From: Daniel H. <dan...@mi...> - 2001-10-26 20:08:56
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All windows fixes look good! I fixed the double spacing in one of the files (that's a very annoying visual C++ "feature") so now all that remains is to see if 1) we can get things working like they used to, and fast as well and 2) we can get joystick (SDL) and sound (OPENAL) working The way you compile with joystick is put in the "defines preprocessor": HAVE_SDL the way you compile with sound is HAVE_AL :-) I bet those will be wrought with windoze incompatabilities :-/ On Friday 26 October 2001 10:37 am, Daniel Horn wrote: > Reply-To: veg...@li...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 ) |