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From: Chad A. <ae...@vr...> - 2002-11-05 08:23:36
|
woops. just comment it out. I meant to abstract that into a DBG_BREAK macro... Josh Brown wrote: > Hey when I try to compile CollisionResponse.cpp on linux I get an error > that __asm is undefined, so I think Chad wrote this up (assumedly on > Windows) so if you could take a look at that and see if there is a way to > compile that on linux then that would help us out. > > Thanks > Josh > > > > ------------------------------------------------------- > This sf.net email is sponsored by: See the NEW Palm > Tungsten T handheld. Power & Color in a compact size! > http://ads.sourceforge.net/cgi-bin/redirect.pl?palm0001en > _______________________________________________ > Isugamedev-midworld mailing list > Isu...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld |
From: Josh B. <br...@vr...> - 2002-11-05 08:21:54
|
Hey when I try to compile CollisionResponse.cpp on linux I get an error that __asm is undefined, so I think Chad wrote this up (assumedly on Windows) so if you could take a look at that and see if there is a way to compile that on linux then that would help us out. Thanks Josh |
From: Ben S. <bs...@vr...> - 2002-11-05 00:12:47
|
I can definitely do this. I have a plan on how to solve it. I promise to have it done by Wed. night. Do we have a level yet? When collsision detection is done, we still won't have a *game*. cheers, ----- Ben Scott Research Assistant VR Juggler Team Virtual Reality Applications Center bs...@vr... Chad Austin wrote: > Collision detection is our new high priority item. I would say we need > that collision contact code the most... and oriented bounding boxes or > something. Right now, it's impossible to get through the gauntlet at > the beginning of the level because you stick to the turrets. Also, the > turrets fire bullets, whose casings stick in the air to the turrets. > > Think we can still do this? > > > > > ------------------------------------------------------- > This SF.net email is sponsored by: ApacheCon, November 18-21 in > Las Vegas (supported by COMDEX), the only Apache event to be > fully supported by the ASF. http://www.apachecon.com > _______________________________________________ > Isugamedev-midworld mailing list > Isu...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld |
From: Chad A. <ae...@vr...> - 2002-11-04 22:25:51
|
Collision detection is our new high priority item. I would say we need that collision contact code the most... and oriented bounding boxes or something. Right now, it's impossible to get through the gauntlet at the beginning of the level because you stick to the turrets. Also, the turrets fire bullets, whose casings stick in the air to the turrets. Think we can still do this? |
From: Josh B. <br...@vr...> - 2002-11-01 14:36:22
|
Andres, I'd like to bang out the last remaining models with you, and work on animation stuff as well. Is there sometime (basically any time works for me) that you and I could sit down for like 4 hours and just work together on completing the models? Joshy On Wed, 30 Oct 2002, Josh Brown wrote: > > > On Wed, 30 Oct 2002 and...@mc... wrote: > > > the turret should be a chaingun turret, isn't it? I > > think it'd look weird shooting rockets... dunno. I can > > make you a rocket no prob. > > The turret is a chain gun. I didn't really mean rockets per say, what I > really was thinking was bullets that were about twice or three time as big > as the current bullets. The problem that we have right now is that you > can't tell you're being hit very easily (since we don't have the camera > shake - which would be a cool feature - and there is no sound associated > with the player getting hit by a bullet yet). So the first logical step > is to increase the bullet size so it is easier to see hitting you. Then > we'll add in teh sound and camera shake and extra stuff later if there's > time. > > > > > The guy: > > > > I started making a guy, but it's a bitch. He's also > > The guy is a bitch or making him is a bitch? :) > > > gonna be kind of high poly I'm affraid, I'll see if I > > high poly = bad. I came up with 1580 polygons like this: > > head = 200 polys > torso = 180 polys > each hand = 18 polys per finger + 32 for the hand = 122 * 2 hand = 244 > forearm = 90 polys * 2 = 180 > upper arm = 90 polys * 2 = 180 > upper leg = 90 poly * 2 = 180 > lower leg = 90 poly * 2 = 180 > foot = 118 poly *2 = 236 > > all this adds up to 1580. We can probably cut corners in the game to not > display so much so that