Hard Light Productions Forums

Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: Bobboau on May 15, 2003, 07:27:02 pm

Title: OK, lets get stuff working again
Post by: Bobboau on May 15, 2003, 07:27:02 pm
now that I am done with school for the next few months, I was hopeing we could get a reletivly bug free version of FSO working, lincluded in my definition of a bug is my missing code, is there some way we could try and redo the merge or something, as far as I know not much has been done in the way of major feature sence then, largely becase it hasn't totaly worked.

also once we get things working in a general sence I would like to sudgest we start takeing a more proactive stance on suporting TBP, it has just relesed there long awaited R2 and they are soon going to (hopefully) officaly suport us, I think it would be only fair that we do the same (and TBP is likely the biggest most popular mod we are going to have useing FSO)
Title: OK, lets get stuff working again
Post by: Inquisitor on May 16, 2003, 09:28:50 am
See the 2 bug contests.
Title: OK, lets get stuff working again
Post by: Steel on May 16, 2003, 11:20:26 am
Good idea on supporting mods, but I would caution against any kind of code changes to support a mod...  While great for that particular mod, you may well break or change something for others...  Mods ARE what is going to keep this whole thing going though - no doubt there.  They should be released as well tested and clean as possible though (else folks will get frustrated and not use them at all) - maybe the SCP has some expertise to lend the mods in that manner???
Title: OK, lets get stuff working again
Post by: Nico on May 16, 2003, 01:33:33 pm
I think he means giving priority to the tBP requests, that's all.
that's unfair, too, but that's another matter.
Title: OK, lets get stuff working again
Post by: Bobboau on May 16, 2003, 06:53:00 pm
they are the biggest mod, and I won't be able to get everything they want by my self, but before any of this we have to get everything fixed again
and things specific to a particular mod can have comand line options if there can't be a way of useing a table or something,
Title: OK, lets get stuff working again
Post by: KARMA on May 16, 2003, 07:02:49 pm
actually i agree (althought i'd like specific source modifications too): tbp is so far the biggest mod + at a good level of completion+ at an excellent quality level + the most known, so it is the mod that will probably be more played (until SW tc :p), so it is the best way to show people what fso engine can do, and possibly bring in more players, modders and coders
Title: OK, lets get stuff working again
Post by: Bobboau on May 16, 2003, 07:13:33 pm
yes, that was my line of thinking exactly, TBP is bringing in new people from all over the B5 comunity, it could bring interest and maybe new coders, who knows someone might just write up an alternate physics engine for a newtonian model
Title: OK, lets get stuff working again
Post by: Bobboau on May 16, 2003, 11:43:53 pm
the problem is the current build in CVS is totaly fricked up, I can't even get it to compile, I get some 20 linker errors about unresolved symbols,
how much has been done sence the DX8 merge?
if there hasn't been too much I would like to revert to the most recent pre-dx version and re merge it becase things have just not worked very well sence it was merged. this seems more like an administrative problem more than a codeing problem as it is more to do with the management/mergeing of the code rather than the actual codeing
Title: OK, lets get stuff working again
Post by: Inquisitor on May 17, 2003, 08:40:57 am
Do you have the DX8 SDK? What are the link errors?

Phreak and Goober have been setting bugs straight. What we don't have is a concise list of what is missing.
Title: OK, lets get stuff working again
Post by: Steel on May 17, 2003, 10:38:52 am
Folks,
Some advice, if you wish to hear it...  Command line options suck, especially when you have to do several of them and are trying to get a MP game going and get everyone running the same thing.  For SP it is probably o.k., but if source changes HAVE to be made for a particular mod I highly suggest an .ini file...  The file can then be distributed easily.  Think about ease of use for the end user...  No slams intended, but developers rarely think about this.  I did useability and configuration management for a while, as well as 3rd tier tech support and heard what really drove customers nuts.
Title: OK, lets get stuff working again
Post by: Inquisitor on May 17, 2003, 01:40:23 pm
Yes, we have discussed using an INI file, probably the direction we will take.

