From: James T. R. Jr. <jam...@wi...> - 2001-10-26 14:01:39
|
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 > |
From: James T. R. Jr. <jam...@wi...> - 2001-10-26 18:42:05
|
Interesting.... What exactly is a BSP file? Either way deleting the BSP files worked. I'm no longer crashing. There are still a few problems tho. I've attached a screenshot to show all you what i'm experiencing. VS loads up (yay!) However.... 1.) Cockpit view is *horribly* garbaled 2.) Frame rate is still un-playable, it's litarlly around 1 fps (this is the same result as I was getting from the non-cvs distribution 3.) *Something* is moving my ship around. I'm not pressing any keys and I have no joystick installed on the computer but my ship seems to be turning and i can't stop it (altho it's difficult to tell if i'm having any affect with such a low frame rate). 4.) When the VS window comes up my CPU utilization tops out at 100% and continues till it's killed.... I'm on a P2-450 with 256megs of RAM. Video card is a ATI Rage Pro. Comments? Still want my stuff in CVS? --- James T. Richardson, Jr. jam...@wi... > -----Original Message----- > From: veg...@li... > [mailto:veg...@li...]On > Behalf Of Daniel > Horn > Sent: Friday, October 26, 2001 12:18 PM > To: veg...@li... > Subject: Re: [Vegastrike-devel] (no subject) > > > 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 ) > > _______________________________________________ > Vegastrike-devel mailing list > Veg...@li... > https://lists.sourceforge.net/lists/listinfo/vegastrike-devel > |
From: Daniel H. <dan...@mi...> - 2001-10-26 18:46:46
|
On Friday 26 October 2001 11:32 am, James T. Richardson, Jr. wrote: > Reply-To: veg...@li...Interesting.... What > exactly is a BSP file? Either way deleting the BSP files worked. I'm no > longer crashing. There are still a few problems tho. I've attached a > screenshot to show all you what i'm experiencing. a bsp file is simply a description of the mesh as a closed hull to do collision detection...it takes a few seconds to generate as you may have noticed, but I should ahve designed them in such a way that they are cross platform > VS loads up (yay!) However.... > > 1.) Cockpit view is *horribly* garbaled Really? can you try the vegastrike build ftp://vegastrike.sourceforge.net/pub/vegastrike/vegastrike101001.zip See if this has the same problems? I compiled this for windows and the cockpit worked just fine and the framerate was great! > 2.) Frame rate is still un-playable, it's litarlly around 1 fps (this is > the same result as I was getting from the non-cvs distribution > 3.) *Something* is moving my ship around. I'm not pressing any keys and I > have no joystick installed on the computer but my ship seems to be turning > and i can't stop it (altho it's difficult to tell if i'm having any affect > with such a low frame rate). That's very odd..... > 4.) When the VS window comes up my CPU utilization tops out at 100% and > continues till it's killed.... I'm on a P2-450 with 256megs of RAM. Video > card is a ATI Rage Pro. well vegastrike was designed as a processor hog (you want 200 fps like me on my TNT, right ;-) ) > Comments? Still want my stuff in CVS? Sure I just tagged the stuff as linuxworks so if you break stuff I can easily revert :-) > --- > > James T. Richardson, Jr. > jam...@wi... > > > -----Original Message----- > > From: veg...@li... > > [mailto:veg...@li...]On > > Behalf Of Daniel > > Horn > > Sent: Friday, October 26, 2001 12:18 PM > > To: veg...@li... > > Subject: Re: [Vegastrike-devel] (no subject) > > > > > > 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 ) > > > > _______________________________________________ > > 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 ) |
From: Alexander R. <ale...@us...> - 2001-10-26 20:32:36
|
Hi, On Friday 26 October 2001 20:32, you wrote: > Reply-To: veg...@li...Interesting.... What > exactly is a BSP file? Either way deleting the BSP files worked. I'm no > longer crashing. There are still a few problems tho. I've attached a > screenshot to show all you what i'm experiencing. > > VS loads up (yay!) However.... > > 1.) Cockpit view is *horribly* garbaled > 2.) Frame rate is still un-playable, it's litarlly around 1 fps (this is > the same result as I was getting from the non-cvs distribution > 3.) *Something* is moving my ship around. I'm not pressing any keys and I > have no joystick installed on the computer but my ship seems to be turning > and i can't stop it (altho it's difficult to tell if i'm having any affect > with such a low frame rate). Could that moving around be my fault? If my joystick drivers get somehow garbage under windows when there's no joystick....? Yup, it's my fault, I don't checked correctly if joystick is available. Sorry, I hopefully fixed it, please try again. Alex -- Alexander Rawass Email: ale...@us... http://tuxfleet.sourceforge.net http://qtreemap.sourceforge.net ...but some day you'll be a STAR in somebody else's SKY... |
