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Roadmap for VASSAL 4

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Re: Roadmap for VASSAL 4

Postby LB » June 15th, 2011, 12:37 pm

Is the latest build supposed to only load pngs? Or both jpgs and pngs?

When I run the program with just jpg files, i.e. map.jpg + all the counters, the program lists all the counters then spits out the following error message:

terminate called after throwing an instance of "std::runtime_error"
what <>: Unrecognized image!
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Re: [messages] [Developers] Re: Roadmap for VASSAL 4

Postby uckelman » June 15th, 2011, 12:59 pm

Thus spake LB:
> Is the latest build supposed to only load pngs? Or both jpgs and pngs?
>
> When I run the program with just jpg files, i.e. map.jpg + all the
> counters, the program lists all the counters then spits out the
> following error message:
>
> terminate called after throwing an instance of "std::runtime_error"
> what <>: Unrecognized image!
>

It's supposed to be able to load a mixture of PNGs and JPEGs. If you're
getting that error, it means that none of the image loaders recognized
some image you gave it.

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Re: Roadmap for VASSAL 4

Postby LB » June 15th, 2011, 1:21 pm

I used the same set of images as the previous build, i.e. the images.zip in the download list you provided. Then I typed in the command "test map.jpg" and the error appeared.
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Re: [messages] [Developers] Re: Roadmap for VASSAL 4

Postby uckelman » June 15th, 2011, 1:24 pm

Thus spake LB:
> I used the same set of images as the previous build, i.e. the images.zip
> in the download list you provided. Then I typed in the command "test
> map.jpg" and the error appeared.

That's weird. Could you try to determine which image is the culprit?

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Re: Roadmap for VASSAL 4

Postby LB » June 15th, 2011, 1:52 pm

I removed all the images from the images folder then ran "test map.jpg". Same error.

I then converted the map.jpg to map.png. Ran "test map.png". Got the same error except for the part after "what":

what<>: Bad stream
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Re: Roadmap for VASSAL 4

Postby lancel » July 1st, 2011, 4:31 am

I got the same problem too. So I tried to build it on my Windows machine to see if I can do some debugging. I am still in the process of building the Boost libraries. Previous demo builds did not need these strange boost lib files. For bjam, what are the parameters used to build the Boost libraries used to make the demo binaries here?

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Re: [messages] [Developers] Re: Roadmap for VASSAL 4

Postby uckelman » July 1st, 2011, 6:35 pm

Thus spake lancel:
> I got the same problem too. So I tried to build it on my Windows
> machine to see if I can do some debugging. I am still in the process of
> building the Boost libraries. Previous demo builds did not need these
> strange boost lib files. For bjam, what are the parameters used to
> build the Boost libraries used to make the demo binaries here?
>

I couldn't say. I didn't build boost_system and boost_filesystem myself.

There should be some instructions here:

http://www.boost.org/doc/libs/1_46_1/mo ... ndows.html

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Re: Roadmap for VASSAL 4

Postby lancel » July 2nd, 2011, 4:58 am

It looks to me that when test.exe tries to process this line in test.cpp for map.jpg:

const Image mimg(loader.load(in));

It will call JPEGLoader::recognized in jpegloader.cpp and for some reason, the "in" pointer is not pointing to position 0. If I add a line like in.seekg(0) before the in.read statement, then the sig array will be correctly filled with the same elements as JPEG_MAGIC. However, even I get past this point, I will run into another error in JPEGLoader::load when it tries to process jpeg_read_header. This call will cause jpeglib to end it all with an error message as follows:

Invalid JPEG file structure: two SOI markers

I then compared the code between this and the last version. I noticed that in this version, there is a new jpeg_istream_src call. I think may something is not being implemented in the right way in this new method and that causes jpeglig's routine to mistake the same map.jpg file as having two SOI markers. Not sure if what I am seeing at this point is correct and some artifact introduced when I added the in.seekg(0) line above.

