-pixel (SDL_PIXELFORMAT_RGB888)
Red Mask = 0x00ff0000
Green Mask = 0x0000ff00
Blue Mask = 0x000000ff
Mode 7: 1400x1050@60Hz, 32 bits-per-pixel (SDL_PIXELFORMAT_RGB888)
Red Mask = 0x00ff0000
Green Mask = 0x0000ff00
Blue Mask = 0x000000ff
Mode 8: 1400x900@60Hz, 32 bits-per-pixel (SDL_PIXELFORMAT_RGB888)
Red Mask = 0x00ff0000
Green Mask = 0x0000ff00
Blue Mask = 0x000000ff
Mode 9: 1368x768@60Hz, 32 bits-per-pixel (SDL_PIXELFORMAT_RGB888)
Red Mask = 0x00ff0000
Green Mask = 0x0000ff00
Blue Mask = 0x000000ff
Mode 10: 1280x1024@60Hz, 32 bits-per-pixel (SDL_PIXELFORMAT_RGB888)
Red Mask = 0x00ff0000
Green Mask = 0x0000ff00
Blue Mask = 0x000000ff
Mode 11: 1280x960@60Hz, 32 bits-per-pixel (SDL_PIXELFORMAT_RGB888)
Red Mask = 0x00ff0000
Green Mask = 0x0000ff00
Blue Mask = 0x000000ff
Mode 12: 1280x800@120Hz, 32 bits-per-pixel (SDL_PIXELFORMAT_RGB888)
Red Mask = 0x00ff0000
Green Mask = 0x0000ff00
Blue Mask = 0x000000ff
Mode 13: 1280x800@60Hz, 32 bits-per-pixel (SDL_PIXELFORMAT_RGB888)
Red Mask = 0x00ff0000
Green Mask = 0x0000ff00
Blue Mask = 0x000000ff
Mode 14: 1280x720@120Hz, 32 bits-per-pixel (SDL_PIXELFORMAT_RGB888)
Red Mask = 0x00ff0000
Green Mask = 0x0000ff00
Blue Mask = 0x000000ff
Mode 15: 1280x720@60Hz, 32 bits-per-pixel (SDL_PIXELFORMAT_RGB888)
Red Mask = 0x00ff0000
Green Mask = 0x0000ff00
Blue Mask = 0x000000ff
Mode 16: 1024x768@120Hz, 32 bits-per-pixel (SDL_PIXELFORMAT_RGB888)
Red Mask = 0x00ff0000
Green Mask = 0x0000ff00
Blue Mask = 0x000000ff
Mode 17: 1024x768@60Hz, 32 bits-per-pixel (SDL_PIXELFORMAT_RGB888)
Red Mask = 0x00ff0000
Green Mask = 0x0000ff00
Blue Mask = 0x000000ff
Mode 18: 1024x576@120Hz, 32 bits-per-pixel (SDL_PIXELFORMAT_RGB888)
Red Mask = 0x00ff0000
Green Mask = 0x0000ff00
Blue Mask = 0x000000ff
Mode 19: 1024x576@60Hz, 32 bits-per-pixel (SDL_PIXELFORMAT_RGB888)
Red Mask = 0x00ff0000
Green Mask = 0x0000ff00
Blue Mask = 0x000000ff
Mode 20: 960x720@120Hz, 32 bits-per-pixel (SDL_PIXELFORMAT_RGB888)
Red Mask = 0x00ff0000
Green Mask = 0x0000ff00
Blue Mask = 0x000000ff
Mode 21: 960x600@120Hz, 32 bits-per-pixel (SDL_PIXELFORMAT_RGB888)
Red Mask = 0x00ff0000
Green Mask = 0x0000ff00
Blue Mask = 0x000000ff
Mode 22: 960x540@120Hz, 32 bits-per-pixel (SDL_PIXELFORMAT_RGB888)
Red Mask = 0x00ff0000
Green Mask = 0x0000ff00
Blue Mask = 0x000000ff
Mode 23: 960x540@60Hz, 32 bits-per-pixel (SDL_PIXELFORMAT_RGB888)
Red Mask = 0x00ff0000
Green Mask = 0x0000ff00
Blue Mask = 0x000000ff
Mode 24: 928x696@120Hz, 32 bits-per-pixel (SDL_PIXELFORMAT_RGB888)
