#4195250 - 11/16/15 07:58 PM
EECH Source Code Discussion
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Joined: Nov 2015
Posts: 1
tulyopt
Junior Member
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Junior Member
Joined: Nov 2015
Posts: 1
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Hello, I cannot find the latest source code of EECH. Apparently this github repo is not updated. According to the development page of eech central, I can request here a read-only access to the repo to participate to the developement. By the way, it would make the job easier for everyone to have a public repo on github. Many Thanks, Tulyopt
Last edited by messyhead; 05/14/18 11:34 AM.
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#4195325 - 11/16/15 11:52 PM
Re: EECH Source Code Discussion
[Re: tulyopt]
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Joined: Aug 2011
Posts: 808
Member
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Member
Joined: Aug 2011
Posts: 808
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Hello Tulyopt  From what I remember someone say recently that repo does not work as it should. I hope that write here more competent person what is happening.
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#4231996 - 02/22/16 12:32 AM
Re: EECH Source Code Discussion
[Re: tulyopt]
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Joined: Dec 2012
Posts: 3
PlateOfShrimp
Junior Member
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Junior Member
Joined: Dec 2012
Posts: 3
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Hello! This is a request for access to the Git repo. Mail to eech-dev-subscribe@bollocks.net.nz bounced. First Name: Ray Last Name: Haleblian username: plateofshrimp I have seen, and agree to, the terms of the EECH License < http://eechcentral.simhq.com/index.php?title=EECH_License> .
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#4330378 - 01/22/17 11:41 AM
Re: EECH Source Code Discussion
[Re: tulyopt]
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Joined: Dec 2001
Posts: 70
Rainhilf
Junior Member
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Junior Member
Joined: Dec 2001
Posts: 70
Buende, Germany
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Hello, i asked for source code access some weeks ago whilst sending a message to user Executioner directly. But i never received an answer, so my second attempt here. My relevant data for establishing a GIT account: first name: Rainer last name: Kaspar username: rainhilf I have read and agree to the terms and conditions of the EECH licence at http://eechcentral.simhq.com/index.php?title=EECH_LicenseStill anyone around here, who could help ? Thank`s in advance.
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#4330766 - 01/23/17 08:21 PM
Re: EECH Source Code Discussion
[Re: Rainhilf]
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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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Hello, i asked for source code access some weeks ago whilst sending a message to user Executioner directly. But i never received an answer, so my second attempt here. My relevant data for establishing a GIT account: first name: Rainer last name: Kaspar username: rainhilf I have read and agree to the terms and conditions of the EECH licence at http://eechcentral.simhq.com/index.php?title=EECH_LicenseStill anyone around here, who could help ? Thank`s in advance. Executioner was the one on here that had access to create accounts. We should see if he can create someone else as an admin. I'll try contacting him.
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#4330775 - 01/23/17 08:49 PM
Re: EECH Source Code Discussion
[Re: tulyopt]
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Joined: Jun 2008
Posts: 209
Executioner
Member
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Member
Joined: Jun 2008
Posts: 209
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Hi, I'm still happy to set up accounts, but there is also an email address requirement. I PM'ed the first few people back and heard nothing in response, then my life got "complicated"  I'll PM again to see who is desperate and set them up in the next 24hrs (meaning if I don't get them done in the next 3hrs I'll have to do them after work tomorrow!) Just so we know - that's the following people so far: Tulyopt PlateOfShrimp gr1mR36p3r (who probably lost out on the PM front - very sorry - you did nothing embarrasing I'm sure) Comanche ZTransport Rainhilf and a couple of others. I'll PM again just to be sure. Thanks 
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#4330781 - 01/23/17 08:59 PM
Re: EECH Source Code Discussion
[Re: Executioner]
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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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Hi, I'm still happy to set up accounts, but there is also an email address requirement. I PM'ed the first few people back and heard nothing in response, then my life got "complicated"  I'll PM again to see who is desperate and set them up in the next 24hrs (meaning if I don't get them done in the next 3hrs I'll have to do them after work tomorrow!) Just so we know - that's the following people so far: Tulyopt PlateOfShrimp gr1mR36p3r (who probably lost out on the PM front - very sorry - you did nothing embarrasing I'm sure) Comanche ZTransport Rainhilf and a couple of others. I'll PM again just to be sure. Thanks  Excellent, thanks for doing that. And sorry if it seems I've hassled you about it. Am I right in thinking that codebaseHQ requires a subscription fee to maintain the project?
