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Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Rampage on November 12, 2002, 06:10:30 pm

Title: Kazan's New Version of PCS
Post by: Rampage on November 12, 2002, 06:10:30 pm
I heard that there's a recent version of PCS out with the new features for FS2_OPEN3_3.  Where can I retrieve the copy?
Title: Kazan's New Version of PCS
Post by: DTP on November 13, 2002, 04:10:11 pm
There is slight misunderstanding here.

Kazan CVS´ed PCS for people to download and manipulate
and bobboau started to tamper a bit with the code, but is still getting a unstable build that will crash, if you dont follow some specific schedule of doing things.

search this board, there should be some reference to it somewhere. might even a download link, but remember "unstable".
Title: Kazan's New Version of PCS
Post by: Galemp on November 13, 2002, 04:48:41 pm
Quote
Originally posted by DTP
but remember "unstable".


What else is new... :rolleyes:
Title: Kazan's New Version of PCS
Post by: Bobboau on November 13, 2002, 08:40:46 pm
the ustable part
you see PCS has always been very stable
Title: Kazan's New Version of PCS
Post by: EdrickV on November 16, 2002, 01:51:29 am
The Alliance Sourceforge page has PCS 1.2 which has support for Glowpoints. (Keeping an older version around might be wise though as, currently, it doesn't let you import data from another POF like the 1.1's did.)
Title: Kazan's New Version of PCS
Post by: Kazan on November 19, 2002, 11:09:52 am
the version in CVS is the only version with properly working FS2 Open 3.2 and 3.3 GlowPoints  - i need to get aroudn to poinst a new build in the easy-2-download shizat

oh... and i have an idea where the crashing on shutdown/file change is... why is the question - i don't SEE the bug - i just know what function it is in
Title: Kazan's New Version of PCS
Post by: Kazan on November 19, 2002, 04:07:06 pm
ok.. i've plugged the LEAK - but it's still doing runaway allocation [that upon program termination stops] it was allocating memory at a rate of just over 100megabytes per second on my system!!!!! [rate is most likely framerate dependant]

(http://www.public.iastate.edu/~kazan/memusage.jpg)
Title: Kazan's New Version of PCS
Post by: Kazan on November 19, 2002, 04:16:56 pm
hmm interesting.. it's not allocating in RecursiveRenderPOF_BSP
Title: Kazan's New Version of PCS
Post by: Kazan on November 19, 2002, 04:27:23 pm
score!!!! no more runaway memory allocation - and the bug fix also increases performance :D
Title: Kazan's New Version of PCS
Post by: IceFire on November 19, 2002, 04:36:52 pm
YAY!  Is that available?  I may actually be able to upgrade to the newest version then.  Been sticking with the one just before 3D at the moment...will undoubtedly go upto this one now.
Title: Kazan's New Version of PCS
Post by: Kazan on November 19, 2002, 04:39:33 pm
i just uploaded a build to my SourceForge FRS

http://sourceforge.net/projects/alliance/

version is up to date - stamp is "PCS 1.2.4 11-19-2002"
Title: Kazan's New Version of PCS
Post by: Kazan on November 19, 2002, 04:50:31 pm
ok.. here we go - here's the new memory usage

the first little rise you see is POF CS loading - the second one you see is it loading the POF file and initializing rendering - then you can see it's pretty constant

(http://www.public.iastate.edu/~kazan/memusage2.jpg)
Title: Kazan's New Version of PCS
Post by: Bobboau on November 19, 2002, 08:04:19 pm
I've never gotten it to load texturs at all, were does it look and what are the rules,
also when I open a file and then try to open another it crashes
Title: Kazan's New Version of PCS
Post by: Kazan on November 19, 2002, 08:06:35 pm
i know trying to unload the current file and load a new file crashes - always have - it's a low priority bug

um... it searches your freespace 2 path - VPs included....
Title: Kazan's New Version of PCS
Post by: Bobboau on November 19, 2002, 08:16:32 pm
well I only ever get non-textured mode