if the best you can do is like 1800 or 2000 then > that is what we'll have to. But really try for that 1580 mark. > > > > can keep to your constraints. How do you want him > > broken up exactly? like pivots of each part at the > > origin? How do you want the hands? do you want them in a > > gun holding position, or should I break up the upper and > > the forearm so that you can position it all correctly? > > So I just reviewed some info on keyframing and animation and specifically > animations with 3ds. Do you know how to do a skeletal animation in 3ds? > If you do, or if you want to learn how to do it (it is actually pretty > easy to learn if you alredy know max, from what i hear anyway) then this > would be a snap. > > Let me know if you know how to do the skeletal stuff and if not then we'll > explore other options. > > Josh > > > > > > > > > ------------------------------------------------------- > > This sf.net email is sponsored by: Influence the future > > of Java(TM) technology. Join the Java Community > > Process(SM) (JCP(SM)) program now. > > http://ads.sourceforge.net/cgi-bin/redirect.pl?sunm0004en > > _______________________________________________ > > Isugamedev-midworld mailing list > > Isu...@li... > > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld > > > > > > ------------------------------------------------------- > This sf.net email is sponsored by: Influence the future > of Java(TM) technology. Join the Java Community > Process(SM) (JCP(SM)) program now. > http://ads.sourceforge.net/cgi-bin/redirect.pl?sunm0004en > _______________________________________________ > Isugamedev-midworld mailing list > Isu...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld > |
From: Ben S. <bs...@vr...> - 2002-11-01 12:41:15
|
Since the new collision detection code will actually move stuff up right unto the point that it collides, you can and will stick to everything. I need to add in the concept of collision *contact* which I will take care of tomorrow since it's now nearly 7am. I need a nap before my class at 10am. Josh, being the trooper that he is, is still here. You should check out the cool shit he's got going with the droids now. They not only shoot at you, but also have a field of view. (Try sneaking behind them). cheers, ----- Ben Scott Research Assistant VR Juggler Team Virtual Reality Applications Center bs...@vr... |
From: Ben S. <bs...@vr...> - 2002-11-01 12:30:02
|
hey all- We now depend on GMTL 0.1.12 for the new AABox sweep test I added in to support the temporally coherant collision detection. Grab it at http://sf.net/projects/ggt cheers, ----- Ben Scott Research Assistant VR Juggler Team Virtual Reality Applications Center bs...@vr... |
From: Chad A. <ae...@vr...> - 2002-10-30 22:02:30
|
Josh Brown wrote: > Chad, > > Since you're our build guy, can you compile in windows with everything > optimized that you can think of. compiling OpenSG optimized with loop > unrolling, etc. And see where we stand with fps and max polygons. > > if you are too busy or can't get around to it, that's ok, it isn't that > high of a priority right now, but in the next couple days or so we will > need to do this, just to see how we're sitting. > > cheers > Josh With everything optimized, I get 20 frames per second on my P2 400 with a TNT1. I think we should be okay. > On Wed, 30 Oct 2002 and...@mc... wrote: > > >>the turret should be a chaingun turret, isn't it? I >>think it'd look weird shooting rockets... dunno. I can >>make you a rocket no prob. >> >>The guy: >> >>I started making a guy, but it's a bitch. He's also >>gonna be kind of high poly I'm affraid, I'll see if I >>can keep to your constraints. How do you want him >>broken up exactly? like pivots of each part at the >>origin? How do you want the hands? do you want them in a >>gun holding position, or should I break up the upper and >>the forearm so that you can position it all correctly? |
From: Ben S. <bs...@vr...> - 2002-10-30 21:29:03
|
