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Rise to Ruins on RPI3
5 replies to this topic - Started By salvalie, Apr 15 2019 11:16 AM

#1 salvalie

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Posted 15 April 2019 - 11:16 AM

Hi guys. Hi Ray. A friend of mine loves this game and want than I try to run it on the rpi3

 

Ive tested version 27 and 33. Ive replace libwjl.so with the armhf one and loading core.jar with java the game starts....but...

 

it crash on loading because the pi gpu cant handle long textures it says. 

just as experiment, there are another version with shorter textures??

the mesa 19 driver says than the pi max texture size its 2048x2048.

Thread Pool Size: 4
Dedicated Thread: Automatically Enabled

Rise to Ruins InDev 29
Operating System: Linux
GPU Drivers: null
GPU Driver Version: null
Maximum JVM Memory: 235MB
Display Mode: Windowed

Mon Apr 15 12:53:12 ART 2019 INFO:Slick Build #237
Mon Apr 15 12:53:20 ART 2019 INFO:LWJGL Version: 2.9.3
Mon Apr 15 12:53:20 ART 2019 INFO:OriginalDisplayMode: 1920 x 1080 x 24 @60Hz
Mon Apr 15 12:53:20 ART 2019 INFO:TargetDisplayMode: 1820 x 880 x 0 @0Hz
Mon Apr 15 12:53:22 ART 2019 INFO:Starting display 1820x880
Mon Apr 15 12:53:22 ART 2019 INFO:Use Java PNG Loader = true
Mon Apr 15 12:53:22 ART 2019 INFO:Controllers not available
Mon Apr 15 12:53:35 ART 2019 INFO:Initialising sounds..
Mon Apr 15 12:53:36 ART 2019 INFO:- Sound works
Mon Apr 15 12:53:36 ART 2019 INFO:- 64 OpenAL source available
Mon Apr 15 12:53:36 ART 2019 INFO:- Sounds source generated
Resetting SPLASH
Loaded Sound: ARROW_HIT
Loaded Sound: BOW_FIRE
Loaded Sound: SLING_FIRE
Resetting SPLASH
Loaded Sound: BALLISTA_FIRE
Loaded Sound: MAGIC_FIRE
Loaded Sound: MAGIC_HIT
Failed to load limbo villagers.
Failed to load provisioner resources.
Failed to load limbo villagers.
Failed to load provisioner resources.
Failed to load limbo villagers.
Failed to load provisioner resources.
Failed to load limbo villagers.
Failed to load provisioner resources.
Failed to load limbo villagers.
Failed to load provisioner resources.
Failed to load limbo villagers.
Failed to load provisioner resources.
Loading Game
Font Module: 0
Save Module: 0
Time Module: 4
Sound Module: 0
Loaded Sound: MAGIC_BANISH
Loaded Tileset: GRASS_GREEN (10001) Time: 547
Loaded Tileset: GRASS_YELLOW_BROWN (10401) Time: 375
Loaded Sound: MAGIC_RECALL
Loaded Tileset: DIRT_BROWN (401) Time: 380
Loaded Tileset: ROCK_GRAY (60001) Time: 289
Loaded Tileset: DIRT_BROWN_ACCENT (601) Time: 436
Loaded Tileset: TREES_RED (31201) Time: 267
Loaded Sound: MAGIC_ATTRACT_FIRE
Loaded Tileset: GRASS_GREEN_ACCENT (10201) Time: 370
Loaded Tileset: WATER (40001) Time: 290
Loaded Tileset: GRASS_YELLOW_BROWN_ACCENT (10601) Time: 378
Loaded Tileset: TREES_RED_ACCENT (31401) Time: 235
Loaded Tileset: WATER_ACCENT (40201) Time: 291
Loaded Tileset: TREES_GREEN (30001) Time: 266
Loaded Tileset: TURNIPS (111201) Time: 301
Loaded Tileset: GRAVEL_GRAY (20001) Time: 381
Loaded Sound: MAGIC_HEAL
Loaded Tileset: TREES_GREEN_ACCENT (30201) Time: 232
Loaded Tileset: ROCK_BROWN (61801) Time: 283
Loaded Tileset: ANCIENT_RADIANCE_POOL (2312201) Time: 125
Loaded Tileset: ANCIENT_CULLIS_GATE (2300001) Time: 264
Loaded Tileset: GRAVEL_GRAY_ACCENT (20201) Time: 375
Loaded Sound: MAGIC_ZAP
Loaded Tileset: ROCK_GRAY_ACCENT (60201) Time: 251
Loaded Tileset: CRYSTAL_BLUE (100801) Time: 194
Loaded Tileset: FLOWERS_RED (130001) Time: 305
Loaded Tileset: CRYSTAL_GREEN (100401) Time: 180
Loaded Tileset: ROCK_BROWN_ACCENT (62001) Time: 257
Loaded Tileset: FLOWERS_PURPLE (131601) Time: 275
Loaded Sound: MAGIC_HEAL_SPELL
Loaded Tileset: FLOWERS_BLUE (130401) Time: 289
Loaded Tileset: TREES_RED_COLLECTED (31601) Time: 249
Loaded Tileset: POTATOES (110601) Time: 286
Loaded Tileset: SAND_TAN (70001) Time: 379
Loaded Tileset: WOOD_FENCE (1020001) Time: 594
Loaded Sound: DISSOLVE
Loaded Sound: FLAME_FIRE
Loaded Tileset: FARM (2062201) Time: 4970
Loaded Sound: METEOR_FIRE
Loaded Sound: METEOR_HIT
Loaded Tileset: LUMBER_SHACK (2012201) Time: 2542
Loaded Tileset: LOG_PATH_DEBRIS (3001001) Time: 304
Loaded Sound: PHANTNOM_DART_FIRE
Loaded Sound: PHANTNOM_DART_HIT
Loaded Sound: SPRAY_BULLET_FIRE
Loaded Tileset: HOUSING (4642201) Time: 2282
Loaded Sound: SPRAY_BULLET_HIT
Loaded Tileset: FLOWERS_RED_ACCENT (130201) Time: 267
Loaded Sound: MINING
Loaded Sound: STORE_ITEM
Loaded Tileset: STONE_CUTTERY (2102201) Time: 2257
Loaded Tileset: STONE_WALL (1010001) Time: 627
Loaded Tileset: DIRT_LIGHT_BROWN (1) Time: 361
Loaded Tileset: DIRT_LIGHT_BROWN_ACCENT (201) Time: 354
Loaded Sound: WOOD_CHOP
Loaded Tileset: CRYSTAL_BLUE_ACCENT (101001) Time: 236
Loaded Tileset: FLOWERS_WHITE (131201) Time: 516
Loaded Tileset: SAND_TAN_ACCENT (70201) Time: 367
Map Module: 26684
Mon Apr 15 12:54:17 ART 2019 ERROR:Attempt to allocate a texture to big for the current hardware
java.io.IOException: Attempt to allocate a texture to big for the current hardware
	at org.newdawn.slick.opengl.InternalTextureLoader.getTexture(InternalTextureLoader.java:431)
	at org.newdawn.slick.Image.<init>(Image.java:366)
	at org.newdawn.slick.Image.<init>(Image.java:299)
	at org.newdawn.slick.Image.<init>(Image.java:287)
	at rtr.map.MapModule.refreshFullBottom(MapModule.java:213)
	at rtr.states.StateBase.loadState(StateBase.java:641)
	at rtr.states.MainMenuState.loadState(MainMenuState.java:106)
	at rtr.states.StateBase.update(StateBase.java:447)
	at rtr.states.MainMenuState.update(MainMenuState.java:194)
	at org.newdawn.slick.state.StateBasedGame.update(StateBasedGame.java:266)
	at org.newdawn.slick.GameContainer.updateAndRender(GameContainer.java:652)
	at org.newdawn.slick.AppGameContainer.gameLoop(AppGameContainer.java:484)
	at org.newdawn.slick.AppGameContainer.start(AppGameContainer.java:394)
	at rtr.system.Game.launchGame(Game.java:115)
	at rtr.system.Launcher.main(Launcher.java:53)
	at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
	at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
	at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
	at java.lang.reflect.Method.invoke(Method.java:498)
	at org.eclipse.jdt.internal.jarinjarloader.JarRsrcLoader.main(JarRsrcLoader.java:58)
Mon Apr 15 12:54:19 ART 2019 WARN:FBO failed in use, falling back to PBuffer
Mon Apr 15 12:54:19 ART 2019 ERROR:null
java.lang.NullPointerException
	at org.newdawn.slick.opengl.pbuffer.PBufferUniqueGraphics.<init>(PBufferUniqueGraphics.java:36)
	at org.newdawn.slick.opengl.pbuffer.GraphicsFactory.createGraphics(GraphicsFactory.java:135)
	at org.newdawn.slick.opengl.pbuffer.GraphicsFactory.getGraphicsForImage(GraphicsFactory.java:91)
	at org.newdawn.slick.Image.getGraphics(Image.java:500)
	at rtr.map.MapModule.refreshFullBottom(MapModule.java:223)
	at rtr.states.StateBase.loadState(StateBase.java:641)
	at rtr.states.MainMenuState.loadState(MainMenuState.java:106)
	at rtr.states.StateBase.update(StateBase.java:447)
	at rtr.states.MainMenuState.update(MainMenuState.java:194)
	at org.newdawn.slick.state.StateBasedGame.update(StateBasedGame.java:266)
	at org.newdawn.slick.GameContainer.updateAndRender(GameContainer.java:652)
	at org.newdawn.slick.AppGameContainer.gameLoop(AppGameContainer.java:484)
	at org.newdawn.slick.AppGameContainer.start(AppGameContainer.java:394)
	at rtr.system.Game.launchGame(Game.java:115)
	at rtr.system.Launcher.main(Launcher.java:53)
	at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
	at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
	at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
	at java.lang.reflect.Method.invoke(Method.java:498)
	at org.eclipse.jdt.internal.jarinjarloader.JarRsrcLoader.main(JarRsrcLoader.java:58)
Mon Apr 15 12:54:19 ART 2019 ERROR:Game.update() failure - check the game code.
org.newdawn.slick.SlickException: Game.update() failure - check the game code.
	at org.newdawn.slick.GameContainer.updateAndRender(GameContainer.java:669)
	at org.newdawn.slick.AppGameContainer.gameLoop(AppGameContainer.java:484)
	at org.newdawn.slick.AppGameContainer.start(AppGameContainer.java:394)
	at rtr.system.Game.launchGame(Game.java:115)
	at rtr.system.Launcher.main(Launcher.java:53)
	at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
	at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62)
	at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
	at java.lang.reflect.Method.invoke(Method.java:498)
	at org.eclipse.jdt.internal.jarinjarloader.JarRsrcLoader.main(JarRsrcLoader.java:58)
Mon Apr 15 12:54:27 ART 2019 ERROR:/ by zero
java.lang.ArithmeticException: / by zero
	at org.newdawn.slick.openal.AudioImpl.<init>(AudioImpl.java:38)
	at org.newdawn.slick.openal.SoundStore.getWAV(SoundStore.java:732)
	at org.newdawn.slick.openal.SoundStore.getWAV(SoundStore.java:672)
	at org.newdawn.slick.Sound.<init>(Sound.java:91)
	at rtr.SoundModule.loadSound(SoundModule.java:320)
	at rtr.SoundModule.run(SoundModule.java:599)
	at java.lang.Thread.run(Thread.java:748)
org.newdawn.slick.SlickException: Failed to load sound: res/sounds/building10.wav
	at org.newdawn.slick.Sound.<init>(Sound.java:101)
	at rtr.SoundModule.loadSound(SoundModule.java:320)
	at rtr.SoundModule.run(SoundModule.java:599)
	at java.lang.Thread.run(Thread.java:748)
 