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#4330786 - 01/23/17 09:13 PM
Re: EECH Source Code Discussion
[Re: messyhead]
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Joined: Jun 2008
Posts: 209
Executioner
Member
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Member
Joined: Jun 2008
Posts: 209
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Also, I was reading the terms of the licence, and I can't see anything saying that access to the repo needs to be controlled. So could it not be made public on Github, and have the licence in the Readme so it's plain to anyone accessing it what the conditions of use are? Hi, I was informed when I set up the Repo that to be allowed to put it up instead of the original ZIP (which was controlled by a web submission at the end of the licence) - it couldn't be just posted publicly: You must click AGREE to gain access to the ZIP file containing the Source Code for Razorworks' "Enemy Engaged RAH-66 Comanche Versus KA-52 Hokum".
THIS AGREEMENT is made when you click the "AGREE" button BETWEEN Empire Interactive (Europe) Limited ("we", "us" "our") and you, the end user ("you"). By clicking on the "AGREE" button at the end of these terms and conditions you now submit to this Agreement. If you do not accept this Agreement you are prohibited from downloading and making use of the Source Code.
No "clicking", no agreement - hence the extra step for repo access. And just so you know - rattling my cage properly (as you did) after literally MONTHS of silence from me is not in any way hassling - you're fine 
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#4333149 - 01/30/17 09:44 PM
Re: EECH Source Code Discussion
[Re: Rainhilf]
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Joined: Dec 2001
Posts: 70
Rainhilf
Junior Member
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Junior Member
Joined: Dec 2001
Posts: 70
Buende, Germany
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Everything installed and set up. Compilation works so far. It will take some time to get familiar with the Watcom IDE/Compiler. And the source code -> so much to learn.  But we have time.... 
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#4359387 - 05/25/17 11:23 AM
Re: EECH Source Code Discussion
[Re: Zackin5]
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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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Does anyone know if Executioner is still active? I shot him a PM last week about source code access and haven't heard anything back from him, wasn't sure if he's busy with things or whatnot.
If it's possible for someone else to grant me access to the Git repository shoot me a PM, that way I can give the needed details without posting it publicly. He should be. I've PM'd him about things related to the repo a few weeks ago. He seems to be the only one able to add people that is active. Out of curiosity, are you thinking of working on something in the code?
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#4359441 - 05/25/17 04:33 PM
Re: EECH Source Code Discussion
[Re: messyhead]
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Joined: Jan 2013
Posts: 34
Zackin5
Junior Member
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Junior Member
Joined: Jan 2013
Posts: 34
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Does anyone know if Executioner is still active? I shot him a PM last week about source code access and haven't heard anything back from him, wasn't sure if he's busy with things or whatnot.
If it's possible for someone else to grant me access to the Git repository shoot me a PM, that way I can give the needed details without posting it publicly. He should be. I've PM'd him about things related to the repo a few weeks ago. He seems to be the only one able to add people that is active. Out of curiosity, are you thinking of working on something in the code? Yeah, was wanting to poke around and see how hard it would be to add OpenVR support among other things. I've got a Vive lying around and a bit of experience developing with it from a few other projects, but this would depend completely on how the current DirectX code is laid out.
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#4360669 - 05/31/17 06:48 AM
Re: EECH Source Code Discussion
[Re: Zackin5]
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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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Does anyone know if Executioner is still active? I shot him a PM last week about source code access and haven't heard anything back from him, wasn't sure if he's busy with things or whatnot.
If it's possible for someone else to grant me access to the Git repository shoot me a PM, that way I can give the needed details without posting it publicly. He should be. I've PM'd him about things related to the repo a few weeks ago. He seems to be the only one able to add people that is active. Out of curiosity, are you thinking of working on something in the code? Yeah, was wanting to poke around and see how hard it would be to add OpenVR support among other things. I've got a Vive lying around and a bit of experience developing with it from a few other projects, but this would depend completely on how the current DirectX code is laid out. Sounds interesting. It's still using DirectX7 (I think), but it would be good to know more about the DX code. It's been a desire to upgrade it for a while. Any luck getting access? If you do get access, could you take a look at the discussion in the community section about branching?
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#4360935 - 06/01/17 04:07 AM
Re: EECH Source Code Discussion
[Re: messyhead]
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Joined: Jan 2013
Posts: 34
Zackin5
Junior Member
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Junior Member
Joined: Jan 2013
Posts: 34
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Does anyone know if Executioner is still active? I shot him a PM last week about source code access and haven't heard anything back from him, wasn't sure if he's busy with things or whatnot.