> > high poly = bad. I came up with 1580 polygons like this: > > head = 200 polys > torso = 180 polys > each hand = 18 polys per finger + 32 for the hand = 122 * 2 hand = 244 > forearm = 90 polys * 2 = 180 > upper arm = 90 polys * 2 = 180 > upper leg = 90 poly * 2 = 180 > lower leg = 90 poly * 2 = 180 > foot = 118 poly *2 = 236 > > all this adds up to 1580. We can probably cut corners in the game to not > display so much so that if the best you can do is like 1800 or 2000 then > that is what we'll have to. But really try for that 1580 mark. I think the key here is that we would like it if you can do as much detail as possible in the textures instead of in the polygons. For example, each droid has 2 guns. Each gun has ... oh maybe 16 barrels. They're all currently rendered as individual cylinders w/ ~12 triangles each. That's approx. 12*16=192 polygons for a single gun alone. You could also do the gun as a single cylinder with the detailing of the individual barrels done in the textures. For a relatively nice, round gun w/ 30 sides we would end up needing only say 30*2+4=64 polys. The savings is almost 67%. That is at least what I mean when I talk about polygon reduction. Using details in the texturing to reduce the need for polygons. cheers, ----- Ben Scott Research Assistant VR Juggler Team Virtual Reality Applications Center bs...@vr... |
From: Josh B. <br...@vr...> - 2002-10-30 20:30:16
|
Chad, Since you're our build guy, can you compile in windows with everything optimized that you can think of. compiling OpenSG optimized with loop unrolling, etc. And see where we stand with fps and max polygons. if you are too busy or can't get around to it, that's ok, it isn't that high of a priority right now, but in the next couple days or so we will need to do this, just to see how we're sitting. cheers Josh On Wed, 30 Oct 2002 and...@mc... wrote: > the turret should be a chaingun turret, isn't it? I > think it'd look weird shooting rockets... dunno. I can > make you a rocket no prob. > > The guy: > > I started making a guy, but it's a bitch. He's also > gonna be kind of high poly I'm affraid, I'll see if I > can keep to your constraints. How do you want him > broken up exactly? like pivots of each part at the > origin? How do you want the hands? do you want them in a > gun holding position, or should I break up the upper and > the forearm so that you can position it all correctly? > > > > ------------------------------------------------------- > This sf.net email is sponsored by: Influence the future > of Java(TM) technology. Join the Java Community > Process(SM) (JCP(SM)) program now. > http://ads.sourceforge.net/cgi-bin/redirect.pl?sunm0004en > _______________________________________________ > Isugamedev-midworld mailing list > Isu...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld > |
From: Josh B. <br...@vr...> - 2002-10-30 20:11:20
|
On Wed, 30 Oct 2002 and...@mc... wrote: > the turret should be a chaingun turret, isn't it? I > think it'd look weird shooting rockets... dunno. I can > make you a rocket no prob. The turret is a chain gun. I didn't really mean rockets per say, what I really was thinking was bullets that were about twice or three time as big as the current bullets. The problem that we have right now is that you can't tell you're being hit very easily (since we don't have the camera shake - which would be a cool feature - and there is no sound associated with the player getting hit by a bullet yet). So the first logical step is to increase the bullet size so it is easier to see hitting you. Then we'll add in teh sound and camera shake and extra stuff later if there's time. > > The guy: > > I started making a guy, but it's a bitch. He's also The guy is a bitch or making him is a bitch? :) > gonna be kind of high poly I'm affraid, I'll see if I high poly = bad. I came up with 1580 polygons like this: head = 200 polys torso = 180 polys each hand = 18 polys per finger + 32 for the hand = 122 * 2 hand = 244 forearm = 90 polys * 2 = 180 upper arm = 90 polys * 2 = 180 upper leg = 90 poly * 2 = 180 lower leg = 90 poly * 2 = 180 foot = 118 poly *2 = 236 all this adds up to 1580. We can probably cut corners in the game to not display so much so that if the best you can do is like 1800 or 2000 then that is what we'll have to. But really try for that 1580 mark. > can keep to your constraints. How do you want him > broken up exactly? like pivots of each part at the > origin? How do you want the hands? do you want them in a > gun holding position, or should I break up the upper and > the forearm so that you can position it all correctly? So I just reviewed some info on keyframing and animation and specifically animations with 3ds. Do you know how to do a skeletal animation in 3ds? If you do, or if you want to learn how to do it (it is actually pretty easy to learn if you alredy know max, from what i hear anyway) then this would be a snap. Let me know if you know how to do the skeletal stuff and if not then we'll explore other options. Josh > > > > ------------------------------------------------------- > This sf.net email is sponsored by: Influence the future > of Java(TM) technology. Join the Java Community > Process(SM) (JCP(SM)) program now. > http://ads.sourceforge.net/cgi-bin/redirect.pl?sunm0004en > _______________________________________________ > Isugamedev-midworld mailing list > Isu...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld > |
From: <and...@mc...> - 2002-10-30 18:43:19
|
the turret should be a chaingun turret, isn't it? I think it'd look weird shooting rockets... dunno. I can make you a rocket no prob. The guy: I started making a guy, but it's a bitch. He's also gonna be kind of high poly I'm affraid, I'll see if I can keep to your constraints. How do you want him broken up exactly? like pivots of each part at the origin? How do you want the hands? do you want them in a gun holding position, or should I break up the upper and the forearm so that you can position it all correctly? |
From: Josh B. <br...@vr...> - 2002-10-30 12:10:55
|
Hey Andres and midworld team, I haven't had a chance to talk to you in a while. I'm sure you're at least as busy as I am. (that's why I'm finally getting around to emailing you at 4:30 in the morning) I don't know if anyone has talked to you lately about midworld but it is really progressing. We are to the point where we really need some more art. In order to have a finished game these are the 4 things that we NEED (at least in my opinion) and we pretty much need them in the next week: we NEED a player asap (more specifically) we need a player that is broken down into seperate model files for: head, torso, hands, forearms, upperarms, upper legs, lowwer legs, and feet. So that we can do simple key framing animation. we NEED a guns (more specifically) we need a pistol, shotgun, spreadgun, assult rifle. we NEED a big bullet (more specifically) we need something that is more like a rocket that is launched from the turret or missle launcher. we NEED a new ammo crate, barrel, tent (more specifically) we need fewer polygons drawn to the screen. Basically what we have is the situation that on windows, OpenSG isn't very optimized and on top of that we aren't that great of game coders (yet) so we don't know how to optimize alot of stuff. Therefore, we are dealing with the situation that we can only display about 8000 polygons for the whole scene and still get all our calculations done in time so that we still run at (just barely) a reasonable frame rate (like 28 fps, which is a reasonable guess right now, but the guys that are developing on windows right, chad and levi, can probably give you a better estimate). So the goal is to draw 8000 polys (at the most) at a time. The way I see it, in the worst case, we would want to draw to the screen (after revising the ammo crate, tent and barrel models to be optimized we are left with the following worst case): Player (the most important) 1580 polys 1580 the Gun 100 polys 100 bullets with casings (90) 12 polys 1080 walls (15) 25 polys 375 buildings or large debris (3) 64 polys 192 debris (8) 38 polys 304 tent (4) 38 polys 152 Turrets (3) 450 polys 1350 droids (3) 1000 polys 3000 ammo crates (2) 12 polys 24 particle engine effects (2) 100 polys 200 --------------- ---------- ---- TOTAL 8357 So basically in a worst case where we actually draw all of this then we still can't make our 8000 poly budget even with the slimmed back models I have above. But this is the worst case and we can pretty much avoid it by locating stuff so that we don't get all of this all at once. At any rate, you'll notice that the droid and turret are represented the way they are currently modeled so they do not need to be changed. also notice that I budgeted you alot of polys to do the player and the guns. I also didn't just arbirtrarly pick random poly ammounts I thought about how I could draw each item's exterior frame and gave it that many polys. At any rate this message is intended as a discussion message that everyone is welcome to comment on. and in the mean time Andres, if you have a little free time and get a chance we could really use the player. So first and foremost see if you can get us a broken up player so that we can start experimenting with it - that would be sooooooooo awesome. And since I haven't said it to you in a while you're still the most talented modeler on the planet. Cheers and let's get some discussion going so that andres has some target polygon levels on all remaining models. (and hopefully he will have time to get at least some of it to us before the 5th so we can test) cheers Josh |
From: Chad A. <ae...@vr...> - 2002-10-29 19:06:27
|