thanks!!

 

 

 


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#2 Rayvolution

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Posted 16 April 2019 - 09:48 PM

You need a GPU that can handle 4k textures to play RtR, but aside from that, it's highly unlikely that RtR will ever run on a modern Pi, their specs are just too low. :(
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Rise to Ruins Developer

#3 salvalie

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Posted 17 April 2019 - 12:07 PM

mmmm... I believe it could handle much better than you think hahaha but I understand your concerns!

 

ok, so the max texture capabilities on rpi are 2K and this needs 4k textures. just for maps? because maybe I could shrink some textures if they are not a lot of them bigger than 2k. 

 

Bastion its a more demanding game and the fps arent bad even at 1080p... but, a lot of textures are missing because they are bigger than 2k too. Thats its an impossible mission because they are a lot of textures to shrink. I use mesa 19 and the performance its quite good on many modern games. 

 

i believe than the format its rpcmap... mmm, weird.

 

Another note: My friend pay your app (take in count than he doesnt have too much income, we are from south america) and I respect a lot your development and the principles of your actions about the campaign to found your project. you are maybe too honorable to this industry. 

 

Check my last test of indie games on rpi!

 

https://youtu.be/38f06oFGfbs


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#4 Tiberiumkyle

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Posted 18 April 2019 - 01:45 PM

From what Ray has talked about on the discord server, the game pre-renders the entire map (a 4k texture) then only edits the changes, while you're playing. So you'd need to rewrite the map rendering engine.


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#5 salvalie

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Posted 18 April 2019 - 02:37 PM

Thats a good answer of why not to try it (because of the complexity) hhahahahaha

 

And because you need the source code. Thanks guys


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#6 Destructor

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Posted 19 April 2019 - 02:01 PM

Thats a good answer of why not to try it (because of the complexity) hhahahahaha

 

And because you need the source code. Thanks guys

 

Well, source code itself isn't required, there are some decompilers, however that's would be even more work to do.


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