From: Daniel H. <dan...@mi...> - 2001-10-26 17:36:34
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I removed the BSP's from the development tree now the bold checker-outer of the CVS will need to generate them himself.... they will be included in specific packages though.... maybe I shoudl save them in home dir.... but that's kinda silly anyhow if anyone can offer their insight into the problems presented here: gfx/bsp.cpp BSPTree::BSPTree (const char * filename) has the file input of the bsp tree cmd/unit_bsp.cpp: "write_bsp_tree ()" has the file output of the bsp as generated on the current machine.... I don't know the validity of either of these file IO's but they seemed to work on a mac (or so I thought) On Friday 26 October 2001 10:18 am, Daniel Horn wrote: > Reply-To: veg...@li...Uh oh that's very > strange.... let me explain to you about BSP's a bit > > Vegastrike currently, when it loads a unit, checks to see if > "unitname.bsp" exists. If that file is already there, then it loads the > file, calling BSPNode::BSPNode (BSPDiskNode **streamedinput) > > I think I know the PROBLEM..... you're right now trying to load BSP nodes > from a linux generated BSP tree.... > I remember that linux tends to pad its structs so they are 4 byte aligned > > so maybe you're loading these padded structs, and it ain't working for > you.... this is just a theory.... > > > anyhow TELL ME if it works when you remove *.bsp from every directory :-) > it should autogenerate them in windows padding :-) and see if that works > > if it does, I'll make BSP's cross platform > > On Friday 26 October 2001 06:52 am, James T. Richardson, Jr. wrote: > > Reply-To: veg...@li...I've got VS compiling and > > linking and all that jaz under Win32. Just not running. I'm fighting with > > a bug that causes an an access violation in BSPNode::BSPNode(BSPDiskNoe > > **input); > > > > --- > > > > James T. Richardson, Jr. > > jam...@wi... > > > > > -----Original Message----- > > > From: veg...@li... > > > [mailto:veg...@li...] > > > Sent: Thursday, October 25, 2001 3:26 AM > > > To: Veg...@li... > > > Subject: [Vegastrike-devel] (no subject) > > > > > > > > > Excellent, as soon as I get VS compilling under windows, I'll get > > > working on the TCS Tigersclaw. > > > BTW I've found out that 3dsmax 4 CAN combine multiple textures into > > > one file, so a release ready Excalibur shall be finished soon, as well > > > as a ton of other ships, I.e all the wc ships except wc2. > > > > > > > > > __________________________________________________________________ > > > Get your free Australian email account at http://www.start.com.au > > > > > > > > > _______________________________________________ > > > Vegastrike-devel mailing list > > > Veg...@li... > > > https://lists.sourceforge.net/lists/listinfo/vegastrike-devel > > > > _______________________________________________ > > Vegastrike-devel mailing list > > Veg...@li... > > https://lists.sourceforge.net/lists/listinfo/vegastrike-devel -- - Daniel Horn (hel...@ho...) Vegastrike Lead Developer ( http://vegastrike.sourceforge.net ) |