I've uploaded a new midworld-deps.zip that has the new OpenSG libraries and DLLs and whatnot. :) |
From: Ben S. <bs...@vr...> - 2002-10-29 06:42:09
|
Here's the new set of tasks (last ones I hope) up to release ... Levi - Fix up the particle engine - Beautify the HUD Josh - Turret AI - Droid AI Matt - Screen resolution to 1024x768 - Setup Jukebox to loop on a single track Johnathan - Limits on the camera zooming and panning (disable yaw) Chad - Continue working with the OpenSG team for its Win32 support - Level loading Ben - Finish entity factory refactorings - Fix up the mouselook support - Rewrite the collision response framework - Update copyright on all source files Future Work - Animation support --------------------------------------------- Tentative Schedule (Nov 2002) --------------------------------------------- 4th: Last day for coding 5th: Begin writing installer and manual 6th: Done playtesting by us 9th: Start public playtesting 12th: Absolutely done! WE SHIP TODAY AT THE VERY LATEST!!!! 15th: Must be received by the IGF judges. cheers, ----- Ben Scott Research Assistant VR Juggler Team Virtual Reality Applications Center bs...@vr... |
From: Ben S. <bs...@vr...> - 2002-10-28 23:11:18
|
I forgot to mention that we'll meet in 1304 Howe again. cheers, ----- Ben Scott Research Assistant VR Juggler Team Virtual Reality Applications Center bs...@vr... Ben Scott wrote: > Midworld team, > > We are under a very serious time crunch. November 7th is the last day we > can possible still be coding on Midworld (12 days away). At that time > our focus absolutely must shift to testing, bug finding, bug fixing, > writing an installer, finishing all text, printing, play testing with > whomever, etc. > > As such we are holding a meeting Monday night at 7:00pm. You must be > there! If you can't make it let us know NOW. If you are not there and > have not contacted us we will assume you no longer want (or are able) to > work on Midworld and we will not assign you any tasks, therefore you > most likely will not be listed as a primaryu developer of Midworld and > instead a contributor in the submitted entry to the IGF. > > Also following the Meeting on monday night, we will be having a work > session which will go until we are too tired to continue to work. Again > on Tuesday night we will have a work session starting at 8pm. Please > plan on working during both of these sessions (for at least a little > while.) Ben and Josh have already commited to being there till 2am both > nights. > > At the meeting we will have an itemized list of remaining tasks and a > tentative timeline for each task and its subtasks. Basically it will be > a sign up sort of deal; you select a task and you get X number of days > to finish it. > > This message may seem harsh to you. However, the fact remains that > several of us have put in hundreds of hours working on Midworld and we > still have LOTS of work to do. It will take all of us working together > to finish it. And I for one don't want to let down everyone else > especially those that have put in a significant amount of time) just to > fall a few weeks short of meeting our deadline. Let's not let that > happen. Be at the meeting and work session and let's bang this thing out > together. > > Your friendly leader, > ----- > Ben Scott > Research Assistant > VR Juggler Team > Virtual Reality Applications Center > bs...@vr... > > > > ------------------------------------------------------- > This sf.net email is sponsored by: Influence the future of Java(TM) > technology. Join the Java Community Process(SM) (JCP(SM)) program now. > http://ads.sourceforge.net/cgi-bin/redirect.pl?sunm0004en > _______________________________________________ > Isugamedev-midworld mailing list > Isu...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld |
From: Ben S. <bs...@vr...> - 2002-10-28 19:19:04
|
Where in Midworld is the setRot call being made? cheers, ----- Ben Scott Research Assistant VR Juggler Team Virtual Reality Applications Center bs...@vr... Chad Austin wrote: > When I run midworld for a longer amount of time (15 seconds or so), I > eventually get a GMTL assertion saying that setRot must take a > normalized vector. > > > > > ------------------------------------------------------- > This sf.net email is sponsored by:ThinkGeek > Welcome to geek heaven. > http://thinkgeek.com/sf > _______________________________________________ > Isugamedev-midworld mailing list > Isu...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld |
From: Chad A. <ae...@vr...> - 2002-10-28 19:16:39
|
