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#4422407 - 05/24/18 11:24 AM Re: EECH Source Code Discussion [Re: Javelin]  
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messyhead Offline
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Originally Posted by Javelin
Hi Guys, In my compiled exe of the version of the code I checked out, why doesn't the Mi-28N Havoc B work? It crashes on a sub object RWR_ABOVE_LIGHT while loading the helicopter in. Also, the Cuba maps don't run. Am I missing a part of the code somehow, like the allmods package? If so, where do I go to get that part of the source code? I'm using Watcom, if that makes a difference.


Which branch are you using? You probably want to use the current released version, so that any changes you make won't have missing dependencies from experimental releases.

#4422441 - 05/24/18 03:27 PM Re: EECH Source Code Discussion [Re: tulyopt]  
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Javelin Offline
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I think I'm already using the current released version, but to test it out I copy the Project.exe into my EECH installed directory to get access to all of the resources, and I have the AllMods update installed. I need to know how to get the AllMods source code package so I can compile an AllMods version. I think I just found the instructions in the setup folder, but we'll see if I can get it figured out quickly.

Doesn't the AllMods.exe install a new Cohokum.exe file to match the mods? That's what I want to be able to compile. Am I missing something here?

Last edited by Javelin; 05/24/18 04:40 PM.
#4422476 - 05/24/18 06:35 PM Re: EECH Source Code Discussion [Re: tulyopt]  
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thealx Offline
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There you can find config file of full installer, but I think it's not necessary in your case - no one will be happy to download and wait installation of all models and textures over again.
You can use part of the config so only changed files will be included - DYN files, exe and others. Please try to include Mi-28's files as well so it will save cockpit usability, only problem that their path should be added manually. Oh, and setup\cohokum\GWUT1161.CSV too - have made some useful changes there lately.
That's true - Cohokum.exe is the default file name, for test version you can choose different one. Usually I share files in archive so experienced users can test it, and only after prepare installer. But you can make it any way you want.

Last edited by thealx; 05/24/18 06:38 PM.
#4422481 - 05/24/18 07:07 PM Re: EECH Source Code Discussion [Re: tulyopt]  
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Javelin Offline
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So, how do I get the new source code files for the AllMods to make a new cohokum.exe? There are some right? The mods aren't entirely resources without code are they? My Dynamics mods are all in .h and .c files, no resource changes at all. I'm only modding the cohokum.exe file for now.

#4422567 - 05/25/18 05:48 AM Re: EECH Source Code Discussion [Re: tulyopt]  
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thealx Offline
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AllMods is a installer with exe, csv files, models and textures. EXE compiled from master branch ( .h and .c files), so there is no other place where you can find source code. So you already compiled EXE with latest changes

#4422626 - 05/25/18 03:17 PM Re: EECH Source Code Discussion [Re: tulyopt]  
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Javelin Offline
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Thanks thealx. I have a problem in the Master branch then, the Mi-28 Havoc crashes and the Cuba maps crash also. I simply downloaded a copy of the repository, so it may have some changes in there from you guys adding/working on features. I need to figure out how to download just the 1.16.0 released version.

Looking at the Mi-28 gauges thread, maybe I don't have the correct version of DirectX. The one I have is 2007 and is ambiguous on version number. I'll try that first.

Nope, that wasn't it. I used the DirectX version linked in the install instructions and followed them to the letter. Still crashes. Can one of you guys compile what you have and tell me if the Mi-28 Havoc loads or not.

Last edited by Javelin; 05/25/18 06:14 PM.
#4422653 - 05/25/18 06:20 PM Re: EECH Source Code Discussion [Re: tulyopt]  
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XIII Offline
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to be honest I also had a problem with this cockpit but I did not find the reason why they do not work,or work partially.maybe just do not worry about this cockpit for the moment.because the cause can be somewhere else.

#4422675 - 05/25/18 08:04 PM Re: EECH Source Code Discussion [Re: tulyopt]  
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Javelin Offline
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From the error message, it sounds like a 3D object for the Havoc cockpit didn't get uploaded to Master. It's probably on the modder's computer so he has no issues, but it isn't on ours so we do. It says the rwr_above_light object could not be found.

