Beta 9
Beta 9 has been released and is available on the FTP site. This could be one of the last beta''s so read the bug list and report any problems you find.
too many people connected to the server ?
I can''t get a place to download it...
I am a registered user...
I can''t get a place to download it...
I am a registered user...
Any chance of tidying up the globals in PR? Perhaps relocating them to PRGlobals or the terrain globals... This would simplify CPP development quite a bit IMHO and should be relatively straightforward.
Thanks!
Random
Edited by - _Random_ on September 5, 2001 10:29:31 PM
Thanks!
Random
Edited by - _Random_ on September 5, 2001 10:29:31 PM
cpp is viable now? Cool. I have been network crippled so I am just now getting the latest copy. 31kb/s is a pretty good number for the ftp
Why wouldn''t cpp be viable? My project is completely C++. Maybe you''re referring to something other than c++? Did I say C++ enough times in this post? Damn, I said c++ again. Ni!
You're using C++ totally? Are you using the terrain system? I get a crash in OM_UpdateEntities() every time I call it in my C++ projects. I don't have the source but it crashes just a few instructions into the function on the line:
The non-terrain stuff works fine. If I leave out that call, I can see terrain, but I can't make player entities move, etc. and the camera is stuck at the origin. This is odd, because I call exactly the same functions that the C example (simpleland) calls.....
Cheers,
Random
Edited by - _Random_ on September 6, 2001 10:02:23 PM
test byte ptr [eax+1ECh],4
The non-terrain stuff works fine. If I leave out that call, I can see terrain, but I can't make player entities move, etc. and the camera is stuck at the origin. This is odd, because I call exactly the same functions that the C example (simpleland) calls.....
Cheers,
Random
Edited by - _Random_ on September 6, 2001 10:02:23 PM
Ah, you don''t have the source. That''s the problem then. I had to make a couple of changes to the terrain engine to get it to work. Very minor: had to change a couple of externs to declarations due to name mangling discrepancies. This was discussed in another thread somewhere.
And to answer your questions, I am using C++ totally, not a C file in the crowd. And I''m using the terrain engine also.
And to answer your questions, I am using C++ totally, not a C file in the crowd. And I''m using the terrain engine also.
Ah, maybe I need to get the source license then. The asm instruction in question is getting a null pointer in Terrain_Globals somewhere (172 bytes offset?). I noticed in the disassembly that if I pass 0 to OM_UpdateEntities() it exits, so then I can see the terrain, but no objects (duh!) Also, I can''t get mouse input to work at all
As for the externs - that was me that started that other thread Everything builds and links, just this one bug left. Did you rewrite all the supporting winutil stuff or did you just use it directly and write all of your code in C? I "rewrote" all of it in C++ since I''ve got my own framework from previous games - I''m a bit frustrated with this hehe. And all the globals aren''t making my life any easier.. *sigh*
Cheers,
Random
As for the externs - that was me that started that other thread Everything builds and links, just this one bug left. Did you rewrite all the supporting winutil stuff or did you just use it directly and write all of your code in C? I "rewrote" all of it in C++ since I''ve got my own framework from previous games - I''m a bit frustrated with this hehe. And all the globals aren''t making my life any easier.. *sigh*
Cheers,
Random
I did have to do considerable changes to winutil to convert to C++.
Well, I was going to post a demo soon anyway. Maybe I'll post it today, because I'll be out of town for a week. It's not quite finished, but it should help you out.
Chris, are we allowed to post modified versions of:
devdlg.c
winutil.c
interact.c
game.c (may be unused at this point, I'll have to check)
My demo includes a loose quadtree (VERY fast!), C++ usage, nice character movement (walking/following), and a sort of Diablo-like camera control. All of these (except the C++ part) are unfinished. I planned on polishing them up over the next week, but what the heck. I'll be adding a generic handle manager very soon (see Game Programming Gems 1), followed by collision detection using the quadtree.
I think you must have a license to PR to be able to recompile this project, because I made some minor changes in addition to the C++ changes. I added a couple of members to some structures in the landscape engine. I'll write what I changed in a readme and include it with the project.
If Chris gives me the go-ahead on the above files, I'll zip up the project and post it to my web site.
Dave
Edited by - Dr Pain on September 7, 2001 8:02:31 AM
Well, I was going to post a demo soon anyway. Maybe I'll post it today, because I'll be out of town for a week. It's not quite finished, but it should help you out.
Chris, are we allowed to post modified versions of:
devdlg.c
winutil.c
interact.c
game.c (may be unused at this point, I'll have to check)
My demo includes a loose quadtree (VERY fast!), C++ usage, nice character movement (walking/following), and a sort of Diablo-like camera control. All of these (except the C++ part) are unfinished. I planned on polishing them up over the next week, but what the heck. I'll be adding a generic handle manager very soon (see Game Programming Gems 1), followed by collision detection using the quadtree.
I think you must have a license to PR to be able to recompile this project, because I made some minor changes in addition to the C++ changes. I added a couple of members to some structures in the landscape engine. I'll write what I changed in a readme and include it with the project.
If Chris gives me the go-ahead on the above files, I'll zip up the project and post it to my web site.
Dave
Edited by - Dr Pain on September 7, 2001 8:02:31 AM
This topic is closed to new replies.
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