my fs directory is in D drive though,
it takes this into acount though, doesn't it?
Title: Kazan's New Version of PCS
Post by: Kazan on November 19, 2002, 08:18:15 pm
it reads the freespace 2 directory from your registry.... if UAPI can find it all my programs can find it
Title: Kazan's New Version of PCS
Post by: diamondgeezer on November 19, 2002, 08:29:37 pm
So... am I best getting the latest build, or should I stick with 1.1 until you get everything fixed?
Title: Kazan's New Version of PCS
Post by: Bobboau on November 19, 2002, 08:29:44 pm
were in the registry
the normal fs entry? (doesn't seem to be a path there)
Title: Kazan's New Version of PCS
Post by: Kazan on November 19, 2002, 08:34:09 pm
should be the normal fs entry.. why don't you have a registry entry?
Title: Kazan's New Version of PCS
Post by: Galemp on November 19, 2002, 08:34:42 pm
Sorry, I'm getting the same problems; stack overflow and crashing on POF save.
Title: Kazan's New Version of PCS
Post by: Kazan on November 19, 2002, 08:36:09 pm
crashing on POF save? that's really screwy

if it gives you a stack overflow warning that means your model file is ****ED UP
Title: Kazan's New Version of PCS
Post by: Kazan on November 19, 2002, 08:53:01 pm
i see there is a saving bug.. nice of people to tell me
Title: Kazan's New Version of PCS
Post by: Kazan on November 19, 2002, 08:56:34 pm
it's in OBJ2... big suprise [/sarcasm]
Title: Kazan's New Version of PCS
Post by: Kazan on November 19, 2002, 09:18:47 pm
and another bug bites the dust!

fixed that damn saving bug.. commiting to CVS
Title: Kazan's New Version of PCS
Post by: EdrickV on November 19, 2002, 09:52:15 pm
FS2 doesn't store info in the registry about where it was installed, but it does put an uninstall string in that has the path and that's what PCS uses to find it. Interesting technique.
Title: Kazan's New Version of PCS
Post by: Kazan on November 19, 2002, 10:13:09 pm
i am well aware of this :D
Title: Kazan's New Version of PCS
Post by: EdrickV on November 19, 2002, 10:17:13 pm
But Bobboau wasn't. ;)
Title: Kazan's New Version of PCS
Post by: Bobboau on November 19, 2002, 10:21:21 pm
so were is it?
Title: Kazan's New Version of PCS
Post by: IceFire on November 19, 2002, 10:26:57 pm
Probably on his source database thingysite (sorry, its late, im tired).
Title: Kazan's New Version of PCS
Post by: EdrickV on November 19, 2002, 10:28:56 pm
HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows\CurrentVersion\Uninstall\FreeSpace2 the UninstallString value. (FYI, I would recommend not changing it because that could cause you to be able to uninstall FS2. :) )
Title: Kazan's New Version of PCS
Post by: Galemp on November 19, 2002, 10:56:44 pm
OK, as long as we're talking about PCS bugs...

I've had models that convert fine with COB2FS2. However, they either cause a stack overflow in PCS, or they convert fine and crash PCS when I try to save. Also, the 'import values' buttons don't seem to work. At all. Not even a dialog box asking me which model I want to import the values from. I can send you some example models if you want.

That 'clearing current POF from memory' message bugs the heck out of me when I first start the program up. Can't you have it check to see if there IS a current POF loaded? Mouse support in the model viewer would be nice, too, but I don't use it much.
Title: Kazan's New Version of PCS
Post by: WMCoolmon on November 20, 2002, 12:26:48 am
Quote
FYI, I would recommend not changing it because that could cause you to be able to uninstall FS2.

:lol:
Title: Kazan's New Version of PCS
Post by: Kazan on November 20, 2002, 01:42:36 am
the data import buttons were placed as place holders but i haven't got around to writing the functions yet

cob2fs2 doesn't properly generate BSP/IDTA data for the POF - POFCS is more sensative to conditions which cause infinite recursion because of this - infact if you go into infinite recursion your model is very ****ed up because it overcame a 16 perumtation avoidance algorithm that is in there to try and make the model compile anyway

i don't know why anything would be crashing on save except for that mysterious double-save crash bug which i squashed today


the first two "bugs" are well documented facts about PCS
Title: Kazan's New Version of PCS
Post by: Galemp on November 20, 2002, 02:16:51 am
I'm sorry. Please define '****ed up' as it applies to COBs.
Title: Kazan's New Version of PCS
Post by: KARMA on November 20, 2002, 05:47:25 am
little OT, but... somebody knows if the source of cob2fs2 is avaible somewhere? i need it to have vadar_1 fixing (if possible) a little bug i found sometimes ago
Title: Kazan's New Version of PCS
Post by: Kazan on November 20, 2002, 10:03:44 am
Galactic: polygons with the same geocenter - the avoidance algorihtm can handle a few - but having enough to cause a stack overflow = model ****ed up

BSP splits operate off the position of the polygons in the universe - so when you have polygons in the same position it cannot "split" them into different regions and it goes into infinite recursion
Title: Kazan's New Version of PCS
Post by: Bobboau on November 20, 2002, 12:18:17 pm
ok, that got it, finaly works now, I had moved my directory without changeing that, didn't look like the path was stored anywere.