If it's possible for someone else to grant me access to the Git repository shoot me a PM, that way I can give the needed details without posting it publicly. He should be. I've PM'd him about things related to the repo a few weeks ago. He seems to be the only one able to add people that is active. Out of curiosity, are you thinking of working on something in the code? Yeah, was wanting to poke around and see how hard it would be to add OpenVR support among other things. I've got a Vive lying around and a bit of experience developing with it from a few other projects, but this would depend completely on how the current DirectX code is laid out. Sounds interesting. It's still using DirectX7 (I think), but it would be good to know more about the DX code. It's been a desire to upgrade it for a while. Any luck getting access? If you do get access, could you take a look at the discussion in the community section about branching? Executioner managed to get me access on Monday and I was finally able to get everything setup and compiling today, next should be actually poking around in the code and stuff. Another thing I wanted to do post-VR was maybe see about implementing graphical upgrades too, but again this all depends on how the code is laid out and real life stuff for me. Don't exactly have the time on hand for a full-on engine rewrite lol. Saw your post about branching while going through the git stuff. I'm planning to heed to your suggestions about naming my code branch as development, maybe listing the engine version I forked from (i'm assuming the master branch is v1.16), but I don't really have any suggestions to add to it.
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#4361457 - 06/01/17 08:30 PM
Re: EECH Source Code Discussion
[Re: Zackin5]
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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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Executioner managed to get me access on Monday and I was finally able to get everything setup and compiling today, next should be actually poking around in the code and stuff. Another thing I wanted to do post-VR was maybe see about implementing graphical upgrades too, but again this all depends on how the code is laid out and real life stuff for me. Don't exactly have the time on hand for a full-on engine rewrite lol.
Saw your post about branching while going through the git stuff. I'm planning to heed to your suggestions about naming my code branch as development, maybe listing the engine version I forked from (i'm assuming the master branch is v1.16), but I don't really have any suggestions to add to it. Great! Sounds good. Are you a C developer? Would you mind documenting what you discover about the graphics engine on to the wiki, so that others could help now or in future? http://eechcentral.SimHQ.com/index.php?title=Category:Developing The master is 1.16, but it might have had some additional work since that release. As everything was in the master before, it was difficult to work out what was released.
Last edited by messyhead; 06/01/17 08:31 PM.
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#4375328 - 08/19/17 10:32 AM
Re: EECH Source Code Discussion
[Re: tulyopt]
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Joined: Dec 2010
Posts: 1,169
Viper1970
Member
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Member

Joined: Dec 2010
Posts: 1,169
Bavaria, near Munich
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Hello, I also have a request for access to the Git repo and have sent a pm to Executioner with my email address too. First Name: Sven Last Name: Rüdel username: Viper1970 I have seen, and agree to, the terms of the EECH License < http://eechcentral.SimHQ.com/index.php?title=EECH_License> . Thank's and regards Sven
CockpitPC1: Ryzen9 5950X|64GB DDR4|512GB M2 SSD|2TB M2 SSD|Geforce RTX3090|Reverb G2|Win11Pro CockpitPC2: PhenomII X6 1100T|32GB DDR2|2x 2TB HDD|2x Geforce GTX660 SLI|Win7Pro64 ComUnitPC1: Ryzen9 3900XT|32GB DDR4|2x 2TB HDD|Geforce RTX2070|Win11 Pro ComUnitPC2: PhenomII X6 1100T|16GB DDR2|2x 2TB HDD|Geforce GTX660|Win7Pro64 ComUnitPC3: AthlonII X2 250|2GB DDR2|2TB HDD|Geforce 5950Ultra|2x VoodooII SLI|WinXPPro32&WinME ComUnitPC4: K6-2+|768MB SDR|640GB HDD|Geforce 256DDR|VoodooI|Win98SE
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#4388422 - 11/06/17 01:55 PM
Re: EECH Source Code Discussion
[Re: tulyopt]
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Joined: Jun 2008
Posts: 796
Staniol
Member
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Member
Joined: Jun 2008
Posts: 796
Hungary
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Dear all, After lurking for almost a decade, I want to try out my hands on this. I am more into physics and such, and plannnig to take a look at the flight models (any initial help to point out where it is in the code would be great, as I assume it's quite a huge piece of thing). Although I'm not a professional in C, but have 20+ years experience as a programmer with various other languages, so I am not afraid that I wont find my way around. Therefore, I would like to have a read only access, to see if I can understand/improve anything. First Name: Peter Last Name: Kurucz GITHUB username: Staniol74 I have seen, and agree to, the terms of the EECH License < http://eechcentral.SimHQ.com/index.php?title=EECH_License> . I have sent a PM including this message + my mail address to Executioner. Once again, thank you in advance!
