Ambrosia Garden Archive
    • Antares 0.4.0 Released


      Antares 0.4.0 has been released. This release fixes several issues:

      • Issue 18 (Briefing points clipped at edge of map)

      • Issue 20 (Smearing in third tutorial)

      • Issue 39 (Pausing via CAPS causes smearing)

      • Issue 41 (Mouse areas wrong for help and play-again screens)

      • Issue 55 (Design new replay file format)

      • Issue 57 (Mac menu bar intercepts events in full-screen)

      • Issue 60 (Minicomputer double-click threshold is proportional to time game has been open.)

      • Issue 42 (Music preferences not really respected)

      • Issue 49 (Scaled-up static is squashed horizontally.)

      • Issue 51 (Sprites unnecessarily hidden at right edge of screen.)

      • Issue 52 (At 1:16, squares clipped but other shapes disappear)

      • Issue 61 (Kinetic beams have a black contrail)

      • Issue 64 (Stars sometimes flash when leaving warp)

      The sprite-drawing engine has been moved out of software and into OpenGL, hopefully providing performance improvements and certainly making Antares more maintainable in the long run. Other parts of the game are still drawn in software, however.

      In addition, Antares 0.4.0 is the first release of Antares to open up its source code repository. If you're interested in helping with the game, it has a contributing page detailing ways to help.

    • BONUS: Open Terminal.app and run these commands to change your resolution:

      $ defaults write org.arescentral.antares ScreenWidth -int 1280
      $ defaults write org.arescentral.antares ScreenHeight -int 720
      

      (if that's not your screen size, adjust as appropriate)

      BONUS: Antares now LGPL3-licensed.

      BONUS: Antares now with same amount of cowbell, no plans for more.

    • Oooh, nice. I like being able to set the resolution. I wrote a little applescript to make it easier:
      Attached File Set Antares resolution.zip (26.81K)
      Number of downloads: 0

      Performance seems better, but still not great when there are large numbers of sprites on screen, especially if the zoom level is changing. Playing in huge resolutions doesn't exactly help either. Also, the mouse input is laggy, which wasn't the case before.

      I've had a few crashes. In fact the first time I tried to run it, it crashed when I tried to load a level. The level was Space Race, so that might have had something to do with it. Then it started working, but after running an old version the the formatting of the unlocked levels got screwed up and it crashed on startup. After fixing that I haven't had any problems, including with Space Race. Antares also doesn't start properly if you set the resolution to something other than a number.

      I noticed on the issue tracker you were considering capping the (effective) resolution. I don't think you should choose one below 1024x768, since Ares supported that. But it might make sense to limit it to that for performance and multiplayer fairness.

      This post has been edited by NMS : 04 October 2011 - 09:54 AM

    • @nms, on 04 October 2011 - 09:50 AM, said in Antares 0.4.0 Released:

      Performance seems better, but still not great when there are large numbers of sprites on screen, especially if the zoom level is changing. Playing in huge resolutions doesn't exactly help either. Also, the mouse input is laggy, which wasn't the case before.

      Is all input laggy or just the mouse? I'm not sure what introduced it, but I've felt that too at times. Do you know if it's just having large numbers of sprites, or a large battle? (though it's hard to have the former without the latter) In particular, the way Antares does the static effect for shields is kind of complicated and it could be that it's the problem.

      Quote

      I've had a few crashes. In fact the first time I tried to run it, it crashed when I tried to load a level. The level was Space Race, so that might have had something to do with it. Then it started working, but after running an old version the the formatting of the unlocked levels got screwed up and it crashed on startup. After fixing that I haven't had any problems, including with Space Race. Antares also doesn't start properly if you set the resolution to something other than a number.

      Do you have a crash report from the first run? I'd be interested in looking that. I'm not interested in the latter two cases.

      Quote

      I noticed on the issue tracker you were considering capping the (effective) resolution. I don't think you should choose one below 1024x768, since Ares supported that. But it might make sense to limit it to that for performance and multiplayer fairness.

