Author Topic: If someone wants to Pick up POF CS Developement...  (Read 9420 times)

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Offline Kazan

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If someone wants to Pick up POF CS Developement...
LEARN THE ****INHG USE GOOGLE CORRECTLY - GOD DAMN!
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Offline RandomTiger

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If someone wants to Pick up POF CS Developement...
Calm down. :rolleyes:

I dont know anything about glutmaster but this looks like a promising link:

http://www.stetten.com/george/glutmaster/glutmaster.html

 

Offline Kazan

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If someone wants to Pick up POF CS Developement...
RT: that's the official site
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Offline Bobboau

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If someone wants to Pick up POF CS Developement...
:doubt: does anyone have the correct glut32.lib
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Offline mikhael

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If someone wants to Pick up POF CS Developement...
Just out of curiosity, Kazan, could you keep it civil?
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Offline Bobboau

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If someone wants to Pick up POF CS Developement...
you don't know Kazan very well :lol:
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline mikhael

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If someone wants to Pick up POF CS Developement...
Quote
Originally posted by Bobboau
you don't know Kazan very well :lol:


Too right. I think I'll keep it that way. If you need any help with the GL/GLu/GLUT stuff, let me know, Bobboau. I'm pretty sure I have a link that will help you get your GL build environment setup... Um... here's the files I use with VisualStudio and Codewarrior. There's a link there about where to put the files, too.
http://lahs.losalamos.k12.nm.us/departments/computers/opengl/Libraries.html

I use the standard Mesa libs with GCC.

Actually, here's the list of OpenGL links I keep bookmarked for one reason or another:
http://www.xmission.com/~nate/glut.html
http://www.lighthouse3d.com/opengl/glut/
http://nehe.gamedev.net/opengl1.asp
http://courses.cs.vt.edu/~cs4204/schedule.html
http://www.opengl.org/developers/documentation/glut/spec3/spec3.html
http://www.opengl.org/developers/documentation/man_pages/hardcopy/GL/html/

If those don't help, just ask. :D
« Last Edit: October 26, 2002, 10:19:58 pm by 440 »
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Offline Kazan

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If someone wants to Pick up POF CS Developement...
mikhael: infact no.. **** you i cannot keep it civil when someone is annoying the **** out of me with questions that google can answer and im trying to do work and i keep getting emails notifing me of thread replies that are useless thread replies
PCS2 2.0.3 | POF CS2 wiki page | Important PCS2 Threads | PCS2 Mantis

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Offline mikhael

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If someone wants to Pick up POF CS Developement...
Quote
Originally posted by Kazan
mikhael: infact no.. **** you i cannot keep it civil when someone is annoying the **** out of me with questions that google can answer and im trying to do work and i keep getting emails notifing me of thread replies that are useless thread replies


Then don't answer. It okay. Honest. Unless you've got a broken keybaord, the delete key takes care of "useless thread replies". Quit with the pathetic whinging, already. We get the point.
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Offline Bobboau

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If someone wants to Pick up POF CS Developement...
or you could unsubscribe, or even better, ignor them
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Bobboau

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If someone wants to Pick up POF CS Developement...
thank you mikhael, I got it working now
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline mikhael

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If someone wants to Pick up POF CS Developement...
Quote
Originally posted by Bobboau
thank you mikhael, I got it working now


Excellent. :D

If you need any help, let me know. Or ask here. Someone is bound to have an answer. :D
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Offline Bobboau

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If someone wants to Pick up POF CS Developement...
I think I may have fixed the glow point bug, sort of
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Kazan

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If someone wants to Pick up POF CS Developement...
there's a mismatch in the read and write routines IIRC
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Offline Bobboau

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If someone wants to Pick up POF CS Developement...
I beleve you forgot to include the int for the size of the properties string (though you did remember the string data it'self)
and this
Code: [Select]

for (int j = 0; j < hull_lights.lights[i].num_Lights; j++)
{
memcpy(&hull_lights.lights[i].lights[j], vector_buf, sizeof(vector));
outfile.write(vector_buf, sizeof(vector));
outfile.flush();

memcpy(&hull_lights.lights[i].lights[j], vector_buf, sizeof(vector));
outfile.write(vector_buf, sizeof(vector));
outfile.flush();

memcpy(&hull_lights.lights[i].lights[j], temp_buf, sizeof(float));
outfile.write(temp_buf, sizeof(float));
outfile.flush();

