Stunt Rally - version 2.6

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duststorm
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Re: Stunt Rally (VDrift+Ogre) - version 2.0

Post by duststorm » Thu May 23, 2013 2:19 am

The tracks look gorgeous! I notice you added new tree models.
There's quite a lot of objects in view, are you using batching or impostering for them?

Happy to see that the project is still alive. Keep it up! :D
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Crystal Hammer
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Re: Stunt Rally (VDrift+Ogre) - version 2.0

Post by Crystal Hammer » Thu May 23, 2013 6:52 am

Thanks.
I still use Paged Geometry with impostors. It's quite a challenge to tweak it, because with too big page size you'll see lag when pages load (they are made on CPU), and with too low page size there is too many batches. Also view range is best to be far, since you can see switching from impostors to 3d models, but higher range also makes more visible triangles.
We have a modified code for paged-geom, also fixed some issues. Still, great code, too bad it's not developed now.
I once tried Hardware Instancing, I want to try it again. Not sure why it had a bit less Fps than paged-geom. But there was no lag at all, and no need for pages.
I need to use instancing for static objects too (rocks, temples, etc). Since now each one is a new batch.
Batch count is crucial, needs to be as low as possible. Also shadows, and effects are a Fps killer.
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Re: Stunt Rally (VDrift+Ogre) - version 2.0

Post by Crystal Hammer » Wed Aug 07, 2013 8:20 pm

We have a new release 2.1.
Quite big changelog http://code.google.com/p/vdrift-ogre/wi ... ionHistory
Car steering issue should be fixed now.
We now use SDL2 for window creating and input.
New screenshots here https://picasaweb.google.com/1179173831 ... RallyVer21
And few new editor videos http://code.google.com/p/vdrift-ogre/wiki/TrackEditor (from chapter 11 and above).
Check our home page for other links http://code.google.com/p/vdrift-ogre
e.g. our Forum and simple online Track and Car browsers.
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Re: Stunt Rally (VDrift+Ogre) - version 2.2

Post by Crystal Hammer » Mon Nov 25, 2013 6:39 pm

New version 2.2 is out.
Our forum post with links: here.
Biggest new feature is the new Challenges game mode, for those who already know how to drive and want a challenge.
Also new Hud layout in game. Time difference shown and points updated now on each checkpoint, lap results window appears on right.
Many changes with Gui and inside editor.
Screeshots gallery for this version: here.
Btw. I'm developing alone, so anyone wanting to help is welcomed. Especially somebody who could fix shadows :roll:
See the bottom of our Readme.txt for more info, can be viewed in game and here.
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cord
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Re: Stunt Rally - version 2.2

Post by cord » Tue Nov 26, 2013 9:35 am

I'm trying out the game, it looks great. But even after I carefully built Ogre, mygui, and Stunt Rally from source, I'm getting a null pointer dereference.

(This appears to be an Ogre bug. I tried Ogre 1.8 and 1.9 - both have the same problem.)

Steps to reproduce:
1. start stuntrally
2. select Options
3. set Graphics to Lowest
4. back
5. quit
6. start stuntrally
7. select Tutorial
8. select Tutorial Basic
9. select Start
10. it loads all the way to 100%, then crashes

I'm using:
Stunt Rally from git head
mygui 3.2.0
Ogre v1-9 from sinbad's repo
fglrx 13.9, AMD A10-6800K with Radeon HD 8670D

Here is the segfault:

Code: Select all

#0  0x00007fffd2ba4269 in ?? () from /usr/lib64/dri/fglrx_dri.so
#1  0x00007fffd2b73805 in ?? () from /usr/lib64/dri/fglrx_dri.so
#2  0x00007fffd2986d29 in ?? () from /usr/lib64/dri/fglrx_dri.so
#3  0x00007fffd2c85436 in ?? () from /usr/lib64/dri/fglrx_dri.so
#4  0x00007fffd2c85c19 in ?? () from /usr/lib64/dri/fglrx_dri.so
#5  0x00007fffd215a5b3 in ?? () from /usr/lib64/dri/fglrx_dri.so
#6  0x00007fffd205e01b in ?? () from /usr/lib64/dri/fglrx_dri.so
#7  0x00007fffd2372a29 in ?? () from /usr/lib64/dri/fglrx_dri.so
#8  0x00007fffd2372b09 in ?? () from /usr/lib64/dri/fglrx_dri.so
#9  0x00007fffd9f20a69 in Ogre::GLRenderSystem::_render(Ogre::RenderOperation const&) () from /usr/lib64/OGRE/RenderSystem_GL.so.1.9.0
#10 0x00007ffff6ad403d in Ogre::SceneManager::renderSingleObject(Ogre::Renderable*, Ogre::Pass const*, bool, bool, Ogre::HashedVector<Ogre::Light*> const*) ()
   from /usr/lib64/libOgreMain.so.1.9.0
#11 0x00007ffff6bc4001 in Ogre::QueuedRenderableCollection::acceptVisitorGrouped(Ogre::BRAND NAME*) const () from /usr/lib64/libOgreMain.so.1.9.0
#12 0x00007ffff6bc40c1 in Ogre::QueuedRenderableCollection::acceptVisitor(Ogre::BRAND NAME*, Ogre::QueuedRenderableCollection::OrganisationMode) co
   from /usr/lib64/libOgreMain.so.1.9.0
#13 0x00007ffff6abfc1f in Ogre::SceneManager::renderBasicQueueGroupObjects(Ogre::RenderQueueGroup*, Ogre::QueuedRenderableCollection::OrganisationMode) ()
   from /usr/lib64/libOgreMain.so.1.9.0
#14 0x00007ffff6ac02c3 in Ogre::SceneManager::renderVisibleObjectsDefaultSequence() () from /usr/lib64/libOgreMain.so.1.9.0
#15 0x00007ffff6ad15c7 in Ogre::SceneManager::_renderScene(Ogre::Camera*, Ogre::Viewport*, bool) () from /usr/lib64/libOgreMain.so.1.9.0
#16 0x00007ffff6cc54ab in Ogre::Camera::_renderScene(Ogre::Viewport*, bool) () from /usr/lib64/libOgreMain.so.1.9.0
#17 0x00007ffff6bc0d2d in Ogre::RenderTarget::_updateViewport(Ogre::Viewport*, bool) () from /usr/lib64/libOgreMain.so.1.9.0
#18 0x00007ffff6bc0f3b in Ogre::RenderTarget::_updateAutoUpdatedViewports(bool) () from /usr/lib64/libOgreMain.so.1.9.0
#19 0x00007ffff6bc092e in Ogre::RenderTarget::updateImpl() () from /usr/lib64/libOgreMain.so.1.9.0
#20 0x00007ffff6bc0dfc in Ogre::RenderTarget::update(bool) () from /usr/lib64/libOgreMain.so.1.9.0
#21 0x00000000006d11c5 in CarReflection::Update (this=0x1e74a30, first=<optimized out>)
    at /var/tmp/portage/games-sports/stuntrally-9999/work/stuntrally-9999/source/ogre/CarReflection.cpp:149