I can't beleve anyone would have the problem of haveing pollys in the exact same position, it sounds as though it would be a little hard to do it on perpose, do you think it could posably be something like the BSP generation code not takeing subobjects offsets into acount thus makeing anymodel with a bunch of turrets (or any submodel for that mater) that look just like each other and in the same orientation,
I have noted a slight bug when converting from a pof to a cob all subobjects are centered at 0,0,0 includeing turrets that are way the hell off center, this means I have to recenter them after conversion, this isn't that big of a pain, but it could be indicitave of this sort of misstep.
or maybe there are subobjects that have polys aligned to each other with faces placed at each others center, to make it look like there together (like the top of a turret base and the bottom of a turret barrel, some people do it that way)

GE see if you'r model has many identical turrets faceing in the same relitive direction, or has subobjects with pollys aligned
Title: Kazan's New Version of PCS
Post by: Kazan on November 20, 2002, 12:40:03 pm
each SOBJ is compiled seperately - it has to be - and it's coordinate system is relative to it's centerpoint

the polygons themselvs dont have to be coincident - just they geometric centers
Title: Kazan's New Version of PCS
Post by: EdrickV on November 20, 2002, 11:41:14 pm
Quote
Originally posted by Bobboau
I have noted a slight bug when converting from a pof to a cob all subobjects are centered at 0,0,0 includeing turrets that are way the hell off center, this means I have to recenter them after conversion, this isn't that big of a pain, but it could be indicitave of this sort of misstep.


You need to center the axis location for each subobject in TS before you convert it to a POF. Many 3D programs only assign 1 axis for all the subobjects. TS allows each object/subobject/combined object to have it's own axis. That's especially important for multi-part turrets, since the axis location is the location that the turret will rotate around. It's best to do the axis stuff before you start gluing things together, because when you glue stuff together each combined object has it's own axis which is taken from the axis of the main object in it. If editing a model that's already glued together, you have up to twice as many axis to fix. The axis center is also used as the object center for things like firing point locations and turret subsystem locations as shown in the HUD targeting box.
Title: Kazan's New Version of PCS
Post by: Bobboau on November 20, 2002, 11:47:49 pm
I know, I have made a few models ;)
but when converting from a pof to a cob the axes of the subobjects are centered at the center
I don't have any problems the other way around
Title: Kazan's New Version of PCS
Post by: Kazan on November 20, 2002, 11:56:12 pm
the pof->cob code is imperfect, and most likely not in it's final version
it's just another one of those low priority things
Title: Kazan's New Version of PCS
Post by: EdrickV on November 21, 2002, 12:14:45 am
Quote
Originally posted by Bobboau
I know, I have made a few models ;)
but when converting from a pof to a cob the axes of the subobjects are centered at the center
I don't have any problems the other way around


Oops, misread the pof to cob as cob to pof. :)
Title: Kazan's New Version of PCS
Post by: Fry_Day on November 21, 2002, 12:12:19 pm
Kazan, I might nto remember my math right, but aren't the only cases that will really hurt a BSP tree building algorithm in cases where polygons are on the same plane or something? I don't see how any other cases could lead to problems with splitting correctly.
Title: Kazan's New Version of PCS
Post by: Kazan on November 21, 2002, 12:18:37 pm
Quote
Originally posted by Fry_Day
Kazan, I might nto remember my math right, but aren't the only cases that will really hurt a BSP tree building algorithm in cases where polygons are on the same plane or something? I don't see how any other cases could lead to problems with splitting correctly.

yes you remember correctly - but there's also the case in which two polygons have the same geometric center - because that's what my system uses to dtermine the polygon's "position"
Title: Kazan's New Version of PCS
Post by: Fry_Day on November 21, 2002, 12:20:51 pm
Oh. I see. Tell me, do you use any heuristics for trying to find the best BSP tree (Least amount of subdivisions), or do you simply split along the plane that creates the least subdivisions in each iteration?
Title: Kazan's New Version of PCS
Post by: Kazan on November 21, 2002, 12:26:45 pm
you split along the longest axis in the bounding box - you split fully until each terminating region has one polygon in it

this is a full tree and proides the greatest acceleration