Author Topic: Next test release  (Read 3843 times)

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Hello,

I've released a new package to be tested now. I've began to convert the physics datastructure and collision routines, to mention where we can have possible bugs. Can anybody also test the multiplayer mode if possible? Please take also a look to the AI.
The new release can be found at the new link: http://www.razorjack.de/fs2scp/test-3.10.07.zip
I've decided to keep older releases archived so you can find them all under http://www.razorjack.de/fs2scp/

I got a though that if we get a fully converted FS2 which is scenegraph based(what I'm currently implementing) we can raise the modabilty of FS2 for much more features:
Just to play with ideas we can have hypothetically some inner live inside capital ships like a detailed hangar area from where the player and other ships can take off or land to (via autopilot or sth. like).
It's not like it wouldn't be possible now, but we needn't recalculate any positions of landed ships if this capital ship moves. So it simplifies a lot.

Thanks you all for any help
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http://simerge.wordpress.com/

 

Offline DaBrain

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Could this also fix the current collision detection problems?

Just wondering. I'll test the build tomorrow, it's to late here now. ;)
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Online Cobra

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razor, what kind of collision detection are you talking about here?
To consider the Earth as the only populated world in infinite space is as absurd as to assert that in an entire field of millet, only one grain will grow. - Metrodorus of Chios
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@ DaBrain: Where does the problems occure?

@ Cobra: I've converted routines in ObjCollide.cpp . There is only this function which assigns collision types to object pairs and there are some collision utils which are used mostly by the AI for collision prediction at diverse courses.
« Last Edit: October 04, 2007, 07:38:52 pm by razorjack »
My spacesim project blog:
http://simerge.wordpress.com/

 

Offline Photoncody

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Can someone please tell me how to intigrate the code to be able to work!? :hopping: :hopping:
I've already posted about this and no one answered my post!
Can someone please PLEASE REPLY!?

-Photoncody
I go OMGWTF at just about every ship model that I see. (As long as its not absolutely butt-ugly, like just a box or something.) --Trayus
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Offline Turey

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Can someone please tell me how to intigrate the code to be able to work!? :hopping: :hopping:
I've already posted about this and no one answered my post!
Can someone please PLEASE REPLY!?

-Photoncody


Have you gotten the regular code compiling?
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why would an SCP error be considered as news? :wtf: *smacks Cobra*It's a feature.

 

Offline Photoncody

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Please don't tell me I can't test this project because i don't know how to get a code compiling.

BUT, If you think that putting the exes inside a folder one level above it, that didn't work. Neither did putting it in the file where the code and projects files are.
Please Help

-Photoncody

P.S. I really want to test this, but don't know how to compile a code.
I go OMGWTF at just about every ship model that I see. (As long as its not absolutely butt-ugly, like just a box or something.) --Trayus
We Are Working For You, Or At Least, We Are Supposed To. --Mobius

 

Offline Turey

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You should just be able to use the .exe's instead of fs2_open_3_6_9.exe.
Creator of the FreeSpace Open Installer.
"Calm. The ****. Down." -Taristin
why would an SCP error be considered as news? :wtf: *smacks Cobra*It's a feature.

 

Offline Photoncody

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I figured out how to compile the code, but it missing files.
This is From Microsoft Visual Studio C++ Express:
Code: [Select]
========== Build: 1 succeeded, 4 failed, 0 up-to-date, 0 skipped ==========
I go OMGWTF at just about every ship model that I see. (As long as its not absolutely butt-ugly, like just a box or something.) --Trayus
We Are Working For You, Or At Least, We Are Supposed To. --Mobius

  

Offline karajorma

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You should have error messages for the ones that failed.

But you don't need to build this yourself. You can just use the builds in the download. The only reason you'd need the code is if you know enough C++ to be able to help. If you do I'm sure that razorjack would appreciate the help though.
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Offline Photoncody

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You should have error messages for the ones that failed.

But you don't need to build this yourself. You can just use the builds in the download. The only reason you'd need the code is if you know enough C++ to be able to help. If you do I'm sure that razorjack would appreciate the help though.
Just... Where to put the builds in the Download? Do I put them in the same directory where the code is?
Like: (C:\code\fs2_open\code) or (C:\code\fs2_open) or even (C:\code\fs2_open\projects\MSVC2005)?
^Which One?^
I go OMGWTF at just about every ship model that I see. (As long as its not absolutely butt-ugly, like just a box or something.) --Trayus
We Are Working For You, Or At Least, We Are Supposed To. --Mobius

 

Offline Inquisitor

In the game directory, not the code directory.
No signature.

 
@ Photoncondy:

You need to get the current sourcecode snapshot from CVS befor you can compile the source I gave. You can do it in the way described here: http://www.hard-light.net/wiki/index.php/Getting_the_FreeSpace2:_SCP_Source_Code
After that you need to delete the directory code and place mine instead. The same you need to do with the subdirectory "projects/MSVC_2005".
My spacesim project blog:
http://simerge.wordpress.com/

 

Offline Photoncody

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@ Photoncondy:

You need to get the current sourcecode snapshot from CVS befor you can compile the source I gave. You can do it in the way described here: http://www.hard-light.net/wiki/index.php/Getting_the_FreeSpace2:_SCP_Source_Code
After that you need to delete the directory code and place mine instead. The same you need to do with the subdirectory "projects/MSVC_2005".
Well, I already got the source code from CVS.
But, I don't know how to compile the source code with MS Visual Studio 2005 C++ Express.
And, I just copied your code over the oringinal.
Same with the projects.
I'll try your method.

P.S. - I really need to know how to associate the fs2_open_r and/or fs2_open_d with the rest of the game.
I go OMGWTF at just about every ship model that I see. (As long as its not absolutely butt-ugly, like just a box or something.) --Trayus
We Are Working For You, Or At Least, We Are Supposed To. --Mobius

 
First of all you need to install the game itself from internet by the webinstaller, if you haven't:
http://www.hard-light.net/wiki/index.php/Installing_fs2_open
After that you can place both executables into the game directory.
My spacesim project blog:
http://simerge.wordpress.com/

 

Offline karajorma

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P.S. - I really need to know how to associate the fs2_open_r and/or fs2_open_d with the rest of the game.

You don't associate them. You simply have to make sure that the compile saves the newly built exes to your FS2 folder.

And as I mentioned on the other thread I'm pretty sure your problem is that you're missing the platform SDK

Quote
The Microsoft Platform SDK for Microsoft Visual C++ 2005 Express

    In order to use Visual C++ Express to build Win32 applications and leverage the powerful set of core Windows API components, you'll need to download and install the Microsoft Platform SDK.

So if you didn't buy MSVC but instead have some kind of free version, especially a free version you downloaded, it's likely that you're missing those files. Instructions are here.

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Offline chief1983

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Hot damn, thanks Kara!  I'd been looking for that link forever on their site and couldn't seem to run across it until now.
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Offline karajorma

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They hid it quite well under downloads for the 2008 Beta.
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