      That's Issue 93, for those of you following along at home. The reason that I picked 800x600 was because it's more likely to yield nice multiples. The two monitor sizes I had in mind were 1280x800 and 1920x1200 (the 16:10 equivalents of the 16:9 720p and 1080p). Adopting 800x600 turns 1:1 into 4:3 and 2:1. Adopting 1024x768 turns 1:1 into 25:24 and 25:16.

    • All input is laggy actually. It's only a small fraction of a second, but it's obvious now that I'm paying attention to it. I expect the results of some key presses to be slightly delayed or not immediately apparent, which is why I didn't notice before. But things like turning and firing should be instant and aren't. It's very obvious with the mouse though. It seems to be a constant amount, independent of frame rate/lag.

      Unfortunately, I didn't save my crash report because I thought I had done something abnormal that might be responsible. Apparently I hadn't though. My best guess is that the unlocked levels formatting was screwed up during the first run. Then I edited it to remove 26, which made it usable but not entirely correct. So it worked until I ran an older version, which messed it up and inserted it's own version at the beginning. After fixing it again, both versions can read it and not mess it up.

      I see what you mean about the ratios, but I'm not sure I see the advantage of what you're proposing over the existing system, i.e. the user picks a resolution (which could be limited to a range) and it's scaled to fill the monitor preserving aspect ratio (or possibly displayed in windowed mode). I think you're suggesting scaling the sprites individually but having other things, like lines and instrument panels remain the same size in pixels. Would that improve performance, or look better?

    • @nms, on 04 October 2011 - 10:52 AM, said in Antares 0.4.0 Released:

      Unfortunately, I didn't save my crash report because I thought I had done something abnormal that might be responsible.

      It's not still in ~/Library/Logs/CrashReporter?

      Quote

      I see what you mean about the ratios, but I'm not sure I see the advantage of what you're proposing over the existing system, i.e. the user picks a resolution (which could be limited to a range) and it's scaled to fill the monitor preserving aspect ratio (or possibly displayed in windowed mode). I think you're suggesting scaling the sprites individually but having other things, like lines and instrument panels remain the same size in pixels. Would that improve performance, or look better?

      One point is that it's advantageous to stay below 1:16 zoom and see real sprites and not LR symbols. At 1:4, you can see more with a large monitor than a small monitor. I'm suggesting that you should see same scene in higher resolution, rather than seeing a larger scene. Similarly, zoom to hostile is guaranteed not to zoom below 1:1, so during a close flyby, a smaller screen is more of a handicap.

    • @pallas-athene, on 04 October 2011 - 11:16 AM, said in Antares 0.4.0 Released:

      It's not still in ~/Library/Logs/CrashReporter?

      Um, yes of course it is. Seems to suggest it was in the middle of displaying the starmap, which matches my memory.

      @pallas-athene, on 04 October 2011 - 11:16 AM, said in Antares 0.4.0 Released:

      I'm suggesting that you should see same scene in higher resolution, rather than seeing a larger scene.

      Oh, I see. It avoids the sprites being scaled down (because you're zoomed out) and then scaled back up again (because the game is scaled to your monitor). So I guess you'd still scale up the instrument panels and game windows. Can you scale up the lines though? Actually, looking at them in a high resolution, it looks like they do have thickness, so maybe that would be OK. How would running at higher resolutions impact performance, assuming the viewable area is the same? Does the software have to do more work, or is just the graphics card? If it's done by the hardware, it seems like a good idea.

      Still, wouldn't you have to be able to handle arbitrary ratios? People might have external monitors with weird resolutions like 1344x1008 and there are Macs with native resolutions like 1024x768 and 1680x1050. Is it that much easier to scale by fractions of 32:25 or 42:25 than an arbitrary amount?

      Attached File(s)

    • @nms, on 04 October 2011 - 12:25 PM, said in Antares 0.4.0 Released:

      Um, yes of course it is. Seems to suggest it was in the middle of displaying the starmap, which matches my memory.

      Hmm, odd. That's definitely not a place I'd expect to see a crash. Reported as Issue 96. Also filed Issue 97 for the input lagginess. Both for a hotfix release, though if I can't reproduce the former, I'll probably drop it.