}

should be this
Code: [Select]

for (int j = 0; j < hull_lights.lights[i].num_Lights; j++)
{
memcpy(vector_buf, &hull_lights.lights[i].lights[j].point, sizeof(vector));
outfile.write(vector_buf, sizeof(vector));
outfile.flush();

memcpy(vector_buf, &hull_lights.lights[i].lights[j].norm, sizeof(vector));
outfile.write(vector_buf, sizeof(vector));
outfile.flush();

memcpy(temp_buf, &hull_lights.lights[i].lights[j].radius, sizeof(float));
outfile.write(temp_buf, sizeof(float));
outfile.flush();

}

basicly you forgot to tell wich member if hull_lights.lights you were useing
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Kazan

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If someone wants to Pick up POF CS Developement...
you have a sourceforge account.. i'll give you CVS write access
PCS2 2.0.3 | POF CS2 wiki page | Important PCS2 Threads | PCS2 Mantis

"The Mountains are calling, and I must go" - John Muir

 

Offline Bobboau

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If someone wants to Pick up POF CS Developement...
why not just give a general account and password for the entire SCP team,
I'm sure the others would be less likely to cause more bugs than they fix, wich I can't realy say for myself :wink:
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Kazan

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If someone wants to Pick up POF CS Developement...
because you cannot do that

sourceforge cvs is ssh encrypted cvs
PCS2 2.0.3 | POF CS2 wiki page | Important PCS2 Threads | PCS2 Mantis

"The Mountains are calling, and I must go" - John Muir

 

Offline Bobboau

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If someone wants to Pick up POF CS Developement...
well I have less than a clue as to whats causeing the vast majority of crashing, I get an assertion error when I try loading a new model after haveing some (but not all) glow point models open, after saveing more than once, going into the debugger mearly confuses me (it seems like glow data may be overwriteing SOBJ data internaly, but that is little more than a guess), I've gone through and looked for things that other chuncks have that glow doesn't but it doesn't seem to have fixed anything and probly only made things worse, and I disabled the 3D veiwer to limet bug sorces, only good I've done is the read write functions (and killed that anoying nag when I want to open a new file)
I added an int for glow type to the HullLights struct, and the needed interface in the gloweditor, so I can do somehting I wanted to do (diferent rendering stiles, point/beam/other)
posting the read/right stuff here if anyone else want to take a shot,
I am not qualified to do much more at this time (I even can't read 73% of the code, let alone bug hunt)

Code: [Select]

void POF::Parse_Memory_GLOW(char *buffer)
{
//hull_lights
char *localptr = buffer;

memcpy(&hull_lights.num_glows_arrays, localptr, sizeof(int));
localptr += sizeof(int);

hull_lights.lights = new HullLights[hull_lights.num_glows_arrays];

for (int i = 0; i < hull_lights.num_glows_arrays; i++)
{
memcpy(&hull_lights.lights[i].disp_time, localptr, sizeof(int));
localptr += sizeof(int);

memcpy(&hull_lights.lights[i].on_time, localptr, sizeof(int));
localptr += sizeof(int);

memcpy(&hull_lights.lights[i].off_time, localptr, sizeof(int));
localptr += sizeof(int);

memcpy(&hull_lights.lights[i].obj_parent, localptr, sizeof(int));
localptr += sizeof(int);

memcpy(&hull_lights.lights[i].LOD, localptr, sizeof(int));
localptr += sizeof(int);

memcpy(&hull_lights.lights[i].type, localptr, sizeof(int));
localptr += sizeof(int);

memcpy(&hull_lights.lights[i].num_Lights, localptr, sizeof(int));
localptr += sizeof(int);

memcpy(&hull_lights.lights[i].properties.length, localptr, sizeof(int));
localptr += sizeof(int);

hull_lights.lights[i].properties.str = new char[hull_lights.lights[i].properties.length];

memcpy(hull_lights.lights[i].properties.str, localptr, hull_lights.lights[i].properties.length);
localptr += hull_lights.lights[i].properties.length;

hull_lights.lights[i].lights = new HullLightPoint[hull_lights.lights[i].num_Lights];

for (int j = 0; j < hull_lights.lights[i].num_Lights; j++)
{
memcpy(&hull_lights.lights[i].lights[j].point, localptr, sizeof(vector));
localptr += sizeof(vector);

memcpy(&hull_lights.lights[i].lights[j].norm, localptr, sizeof(vector));
localptr += sizeof(vector);

memcpy(&hull_lights.lights[i].lights[j].radius, localptr, sizeof(float));
localptr += sizeof(float);