Command line options were expedient.
Title: OK, lets get stuff working again
Post by: Bobboau on May 17, 2003, 03:11:57 pm
Quote
Linking...
LINK : warning LNK4075: ignoring /INCREMENTAL due to /DEBUGTYPE specification
LevelPaging.obj : error LNK2001: unresolved external symbol "void __cdecl bm_page_in_stop(void)" (?bm_page_in_stop@@YAXXZ)
LevelPaging.obj : error LNK2001: unresolved external symbol "void __cdecl bm_page_in_start(void)" (?bm_page_in_start@@YAXXZ)
code.lib(INPUTBOX.obj) : error LNK2001: unresolved external symbol "int __cdecl bm_load_animation(char *,int *,int *,int)" (?bm_load_animation@@YAHPADPAH1H@Z)
code.lib(MuzzleFlash.obj) : error LNK2001: unresolved external symbol "int __cdecl bm_load_animation(char *,int *,int *,int)" (?bm_load_animation@@YAHPADPAH1H@Z)
code.lib(Particle.obj) : error LNK2001: unresolved external symbol "int __cdecl bm_load_animation(char *,int *,int *,int)" (?bm_load_animation@@YAHPADPAH1H@Z)
code.lib(ModelRead.obj) : error LNK2001: unresolved external symbol "int __cdecl bm_load_animation(char *,int *,int *,int)" (?bm_load_animation@@YAHPADPAH1H@Z)
code.lib(GADGET.obj) : error LNK2001: unresolved external symbol "int __cdecl bm_load_animation(char *,int *,int *,int)" (?bm_load_animation@@YAHPADPAH1H@Z)
code.lib(SEXP.OBJ) : error LNK2001: unresolved external symbol "void __cdecl event_sexp_change_soundtrack(char *)" (?event_sexp_change_soundtrack@@YAXPAD@Z)
code.lib(HudArtillery.obj) : error LNK2001: unresolved external symbol "int __cdecl fireball_create(struct vector *,int,int,float,int,struct vector *,float,int,struct matrix *,int)" (?fireball_create@@YAHPAUvector@@HHMH0MHPAUmatrix@@H@Z)
code.lib(Debris.obj) : error LNK2001: unresolved external symbol "int __cdecl fireball_create(struct vector *,int,int,float,int,struct vector *,float,int,struct matrix *,int)" (?fireball_create@@YAHPAUvector@@HHMH0MHPAUmatrix@@H@Z)
code.lib(Particle.obj) : error LNK2001: unresolved external symbol "void __cdecl bm_page_in_texture(int,int)" (?bm_page_in_texture@@YAXHH@Z)
code.lib(SLIDER2.obj) : error LNK2001: unresolved external symbol "void __cdecl bm_get_info(int,int *,int *,unsigned char *,int *,int *,struct bitmap_section_info * *)" (?bm_get_info@@YAXHPAH0PAE00PAPAUbitmap_section_info@@@Z)
code.lib(Particle.obj) : error LNK2001: unresolved external symbol "void __cdecl bm_get_info(int,int *,int *,unsigned char *,int *,int *,struct bitmap_section_info * *)" (?bm_get_info@@YAXHPAH0PAE00PAPAUbitmap_section_info@@@Z)
code.lib(TrainingMenu.obj) : error LNK2001: unresolved external symbol "void __cdecl bm_get_info(int,int *,int *,unsigned char *,int *,int *,struct bitmap_section_info * *)" (?bm_get_info@@YAXHPAH0PAE00PAPAUbitmap_section_info@@@Z)
code.lib(3ddraw.obj) : error LNK2001: unresolved external symbol "void __cdecl bm_get_info(int,int *,int *,unsigned char *,int *,int *,struct bitmap_section_info * *)" (?bm_get_info@@YAXHPAH0PAE00PAPAUbitmap_section_info@@@Z)
code.lib(WINDOW.obj) : error LNK2001: unresolved external symbol "void __cdecl bm_get_info(int,int *,int *,unsigned char *,int *,int *,struct bitmap_section_info * *)" (?bm_get_info@@YAXHPAH0PAE00PAPAUbitmap_section_info@@@Z)