      Quote

      Oh, I see. It avoids the sprites being scaled down (because you're zoomed out) and then scaled back up again (because the game is scaled to your monitor). So I guess you'd still scale up the instrument panels and game windows. Can you scale up the lines though? Actually, looking at them in a high resolution, it looks like they do have thickness, so maybe that would be OK. How would running at higher resolutions impact performance, assuming the viewable area is the same? Does the software have to do more work, or is just the graphics card? If it's done by the hardware, it seems like a good idea.

      Still, wouldn't you have to be able to handle arbitrary ratios? People might have external monitors with weird resolutions like 1344x1008 and there are Macs with native resolutions like 1024x768 and 1680x1050. Is it that much easier to scale by fractions of 32:25 or 42:25 than an arbitrary amount?

      We can handle arbitrary scales just fine—I'm mostly thinking of 1:1 zoom, where it could potentially look odd for the game to be scaled by a weird fraction.

    • That's about what I thought. I don't think it's worth dropping support for the largest resolution Ares allowed just to get better ratios. Maybe the user could select "small", "medium", or "large", corresponding to the original sizes. That would determine viewable area and then things would be scaled to their resolution.

    • Just had another crash. Apparently due to transferring control. Possibly my escape pod expired at the same time?

      Spoiler

      Process: Antares (2163)
      Path: /Games/Ares/Antares.app/Contents/MacOS/Antares
      Identifier: org.arescentral.antares
      Version: 0.4.0 (1)
      Code Type: X86 (Native)
      Parent Process: launchd (110)

      Date/Time: 2011-10-04 14:36:49.121 -0400
      OS Version: Mac OS X 10.6.8 (10K540)
      Report Version: 6

      Interval Since Last Report: 21080 sec
      Crashes Since Last Report: 5
      Per-App Interval Since Last Report: 7157 sec
      Per-App Crashes Since Last Report: 5
      Anonymous UUID: 7EBE0F8F-1A10-4D05-BA19-E58F106359CC

      Exception Type: EXC_BAD_ACCESS (SIGBUS)
      Exception Codes: KERN_PROTECTION_FAILURE at 0x0000000000000000
      Crashed Thread: 0 Dispatch queue: com.apple.main-thread

      Thread 0 Crashed: Dispatch queue: com.apple.main-thread
      0 org.arescentral.antares 0x0004780c antares::ChangePlayerShipNumber(long, long) + 54
      1 org.arescentral.antares 0x000469eb antares::NonplayerShipThink(long) + 1467
      2 org.arescentral.antares 0x00034841 antares::GamePlay::fire_timer() + 699
      3 org.arescentral.antares 0x00005f75 antares::CocoaVideoDriver::loop(antares::Card*) + 547
      4 org.arescentral.antares 0x00008e10 antares_controller_loop + 38
      5 org.arescentral.antares 0x000053fb -(AntaresController run:) + 24
      6 org.arescentral.antares 0x0000568d -(AntaresExtractDataController done) + 74
      7 com.apple.Foundation 0x942557d8 __NSThreadPerformPerform + 705
      8 com.apple.CoreFoundation 0x963bc45b __CFRunLoopDoSources0 + 1563
      9 com.apple.CoreFoundation 0x963b9f1f __CFRunLoopRun + 1071
      10 com.apple.CoreFoundation 0x963b93f4 CFRunLoopRunSpecific + 452
      11 com.apple.CoreFoundation 0x963b9221 CFRunLoopRunInMode + 97
      12 com.apple.HIToolbox 0x9004ae04 RunCurrentEventLoopInMode + 392
      13 com.apple.HIToolbox 0x9004abb9 ReceiveNextEventCommon + 354
      14 com.apple.HIToolbox 0x9004aa3e BlockUntilNextEventMatchingListInMode + 81
      15 com.apple.AppKit 0x990e6595 _DPSNextEvent + 847
      16 com.apple.AppKit 0x990e5dd6 -(NSApplication nextEventMatchingMask:untilDate:inMode:dequeue:) + 156
      17 com.apple.AppKit 0x990a81f3 -(NSApplication run) + 821
      18 com.apple.AppKit 0x990a0289 NSApplicationMain + 574
      19 org.arescentral.antares 0x000050fe _start + 216
      20 org.arescentral.antares 0x00005025 start + 41