}
}
}


from within
bool POF::SavePOF(ofstream &outfile)
Code: [Select]

// 16 GLOW ----------------------------------------
if (hull_lights.num_glows_arrays != 0)
{
//write signature
outfile.write("GLOW", 4);

k = sizeof(int) + (8 * sizeof(int) * hull_lights.num_glows_arrays); // each group in binary format is 7 ints + strlen + size of their point array
for ( i  = 0; i < hull_lights.num_glows_arrays; i++)
{
k += ( (hull_lights.lights[i].properties.length) + (sizeof(HullLightPoint) * hull_lights.lights[i].num_Lights));
}


// write size
memcpy(temp_buf, &k, sizeof(int));
outfile.write(temp_buf, sizeof(int));

// write data

memcpy(temp_buf, &hull_lights.num_glows_arrays, sizeof(int));
outfile.write(temp_buf, sizeof(int));
outfile.flush();


for (int i = 0; i < hull_lights.num_glows_arrays; i++)
{
memcpy(temp_buf, &hull_lights.lights[i].disp_time, sizeof(int));
outfile.write(temp_buf, sizeof(int));
outfile.flush();

memcpy(temp_buf, &hull_lights.lights[i].on_time, sizeof(int));
outfile.write(temp_buf, sizeof(int));
outfile.flush();

memcpy(temp_buf, &hull_lights.lights[i].off_time, sizeof(int));
outfile.write(temp_buf, sizeof(int));
outfile.flush();

memcpy(temp_buf, &hull_lights.lights[i].obj_parent, sizeof(int));
outfile.write(temp_buf, sizeof(int));
outfile.flush();

memcpy(temp_buf, &hull_lights.lights[i].LOD, sizeof(int));
outfile.write(temp_buf, sizeof(int));
outfile.flush();

memcpy(temp_buf, &hull_lights.lights[i].type, sizeof(int));
outfile.write(temp_buf, sizeof(int));
outfile.flush();

memcpy(temp_buf, &hull_lights.lights[i].num_Lights, sizeof(int));
outfile.write(temp_buf, sizeof(int));
outfile.flush();

memcpy(temp_buf, &hull_lights.lights[i].properties.length, sizeof(int));
outfile.write(temp_buf, sizeof(int));
outfile.flush();


outfile.write(hull_lights.lights[i].properties.str, hull_lights.lights[i].properties.length);
outfile.flush();

for (int j = 0; j < hull_lights.lights[i].num_Lights; j++)
{
memcpy(vector_buf, &hull_lights.lights[i].lights[j].point, sizeof(vector));
outfile.write(vector_buf, sizeof(vector));
outfile.flush();

memcpy(vector_buf, &hull_lights.lights[i].lights[j].norm, sizeof(vector));
outfile.write(vector_buf, sizeof(vector));
outfile.flush();

memcpy(temp_buf, &hull_lights.lights[i].lights[j].radius, sizeof(float));
outfile.write(temp_buf, sizeof(float));
outfile.flush();

}
}
}

remember I added an int (type) to the HullLights struct

I've got a copy running stable enough for my needs, I can test new code changes and modify models myself, though I wouldn't want to put anyone else through it's buggynes if I didn't have to
I realy hope someone picks this up becase I do not want to be stuck with my crash happy version
we've got to have someone who knows how to use this stile
Bobboau, bringing you products that work... in theory
learn to use PCS
creator of the ProXimus Procedural Texture and Effect Generator
My latest build of PCS2, get it while it's hot!
PCS 2.0.3


DEUTERONOMY 22:11
Thou shalt not wear a garment of diverse sorts, [as] of woollen and linen together

 

Offline Kazan

  • PCS2 Wizard
  • 212
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If someone wants to Pick up POF CS Developement...
screw it.. i'll start coding on it again - i need a break from openprivateer anyway
PCS2 2.0.3 | POF CS2 wiki page | Important PCS2 Threads | PCS2 Mantis

"The Mountains are calling, and I must go" - John Muir