Hard Light Productions Forums
Modding, Mission Design, and Coding => FS2 Open Coding - The Source Code Project (SCP) => Topic started by: WMCoolmon on August 17, 2003, 09:22:58 pm
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FS2 should now load everything a lot quicker than normal:Testing EXE (http://members.cox.net/~wmcoolmon/fs2_open_w.zip)
I didn't change too much, so there should only be a few bugs (if any). :nod:
Testing instructions:
Run the test EXE and make sure it doesn't go any slower and there aren't any new bugs as compared with the latest CVS build. Make sure you have pilot files already created, as the best indication of a bug will be that they don't show up.
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it seems somewhat faster, though ever sence my new computer it has been just so much faster it's hard to tell,
what did you do?
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In cf_find_file_location, it was looking for the existence of a file in every subdir with a call to fopen()...I changed that to _findfirst().
for (i=CF_TYPE_ROOT; i {
if ( i != pathtype ) {
search_order[num_search_dirs++] = i;
}
}
#if defined WIN32
long findhandle;
_finddata_t findstruct;
#endif
for (i=0; i {
char longname[MAX_PATH_LEN];
cf_create_default_path_string( longname, search_order[i], filespec, localize );
#if defined _WIN32
findhandle = _findfirst(longname, &findstruct);
if (findhandle != -1) {
if ( size ) {
*size = findstruct.size;
}
_findclose(findhandle);
#elif defined unix
FILE *fp = fopen(longname, "rb" );
if (fp) {
if ( size ) {
struct stat statbuf;
fstat(fileno(fp), &statbuf);
*size = statbuf.st_size;
}
fclose(fp);
#endif
if ( offset ) *offset = 0;
if ( pack_filename ) {
strcpy( pack_filename, longname );
}
return 1;
}
}
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You were right about the pilot files. It didn't detect one of my multiplayer pilot files, but it did see the other pilot files.
Another bug: I can't delete pilot files! The Barracks will remove the pilot but when I go back it's still there.
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Does it detect any other multiplayer pilot files? Are you sure none of your pilot files are read only?
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Ok...
i start with the good it loading a bit faster
and now the bugs....
i have only found 2 bugs from te old shine exe i think you haven't use the new source from bob
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No, none of my files are read only. All but one file are detected, other multi files are detected.
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FT: I am not sure bob has committed the shine stuff to the main project.
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hmm but the shine works with WMCoolmon's exe fine
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Originally posted by Support 1
No, none of my files are read only. All but one file are detected, other multi files are detected.
Try downloading http://members.cox.net/~wmcoolmon/fs2_open_w.zip and trying both EXEs and see if you get an error message for both. (the z version doesn't have the quickloading change).
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Sounds like this is getting close to being ready to commit :)
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Originally posted by Inquisitor
FT: I am not sure bob has committed the shine stuff to the main project.
He has, and it's rather buggy. :shaking: The interface flickers a lot, the HUD flashes on and off in spasms, and sometimes the screen goes completely to black. I've also had some null vector asserts come up occasionally.
Needless to say, this'll need a bit of work. :)
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i fixed the flashing screen bits. they just needed zeroing out
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I have the _r version, and it detects all my files.
Phreak: The link in your sig is not working at the time of posting.
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Originally posted by Support 1
I have the _r version, and it detects all my files.
Phreak: The link in your sig is not working at the time of posting.
I don't know what exactly that version has in it; it could've been introduced by some other change. The _z version is identical to the _w version (in the zip) except that it uses the old loading code. Hopefully it's not the loading code, since I have no idea where that's called when deleting pilots. :confused:
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WM, a bunch of stuff has been committed in the last couple days, update if you haven't, that code might have made it in to the main branch.
I'll leave it to Bob or phreak to verify, but, c'est possible' :)