When I run midworld for a longer amount of time (15 seconds or so), I eventually get a GMTL assertion saying that setRot must take a normalized vector. |
From: Ben S. <bs...@vr...> - 2002-10-25 23:01:24
|
Midworld team, We are under a very serious time crunch. November 7th is the last day we can possible still be coding on Midworld (12 days away). At that time our focus absolutely must shift to testing, bug finding, bug fixing, writing an installer, finishing all text, printing, play testing with whomever, etc. As such we are holding a meeting Monday night at 7:00pm. You must be there! If you can't make it let us know NOW. If you are not there and have not contacted us we will assume you no longer want (or are able) to work on Midworld and we will not assign you any tasks, therefore you most likely will not be listed as a primaryu developer of Midworld and instead a contributor in the submitted entry to the IGF. Also following the Meeting on monday night, we will be having a work session which will go until we are too tired to continue to work. Again on Tuesday night we will have a work session starting at 8pm. Please plan on working during both of these sessions (for at least a little while.) Ben and Josh have already commited to being there till 2am both nights. At the meeting we will have an itemized list of remaining tasks and a tentative timeline for each task and its subtasks. Basically it will be a sign up sort of deal; you select a task and you get X number of days to finish it. This message may seem harsh to you. However, the fact remains that several of us have put in hundreds of hours working on Midworld and we still have LOTS of work to do. It will take all of us working together to finish it. And I for one don't want to let down everyone else especially those that have put in a significant amount of time) just to fall a few weeks short of meeting our deadline. Let's not let that happen. Be at the meeting and work session and let's bang this thing out together. Your friendly leader, ----- Ben Scott Research Assistant VR Juggler Team Virtual Reality Applications Center bs...@vr... |
From: Matt B. <te...@ia...> - 2002-10-21 12:24:40
|
So couple more questions - It isn't something I screwed up, is it? All I've changed so far is Main.cpp and menustate, and I haven't committed those yet ( I think ). How do I fix it to get it to run? Or am I screwed with my lack of knowledge and programming savvy? Lata ttaM ____________________________________________ Matt Billock, Senior in Computer Science (515) 292-6172 AIM - temyrr President, ISU Hockey Pep Band Technology Committee Chair, Tau Beta Sigma (Theta Xi Chapter) "I will not eat them in Japan, with Godzilla and Rodan." -----Original Message----- From: isu...@li... [mailto:isu...@li...] On Behalf Of Chad Austin Sent: Monday, October 21, 2002 3:09 AM To: Chad Austin Cc: gdm Subject: Re: [Isugamedev-midworld] now I'm crashing in OpenSG Hrm... it looks like I might actually be crashing *inside* of the nvidia GL drivers. :| Chad Austin wrote: > Inside of the monothilic draw() function > > :| > > Is anyone on Linux seeing that with OpenSG from CVS? > > > > > ------------------------------------------------------- > This sf.net email is sponsored by:ThinkGeek > Welcome to geek heaven. > http://thinkgeek.com/sf > _______________________________________________ > Isugamedev-midworld mailing list > Isu...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld ------------------------------------------------------- This sf.net email is sponsored by:ThinkGeek Welcome to geek heaven. http://thinkgeek.com/sf _______________________________________________ Isugamedev-midworld mailing list Isu...@li... https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld |
From: Chad A. <ae...@vr...> - 2002-10-21 06:09:31
|
Hrm... it looks like I might actually be crashing *inside* of the nvidia GL drivers. :| Chad Austin wrote: > Inside of the monothilic draw() function > > :| > > Is anyone on Linux seeing that with OpenSG from CVS? > > > > > ------------------------------------------------------- > This sf.net email is sponsored by:ThinkGeek > Welcome to geek heaven. > http://thinkgeek.com/sf > _______________________________________________ > Isugamedev-midworld mailing list > Isu...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld |
From: Chad A. <ae...@vr...> - 2002-10-21 06:04:37
|
Inside of the monothilic draw() function :| Is anyone on Linux seeing that with OpenSG from CVS? |
From: Chad A. <ae...@vr...> - 2002-10-21 05:57:44
|