Red Mask = 0x00ff0000
Green Mask = 0x0000ff00
Blue Mask = 0x000000ff
Mode 25: 896x672@120Hz, 32 bits-per-pixel (SDL_PIXELFORMAT_RGB888)
Red Mask = 0x00ff0000
Green Mask = 0x0000ff00
Blue Mask = 0x000000ff
Mode 26: 864x486@60Hz, 32 bits-per-pixel (SDL_PIXELFORMAT_RGB888)
Red Mask = 0x00ff0000
Green Mask = 0x0000ff00
Blue Mask = 0x000000ff
Mode 27: 840x525@120Hz, 32 bits-per-pixel (SDL_PIXELFORMAT_RGB888)
Red Mask = 0x00ff0000
Green Mask = 0x0000ff00
Blue Mask = 0x000000ff
Mode 28: 800x600@120Hz, 32 bits-per-pixel (SDL_PIXELFORMAT_RGB888)
Red Mask = 0x00ff0000
Green Mask = 0x0000ff00
Blue Mask = 0x000000ff
Mode 29: 800x600@60Hz, 32 bits-per-pixel (SDL_PIXELFORMAT_RGB888)
Red Mask = 0x00ff0000
Green Mask = 0x0000ff00
Blue Mask = 0x000000ff
Mode 30: 800x600@56Hz, 32 bits-per-pixel (SDL_PIXELFORMAT_RGB888)
Red Mask = 0x00ff0000
Green Mask = 0x0000ff00
Blue Mask = 0x000000ff
Mode 31: 800x450@120Hz, 32 bits-per-pixel (SDL_PIXELFORMAT_RGB888)
Red Mask = 0x00ff0000
Green Mask = 0x0000ff00
Blue Mask = 0x000000ff
Mode 32: 720x405@60Hz, 32 bits-per-pixel (SDL_PIXELFORMAT_RGB888)
Red Mask = 0x00ff0000
Green Mask = 0x0000ff00
Blue Mask = 0x000000ff
Mode 33: 720x405@59Hz, 32 bits-per-pixel (SDL_PIXELFORMAT_RGB888)
Red Mask = 0x00ff0000
Green Mask = 0x0000ff00
Blue Mask = 0x000000ff
Mode 34: 700x525@120Hz, 32 bits-per-pixel (SDL_PIXELFORMAT_RGB888)
Red Mask = 0x00ff0000
Green Mask = 0x0000ff00
Blue Mask = 0x000000ff
Mode 35: 700x450@120Hz, 32 bits-per-pixel (SDL_PIXELFORMAT_RGB888)
Red Mask = 0x00ff0000
Green Mask = 0x0000ff00
Blue Mask = 0x000000ff
Mode 36: 684x384@120Hz, 32 bits-per-pixel (SDL_PIXELFORMAT_RGB888)
Red Mask = 0x00ff0000
Green Mask = 0x0000ff00
Blue Mask = 0x000000ff
Mode 37: 640x512@120Hz, 32 bits-per-pixel (SDL_PIXELFORMAT_RGB888)
Red Mask = 0x00ff0000
Green Mask = 0x0000ff00
Blue Mask = 0x000000ff
Mode 38: 640x480@120Hz, 32 bits-per-pixel (SDL_PIXELFORMAT_RGB888)
Red Mask = 0x00ff0000
Green Mask = 0x0000ff00
Blue Mask = 0x000000ff
Mode 39: 640x480@60Hz, 32 bits-per-pixel (SDL_PIXELFORMAT_RGB888)
Red Mask = 0x00ff0000
Green Mask = 0x0000ff00
Blue Mask = 0x000000ff
Mode 40: 640x400@120Hz, 32 bits-per-pixel (SDL_PIXELFORMAT_RGB888)
Red Mask = 0x00ff0000
Green Mask = 0x0000ff00
Blue Mask = 0x000000ff
Mode 41: 640x360@120Hz, 32 bits-per-pixel (SDL_PIXELFORMAT_RGB888)
Red Mask = 0x00ff0000
Green Mask = 0x0000ff00
Blue Mask = 0x000000ff
Mode 42: 640x360@60Hz, 32 bits-per-pixel (SDL_PIXELFORMAT_RGB888)