#22 0x000000000062f345 in App::frameStart (this=0xd1d440, time=0.050999999) at source/ogre/Update.cpp:360
#23 0x00000000006f9b3b in BaseApp::frameRenderingQueued (this=0xd1d440, evt=...) at source/ogre/BaseApp.cpp:47
#24 0x00007ffff6ae917d in Ogre::Root::_fireFrameRenderingQueued(Ogre::FrameEvent&) () from /usr/lib64/libOgreMain.so.1.9.0
#25 0x00007ffff6ae96c0 in Ogre::Root::_fireFrameRenderingQueued() () from /usr/lib64/libOgreMain.so.1.9.0
#26 0x00007ffff6ae96f2 in Ogre::Root::_updateAllRenderTargets() () from /usr/lib64/libOgreMain.so.1.9.0
#27 0x00007ffff6ae97a0 in Ogre::Root::renderOneFrame() () from /usr/lib64/libOgreMain.so.1.9.0
#28 0x00007ffff6ae97dd in Ogre::Root::startRendering() () from /usr/lib64/libOgreMain.so.1.9.0
#29 0x00000000006f7614 in Run (this=0xd1d440, showDialog=<optimized out>) at source/ogre/BaseApp_Create.cpp:159
#30 BaseApp::Run (this=0xd1d440, showDialog=<optimized out>) at source/ogre/BaseApp_Create.cpp:153
#31 0x0000000000549245 in main (argc=<optimized out>, argv=<optimized out>) at source/ogre/main.cpp:128
(gdb) disas
No function contains program counter for selected frame.
(gdb) print/x $rip
$1 = 0x7fffd2ba4269
(gdb) disas 0x7fffd2ba4200,0x7fffd2ba4280
Dump of assembler code from 0x7fffd2ba4200 to 0x7fffd2ba4280:
   0x00007fffd2ba4200:  rex.WR and $0x50,%al
   0x00007fffd2ba4203:  jmp    0x7fffd2ba423e
   0x00007fffd2ba4205:  mov    0xc8(%rsp),%rax
   0x00007fffd2ba420d:  cmpb   $0x0,0xcc38(%rax)
   0x00007fffd2ba4214:  je     0x7fffd2ba428a
   0x00007fffd2ba4216:  mov    0xf8(%rsp),%rcx
   0x00007fffd2ba421e:  movb   $0x0,0x3d(%rcx)
   0x00007fffd2ba4222:  addl   $0x1,0xf4(%rsp)
   0x00007fffd2ba422a:  mov    0xc0(%rsp),%ebx
   0x00007fffd2ba4231:  cmp    %ebx,0xf4(%rsp)
   0x00007fffd2ba4238:  je     0x7fffd2ba5408
   0x00007fffd2ba423e:  mov    0xd0(%rsp),%rbx
   0x00007fffd2ba4246:  mov    0xb0(%rsp),%rcx
   0x00007fffd2ba424e:  mov    0xf4(%rsp),%eax
   0x00007fffd2ba4255:  mov    0x218(%rbx,%rcx,8),%rdx
   0x00007fffd2ba425d:  mov    (%rdx,%rax,8),%rax
   0x00007fffd2ba4261:  mov    %rax,0xf8(%rsp)
=> 0x00007fffd2ba4269:  mov    0x2c(%rax),%ebx
   0x00007fffd2ba426c:  mov    %ebx,%edi
   0x00007fffd2ba426e:  callq  0x7fffd2060140
   0x00007fffd2ba4273:  movzbl 0x2c(%rax),%eax
   0x00007fffd2ba4277:  shr    $0x3,%al
   0x00007fffd2ba427a:  and    $0x1,%eax
   0x00007fffd2ba427d:  mov    %al,0x12f(%rsp)
End of assembler dump.
(gdb) print/x $rax
$2 = 0x0
(gdb) 
I don't know how, but fglrx is getting a null pointer in rax and then attempting to dereference it. This might be a vertex/index buffer problem.

