#4422407 - 05/24/18 11:24 AM
Re: EECH Source Code Discussion
[Re: Javelin]
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Joined: Dec 2010
Posts: 1,878
messyhead
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Joined: Dec 2010
Posts: 1,878
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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.
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#4422476 - 05/24/18 06:35 PM
Re: EECH Source Code Discussion
[Re: tulyopt]
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Joined: Dec 2012
Posts: 1,381
thealx
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Joined: Dec 2012
Posts: 1,381
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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.
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#4514856 - 04/05/20 08:58 PM
Re: EECH Source Code Discussion
[Re: tulyopt]
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Joined: Mar 2020
Posts: 15
D4rthCoffee
Junior Member
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Junior Member
Joined: Mar 2020
Posts: 15
Bucks, UK
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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
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#4514868 - 04/05/20 10:29 PM
Re: EECH Source Code Discussion
[Re: messyhead]
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Joined: Mar 2020
Posts: 15
D4rthCoffee
Junior Member
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Junior Member
Joined: Mar 2020
Posts: 15
Bucks, UK
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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. Yup, the Community is what I used for the conversion, it has everything you need.
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#4514873 - 04/05/20 10:42 PM
Re: EECH Source Code Discussion
[Re: tulyopt]
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Joined: Dec 2010
Posts: 1,878
messyhead
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Joined: Dec 2010
Posts: 1,878
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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.
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#4514876 - 04/05/20 11:01 PM
Re: EECH Source Code Discussion
[Re: D4rthCoffee]
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Joined: Dec 2010
Posts: 1,878
messyhead
Member
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Joined: Dec 2010
Posts: 1,878
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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?
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#4514920 - 04/06/20 08:04 AM
Re: EECH Source Code Discussion
[Re: messyhead]
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Joined: Mar 2020
Posts: 15
D4rthCoffee
Junior Member
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Junior Member
Joined: Mar 2020
Posts: 15
Bucks, UK
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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.
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#4514921 - 04/06/20 08:08 AM
Re: EECH Source Code Discussion
[Re: messyhead]
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Joined: Mar 2020
Posts: 15
D4rthCoffee
Junior Member
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Junior Member
Joined: Mar 2020
Posts: 15
Bucks, UK
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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? 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.
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#4514927 - 04/06/20 09:32 AM
Re: EECH Source Code Discussion
[Re: D4rthCoffee]
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Joined: Dec 2010
Posts: 1,878
messyhead
Member
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Member
Joined: Dec 2010
Posts: 1,878
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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? 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.
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#4514928 - 04/06/20 09:42 AM
Re: EECH Source Code Discussion
[Re: tulyopt]
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Joined: Dec 2010
Posts: 1,878
messyhead
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Member
Joined: Dec 2010
Posts: 1,878
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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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