Red Mask = 0x00ff0000
Green Mask = 0x0000ff00
Blue Mask = 0x000000ff
Mode 43: 640x360@59Hz, 32 bits-per-pixel (SDL_PIXELFORMAT_RGB888)
Red Mask = 0x00ff0000
Green Mask = 0x0000ff00
Blue Mask = 0x000000ff
Mode 44: 512x384@120Hz, 32 bits-per-pixel (SDL_PIXELFORMAT_RGB888)
Red Mask = 0x00ff0000
Green Mask = 0x0000ff00
Blue Mask = 0x000000ff
Mode 45: 512x288@120Hz, 32 bits-per-pixel (SDL_PIXELFORMAT_RGB888)
Red Mask = 0x00ff0000
Green Mask = 0x0000ff00
Blue Mask = 0x000000ff
Mode 46: 480x270@120Hz, 32 bits-per-pixel (SDL_PIXELFORMAT_RGB888)
Red Mask = 0x00ff0000
Green Mask = 0x0000ff00
Blue Mask = 0x000000ff
Mode 47: 480x270@119Hz, 32 bits-per-pixel (SDL_PIXELFORMAT_RGB888)
Red Mask = 0x00ff0000
Green Mask = 0x0000ff00
Blue Mask = 0x000000ff
Mode 48: 432x243@120Hz, 32 bits-per-pixel (SDL_PIXELFORMAT_RGB888)
Red Mask = 0x00ff0000
Green Mask = 0x0000ff00
Blue Mask = 0x000000ff
Mode 49: 432x243@119Hz, 32 bits-per-pixel (SDL_PIXELFORMAT_RGB888)
Red Mask = 0x00ff0000
Green Mask = 0x0000ff00
Blue Mask = 0x000000ff
Mode 50: 400x300@121Hz, 32 bits-per-pixel (SDL_PIXELFORMAT_RGB888)
Red Mask = 0x00ff0000
Green Mask = 0x0000ff00
Blue Mask = 0x000000ff
Mode 51: 400x300@113Hz, 32 bits-per-pixel (SDL_PIXELFORMAT_RGB888)
Red Mask = 0x00ff0000
Green Mask = 0x0000ff00
Blue Mask = 0x000000ff
Mode 52: 360x202@119Hz, 32 bits-per-pixel (SDL_PIXELFORMAT_RGB888)
Red Mask = 0x00ff0000
Green Mask = 0x0000ff00
Blue Mask = 0x000000ff
Mode 53: 360x202@118Hz, 32 bits-per-pixel (SDL_PIXELFORMAT_RGB888)
Red Mask = 0x00ff0000
Green Mask = 0x0000ff00
Blue Mask = 0x000000ff
Mode 54: 320x240@120Hz, 32 bits-per-pixel (SDL_PIXELFORMAT_RGB888)
Red Mask = 0x00ff0000
Green Mask = 0x0000ff00
Blue Mask = 0x000000ff
Mode 55: 320x180@120Hz, 32 bits-per-pixel (SDL_PIXELFORMAT_RGB888)
Red Mask = 0x00ff0000
Green Mask = 0x0000ff00
Blue Mask = 0x000000ff
Mode 56: 320x180@119Hz, 32 bits-per-pixel (SDL_PIXELFORMAT_RGB888)
Red Mask = 0x00ff0000
Green Mask = 0x0000ff00
Blue Mask = 0x000000ff
Built-in render drivers:
Renderer opengl:
Flags: 0x0000000E (Accelerated | PresentVSync | 0x00000008)
Texture formats (4): ARGB8888, ABGR8888, RGB888, BGR888
Renderer opengles2:
Flags: 0x0000000E (Accelerated | PresentVSync | 0x00000008)
Texture formats (4): ARGB8888, ABGR8888, RGB888, BGR888
Renderer software:
Flags: 0x00000009 (0x00000001 | 0x00000008)
Texture formats (8): ARGB8888, ABGR8888, RGBA8888, BGRA8888, RGB888, BGR888, RGB565, RGB555
Current Display Mode:
Screen BPP: 24