Freedom of speech is our birth right, but the privilege of being heard needs to be gained.
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#4390082 - 11/17/17 08:13 AM
Re: EECH Source Code Discussion
[Re: tulyopt]
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Joined: Jun 2008
Posts: 796
Staniol
Member
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Member
Joined: Jun 2008
Posts: 796
Hungary
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Hi, I got no answer from Executioner yet, is there anyone else I can contact, or just have to be patient?  Thanks
Freedom of speech is our birth right, but the privilege of being heard needs to be gained.
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#4390098 - 11/17/17 12:21 PM
Re: EECH Source Code Discussion
[Re: Staniol]
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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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Hi, I got no answer from Executioner yet, is there anyone else I can contact, or just have to be patient?  Thanks No, he's the only one with admin access. Could you try sending him a PM?
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#4390282 - 11/18/17 07:37 AM
Re: EECH Source Code Discussion
[Re: messyhead]
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Joined: Jun 2008
Posts: 796
Staniol
Member
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Member
Joined: Jun 2008
Posts: 796
Hungary
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Hi, I got no answer from Executioner yet, is there anyone else I can contact, or just have to be patient?  Thanks No, he's the only one with admin access. Could you try sending him a PM? Done that, 1 week ago, shall I send another one?
Freedom of speech is our birth right, but the privilege of being heard needs to be gained.
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#4390378 - 11/18/17 11:27 PM
Re: EECH Source Code Discussion
[Re: XIII]
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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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I do not know what rules are here .But can not more people have admin rights? I've asked if I could be added with admin rights a few times. Executioner pays the fee for the account out of his own pocket. There were a few times this year that the account was suspended as payment hadn't been made, and Executioner quickly sorted it. The last time it needed paid, he paid an annual fee, so it should be good for a while. But as for granting access to others, he's the only one with access to do that. Some of the old modders might have, but they're not around any more.
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#4391006 - 11/23/17 12:51 PM
Re: EECH Source Code Discussion
[Re: tulyopt]
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Joined: Jun 2008
Posts: 796
Staniol
Member
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Member
Joined: Jun 2008
Posts: 796
Hungary
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Nothing, I will send another PM tonight when I get home.
Freedom of speech is our birth right, but the privilege of being heard needs to be gained.
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#4391017 - 11/23/17 03:22 PM
Re: EECH Source Code Discussion
[Re: Staniol]
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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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Nothing, I will send another PM tonight when I get home. Leave it for now. I've also PMd him asking if I can be made admin.
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#4391064 - 11/23/17 06:10 PM
Re: EECH Source Code Discussion
[Re: tulyopt]
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Joined: Mar 2001
Posts: 9,163
Murphy
Administrator
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Administrator
Hotshot

Joined: Mar 2001
Posts: 9,163
Northern Michigan, USA
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RE: Executioner.
Sorry guys....not much we can do from here, other than PM him.
His last post was in August. I checked and his profile allows PM's to go to his posted Email, for him to view.
Hope he answers his PM, in the Email sent from SimHqs. He might have changed his Email address and not notified us. That would be bad.......
Last edited by Murphy; 11/23/17 06:14 PM.
"Murphy's Law"
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#4391120 - 11/24/17 04:55 AM
Re: EECH Source Code Discussion
[Re: tulyopt]
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Joined: Aug 2013
Posts: 26
thinkr
Junior Member
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Junior Member
Joined: Aug 2013
Posts: 26
USA
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Hi guys My roommate is a coder:) I told him I would find out what Code the Source is written in before he can help code for EECH. Can someone tell me what the source is written in? He knows C++ very well and a few others. Thx for any help in advance.
Last edited by thinkr; 11/24/17 04:58 AM.