There is an mi24v_rwr_above_light.eeo file in the \setup\cohokum\3ddata\objects\Mi-28_Havoc_Instruments directory.
And an mi24v_rwr_above_light.eeo file in the \setup\cohokum\3ddata\objects\mi-24v-pilots-cockpit directory.

In buildlog.htm it lists an entire set of declarations in the ha_vckpt.c file that don't have the "mi24v_" prefix on the reference that were flagged..

rwr_above_light->visible_object = havoc_lamps.threat_warning_missile_above; in ha_vckpt.c
rwr_above_light->visible_object = hind_lamps.threat_warning_missile_above; in hi_3dvckpt.c

Last edited by Javelin; 05/25/18 08:22 PM.
#4424550 - 06/04/18 05:32 PM Re: EECH Source Code Discussion [Re: tulyopt]  
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Javelin Offline
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This fixed the Havok problems I was having:

About Havoc issue, once again. Have you installed this pack of files made by messyhead?
https://drive.google.com/open?id=0B_9WsInmSbhuMDMtbVdBVkhaWmc
it is required for latest version of the code, where instruments code was changed

#4503576 - 01/13/20 08:09 AM Re: EECH Source Code Discussion [Re: tulyopt]  
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thealx Offline
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Hey. Question to anyone who still working on sourcode - how you are compiling game nowadays, by Watcom or Visual Studio?

#4503889 - 01/15/20 07:08 PM Re: EECH Source Code Discussion [Re: tulyopt]  
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messyhead Offline
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Watcom is the only option

#4514856 - 04/05/20 08:58 PM Re: EECH Source Code Discussion [Re: tulyopt]  
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D4rthCoffee Offline
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Alright folks,
VS2019 conversion is done, and both DEBUG and RELEASE can be built without any problems.
I've made some optimisations, and changes to the compilation and linking to make use of the compiler features.
This is untested still, as I didn't have much time running tests yet.
The changelist is quite extensive but, I think it's worth carrying on.
For one, I had to remove OGRE stuff from the code, as it was causing problems in the way it was done. The conditionals were not placed correctly, and I didn't have the willingness to correct them, especially that OGRE conversion was abandoned for 3 years now.
I also removed all of the watcom related files, as it can't be built with OpenWatcom anymore, mostly due to unsupported features. OpenWatcom is not very up to date with any decent C++ standards.
I currently disabled all the Multiplayer code (via DirectPlay) by default, so that the default build doesn't send people's IP to the masterserver which is a security risk. You can enable it by adding MULTIPLAYER to the Preprocessor definitions.

The work is available in private forked "vs2019" branch, so all those with access to the source already have access to this fork too.

In order to build it with VS2019, you need C++ Compiler tools installed (part of the VS2019 installer), and a single environment variable DXSDK_DIR, which points to the location where the DirectX9 (2007 or b) is installed - this folder should contain Include/Lib folders.

Please let me know if you have any problems.

Next step from here would be to start work on actual upgrades, i.e.
- Change the networking code to remove DirectPlay and allow upgrade to DirectX9 2010 (c+) and DirectX11.
- Add shader support for clouds, terrain.
- UI update?

Cheers,
Tomasz

PS: Remember VS2019 Community is FREE for all.

Last edited by D4rthCoffee; 04/06/20 08:05 AM. Reason: Typo in DXSDK_DIR
#4514859 - 04/05/20 09:24 PM Re: EECH Source Code Discussion [Re: tulyopt]  
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messyhead Offline
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Awesome, nice one. I'll give it a try later. Does the community edition have all the features I'd need for development?

The UI could have some tweaks to make it a bit more intuitive, but I don't think it's a priority at the moment.

#4514868 - 04/05/20 10:29 PM Re: EECH Source Code Discussion [Re: messyhead]  
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D4rthCoffee Offline
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Originally Posted by messyhead
Awesome, nice one. I'll give it a try later. Does the community edition have all the features I'd need for development?

The UI could have some tweaks to make it a bit more intuitive, but I don't think it's a priority at the moment.

Yup, the Community is what I used for the conversion, it has everything you need.

#4514873 - 04/05/20 10:42 PM Re: EECH Source Code Discussion [Re: tulyopt]  
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messyhead Offline
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Do you know where I could get DX9? I thought I had it on an external drive, but I can't find it. Is it the sdk you need, or is the 9c redistributable that I can download from MS ok?