      Thread 1: Dispatch queue: com.apple.libdispatch-manager
      0 libSystem.B.dylib 0x927f0382 kevent + 10
      1 libSystem.B.dylib 0x927f0a9c _dispatch_mgr_invoke + 215
      2 libSystem.B.dylib 0x927eff59 _dispatch_queue_invoke + 163
      3 libSystem.B.dylib 0x927efcfe _dispatch_worker_thread2 + 240
      4 libSystem.B.dylib 0x927ef781 _pthread_wqthread + 390
      5 libSystem.B.dylib 0x927ef5c6 start_wqthread + 30

      Thread 2:
      0 libSystem.B.dylib 0x927c9b5a semaphore_timedwait_signal_trap + 10
      1 libSystem.B.dylib 0x927f76e1 _pthread_cond_wait + 1066
      2 libSystem.B.dylib 0x928265a8 pthread_cond_timedwait_relative_np + 47
      3 com.apple.audio.CoreAudio 0x9204b3ab CAGuard::WaitFor(unsigned long long) + 219
      4 com.apple.audio.CoreAudio 0x9204e3dd CAGuard::WaitUntil(unsigned long long) + 289
      5 com.apple.audio.CoreAudio 0x9204bcda HP_IOThread::WorkLoop() + 1892
      6 com.apple.audio.CoreAudio 0x9204b571 HP_IOThread::ThreadEntry(HP_IOThread*) + 17
      7 com.apple.audio.CoreAudio 0x9204b488 CAPThread::Entry(CAPThread*) + 140
      8 libSystem.B.dylib 0x927f7259 _pthread_start + 345
      9 libSystem.B.dylib 0x927f70de thread_start + 34

      Thread 0 crashed with X86 Thread State (32-bit):
      eax: 0x01859200 ebx: 0x000477e7 ecx: 0x0002ed9b edx: 0x00000000
      edi: 0x00000000 esi: 0x00000000 ebp: 0xbfffe4a8 esp: 0xbfffe470
      ss: 0x0000001f efl: 0x00010246 eip: 0x0004780c cs: 0x00000017
      ds: 0x0000001f es: 0x0000001f fs: 0x00000000 gs: 0x00000037
      cr2: 0x00000000