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#4391126 - 11/24/17 07:48 AM
Re: EECH Source Code Discussion
[Re: tulyopt]
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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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#4418770 - 05/02/18 09:48 AM
Re: EECH Source Code Discussion
[Re: Javelin]
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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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Hi Guys, Please Executioner, I would like an account and access to the source code for EECH, I agree to the license agreement. I'd like to work on the Altitude Hold function. Thanks, Thor Zollinger / javelin276
Executioner isn't on the forums now. I'll create an account for you, I've sent you a PM.
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#4420673 - 05/14/18 11:51 AM
Re: EECH Source Code Discussion
[Re: freeflyklown]
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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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I've updated the process for requesting access to the source code, as there's been a few new requests recently. There's now a new thread for agreeing with the Licence, and details on how to get an account created. http://SimHQ.com/forum/ubbthreads.php/topics/4420670/eech-source-code-access#Post4420670This thread should now only be used for discussion about access and general source code discussion. Hi messyhead,
I would also like an account and access to the source code for EECH, I agree to the license agreement. Where would I login to download?
Thanks! Andi Andi - could you have a look at the new thread, and follow the access instructions?
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#4420731 - 05/14/18 03:50 PM
Re: EECH Source Code Discussion
[Re: tulyopt]
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Joined: Dec 2012
Posts: 1,381
thealx
Member
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Member
Joined: Dec 2012
Posts: 1,381
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Javelin, sorry for confusion - master branch is the one, that can be used both for original and Ogre version compile, only difference in libs and some config changes (like OGRE_EE variable definition). That's why I thought master can be compiled with VS regardless rendering libraries, as most of the code is the same.
Last edited by thealx; 05/14/18 03:50 PM.
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#4422380 - 05/24/18 06:02 AM
Re: EECH Source Code Discussion
[Re: tulyopt]
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Joined: Dec 2012
Posts: 1,381
thealx
Member
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Member
Joined: Dec 2012
Posts: 1,381
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To make Mi-28 work, you need to install files from here - http://SimHQ.com/forum/ubbthreads.php/topics/4386239/mi-28-working-instrument-needles#Post4386239they should be included in future release Yes, Cuba map is buggy since the beginning - routes and keysite errors appeared in the log, but after latest releases it became unplayable. Allmods package is an installer which is made by Nsis. you can find some info in the \setup folder. Not all files included in the repository (like textures), so to build new version files from old installer should be used. Or maybe I misunderstood your question?
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#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
Member
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Member
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
Member
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Member
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
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?
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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messyhead
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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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D4rthCoffee
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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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D4rthCoffee
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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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messyhead
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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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messyhead
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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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#4514944 - 04/06/20 12:28 PM
Re: EECH Source Code Discussion
[Re: messyhead]
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D4rthCoffee
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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.
The merge is done. 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?
Will do, no problem. I can update the Watcom page to mention that it doesn't apply to vs2019 branch or its derivatives. Cheers
Last edited by D4rthCoffee; 04/06/20 12:53 PM.
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#4514952 - 04/06/20 02:11 PM
Re: EECH Source Code Discussion
[Re: tulyopt]
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messyhead
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Are you able to play the game after compiling it with VS? I merged vs2019 into my branch, but when I try to enter a cockpit, the game hangs. This is the last entry in the debug log
DYNAMICS: ---------------------------------- Landed ---------------------------------------------- @ 61.80
DYNAMICS: added flight path data [138286.921875, 64694.234375] action ACTION_USER_NAVIGATING @ 61.80
DYNAMICS: model within keysite area, repairing and refueling @ 61.80
Failed to locate a terrain face (x = nan, z = nan, x_sector = -2147483648, z_sector = -2147483648, x_offset = nan, z_offset = nan @ 65.00
Failed to locate a terrain face (x = nan, z = nan, x_sector = -2147483648, z_sector = -2147483648, x_offset = nan, z_offset = nan @ 65.00