Vendor : NVIDIA Corporation
Renderer : GeForce GTX 960M/PCIe/SSE2
Version : 4.0.0 NVIDIA 460.39
Extensions : (null)

SDL_GL_ACCELERATED_VISUAL: 1
SDL_GL_CONTEXT_MAJOR_VERSION: 4
SDL_GL_CONTEXT_MINOR_VERSION: 0
OpenGL Error: GL_INVALID_ENUM
Location : /home/v/data/meccomander_2/mc2/GameOS/gameos/utils/gl_utils.cpp : 379
/home/v/data/meccomander_2/mc2/GameOS/gameos/utils/shader_builder.cpp:144: ERROR: Can't open shaders/gos_vertex.vert

/home/v/data/meccomander_2/mc2/GameOS/gameos/utils/shader_builder.cpp:302: ERROR: Shader filename: shaders/gos_vertex.vert, failed to load shader

/home/v/data/meccomander_2/mc2/GameOS/gameos/utils/shader_builder.cpp:144: ERROR: Can't open shaders/gos_tex_vertex.vert

/home/v/data/meccomander_2/mc2/GameOS/gameos/utils/shader_builder.cpp:302: ERROR: Shader filename: shaders/gos_tex_vertex.vert, failed to load shader

/home/v/data/meccomander_2/mc2/GameOS/gameos/utils/shader_builder.cpp:144: ERROR: Can't open shaders/gos_text.vert

/home/v/data/meccomander_2/mc2/GameOS/gameos/utils/shader_builder.cpp:302: ERROR: Shader filename: shaders/gos_text.vert, failed to load shader

/home/v/data/meccomander_2/mc2/GameOS/gameos/utils/shader_builder.cpp:144: ERROR: Can't open shaders/gos_vertex_lighted.vert

/home/v/data/meccomander_2/mc2/GameOS/gameos/utils/shader_builder.cpp:302: ERROR: Shader filename: shaders/gos_vertex_lighted.vert, failed to load shader

/home/v/data/meccomander_2/mc2/GameOS/gameos/utils/shader_builder.cpp:144: ERROR: Can't open shaders/gos_tex_vertex_lighted.vert

/home/v/data/meccomander_2/mc2/GameOS/gameos/utils/shader_builder.cpp:302: ERROR: Shader filename: shaders/gos_tex_vertex_lighted.vert, failed to load shader

/home/v/data/meccomander_2/mc2/GameOS/gameos/utils/shader_builder.cpp:144: ERROR: Can't open shaders/gos_vertex.vert

/home/v/data/meccomander_2/mc2/GameOS/gameos/utils/shader_builder.cpp:302: ERROR: Shader filename: shaders/gos_vertex.vert, failed to load shader

/home/v/data/meccomander_2/mc2/GameOS/gameos/utils/shader_builder.cpp:144: ERROR: Can't open shaders/gos_tex_vertex.vert

/home/v/data/meccomander_2/mc2/GameOS/gameos/utils/shader_builder.cpp:302: ERROR: Shader filename: shaders/gos_tex_vertex.vert, failed to load shader

/home/v/data/meccomander_2/mc2/GameOS/gameos/utils/shader_builder.cpp:144: ERROR: Can't open shaders/gos_text.vert

/home/v/data/meccomander_2/mc2/GameOS/gameos/utils/shader_builder.cpp:302: ERROR: Shader filename: shaders/gos_text.vert, failed to load shader

/home/v/data/meccomander_2/mc2/GameOS/gameos/utils/shader_builder.cpp:144: ERROR: Can't open shaders/gos_vertex_lighted.vert

/home/v/data/meccomander_2/mc2/GameOS/gameos/utils/shader_builder.cpp:302: ERROR: Shader filename: shaders/gos_vertex_lighted.vert, failed to load shader

/home/v/data/meccomander_2/mc2/GameOS/gameos/utils/shader_builder.cpp:144: ERROR: Can't open shaders/gos_tex_vertex_lighted.vert

/home/v/data/meccomander_2/mc2/GameOS/gameos/utils/shader_builder.cpp:302: ERROR: Shader filename: shaders/gos_tex_vertex_lighted.vert, failed to load shader

Opened audio at 22050 Hz 16 bit stereo (Little-Endian), 1024 bytes audio buffer
STATISTICS: [Quat Slerp Count : slerps]
STATISTICS: []
STATISTICS: [Mid Level Renderer]
STATISTICS: [==================]
STATISTICS: []
STATISTICS: [MLR Primitives : prims]
STATISTICS: [Indices/Vertices : Ratio]
STATISTICS: [Transformed vertices : vertices]
STATISTICS: [Number of alphasorted Tri : tri]
STATISTICS: [Lit vertices : vertices]
STATISTICS: [Unclipped vertices : vertices]
STATISTICS: [Clipped vertices : vertices]
STATISTICS: [Clip: Offscreen : Poly]
STATISTICS: [Clip: Onscreen : Poly]
STATISTICS: [Clip: One Plane : Poly]
STATISTICS: [Clip: > One Plane : Poly]
STATISTICS: []
STATISTICS: [gosFX]
STATISTICS: [=====]
STATISTICS: []
STATISTICS: [Points : prims]
STATISTICS: [Shards : prims]
STATISTICS: [Perts : prims]
STATISTICS: [Cards : prims]
STATISTICS: [Shapes : prims]
STATISTICS: [Profiles : prims]
STATISTICS: []
STATISTICS: [MechCommander 2 Texture Manager]
STATISTICS: [===============================]
STATISTICS: []
STATISTICS: [Handles Used : Handles]
STATISTICS: [Cache Misses : ]
STATISTICS: []
STATISTICS: []
Violación de segmento (core' generado) [v@arcadia build_mc2]$

How i can solve or debug this?
Thanks

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