Edit: It's ok, I found it.

I do have some issues though. It says it can't find project.h as an include.

Fixed. Just needed to add the /modules and /aphavoc/source folders as includes in the VC++ settings

Also, I've not used this IDE before, so I take it it's just the Compile (ctrl + F7) option that I use, and not the Build options?

Last edited by messyhead; 04/05/20 11:24 PM.
#4514876 - 04/05/20 11:01 PM Re: EECH Source Code Discussion [Re: D4rthCoffee]  
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messyhead Offline
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Originally Posted by D4rthCoffee
In order to build it with VS2019, you need C++ Compiler tools installed (part of the VS2019 installer), and a single environment variable DXDSK_DIR, which points to the location where the DirectX9 (2007 or b) is installed - this folder should contain Include/Lib folders.


Should this variable be DXSDK_DIR?

#4514920 - 04/06/20 08:04 AM Re: EECH Source Code Discussion [Re: messyhead]  
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D4rthCoffee Offline
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Originally Posted by messyhead
Originally Posted by D4rthCoffee
In order to build it with VS2019, you need C++ Compiler tools installed (part of the VS2019 installer), and a single environment variable DXDSK_DIR, which points to the location where the DirectX9 (2007 or b) is installed - this folder should contain Include/Lib folders.


Should this variable be DXSDK_DIR?

Yup, sorry for typo, corrected in the post as well.

#4514921 - 04/06/20 08:08 AM Re: EECH Source Code Discussion [Re: messyhead]  
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D4rthCoffee Offline
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Originally Posted by messyhead
Do you know where I could get DX9? I thought I had it on an external drive, but I can't find it. Is it the sdk you need, or is the 9c redistributable that I can download from MS ok?

Edit: It's ok, I found it.

I do have some issues though. It says it can't find project.h as an include.

Fixed. Just needed to add the /modules and /aphavoc/source folders as includes in the VC++ settings

Also, I've not used this IDE before, so I take it it's just the Compile (ctrl + F7) option that I use, and not the Build options?

I've pushed one more fix overnight, for these issues, should be clean build now.
You can just right click on the EECH-MSVC and Build, and this will also build any dependencies that have changed.

Last edited by D4rthCoffee; 04/06/20 08:08 AM.
#4514927 - 04/06/20 09:32 AM Re: EECH Source Code Discussion [Re: D4rthCoffee]  
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messyhead Offline
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Originally Posted by D4rthCoffee
Originally Posted by messyhead
Do you know where I could get DX9? I thought I had it on an external drive, but I can't find it. Is it the sdk you need, or is the 9c redistributable that I can download from MS ok?

Edit: It's ok, I found it.

I do have some issues though. It says it can't find project.h as an include.

Fixed. Just needed to add the /modules and /aphavoc/source folders as includes in the VC++ settings

Also, I've not used this IDE before, so I take it it's just the Compile (ctrl + F7) option that I use, and not the Build options?

I've pushed one more fix overnight, for these issues, should be clean build now.
You can just right click on the EECH-MSVC and Build, and this will also build any dependencies that have changed.


Thanks. I've got it building now.

A couple of questions though:

How do I switch between building a debug build and a release build?

The stuff in the 3dimpexp folder are the tools for converting between eeo/lwo and vice versa, and some other converters. They don't need built every time with the game code. Is there a way to exclude these? Or should they be moved out of this repo into their own one?

Last edited by messyhead; 04/06/20 09:42 AM.
#4514928 - 04/06/20 09:42 AM Re: EECH Source Code Discussion [Re: tulyopt]  
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messyhead Offline
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Would you mind moving your branch onto the main repo? I'd like to try merging it with my branch and start using VS from now on.

As long as thealx is ok with it too, and happy for Ogre to have been removed (although it will still be available on other branches), and it can be merged into master once we know it's all working ok, with on issues. After 1.16.1 is released, I'll make a branch off master as the latest branch with Ogre and Watcom to keep as an archive.


Would you also be ok with adding a wiki page about using VS?

There's a page just now about Watcom, but we can keep that until the switch to VS is adopted.

http://eechcentral.SimHQ.com/index.php?title=Development

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