      Binary Images:
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      0x9637d000 - 0x964f8fe7 com.apple.CoreFoundation 6.6.5 (550.43) <10B8470A-88B7-FC74-1C2F-E5CBD966C051> /System/Library/Frameworks/CoreFoundation.framework/Versions/A/CoreFoundation
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      0x989a4000 - 0x98a84fe7 com.apple.vImage 4.1 (4.1) <D029C515-08E1-93A6-3705-DD062A3A672C> /System/Library/Frameworks/Accelerate.framework/Versions/A/Frameworks/vImage.framework/Versions/A/vImage
      0x98b39000 - 0x98c13fff com.apple.DesktopServices 1.5.11 (1.5.11) <800F2040-9211-81A7-B438-7712BF51DEE3> /System/Library/PrivateFrameworks/DesktopServicesPriv.framework/Versions/A/DesktopServicesPriv
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      0x98f55000 - 0x98f9bff7 libauto.dylib ??? (???) <29422A70-87CF-10E2-CE59-FEE1234CFAAE> /usr/lib/libauto.dylib
      0x98f9c000 - 0x98f9dff7 com.apple.audio.units.AudioUnit 1.6.7 (1.6.7) <838E1760-F7D9-3239-B3A8-20E25EFD1379> /System/Library/Frameworks/AudioUnit.framework/Versions/A/AudioUnit
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      0x9998b000 - 0x9998bff7 liblangid.dylib ??? (???) <B99607FC-5646-32C8-2C16-AFB5EA9097C2> /usr/lib/liblangid.dylib
      0x99c88000 - 0x99c88ff7 com.apple.ApplicationServices 38 (38) <8012B504-3D83-BFBB-DA65-065E061CFE03> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/ApplicationServices
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      0x99d43000 - 0x99ddefe7 com.apple.ApplicationServices.ATS 275.16 (???) <873C8B8A-B563-50F7-7628-524EE9E8DF0F> /System/Library/Frameworks/ApplicationServices.framework/Versions/A/Frameworks/ATS.framework/Versions/A/ATS
      0x99e01000 - 0x99e0ffe7 libz.1.dylib 1.2.3 (compatibility 1.0.0) <33C1B260-ED05-945D-FC33-EF56EC791E2E> /usr/lib/libz.1.dylib
      0x99faa000 - 0x99faeff7 libGFXShared.dylib ??? (???) <801B2C2C-1692-475A-BAD6-99F85B6E7C25> /System/Library/Frameworks/OpenGL.framework/Versions/A/Libraries/libGFXShared.dylib
      0x99faf000 - 0x9a047fe7 edu.mit.Kerberos 6.5.11 (6.5.11) <F36DB665-A88B-7F5B-6244-6A2E7FFFF668> /System/Library/Frameworks/Kerberos.framework/Versions/A/Kerberos
      0xffff0000 - 0xffff1fff libSystem.B.dylib ??? (???) <2DCD13E3-1BD1-6F25-119A-3863A3848B90> /usr/lib/libSystem.B.dylib

      Model: MacBookPro6,1, BootROM MBP61.0057.B0C, 2 processors, Intel Core i7, 2.66 GHz, 4 GB, SMC 1.57f17
      Graphics: NVIDIA GeForce GT 330M, NVIDIA GeForce GT 330M, PCIe, 512 MB
      Graphics: Intel HD Graphics, Intel HD Graphics, Built-In, 288 MB
      Memory Module: global_name
      AirPort: spairport_wireless_card_type_airport_extreme (0x14E4, 0x93), Broadcom BCM43xx 1.0 (5.10.131.42.4)
      Bluetooth: Version 2.4.5f3, 2 service, 12 devices, 1 incoming serial ports
      Network Service: Ethernet, Ethernet, en0
      Serial ATA Device: ST9500420ASG, 465.76 GB
      Serial ATA Device: MATs###ADVD-R UJ-898
      USB Device: Hub, 0x0424 (SMSC), 0x2514, 0xfa100000 / 2
      USB Device: BRCM2070 Hub, 0x0a5c (Broadcom Corp.), 0x4500, 0xfa110000 / 4
      USB Device: Bluetooth USB Host Controller, 0x05ac (Apple Inc.), 0x8218, 0xfa113000 / 7
      USB Device: Apple Internal Keyboard / Trackpad, 0x05ac (Apple Inc.), 0x0236, 0xfa120000 / 3
      USB Device: Hub, 0x0424 (SMSC), 0x2514, 0xfd100000 / 2
      USB Device: Hub in Apple Pro Keyboard, 0x05ac (Apple Inc.), 0x1003, 0xfd130000 / 5
      USB Device: Microsoft® Comfort Mouse 4500, 0x045e (Microsoft Corporation), 0x076c, 0xfd131000 / 7
      USB Device: Apple Pro Keyboard, 0x05ac (Apple Inc.), 0x020b, 0xfd133000 / 6
      USB Device: IR Receiver, 0x05ac (Apple Inc.), 0x8242, 0xfd120000 / 4
      USB Device: Built-in iSight, 0x05ac (Apple Inc.), 0x8507, 0xfd110000 / 3

    • Can you post the crash report to the issue tracker?

    • \o/

      Hmmm can't seem to get mouse controls to work...

    • @two-jacks, on 04 October 2011 - 04:10 PM, said in Antares 0.4.0 Released:

      Hmmm can't seem to get mouse controls to work...

      Can you give a little more detail? Maybe try the tutorial where mouse control is introduced? (2nd, I think)