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Storm Engine 2 update

Started by motorsep, September 14, 2018, 09:20:25 AM

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The Happy Friar

I got it to compile w/o any issues (MSVC 2017 32-bit), just trying to get a test map to run.  :)  Issue is related to the player start.  I think I need to get the player.def/script updated correctly (am using/modifying scripts from the Blender Games d3BFG starter kit).

motorsep

Quote from: bitterman on September 24, 2018, 01:30:18 PM
Win7 64, MSVC 2013 CE:

QuoteError C2065: "XAUDIO_DEBUG_ENGINE" :undeclared identifier.

MSVC 2017 CE is what we were building it with 32bit and 32bi OpenAL. I didn't even try 64bit because .. no point in using 64bit builds unless you have massive world.

bitterman

#17
Win7, 32 bit, openal - ok.

Underwater view warping - dirty hack :)

Btw motorsep's code changes marks as "// motorsep ...".


Quote from: The Happy Friar on September 24, 2018, 02:06:00 PM
scripts from the Blender Games d3BFG starter kit).

Thanks, useful.

********************

Hmm, not so fast... "XINPUT1_4.dll".



motorsep

Quote from: bitterman on September 25, 2018, 10:40:03 AM
Underwater view warping - dirty hack :)

Well, either that or have no warping view underwater ;)

Making games is all about hacks.

Quote from: bitterman on September 25, 2018, 10:40:03 AM
Btw motorsep's code changes marks as "// motorsep ...".

duh, common sense...

bitterman

And all API Set Stub ... :)

It is not for Win7?

motorsep

Quote from: bitterman on September 25, 2018, 11:19:07 AM
And all API Set Stub ... :)

It is not for Win7?

Probably because Steam, XB, PS4 had to be stubbed out for GPL release ?

bitterman

The code can be build on Win7 but cannot be run.

Perhaps problem is in proper version which must be set before building.

Just look at comment about w7 and w8:
SDL_dxjoystick.c

WIN_LoadXInputDLL(void)
{
    DWORD version = 0;

    if (s_pXInputDLL) {
        SDL_assert(s_XInputDLLRefCount > 0);
        s_XInputDLLRefCount++;
        return 0;  /* already loaded */
    }

    version = (1 << 16) | 4;
    s_pXInputDLL = LoadLibrary( L"XInput1_4.dll" );  /* 1.4 Ships with Windows 8. */
    if (!s_pXInputDLL) {
        version = (1 << 16) | 3;
        s_pXInputDLL = LoadLibrary( L"XInput1_3.dll" );  /* 1.3 Ships with Vista and Win7, can be installed as a redistributable component. */
    }
    if (!s_pXInputDLL) {
        s_pXInputDLL = LoadLibrary( L"bin\\XInput1_3.dll" );
    }
    if (!s_pXInputDLL) {
        return -1;
    }
   


bitterman

#22
Some troubles with SDL version, I think.
Looks like current in source code is for win8 and above.

Quote
XInput is a cross-platform API that has shipped for use on Xbox 360 as well as versions of Windows, including Windows XP, Windows Vista, Windows 7, and Windows 8. On Xbox 360, XInput ships as a static library that is compiled into the main game executable. On Windows, XInput is provided as a DLL that is installed into the system folders of the operating system.
There are three current versions of the XInput DLL today. Choose the appropriate version of XInput based on the functionality of XInput you use and the versions of Windows you intend to support.

There are three current versions of the XInput DLL today. Choose the appropriate version of XInput based on the functionality of XInput you use and the versions of Windows you intend to support.

XInput 1.4: XInput 1.4 ships as part of Windows 8. Use this version for building Windows Store apps or if your desktop app requires Windows 8.
XInput 9.1.0: XInput 9.1.0 ships as part of Windows Vista, Windows 7, and Windows 8. Use this version if your desktop app is intended to run on these versions of Windows and you are using basic XInput functionality.
XInput 1.3: XInput 1.3 ships as a redistributable component in the DirectX SDK with support for Windows Vista, Windows 7, and Windows 8. Use this version if your desktop app is intended to run on these versions of Windows and you need functionality that is not supported by XInput 9.1.0. 

bitterman

Before I try to build whole solution (includes ZERO_CHECK).
As I found ZERO_CHECK reruns cmake.
Therefore it causes a wrong result IMO.

Then I build only idLib and SE2.
It's works. There is a SE2 on Win 7:

bitterman

SE2 have a lot of modifications in menus code. E.g. added control widget list (sliders, buttons etc.).

What are advantages?

motorsep

Quote from: bitterman on October 02, 2018, 07:44:30 AM
SE2 have a lot of modifications in menus code. E.g. added control widget list (sliders, buttons etc.).

What are advantages?

It doesn't have a lot of modifications. The only modifications were made is to make it work with SWF menus I had to reverse engineer. Nesting of some elements didn't make sense, so I had to adjust it to work. SWF files are also on github, so one can make totally custom menus / HUD / PDA.

motorsep

#26
Quote from: bitterman on October 01, 2018, 10:12:23 PM
Before I try to build whole solution (includes ZERO_CHECK).
As I found ZERO_CHECK reruns cmake.
Therefore it causes a wrong result IMO.

Then I build only idLib and SE2.
It's works. There is a SE2 on Win 7:

Lol, that's not how it should look when properly built.

This is how it should be:

https://www.youtube.com/watch?v=fEzs-eRdP5k

bitterman

#27
Quote from: motorsep on October 02, 2018, 09:09:28 AM

Lol, that's not how it should look when properly built.

It's just a collage with few screens.

Next time I try to start it with some custom maps.

It's looks good but I still worry about non-flexible closed menus part.
In case of SE2 also random modified part (I mean AddTextSlider and more, Menu_Widget_Item.cpp up from 12 to 17 kB etc.)    :)

motorsep

Quote from: bitterman on October 02, 2018, 12:37:53 PM

It's looks good but I still worry about non-flexible closed menus part.
In case of SE2 also random modified part (I mean AddTextSlider and more, Menu_Widget_Item.cpp up from 12 to 17 kB etc.)    :)

What are you talking about?! C++ code is there, Flash source files are also there. Do whatever you please (non-commercial games) with them. Or make you own.

bitterman

#29
Quote from: The Happy Friar on September 24, 2018, 02:06:00 PM
  Issue is related to the player start.  I think I need to get the player.def/script updated correctly

They rename 'player_doommarine' to 'player_female' (I even found her name) ;)

But worts of all is:

hipJoint = animator.GetJointHandle( value);   

In comparison with D3BFG the SE2 gives a wrong 'modelDef' with numJoints = 0.

This gives an error. Perhaps missed some assets but not sure.

********* P.S. It was a bad idea to mess with code without proper assets. ************

motorsep, how looks player.def?

Map's format is same as d3bfg? I have a flow bug with map butter error.