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Re: Roadmap for VASSAL 4

Postby jeb123 » July 2nd, 2011, 3:01 pm

With regards to platform direction, I'm thinking that mobile gaming is the future. Clearly, many of the bigger game companies are betting this way.

Being a browser based solution would be a great first step as it would give Vassal a way to migrate their fanatical user base from PC's to the platform of the future as people are increasingly replacing their lap tops with smart phones and tablets like the iPad. Mobile gaming on an iPad or tablet would make huge sense for gamers as they would be able to play their games any time from any place from any device and is something that other competitors do not do. If Vassal where to make the jump to a browser based system I think they would ensure their relevance for years to come.
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Re: [messages] [Developers] Re: Roadmap for VASSAL 4

Postby mkiefte » July 2nd, 2011, 5:42 pm

Are there any browser based games available in iPad?

I think we have already rejected JavaScript.

I think you're right that we need a more portable solution but even Apple rejected browser apps for the iPhone years ago.

- M.

On 2011-07-02, at 12:01 PM, jeb123 wrote:

> With regards to platform direction, I'm thinking that mobile gaming is
> the future. Clearly, many of the bigger game companies are betting this
> way.
>
> Being a browser based solution would be a great first step as it would
> give Vassal a way to migrate their fanatical user base from PC's to the
> platform of the future as people are increasingly replacing their lap
> tops with smart phones and tablets like the iPad. Mobile gaming on an
> iPad or tablet would make huge sense for gamers as they would be able to
> play their games any time from any place from any device and is
> something that other competitors do not do. If Vassal where to make
> the jump to a browser based system I think they would ensure their
> relevance for years to come.
>
> _______________________________________________
> Read this topic online here:
> viewtopic.php?p=23624#p23624
> _______________________________________________
> messages mailing list
> messages@vassalengine.org
> http://www.vassalengine.org/mailman/listinfo/messages
>
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Re: Roadmap for VASSAL 4

Postby lancel » July 6th, 2011, 4:49 pm

The next version of Warplanner seems to be designed to run within a browser on even an iPad or Android. My guess is that since the current version of Warplanner is coded in C#, the next version is probably done in C# ASP.NET. A dedicated server may be needed to run this, I suppose. Since Vassal supports many more games, I wonder what kind of server is needed for such a design.

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Re: [messages] [Developers] Re: Roadmap for VASSAL 4

Postby mkiefte » July 6th, 2011, 5:06 pm

Interesting. Shame there isn't a demo.

- M.

On 2011-07-06, at 1:49 PM, lancel wrote:

> The next version of Warplanner seems to be designed to run within a
> browser on even an iPad or Android. My guess is that since the current
> version of Warplanner is coded in C#, the next version is probably done
> in C# ASP.NET. A dedicated server may be needed to run this, I suppose.
> Since Vassal supports many more games, I wonder what kind of server is
> needed for such a design.
>
> Lance
>
> _______________________________________________
> Read this topic online here:
> viewtopic.php?p=23655#p23655
> _______________________________________________
> messages mailing list
> messages@vassalengine.org
> http://www.vassalengine.org/mailman/listinfo/messages
>
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Re: Roadmap for VASSAL 4

Postby lancel » July 6th, 2011, 5:58 pm

Let me see if I can play with some ASP.NET stuffs here a bit for a demo. I know only some C#. It sounds like an interesting side-project to pick up something.

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Re: Roadmap for VASSAL 4

Postby lancel » July 6th, 2011, 6:26 pm

Probably jumping the gun too soon. It is purely my guess that it is being done in ASP.NET on the basis of their current release. Perhaps their next version is done in a totally new architecture. Until it comes out, no one knows. I will keep the ASP.NET in mind anyway to see how feasible it is to run a game like that. Perhaps the next version of Warplanner will be out by then and we will all find out.

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Re: Roadmap for VASSAL 4

Postby lancel » July 6th, 2011, 6:42 pm

On further thoughts, I don't remember this topic ever mentions anything about converting Vassal modules into Java applets and / or running the converted Java applets along with Javascript. Wouldn't it be more cost-efficient to convert them into applets if it is feasible?

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