code.lib(Weapons.obj) : error LNK2001: unresolved external symbol "int  Cmdline_beams_no_pierce_shields" (?Cmdline_beams_no_pierce_shields@@3HA)
code.lib(GADGET.obj) : error LNK2001: unresolved external symbol "int __cdecl bm_load(char *)" (?bm_load@@YAHPAD@Z)
code.lib(ModelRead.obj) : error LNK2001: unresolved external symbol "int __cdecl bm_load(char *)" (?bm_load@@YAHPAD@Z)
code.lib(MissionPause.obj) : error LNK2001: unresolved external symbol "int __cdecl bm_load(char *)" (?bm_load@@YAHPAD@Z)
code.lib(TrainingMenu.obj) : error LNK2001: unresolved external symbol "int __cdecl bm_load(char *)" (?bm_load@@YAHPAD@Z)
code.lib(WINDOW.obj) : error LNK2001: unresolved external symbol "int __cdecl bm_load(char *)" (?bm_load@@YAHPAD@Z)
code.lib(PalMan.obj) : error LNK2001: unresolved external symbol "void __cdecl bm_get_palette(int,unsigned char *,char *)" (?bm_get_palette@@YAXHPAEPAD@Z)
code.lib(GrD3D.obj) : error LNK2001: unresolved external symbol "void __cdecl dbugfile_print_counter(int,char *,int,char *)" (?dbugfile_print_counter@@YAXHPADH0@Z)
code.lib(GrD3D.obj) : error LNK2001: unresolved external symbol "int  Cmdline_d3dlauncher" (?Cmdline_d3dlauncher@@3HA)
code.lib(GrD3DTexture.obj) : error LNK2001: unresolved external symbol "int *  dbugfile_counters" (?dbugfile_counters@@3PAHA)
code.lib(GrD3DTexture.obj) : error LNK2001: unresolved external symbol "int  Cmdline_d3dmipmap" (?Cmdline_d3dmipmap@@3HA)
code.lib(GrD3DRender.obj) : error LNK2001: unresolved external symbol "int  Cmdline_d3dmipmap" (?Cmdline_d3dmipmap@@3HA)
code.lib(MissionPause.obj) : error LNK2001: unresolved external symbol "int __cdecl bm_unload(int)" (?bm_unload@@YAHH@Z)
code.lib(TrainingMenu.obj) : error LNK2001: unresolved external symbol "int __cdecl bm_unload(int)" (?bm_unload@@YAHH@Z)
code.lib(TrainingMenu.obj) : error LNK2001: unresolved external symbol "struct bitmap * __cdecl bm_lock(int,unsigned char,unsigned char)" (?bm_lock@@YAPAUbitmap@@HEE@Z)
code.lib(WINDOW.obj) : error LNK2001: unresolved external symbol "struct bitmap * __cdecl bm_lock(int,unsigned char,unsigned char)" (?bm_lock@@YAPAUbitmap@@HEE@Z)
code.lib(TrainingMenu.obj) : error LNK2001: unresolved external symbol "void __cdecl bm_unlock(int)" (?bm_unlock@@YAXH@Z)
code.lib(WINDOW.obj) : error LNK2001: unresolved external symbol "void __cdecl bm_unlock(int)" (?bm_unlock@@YAXH@Z)
code.lib(3ddraw.obj) : error LNK2001: unresolved external symbol "void __cdecl bm_get_section_size(int,int,int,int *,int *)" (?bm_get_section_size@@YAXHHHPAH0@Z)
code.lib(Swarm.obj) : error LNK2001: unresolved external symbol "void __cdecl ai_turn_towards_vector(struct vector *,struct object *,float,float,struct vector *,struct vector *,float,int,struct vector *)" (?ai_turn_towards_vector@@YAXPAUvector@@PAUo
bject@@MM00MH0@Z)
code.lib(WINDOW.obj) : error LNK2001: unresolved external symbol "void __cdecl bm_release(int)" (?bm_release@@YAXH@Z)
code.lib(GADGET.obj) : error LNK2001: unresolved external symbol "void __cdecl bm_release(int)" (?bm_release@@YAXH@Z)
Debug/fs2_open_d.exe : fatal error LNK1120: 20 unresolved externals
Error executing link.exe.