Edit: Even after switching GPUs, with a Radeon HD 7970, it behaves exactly the same.
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Re: Stunt Rally - version 2.2

Post by Crystal Hammer » Tue Nov 26, 2013 10:12 am

This looks for me like the driver is crashing /usr/lib64/dri/fglrx_dri.so
Maybe other drivers would work ?
Does it happen on any track, eg. Try loading Test2-Asphalt or Test4-TerrainBig or dirt3 they are pretty empty. Try also turning off all effects or just trying Low preset maybe. Does the linux binary crash this way too ?
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cord
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Re: Stunt Rally - version 2.2

Post by cord » Wed Nov 27, 2013 5:17 pm

The tracks helped!

I can play most tracks. Tutorial Basic is one that leads to the crash. Still, thank you, I'm just trying the game out and it's awesome!

I have a Microsoft Sidewinder (cheapo joystick) and it works on most open source games. I did download the binary 2.2 version but I can't seem to get my joystick to work. I'm looking into the code to see what I can figure out.
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Re: Stunt Rally - version 2.2.1

Post by Crystal Hammer » Fri Nov 29, 2013 5:54 pm

We released 2.2.1, the 2.2 version has a bug and crashes on some tracks with pipes.
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Re: Stunt Rally - version 2.3

Post by Crystal Hammer » Sun May 11, 2014 7:55 pm

We released version 2.3. All tracks look improved.
See our post here:
http://forum.freegamedev.net/viewtopic.php?f=81&t=5507
There is a new game video here:
http://www.youtube.com/watch?v=s714RoTFF38

We replaced all terrain textures with new, bigger ones.
Their license is: CC0 (Public Domain). I uploaded them here, for convenience:
http://opengameart.org/content/terrain- ... t-rally-23
You can see how they look in gallery, http://picasaweb.google.com/CryHam/

A big update for editor this time. Now the terrain's blendmap is an RTT with shader.
This allows realtime update for any brush size and also made even Ogre's terrain editing faster (less stuff to compute on CPU), probably like 2x.
BTW also made blendmap noise with few parameters in shader, it's still fast.
I also moved to sum of all layers not lerp, in blendmap shader code. This allows blending between any of layers.
To reduce parameters on Gui, for each layer, there are blend and noise options to next (+1), previous (-1) and next (+2) layers.
Still terrain is 1 pass and 4 layers max.
In editor there is a test blendmap mode which clearly shows colors and usage of layers. But I didn't make a video for it yet.
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Re: Stunt Rally - version 2.3

Post by c6burns » Sun May 11, 2014 9:10 pm

Watched the youtube vid. Sweeeeet work, very nice looking environments!
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Re: Stunt Rally - version 2.3

Post by areay » Sun May 11, 2014 10:25 pm

Wow, you've really come a long way. Loved that lava/volcano map.
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Re: Stunt Rally - version 2.3

Post by old_man_auz » Tue May 20, 2014 6:23 am

Hi,

Just tried your game again after the new patch (version 2.3). Great work. I intend to try multiplayer with a mate soon.

I had a few issues (if you care).. System specs. Windows 7. AMD Phenom 2 X2 processor. AMD HD5830 video card. 2gb of RAM. I used the DirectX 9 renderer.
  • If I enable the 'depth of field' effect the screen doesn't update any more. The game still works fine, except the image on the screen stays as what it was just before I tick the "depth of field" button
  • The terrain wasn't textured, it was displaying as a black colour.The car, vegetation, skybox and road were textured and displaying fine. There were no obvious errors in the Ogre log that I could see (not an expert though). I tried all the graphical levels (lowests to ultra) and the terrain was affected at every stage. I also tried every combination under the material tab in the graphics options menu.
  • If I use the OpenGL renderer in windows, everything displays as white but shadows work so you can still make out the outline of things
I don't know if you have any suggestions to solve the terrain texture issue.

Thanks
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Re: Stunt Rally - version 2.3

Post by Crystal Hammer » Tue May 20, 2014 10:08 pm

Thanks.
Strange. I don't know why. We had several issues with black terrain. But if nothing is in log then I got no idea.
- Could have a shader compilation error in log, or maybe something wrong with loading textures from disk (which I load directly from file path, source in ogre/common/PreviewTex.cpp).
- Effects are buggy (DoF too). I didn't know of your issue, maybe something in log about compiling errors.
- OpenGL on windows was abandoned, never fixed, it just looks like you said.
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Re: Stunt Rally - version 2.3

Post by old_man_auz » Wed May 21, 2014 1:04 am

Here is a Stunt Rally 2.3 Ogre.log if you can see something that I can't. There were some texture exceptions, but they seem to be related to the vegetation system.

http://pastebin.com/bvhkf74M
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Re: Stunt Rally - version 2.4

Post by Crystal Hammer » Sat Aug 09, 2014 7:20 pm

We have a new release 2.4.
Main new features are: 3 new cars and hovering spaceships (bringing also somewhat new gameplay on half of tracks).
Also renewed look on half of tracks thanks to new skies.
Some improvements in Gui and in track editor.

