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XCOMUFO & Xenocide

Xenocide Code Is In The Cvs


red knight

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Well it is like 5.00 AM and i am supposed to wake up early this morning, so i will give more details tomorrow... The point is that if you want to download the code from the Sourceforge CVS you have to download the modules: xenoengine (The game engine), utility (The utility pack) and examples (The example pack, currently it only has a config file minimal example and the fonttest example)... Here i will post the devpack for Borland C++ Builder if anyone is interested, i think Mamutas will check if he can make GCC work. If he can, he will upload the GCC devpack. Devpack are supposed to be a collection of all that you need for compiling successfully the code (not compilers or other tools included).

 

In the case of Borland DevPack you have to add into the IDE the enviroment variable XENOCIDE that should have the path of the root level directory of Xenocide modules.

 

Tomorrow i will start porting the WinToolkit library for XenoEngine so you would be able to put buttons, panels and all the staff you have seen in the Xenocide Alpha, after that i will put the clean Xenocide Pre-Alpha 3.0 in the examples, cause i plan to reimplement it, to accomodate new knowledge i had get... Besides it wont be too big for an advance example.

 

Greetings

Red Knight

devpack.bcb6.rar.removeme

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Hey, I have just downloaded the file and here are the errors I got from WinRAR:

 

! devpack: The file "devpack" header is corrupt

! devpack\bin: The file "devpack\bin" header is corrupt

! devpack\compiler: The file "devpack\compiler" header is corrupt

! devpack\compiler\examples: The file "devpack\compiler\examples" header is corrupt

! devpack\compiler\utility: The file "devpack\compiler\utility" header is corrupt

! devpack\compiler\xenocide: The file "devpack\compiler\xenocide" header is corrupt

! devpack\compiler\xenoengine: The file "devpack\compiler\xenoengine" header is corrupt

! devpack\include: The file "devpack\include" header is corrupt

! devpack\include\thirdparty: The file "devpack\include\thirdparty" header is corrupt

! devpack\include\thirdparty\directx: The file "devpack\include\thirdparty\directx" header is corrupt

! devpack\include\thirdparty\openal: The file "devpack\include\thirdparty\openal" header is corrupt

! devpack\include\thirdparty\opengl: The file "devpack\include\thirdparty\opengl" header is corrupt

! devpack\include\thirdparty\opengl\posix: The file "devpack\include\thirdparty\opengl\posix" header is corrupt

! devpack\include\thirdparty\opengl\win32: The file "devpack\include\thirdparty\opengl\win32" header is corrupt

! devpack\include\thirdparty\png: The file "devpack\include\thirdparty\png" header is corrupt

! devpack\include\thirdparty\vorbis: The file "devpack\include\thirdparty\vorbis" header is corrupt

! devpack\lib: The file "devpack\lib" header is corrupt

! devpack\lib\directx: The file "devpack\lib\directx" header is corrupt

! devpack\lib\openal: The file "devpack\lib\openal" header is corrupt

! devpack\lib\pnglib: The file "devpack\lib\pnglib" header is corrupt

! devpack\lib\vorbis: The file "devpack\lib\vorbis" header is corrupt

 

I guess something is wrong with archive.

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That is probably because you are using an old WinRar, try downloading a new one... i am using WinRar 3.20 Beta 3, if you keep having trouble PM me and i will post a new one in Zip...

 

Greetings

Red Knight

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Well i had added to the CVS the WinToolkit for XenoEngine... With it you have a library to handle simple visual controls like Buttons, RadioButtons, Panels, Containers, Maps (those invisible areas that can accept mouse clicks in an image), etc. In a not so future i will add a slider bar object and finish porting the WinToolkit examples for you to use...

 

The use is very intuitive, but designing stuff inside it is not so easy unless you had done stuff with the engine before...

 

I will post an update of the project group with the wintoolkit added...

 

Greetings

Red Knight

compiler.rar.removeme

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The work on GCC devpack has stopped. There is no ETA for delivering it. Watch forums for more details.

 

EDIT: I saw the post about official drop of Linux and Mac already. So, there are no plans to use GCC in our development. Until further notice.

Edited by mamutas
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I'm having problems getting the source compiled. Mamutas helped me out over ICQ yesterday, but there are still some problems.

 

 

First Problem (solved?)

The first problem I ran into when I tried to build \devpack\compiler\examples.bpg. Whenever I tried to "Build All Projects" the compiler started complaining about not being able to find several .bpi files.

 

To remove this error, you have to close Borland C++ Builder. You can open each BCBProject file in the \devpack\compiler\examples\ directory (there are three: fonttest.bpr, geoscape.bpr and wttest.bpr) with a normal text editor. Line 22 starts with:

 

<PACKAGES value=" (...)

 

This is followed by three or four lines of bpi files. We removed that entire section (lines 22 through 25, if I remember correctly) and replaced it by this line:

 

<PACKAGES value="vcl.bpi rtl.bpi vclx.bpi bcbsmp.bpi"/>

 

You have to do this in all three files!

 

 

Second Problem (solved?)

After editing those three files, I was able to build the example projects. When I tried to run any of them, Windows started complaining that it missed some .dll files.

 

After a -lot- of searching (even though Mamutas was sure they where here, somewhere) I found the missing .dll's in a file that RedKnight posted in the first post of the "Engine" thread in the "Programming Discussion" Forum. There's a link hidden in the first paragraph of his text, I'll give it again here. It's a fourteen MB download, but it contains all .dll's you're going to need.

 

Extract only the .dlls, and put them somewhere in your system environment path.

 

 

Third Problem (unsolved)

I'm now able to run two of the three example projects. However, when I try to run geoscape.exe, the following message pops up:

 

The procedure entry point IsWow64Process could not be located in the dynamic link library KERNEL32.dll

 

 

Fourth Problem (unsolved)

When I build the other two projects, wttest.exe and fonttext.exe, a black square (approximately 800x600 pixels) appears in the top left corner of my screen.

 

When running wttest.exe, four buttons are displayed, and the bottum button "Quit" can be selected (it turns red) and actually quits the program. In the top right corner, a framerate of between 10 and 12 fps can be seen.

 

When running fonttest.exe, I see different lines of text in different fonts and colors displayed (no fps here). A mouseclick will end the program.

 

So far, so good. My problems is that both programs flicker (or flash) insanely. Its as if I see the refreshes - it's about as wild as looking at a stroboscope.

 

Can anyone help me out with these problems?

Edited by red knight
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The behaviour described in the fourth problem is expected except for flickering and FPS rate. I am getting 99-100 FPS and no flickering. I have GF 2 MX400 with 6.14.01.4345 driver.
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As i had stated you via ICQ, posting here just for others to read.

 

Win2K is not the appropiate platform for development of games, the reason the drawing code is outside the kernel (something they correct on XP), so efficiency is reduced a lot.

 

The FPS problem and flickering it is probable that it was caused by a faulty driver (could be graphic or not).

 

Greetings

Red Knight

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The FPS problem and flickering it is probable that it was caused by a faulty driver (could be graphic or not).

Hmm, I don't take that for granted - I'm using this video card quite extensively, and it has never given me problems before. Apart from that, the (compiled) executable demo of Xenocide (downloadable from the webpage) works ok - no flickering whatsoever, everything very smooth.

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Thats puzzling.... you are having trouble compiling it... somehow the compiler is not generating the right code... try copying the dll files that are in the demo to the compiled one...

 

Greetings

Red Knight

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