Failed to locate a terrain face (x = nan, z = nan, x_sector = -2147483648, z_sector = -2147483648, x_offset = nan, z_offset = nan @ 65.00
Failed to locate a terrain face (x = nan, z = nan, x_sector = -2147483648, z_sector = -2147483648, x_offset = nan, z_offset = nan @ 65.00
************************************ FATAL ***********************************
ASSERT x >= 0 (D:\eech_1_16_1_blackhawk_cockpit\modules\3d\terrain\terrdata.c:1697)
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#4515036 - 04/06/20 10:24 PM
Re: EECH Source Code Discussion
[Re: messyhead]
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D4rthCoffee
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Are you able to play the game after compiling it with VS? I merged vs2019 into my branch, but when I try to enter a cockpit, the game hangs. This is the last entry in the debug log
DYNAMICS: ---------------------------------- Landed ---------------------------------------------- @ 61.80
DYNAMICS: added flight path data [138286.921875, 64694.234375] action ACTION_USER_NAVIGATING @ 61.80
DYNAMICS: model within keysite area, repairing and refueling @ 61.80
Failed to locate a terrain face (x = nan, z = nan, x_sector = -2147483648, z_sector = -2147483648, x_offset = nan, z_offset = nan @ 65.00
Failed to locate a terrain face (x = nan, z = nan, x_sector = -2147483648, z_sector = -2147483648, x_offset = nan, z_offset = nan @ 65.00
Failed to locate a terrain face (x = nan, z = nan, x_sector = -2147483648, z_sector = -2147483648, x_offset = nan, z_offset = nan @ 65.00
Failed to locate a terrain face (x = nan, z = nan, x_sector = -2147483648, z_sector = -2147483648, x_offset = nan, z_offset = nan @ 65.00
************************************ FATAL ***********************************
ASSERT x >= 0 (D:\eech_1_16_1_blackhawk_cockpit\modules\3d\terrain\terrdata.c:1697) I have not tested the gameplay yet, but considering that the compiler is 100% strict, compared to Watcom, it would seem quite viable that it won't work just like that. I found tons of inconsistencies, where variable values are truncated or the precision is lost, and probably watcom wouldn't care, but VS compiles strictly according to C++ rules. I'll have a look at the gameplay, and check why would it fail, It could be simply due to nedmalloc not being used anymore.
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#4515464 - 04/09/20 12:56 PM
Re: EECH Source Code Discussion
[Re: messyhead]
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D4rthCoffee
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Actually, now I think about it, I'm sure your vs2019 branch worked OK. So it's maybe something introduced when I merged it into my branch Some of the issues I found to be caused by "attitude" values for the moving collision to be NaN. I'm going to trace the root cause of this.
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#4517044 - 04/18/20 10:53 AM
Re: EECH Source Code Discussion
[Re: tulyopt]
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thealx
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D4rthCoffee, I was able to compile EXE after a lot of experiments with different DX and Windows SDK versions. some warnings appear while compiling, but no errors. so I can launch application and use main menu UI, but after I am trying to start campaign/mission - game crashed without any message. have you tested gameplay so far? I can try to fix warnings but not sure it will help in my situation, as it can be wrong libs or VS configs etc.
Last edited by messyhead; 04/18/20 12:18 PM.
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#4517053 - 04/18/20 12:20 PM
Re: EECH Source Code Discussion
[Re: thealx]
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messyhead
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D4rthCoffee, I was able to compile EXE after a lot of experiments with different DX and Windows SDK versions. some warnings appear while compiling, but no errors. so I can launch application and use main menu UI, but after I am trying to start campaign/mission - game crashed without any message. have you tested gameplay so far? I can try to fix warnings but not sure it will help in my situation, as it can be wrong libs or VS configs etc. That's what was happening to me as well. Although I was able to compile without issues straight from the vs2019 branch. I didn't get an error launching the game, but the error I posted above was in the debug logs.
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#4517068 - 04/18/20 03:07 PM
Re: EECH Source Code Discussion
[Re: messyhead]
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thealx
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That's what was happening to me as well. Although I was able to compile without issues straight from the vs2019 branch. I didn't get an error launching the game, but the error I posted above was in the debug logs. looks like you get into the game, so you made better progress than me. I could give it another try from scratch. UPDATE: my bad, reason was in media files, somehow game install became broken after my experiments. After clean reinstall, it seems to work fine - can start the game and get inside helicopter. Will solve warnings then and make some tests.
Last edited by thealx; 04/19/20 12:41 PM.
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#4518728 - 04/29/20 07:46 PM
Re: EECH Source Code Discussion
[Re: thealx]
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messyhead
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I've pushed some fixes, game playable now but some critical issue with textures initialization exists that I wasn't able to solve so far - like wrong textures for dynamic water feature, or cash on game close attempt in the middle of textures unloading process. That's good you've made progress with it.
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#4518733 - 04/29/20 08:02 PM
Re: EECH Source Code Discussion
[Re: tulyopt]
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**DONOTDELETE**
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BANITA
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Noob question :if you solve all the problems , there are some graphics improvements by default? or do you need have to add everything and this is a long way?
