Hard Light Productions Forums
General FreeSpace => Multiplayer => Topic started by: Spicious on July 04, 2009, 09:15:19 am
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I've recently ported the standalone server thingo to use wxWidgets and it needs some testing so if you're planning on using the standalone to host some games on any of the following OSs (and don't mind too much if it all suddenly dies for no apparent reason) please give it a go: Windows (http://www.cse.unsw.edu.au/~samm/fs2_open_3_6_11d.7z) Linux x64 (http://www.cse.unsw.edu.au/~samm/fs2_open_d.7z).
Don't forget to post any problems/comments you may have!
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this is a 3.6.11 build i see , will this have compatability probllems with other builds etc , will it work with RC3 builds or will everyone need to be running 3.6.11 builds
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It should (and I stress the SHOULD part) work with RC3.
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guess there is only one way to find out
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I don't recall adding anything that breaks compatibility with RC3. That said there is a lot of difference in the code between the two, 4-5 months worth of code in fact.
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I stuck one up for testing.
I can tell you that running that exe immediately froze my system at the splash screen without the standalone flag. Now I did forget to disable a mod so that may be part of it.
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I tried a quick and nasty backport to RC3 but that resulted in exiting only working with a debugger attached.
Edit: A rather less nasty backport produced useful results: Windows (http://www.cse.unsw.edu.au/~samm/fs2_open_3_6_10d.7z) Linux x64 (http://www.cse.unsw.edu.au/~samm/fs2_open_3_6_10_rc3_r.7z).
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Using the first one, I was able to start up the standalone with retail or MediaVPs, or just run the game, with no crashes.
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Well I left it up but it had crashed. For some reason it isn't writing to the fs2_open.log file so I have no idea why.
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The builds in the first post should write fs2_open.log properly now.
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Based on the lack of other reports of problems I assume this works perfectly for everyone since the last update.
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Well we've been busy testing the 3.6.10 RC3 fixes so this kind of got put on the back burner for now.
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Is there code available for this? (or a diff)
I'd love to see how this one is done!
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Enjoy!
[attachment deleted by MSC
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You sure that's the right diff?
This doesn't compile:
+int std_connect_set_connect_count() {
+ int idx,count;
+
+ // determine how many players are actually connected
+ count = 0;
+ for(idx=0;idx<MAX_PLAYERS;idx++){
+ if(MULTI_CONNECTED(Net_players[idx]) && (Net_player != &Net_players[idx])){
+ count++;
+ }
+ }
+
+
+ // set the text itself
+ frame->lbl_connections->SetLabel(wxString::format(wxT("%s%d"), wxString(str, wxConvUTF8).c_str(), count));
+
+ // return the num of players found
+ return count;
+}
It's wxString::Format, and str isn't defined anywhere.
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And that's what happens when you get distracted half way through changing something and forget about it.
[attachment deleted by MSC
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We're also having trouble with linking
Which edition of wxWidgets are you using, what do we need to define in code,Freespace to use (other than WX_STANDALONE), and did you use the prebuilts or compile your own?
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It should just require whatever the specific platform needs. On linux wx-config --cxxflags should list them and wx-config --libs for linker flags. I'm using 2.8; prebuilt on linux, compiled on windows; unicode on linux, ANSI on windows.
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Can you share whatever you're using to build wx under windows - I'm getting linker errors related to the strings classes, and I'm not entirely sure what I'm doing wrong!
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I added ";WINVER=0x0400;__WXMSW__;wxUSE_GUI=1;__WXDEBUG__;_CRT_NONSTDC_NO_DEPRECATE" to the defines, ;"$(WXWIN)\include";"$(WXWIN)\include\msvc" to the include path, ;"$(WXWIN)\lib\vc_lib" to the linker path and wxmsw28d_core.lib wxbase28d.lib rpcrt4.lib to the input files. I also had to change the runtime library in code generation from multithreaded (debug) to multithreaded (debug) dll.
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:bump:
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Maybe you could help this guy (http://www.hard-light.net/forums/index.php?topic=67385.0) with an up to date build based on latest trunk, and post a new diff while you're at it? :)