Lots of pics in new gallery here.

Full changelog: here.
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Re: Stunt Rally - version 2.5

Post by Crystal Hammer » Tue Nov 04, 2014 8:09 am

We have a new release 2.5.

Main features include: 20 new tracks, 5 new sceneries, new challenges and many fixes.
Full changelog: here.

New pictures in gallery, only from new tracks this time: Gallery

Downloads

Homepage

Have Fun !
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Re: Stunt Rally - version 2.5

Post by scrawl » Mon Mar 16, 2015 3:38 am

I have just added a new motion blur effect, based on the ideas by John Chapman and in GPU gems. See our source code for those interested.
Image
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Re: Stunt Rally - version 2.5

Post by NotCamelCase » Mon Mar 16, 2015 7:30 pm

scrawl wrote:I have just added a new motion blur effect, based on the ideas by John Chapman and in GPU gems. See our source code for those interested.
Image
It Looks cool. I really want to contribute to the project but dev setup on windows was pretty painful last time I checked :/
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Re: Stunt Rally - version 2.5

Post by Crystal Hammer » Tue May 19, 2015 1:12 pm

We have finally our own website, with everything in 1 place.
http://stuntrally.tuxfamily.org/
Including Wiki, Videos, big gallery, development gallery, and Track, Car browsers.
Hope you like it. I updated 1st post too.
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Re: Stunt Rally - version 2.6

Post by Crystal Hammer » Mon Sep 21, 2015 8:47 am

After nearly a year we have a new release, 2.6.

Post on our forum: here.

Full changelog: here.

There is a new gameplay Video.

Downloads

Homepage

Have Fun !
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Re: Stunt Rally - version 2.6

Post by loath » Sun Sep 27, 2015 2:17 pm

impressive! thanks for sharing the motion blur code.
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Re: Stunt Rally - version 2.6

Post by hammad » Thu Feb 25, 2016 7:10 am

Hey, I was compiling Stunt Rally 2.6 from source. I've compiled necessary libraries, like Ogre 1.9, MyGUI and all that. Now the problem is, Game gets compile with no error, but when I compile sr-editor it gives me following errors. I am messing with it for 2 days. please help