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#4518916 - 04/30/20 09:54 PM
Re: EECH Source Code Discussion
[Re: D4rthCoffee]
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thealx
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Texture issues fixed, game seems to be playable. Left commits as pull request as not sure I didn't break anything. I am going to work in this branch for some time so maybe other issues will pop up while testing my own things.
D4rthCoffee, if you are still interested in code improvements, I have several questions for you:
1. how hard is implement multi-cpu calculations in the game. no synchronization needed - it can be used for precise weather calculations, radio waves tracing, AI flight model and other things that does not require time precision 2. in music testing process I have reached x86 RAM size limit (about 1.5GB), is it possible to compile x64 executable easily? I know some hacks exist for x86 to increase memory limits, but they affect stability in a bad way 3. I see you've removed OGRE code partially, does it mean we will remove all of it at the end? there is no way back - if game will not get DX upgrade, we will lose alternative as well.
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#4518924 - 04/30/20 10:44 PM
Re: EECH Source Code Discussion
[Re: thealx]
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messyhead
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Texture issues fixed, game seems to be playable. Left commits as pull request as not sure I didn't break anything. I am going to work in this branch for some time so maybe other issues will pop up while testing my own things.
D4rthCoffee, if you are still interested in code improvements, I have several questions for you:
1. how hard is implement multi-cpu calculations in the game. no synchronization needed - it can be used for precise weather calculations, radio waves tracing, AI flight model and other things that does not require time precision 2. in music testing process I have reached x86 RAM size limit (about 1.5GB), is it possible to compile x64 executable easily? I know some hacks exist for x86 to increase memory limits, but they affect stability in a bad way 3. I see you've removed OGRE code partially, does it mean we will remove all of it at the end? there is no way back - if game will not get DX upgrade, we will lose alternative as well. Hey that's good you got it playable. I might merge it with my own branch and use VS from now on and see if there's any issues. Do you think it would he worth releasing a test exe to more players to see if they find any issues too? As for your question about removing Ogre, was it ever really an alternative? It seemed only Firebird was developing it, and I don't think it ever got extensively play tested.
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#4518964 - 05/01/20 09:22 AM
Re: EECH Source Code Discussion
[Re: messyhead]
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thealx
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Do you think it would he worth releasing a test exe to more players to see if they find any issues too? it may be helpful, but I think it's too early - I believe a lot of bugs will appear even after quick gameplay tests As for your question about removing Ogre, was it ever really an alternative? It seemed only Firebird was developing it, and I don't think it ever got extensively play tested. it became working solution once rendering code was adjusted to game engine. it's not playable but can be compiled and improved by someone with average programming knowledge. another question that it will take so much time to complete, especially for single person.
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#4518988 - 05/01/20 12:16 PM
Re: EECH Source Code Discussion
[Re: tulyopt]
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messyhead
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I merged vs2019 into my blackhawk branch, and applied your last commits as patches. But I get compile errors about min/max used in some places, for example co_grstab.c
if (eo_azimuth > 0.0)
{
eo_azimuth = min (eo_azimuth, eo_max_azimuth - 0.01);
}
else
{
eo_azimuth = max (eo_azimuth, eo_min_azimuth + 0.01);
}
error C2672: 'min': no matching overloaded function found error C2672: 'max': no matching overloaded function found Did you get these? Is there some compiler settings I need to change?
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#4518992 - 05/01/20 12:27 PM
Re: EECH Source Code Discussion
[Re: thealx]
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messyhead
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my very last master commits that I haven't applied to VS2
try to add "f" to the end of numbers, like
eo_azimuth = min(eo_azimuth, eo_max_azimuth - 0.01f); Ok, I'll try that. I also thought about using fmin/fmax.
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#4519022 - 05/01/20 03:44 PM
Re: EECH Source Code Discussion
[Re: thealx]
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messyhead
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nope, it seems like some headers was not included, or some variables define errors
I have LINK warning (but still gives working exe):
LINK : /LTCG specified but no code generation required; remove /LTCG from the link command line to improve linker performance I found the settings to disable the LTCG option in the project properties, in the linker options. I was getting error to do with SAFESEH, but I managed to fix that and it compiled an exe. But I get a buffer != nullptr error when I try to go to the helicopter selection screen, so I'll need to try and track that down. This is for free flight. I can start a campaign ok.
Last edited by messyhead; 05/01/20 04:21 PM.
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