I crash in Midworld right after getting into the GameState too. The crash is inside of loom's reflex constructor. Here is the line in GameState that it dies on: node1Instinct = new lm::reflex(node1, first, aimTestCommand); I'm going to comment out the loom stuff until it works. (broken build = bad) (btw, I got OpenSG from CVS integrated) |
From: Chad A. <ae...@vr...> - 2002-10-18 03:21:31
|
A stack trace would be the most helpful. If you don't know how to get one, bug me on AIM sometime and I will help = you out. On Thursday 17 October 2002 13:25, Ben Scott wrote: > uhhh ... I haven't seen this one in midworld yet. Do you have the > correct models in the models/ directory? Being after the third bar > update would imply to me that you're missing the "player" model (which > happens to be the files player.obj, player.mtl, and player.jpg). > > On what line does the crash occur? What's the stack trace in MSVC7 tell > you? > > cheers, > ----- > Ben Scott > Research Assistant > VR Juggler Team > Virtual Reality Applications Center > bs...@vr... > > Matt Billock wrote: > > I'm getting the error: > > > > > > HEAP[midworld.exe]: Invalid Address specified to RtlFreeHeap( 0513000= 0, > > 05057668 ) > > Unhandled exception at 0x77f7f570 in midworld.exe: User breakpoint. > > > > When the game is on the loading screen, after the bar updates for the > > third time - what do I have to do to fix this? > > > > On the upside, I got the highlighting on the menu re-aligned with the > > new resolution. Just need to get into the game to make sure nothing > > else is screwy > > > > Thanks for your time, > > > > ttaM > > ____________________________________________ > > Matt Billock, Senior in Computer Science > > (515) 292-6172 AIM - temyrr > > President, ISU Hockey Pep Band > > Technology Committee Chair, Tau Beta Sigma (Theta Xi Chapter) > > "I will not eat them in Japan, with Godzilla and Rodan." > > > > > > > > > > > > ------------------------------------------------------- > > This sf.net email is sponsored by: viaVerio will pay you up to > > $1,000 for every account that you consolidate with us. > > http://ad.doubleclick.net/clk;4749864;7604308;v? > > http://www.viaverio.com/consolidator/osdn.cfm > > _______________________________________________ > > Isugamedev-midworld mailing list > > Isu...@li... > > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld > > ------------------------------------------------------- > This sf.net email is sponsored by: viaVerio will pay you up to > $1,000 for every account that you consolidate with us. > http://ad.doubleclick.net/clk;4749864;7604308;v? > http://www.viaverio.com/consolidator/osdn.cfm > _______________________________________________ > Isugamedev-midworld mailing list > Isu...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld |
From: Ben S. <bs...@vr...> - 2002-10-17 18:25:49
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uhhh ... I haven't seen this one in midworld yet. Do you have the correct models in the models/ directory? Being after the third bar update would imply to me that you're missing the "player" model (which happens to be the files player.obj, player.mtl, and player.jpg). On what line does the crash occur? What's the stack trace in MSVC7 tell you? cheers, ----- Ben Scott Research Assistant VR Juggler Team Virtual Reality Applications Center bs...@vr... Matt Billock wrote: > I'm getting the error: > > > HEAP[midworld.exe]: Invalid Address specified to RtlFreeHeap( 05130000, > 05057668 ) > Unhandled exception at 0x77f7f570 in midworld.exe: User breakpoint. > > When the game is on the loading screen, after the bar updates for the > third time - what do I have to do to fix this? > > On the upside, I got the highlighting on the menu re-aligned with the > new resolution. Just need to get into the game to make sure nothing > else is screwy > > Thanks for your time, > > ttaM > ____________________________________________ > Matt Billock, Senior in Computer Science > (515) 292-6172 AIM - temyrr > President, ISU Hockey Pep Band > Technology Committee Chair, Tau Beta Sigma (Theta Xi Chapter) > "I will not eat them in Japan, with Godzilla and Rodan." > > > > > > ------------------------------------------------------- > This sf.net email is sponsored by: viaVerio will pay you up to > $1,000 for every account that you consolidate with us. > http://ad.doubleclick.net/clk;4749864;7604308;v? > http://www.viaverio.com/consolidator/osdn.cfm > _______________________________________________ > Isugamedev-midworld mailing list > Isu...@li... > https://lists.sourceforge.net/lists/listinfo/isugamedev-midworld |