fs2_open_d.exe - 39 error(s), 1 warning(s)

there a bunch of odd random errors as far as I can tell
Title: OK, lets get stuff working again
Post by: Goober5000 on May 17, 2003, 04:04:55 pm
Here, Bobboau, try checking out a fresh module into a clean directory.  Seems that your CVS for some reason doesn't have the most updated stuff.

As far as the re-merging, goes, that'll have to be done gradually, with each new feature pasted in.  We can't use CVS because although it may bring Bobboau's features back in, it loses twice as many new things. :(
Title: OK, lets get stuff working again
Post by: ##UnknownPlayer## on May 17, 2003, 11:20:34 pm
Speaking of getting stuff working again, could someone point me in the direction of the bugzilla server? I haven't had the link for ages, and I'm sitting here with some good understanding of what happened in the merge and not doing anything (that and coding my own game, but that's a plus for FS2Open development)

So uhh, yeah - link?
Title: OK, lets get stuff working again
Post by: Exarch on May 18, 2003, 12:53:48 am
I'd assume that's what the link in Inquisitor's sig is for :D
Title: OK, lets get stuff working again
Post by: Inquisitor on May 18, 2003, 08:35:07 am
Or try a clean build.

Make sure you update CVS, create new directories, if you are brave, get clean source.

Then, in VC, do a batch build, but hit the "clean" button, and then batch build all of the checked items.
Title: OK, lets get stuff working again
Post by: Kazan on May 18, 2003, 09:04:06 am
i want the FSNetD client in the game to be reading it's configuration from an .ini file (either in a vp or a real file) due to the fact that different mods will connect to the FS2NetD server on different ports
Title: OK, lets get stuff working again
Post by: Inquisitor on May 18, 2003, 08:09:01 pm
Still out there, Bob?
Title: OK, lets get stuff working again
Post by: Bobboau on May 18, 2003, 08:15:57 pm
I've got it to compile but it's going to take me quite a while to reimplement my stuff
Title: OK, lets get stuff working again
Post by: Goober5000 on May 18, 2003, 08:18:21 pm
Can you post a list somewhere of the stuff that's missing?
Title: OK, lets get stuff working again
Post by: Bobboau on May 18, 2003, 08:25:54 pm
umm, everything past the DX split
Title: OK, lets get stuff working again
Post by: Goober5000 on May 18, 2003, 08:31:33 pm
specifically...?

Glowmaps, check.  What else?  If we know, we can help you merge it back in.  The historical CVS archive is posted on Warpcore for all to see. :)
Title: OK, lets get stuff working again
Post by: Bobboau on May 18, 2003, 08:48:17 pm
you know this is odd everything seems to be back all of the sudden :wtf:
even the improoved error mesages and little things like that
Title: OK, lets get stuff working again
Post by: deep_eyes on May 18, 2003, 10:57:24 pm
(crawls out from under his desk in the SCP Coding room, next to the Beta testers lounge... with an empty bottle of booze, and a cigarette. sits back @ desk, pulls out another stoggie, and begins to finish the readme file....)

PM'S Inquisitor...

"What is today?"

...........

:wtf:?!

.................

:hopping:

GOD DAMN IT IM BEHIND!
Title: OK, lets get stuff working again
Post by: Bobboau on May 19, 2003, 12:33:52 am
ok while investigateing an odd parseing error involving one of the things that didn't seem to be in the code things started acting weird, the optional string seemed to not be working and when I went to step through it, it was as if what I was seeing on the screen wasn't matching up with what was getting called, I cleaned and rebuilt and it is still not working, it's like the code isn't getting compiled but it thinks it is and it's moveing things to were it shouldn't be or something (yes this is how confused I am at what is going on)

wait, I think the debuger was set to run the wrong exe, that might explain the weirdness
Title: OK, lets get stuff working again
Post by: Bobboau on May 19, 2003, 01:32:38 am
why did RT set up d3d_SetTexture to not use it's stage thingy, I just spent the las two hours trying to find were my glow mapping code was screwed up and I find this
HRESULT hr = lpD3DDevice->SetTexture(0, texture_ptr);
were it should have been this
HRESULT hr = lpD3DDevice->SetTexture(stage, texture_ptr);
fry_day I think this might have been why you could never get you're version of the glow mapping working
Title: OK, lets get stuff working again
Post by: Fry_Day on May 19, 2003, 03:09:31 am
It most definitely is.

Edit: which leads me to ask, why are some of the D3D8 files not in the project directory tree in MSVC, forcing me to open them manually?

Edit2: never mind. Got it already.
Title: OK, lets get stuff working again
Post by: Fry_Day on May 19, 2003, 04:16:33 am
They indeed work like a charm. I believe you also need to comment #define D3D_CALLS_CHECK 1, since there's a check inside d3d_SetTextureStageState to check if the texture stage is set to anything other than 0, if D3D_CALLS_CHECK is defined
Title: OK, lets get stuff working again
Post by: Inquisitor on May 19, 2003, 02:44:57 pm
As for why RT did something specific, I can speculate that it was probably because it was the first time he had done a DX8 port.

If that change fixes a bug, log the bug in Bugzilla, fix it, commit it, then close it in bugzilla so it counts toward the totals.
Title: OK, lets get stuff working again
Post by: Bobboau on May 19, 2003, 10:24:06 pm
well it wasn't realy a bug, as it didn't effect anything other than glowmapping (wich was not implemented untill now)