From: Daniel H. <dan...@mi...> - 2002-03-05 05:36:29
|
Which mission did you click on to cause this problem? have you tried any other missions at all? can you please try 4 or 5 different missions? my favorite mission is tag...can you try that one? I need to know which mission this is....but unfortunately the logs I made did not give any information about the problem you seem to be having what sort of video card do you have? this is truly a bizzare error that has not been reported.... but do try every mission on the list if you can.... and also maybe just try double clicking on vegastrike.exe thanks! On Monday 04 March 2002 09:29 pm, you wrote: > ----- Original Message ----- > From: "Daniel Horn" <dan...@mi...> > To: "John Mooney" <jpm...@ea...>; > <veg...@li...> > Sent: Monday, March 04, 2002 8:25 PM > Subject: Re: [Vegastrike-users] (no subject) > > > On Monday 04 March 2002 08:10 pm, John Mooney wrote: > > > i downloaded vega 2 02 and unzipped it with spygamearcade and when i > > > go > > to > > > > launch a mission an illegal flag comes up please help > > > jpm...@ea... > > > > from your tone I assume you're a windows user > > > > Might I ask for your system specs? > > what is spygamearcade > > did it unzip successfully? > > > > did it crash as soon as you ran the Mission Launcher? or after you > > pressed "run mission" > > > > was tehre a list of missions? > > > > did you run setup? > > > > did you see a splashscreen > > > > you gave us no information,dude > > > > -- > > - Daniel Horn (hel...@ho...) > > Vegastrike Lead Developer ( http://vegastrike.sourceforge.net ) -- - Daniel Horn (hel...@ho...) Vegastrike Lead Developer ( http://vegastrike.sourceforge.net ) |
From: Sally S. <sal...@ya...> - 2013-03-21 13:07:19
|
http://www.saltandlightcompany.com/ejhtcznq/nj.zy Sally Studley |
From: Daniel H. <dan...@mi...> - 2001-10-26 17:17:21
|
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 ) |
From: Daniel H. <dan...@mi...> - 2001-10-26 17:36:34
|
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 ) |
From: Daniel H. <dan...@mi...> - 2001-10-26 20:08:56
|
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 ) |
From: Alexander R. <ale...@us...> - 2001-10-26 20:32:35
|
Hi, On Friday 26 October 2001 19:37, you 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 Nope - this is a must! You will not be able to save them into the installation dir (/usr/local/games/vegastrike), cause that will be owned by root. If you've got a separate directory where you have write access, then it would be okay to store it there - but a rather good place would be in ~/.vegastrike/generated-bsp or like that, because that's the only place you can be sure to have write access (exept /tmp). Alex -- Alexander Rawass Email: ale...@us... http://tuxfleet.sourceforge.net http://qtreemap.sourceforge.net ...but some day you'll be a STAR in somebody else's SKY... |
From: Daniel H. <dan...@mi...> - 2001-10-26 21:24:54
|
fixed test if it works properly .vegastrike/generatedbsp should be made and any generated or used bsp's should be placed there I've heard using system () is a security risk if you can think of a better way to create directories if they aren't there (to prevent the scattering of BSP's all over the home dir) please edit vs_path.cpp I gotta work on some other stuff right now :-) On Friday 26 October 2001 12:32 pm, Alexander Rawass wrote: > Hi, > > On Friday 26 October 2001 19:37, you 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 > > Nope - this is a must! > > You will not be able to save them into the installation dir > (/usr/local/games/vegastrike), cause that will be owned by root. > > If you've got a separate directory where you have write access, then it > would be okay to store it there - but a rather good place would be in > ~/.vegastrike/generated-bsp or like that, because that's the only place you > can be sure to have write access (exept /tmp). > > > Alex -- - Daniel Horn (hel...@ho...) Vegastrike Lead Developer ( http://vegastrike.sourceforge.net ) |
From: Alexander R. <ale...@us...> - 2001-10-27 05:51:54
|
Hi, On Friday 26 October 2001 23:25, you wrote: > fixed > test if it works properly > > .vegastrike/generatedbsp > should be made and any generated or used bsp's should be placed there Fine ;-) > I've heard using > system () is a security risk Yes (although I was lazy to use it myself in my projects) system() starts programs using the bash, and the bash is evaluating enironment variables that could do unwanted behaviour. There's the exec* functions, but don't worry, I'll do it ;-) > if you can think of a better way to create directories if they aren't there > (to prevent the scattering of BSP's all over the home dir) > please edit vs_path.cpp > > I gotta work on some other stuff right now :-) Do the important things ;-) Alex -- Alexander Rawass Email: ale...@us... http://tuxfleet.sourceforge.net http://qtreemap.sourceforge.net ...but some day you'll be a STAR in somebody else's SKY... |