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Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: FreeTerran on June 16, 2003, 07:03:47 am

Title: FS_OPEN_3_5_3 question
Post by: FreeTerran on June 16, 2003, 07:03:47 am
Why create the version 3.5.3 a txt file in the freespace 2 directory at every start ?

e.g. Filename = DBUG-Tobias-D(06-16-03) T(13-59-00).txt


Code: [Select]
DBUGFILE Active: Tobias 06/16/03 13:59:00
OS: Windows XP Release, E:\FreeSpace2\FS2_OPEN.exe
[2d.cpp,1033] About to init 102
[GrD3D.cpp,2645] gr_d3d_init start
[GrD3D.cpp,2764] Mode: 1024 x 768 x 32 bit
[GrD3D.cpp,2786] Using hardware vertex processing
[GrD3D.cpp,2794] D3D_32bit 1, bits_per_pixel 32
[GrD3D.cpp,2391] Using: D3DFMT_A4R4G4B4
[GrD3D.cpp,2382] Using: D3DFMT_A1R5G5B5
[GrD3D.cpp,2513] default_32_alpha_tformat 21
[GrD3D.cpp,1064] D3D_fog_mode 1
[GrD3DTexture.cpp,1088] Using small textures
[GrD3DTexture.cpp,1095] Max textures: 256 256
[GrD3D.cpp,2332] Using: D3DFMT_X8R8G8B8
[GrD3D.cpp,2872] D3d_rendition_uvs: 1
[GrD3D.cpp,2901] gr_d3d_init end
[GrD3DBmpman.cpp, 394] Cant load beam-judge-1.pcx
[GrD3D.cpp,2332] Using: D3DFMT_X8R8G8B8
[GrD3D.cpp,2332] Using: D3DFMT_X8R8G8B8
[GrD3D.cpp,2332] Using: D3DFMT_X8R8G8B8
[GrD3D.cpp,2332] Using: D3DFMT_X8R8G8B8
[GrD3D.cpp, 868] Number of unfreed textures 0
Normal end


How can i turn it off that they create the file at verey start ?
Title: FS_OPEN_3_5_3 question
Post by: RandomTiger on June 16, 2003, 07:29:55 am
Release fs2_open builds should not include the DBUGFILE_ACTIVE compile flag
Title: FS_OPEN_3_5_3 question
Post by: Bobboau on June 16, 2003, 11:10:57 am
well, they do :)
Title: FS_OPEN_3_5_3 question
Post by: phreak on June 16, 2003, 11:40:01 am
not anymore
Title: FS_OPEN_3_5_3 question
Post by: FreeTerran on June 16, 2003, 01:06:35 pm
Argh.....

i use now the latestrelease.exe but they create the f*ck files too with that
Title: FS_OPEN_3_5_3 question
Post by: phreak on June 16, 2003, 03:26:04 pm
check my sig
Title: FS_OPEN_3_5_3 question
Post by: FreeTerran on June 17, 2003, 12:34:37 am
Nope they build the files too can it be that it is a entrie in the registry ?
Title: FS_OPEN_3_5_3 question
Post by: phreak on June 17, 2003, 12:46:36 am
recompiling helps, phreak ;)

try it again, FT
Title: FS_OPEN_3_5_3 question
Post by: FreeTerran on June 17, 2003, 12:50:42 am
ok *goes testing*[/color]
Title: FS_OPEN_3_5_3 question
Post by: FreeTerran on June 17, 2003, 01:16:44 am
Ok thx phreak works fine but now want i ask what must i do if i build my costum exe what must i change and in what for a file that they don't build the file ?
Title: FS_OPEN_3_5_3 question
Post by: Liberator on June 17, 2003, 03:50:39 am
Well, it helps to have and be familiar with C++.

The next thing would be to get a copy of the current source code.

If you've got the Profesional edition you can compile it yourself and away you go, if you have the Learning edition(like me) any files you compile will be unusable on any machine but yours.

As to what you would change, you would need to figure that part out yourself.  Which part do you need to alter or make fit your particular situation?
Title: FS_OPEN_3_5_3 question
Post by: FreeTerran on June 17, 2003, 04:56:05 am
i have a normal knowledge about c++ i want only know in what file it is and whatss the tag name is
Title: FS_OPEN_3_5_3 question
Post by: RandomTiger on June 17, 2003, 06:45:05 am
Quote
Originally posted by RandomTiger
Release fs2_open builds should not include the DBUGFILE_ACTIVE compile flag


Ensure that in the settings do not have these flags for both the freespace project and the code lib, missing either one would result in the file still getting made.

Sorry if that annoyed you but Im not sure theres need to get so irrate, the thing you see as a problem is currently providing information thats giving insight into another problem.