Code: Select all

[ 39%] Building CXX object source/CMakeFiles/sr-editor.dir/editor/CGui.cpp.o
In file included from /home/chitta/sdk/linux/ogre/stuntrally-2.6/source/editor/TerrainEdit.cpp:13:0:
/usr/local/include/OGRE/OgreOverlay.h:74:28: error: ‘OverlayContainer’ was not declared in this scope
               typedef list<OverlayContainer*>::type OverlayContainerList;
                            ^
/usr/local/include/OGRE/OgreOverlay.h:74:45: error: template argument 1 is invalid
               typedef list<OverlayContainer*>::type OverlayContainerList;
                                             ^
/usr/local/include/OGRE/OgreOverlay.h:74:45: error: template argument 2 is invalid
/usr/local/include/OGRE/OgreOverlay.h:74:48: error: typedef name may not be a nested-name-specifier
               typedef list<OverlayContainer*>::type OverlayContainerList;
                                                ^
/usr/local/include/OGRE/OgreOverlay.h:74:48: error: expected ‘;’ at end of member declaration
/usr/local/include/OGRE/OgreOverlay.h:74:53: error: ‘OverlayContainerList’ does not name a type
               typedef list<OverlayContainer*>::type OverlayContainerList;
                                                     ^
/usr/local/include/OGRE/OgreOverlay.h:82:9: error: ‘OverlayContainerList’ does not name a type
         OverlayContainerList m2DElements;
         ^
/usr/local/include/OGRE/OgreOverlay.h:111:6: error: ‘OverlayContainer’ does not name a type
      OverlayContainer* getChild(const String& name);
      ^
/usr/local/include/OGRE/OgreOverlay.h:145:20: error: ‘OverlayContainer’ has not been declared
         void add2D(OverlayContainer* cont);
                    ^
/usr/local/include/OGRE/OgreOverlay.h:152:23: error: ‘OverlayContainer’ has not been declared
         void remove2D(OverlayContainer* cont);
                       ^
/usr/local/include/OGRE/OgreOverlay.h:256:32: error: ‘OverlayContainerList’ was not declared in this scope
         typedef VectorIterator<OverlayContainerList> Overlay2DElementsIterator ;
                                ^
/usr/local/include/OGRE/OgreOverlay.h:256:52: error: template argument 1 is invalid
         typedef VectorIterator<OverlayContainerList> Overlay2DElementsIterator ;
                                                    ^
/usr/local/include/OGRE/OgreOverlay.h: In member function ‘Ogre::Overlay::Overlay2DElementsIterator Ogre::Overlay::get2DElementsIterator()’:
/usr/local/include/OGRE/OgreOverlay.h:259:47: error: ‘m2DElements’ was not declared in this scope
             return Overlay2DElementsIterator (m2DElements.begin(), m2DElements.end());
                                               ^
/usr/local/include/OGRE/OgreOverlay.h:259:85: error: expression list treated as compound expression in functional cast [-fpermissive]
             return Overlay2DElementsIterator (m2DElements.begin(), m2DElements.end());
                                                                                     ^
In file included from /usr/local/include/OGRE/OgreOverlayContainer.h:33:0,
                 from /home/chitta/sdk/linux/ogre/stuntrally-2.6/source/editor/TerrainEdit.cpp:14:
/usr/local/include/OGRE/OgreOverlayElement.h: At global scope:
/usr/local/include/OGRE/OgreOverlayElement.h:153:9: error: ‘OverlayContainer’ does not name a type
         OverlayContainer* mParent;
         ^
/usr/local/include/OGRE/OgreOverlayElement.h:312:36: error: ‘OverlayContainer’ has not been declared
         virtual void _notifyParent(OverlayContainer* parent, Overlay* overlay);
                                    ^
/usr/local/include/OGRE/OgreOverlayElement.h:460:9: error: ‘OverlayContainer’ does not name a type
         OverlayContainer* getParent() ;
         ^
/usr/local/include/OGRE/OgreOverlayElement.h:461:25: error: ‘OverlayContainer’ has not been declared
         void _setParent(OverlayContainer* parent) { mParent = parent; }
                         ^
/usr/local/include/OGRE/OgreOverlayElement.h: In member function ‘void Ogre::OverlayElement::_setParent(int*)’:
/usr/local/include/OGRE/OgreOverlayElement.h:461:53: error: ‘mParent’ was not declared in this scope
         void _setParent(OverlayContainer* parent) { mParent = parent; }
                                                     ^
make[2]: *** [source/CMakeFiles/sr-editor.dir/editor/TerrainEdit.cpp.o] Error 1
make[2]: *** Waiting for unfinished jobs....
make[1]: *** [source/CMakeFiles/sr-editor.dir/all] Error 2
make: *** [all] Error 2
any help will be appreciated.
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Re: Stunt Rally - version 2.6

Post by scrawl » Thu Feb 25, 2016 11:17 am

Hi,
I think you have mixed headers (Ogre 1.8 + 1.9) in your /usr/local. OgreOverlay.h should be in OGRE/Overlay/OgreOverlay.h not OGRE/OgreOverlay.h. The OGRE/OgreOverlay.h must be a leftover from Ogre 1.8 or an earlier version. I would remove the /usr/local/include/OGRE, reinstall Ogre 1.9 and try again.
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Re: Stunt Rally - version 2.6

Post by Kohedlo » Thu Mar 03, 2016 8:53 pm

How you make the car-capot dynamic cubemap shader? Is real Physic Based reflection?
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Re: Stunt Rally - version 2.6

Post by Crystal Hammer » Fri Mar 04, 2016 9:37 pm

It's just a dynamic cubemap, so 6 render targets rendered (without shadows, and by default all 6 each frame).
It lags a bit, slows down fps of course, but has few options.
We use shiny for shaders.
We have fresnel too and that's about it.
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