Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Kazan on October 26, 2002, 11:36:12 am
-
i can give you write access to it's CVS repository
-
Kazan, you've done a great job, but PCS is a necessary evil IMO. If someone would only integrate all the PCS functions into ModelView, we'd be all set.
-
i said if someone else wants to work on it i will let them - and remember mine has a partially completed renderer [you should change the GLUT to SDL... GLUT = teh suck, SDL rocks]
so "integrating into modelview" ... no more like finishing off the modelview in mine ...
modelview32 = barely good for viewing.. coding in modelview = teh suck
i would consider working on PCS if i wasn't busy with my own game
-
were is the code at, we all can still DL it right?
and personaly I think it would be better to try and integrate it into Pofview (the V tool), but I'm just talking out my ass on this one
-
everyone who says "integrated it with X other tool" is instantly talking out their ass - you don't combine two non-related codebases.. it simply doesn't work - plus POF CS already has the framework for all those "model viewing" ****.. what do you think that render window is!
the sourcecode is in my sf.net CVS
here is the POFRenderer.cpp (http://cvs.sourceforge.net/cgi-bin/viewcvs.cgi/alliance/POFConstructorSuite/POFRenderer.cpp?rev=1.3&content-type=text/vnd.viewcvs-markup) from POF CS... scroll down to the "void POFRenderer::CallBackDisplayFunc(void)" function
see that switch statement.. "switch (RenderDataContext)"
that switches what is currently being drawn - ie paths, shields, etc
it's all there.. all the RCONTEXTs are defined in POFRenderer.h.. i just hadn't implemented all of them yet... and you can fix the bug in the GLOW chunk code that i never tracked down in POFHandler.cpp
-
never mind I found it,after you edited
-
so what's the cvs root,
so I can DL and play with it
-
CVS Command
cvs -z3 -d:pserver:[email protected]:/cvsroot/alliance co pofconstructorsuite
anonymous password is "anonymous"
-
Originally posted by Kazan
everyone who says "integrated it with X other tool" is instantly talking out their ass - you don't combine two non-related codebases.. it simply doesn't work - plus POF CS already has the framework for all those "model viewing" ****.. what do you think that render window is!
:rolleyes:
Depends on your levels of abstraction, dunnit....
-
i am rather abstract and practice good style - they do not
and it's pointless because most of the framework is actually there - you'd spend more time and loose more performance merging the codebases than you would writing on than you would writing on the existing framework
the GUI and working code are completely decoupled - so if you want you can scrap my GUI.. and i encourage you scrap the GLUT/GLUTmaster and replace it with clean SDL
-
its rejecting access
I hate cvs grrr
-
http://sourceforge.net/cvs/?group_id=26889
-
that did, got it now, thanks ;)
I'm such a CVS newb
-
just tried compileing it and it can't seem to find apvector.h
amung other things
-
lol... none of the apvector stuff is standard ... you need to download them from the collegeboard
[i no longer use the ap classes.. i use STL now.. but im not bothering porting that code]
-
Originally posted by Kazan
i am rather abstract and practice good style - they do not
and it's pointless because most of the framework is actually there - you'd spend more time and loose more performance merging the codebases than you would writing on than you would writing on the existing framework
the GUI and working code are completely decoupled - so if you want you can scrap my GUI.. and i encourage you scrap the GLUT/GLUTmaster and replace it with clean SDL
s'pose. i'm used to using Java, so I normally have a shedload of specifically independent classes done up specifically for reusability / revision.... but it's really a completely different paradigm.
-
ok so were do I get it from
also I keep getting
"lines ending only with carriage return have been detected. these will be modified to inclued a line feed"
is this something to be concerned about
-
lol you need to recheck it out.. setting the "Checkout files with unix line endings"....
-
also it seems
PCSGlowProc.cpp
is missing
-
REALLY? *looks in the cvs*
-
ya, it should be between PCSFuelProc.cpp and PCSHDR2Proc.cpp, but it isn't
and were would I be able to find the ap*.h things (or did I mis understad you and these are no longer referenced)
-
i told you go to the collegeboard website to get the ap classes
update your cvs.. i commited PCSGlowProc
bobboau! IM ME.. yahoo lordkazan, icq 28119425, msn [email protected]
-
were is the collegeboard website?
-
collegeboard.org .....
-
I get redirected to collegeboard.com wich looks like some sort of college preperation site
-
bob i have them, if you can't find them i'll email them to you
-
[email protected]
-
that';s what is is moron
the AP templated classes are from AP Computer Science.. the AP program is coordinated by the college board... yuo need to look up AP Comp Sci in their database and get the templated classes
-
:doubt:
ok now I need the glut files...
-
and the OpenIL [DevIL] files... openil.sf.net
-
a thing that i'd really love in pcs is the ability to edit hyerachy of a model: sometimes when i convert with pcs i find the lods in a wrong order..pretty strange and realy pissing, since in this cases i only can switch to cob2fs2...but with the ability of editing hyerachy that wouldn't be a problem, but also the possibility to import meshes in specific positions (thrusters? turrets?) could be very useful
-
the lods being in the wrong order is your fault - it's documented that POF CS processes lods IN THE ORDER FOUND
-
ok were, exactly, did you get you're glut stuff from
-
god damn man, you ever heard of google?
-
yes, but there are quite a few hits, and, while I'm sure the right file is amungst them some were, I thought it would be quicker to mearly ask for a direct link
and I'm sure some other people would find it useful also
-
I have 3.7 here: http://www.ijbrooks.demon.co.uk/tom/glut.zip
Heres another likely link:
http://www.xmission.com/~nate/glut.html
-
I've already got those,
I'm missing glutMaster.h, specificly
-
Originally posted by Bobboau
I've already got those,
I'm missing glutMaster.h, specificly
Not used glut for a while but I've never heard of that file.
Everything you need for glut should be in there.
-
glutmaster is seperate from glut.. go and ****ing download it
-
from were, :rolleyes:
I find a bunch of diferent sites with some files up, none of them seem to be offical, no "this is what you need" zip, I want to make sure I get everything
-
LEARN THE ****INHG USE GOOGLE CORRECTLY - GOD DAMN!
-
Calm down. :rolleyes:
I dont know anything about glutmaster but this looks like a promising link:
http://www.stetten.com/george/glutmaster/glutmaster.html
-
RT: that's the official site
-
:doubt: does anyone have the correct glut32.lib
-
Just out of curiosity, Kazan, could you keep it civil?
-
you don't know Kazan very well :lol:
-
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
-
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
-
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.
-
or you could unsubscribe, or even better, ignor them
-
thank you mikhael, I got it working now
-
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
-
I think I may have fixed the glow point bug, sort of
-
there's a mismatch in the read and write routines IIRC
-
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
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
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
-
you have a sourceforge account.. i'll give you CVS write access
-
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:
-
because you cannot do that
sourceforge cvs is ssh encrypted cvs
-
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)
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)
// 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
-
screw it.. i'll start coding on it again - i need a break from openprivateer anyway
-
:lol: