[HomeworldSDL] revision 410

HomeworldSDL subversion at homeworldsdl.org
Tue Dec 12 09:07:18 GMT 2006


----------------------------------------------------------------------
r410 | nova | 2006-12-12 09:07:18 +0000 (Tue, 12 Dec 2006)

this allows hwsdl-win32 to load more levels (skirmish, sp) instead of just the training level.

----------------------------------------------------------------------

Modified: homeworld/trunk/Windows/building.txt
===================================================================
--- homeworld/trunk/Windows/building.txt	2006-12-12 08:39:15 UTC (rev 409)
+++ homeworld/trunk/Windows/building.txt	2006-12-12 09:07:18 UTC (rev 410)
@@ -9,16 +9,8 @@
 //OS tested for compiling & running
 ----------
 
-
-update: hwsdl-win32 can now load into the training level ok, but you may  need to use some combo of
-/window /noBG /nilTexture in command line options for hwsdl.exe. Nova: Personally, I don't need them, but /window is useful.
-
-You may need to turn your ingame graphical settings to low. (to avoid some crashes)
-Any resolution seems fine. (1024 and 1280 tested)
-
-for all other modes (skirmish, SP) hwsdl currently crashes during level load.
-
 //requirements
+> MS visual c++ 2003 or 2005 or Mingw (not recommended) using Msys or Cygwin
 > libsdl 1.2.11
 > ddraw.lib, only. if don't have then see *1.
 or download some version of the DirectX sdk (dx9 sdk is around 158mb)

Modified: homeworld/trunk/Windows/prj/hwsdl.vcproj
===================================================================
--- homeworld/trunk/Windows/prj/hwsdl.vcproj	2006-12-12 08:39:15 UTC (rev 409)
+++ homeworld/trunk/Windows/prj/hwsdl.vcproj	2006-12-12 09:07:18 UTC (rev 410)
@@ -21,7 +21,7 @@
 				Optimization="0"
 				OptimizeForProcessor="1"
 				AdditionalIncludeDirectories="..\..\src\SDL;..\..\src\rgl;..\..\src\Game;..\..\src\Ships;..\..\src\ThirdParty\JPG;..\..\src\ThirdParty\CRC;..\..\src\ThirdParty\LZSS;..\..\src\Generated;..\..\src\ThirdParty\Titan"
-				PreprocessorDefinitions="HW_GAME_HOMEWORLD;HW_BUILD_FOR_DEBUGGING;_WIN32;WIN32;_DEBUG;_WINDOWS"
+				PreprocessorDefinitions="_WIN32_FIXME;HW_GAME_HOMEWORLD;HW_BUILD_FOR_DEBUGGING;_WIN32;WIN32;_DEBUG;_WINDOWS"
 				MinimalRebuild="TRUE"
 				RuntimeLibrary="3"
 				UsePrecompiledHeader="0"
@@ -94,7 +94,7 @@
 				InlineFunctionExpansion="2"
 				OptimizeForProcessor="2"
 				AdditionalIncludeDirectories="..\..\src\SDL;..\..\src\rgl;..\..\src\Game;..\..\src\Ships;..\..\src\ThirdParty\JPG;..\..\src\ThirdParty\CRC;..\..\src\ThirdParty\LZSS;..\..\src\Generated;..\..\src\ThirdParty\Titan"
-				PreprocessorDefinitions="HW_GAME_HOMEWORLD;HW_BUILD_FOR_DISTRIBUTION;_WIN32;WIN32;NDEBUG;_WINDOWS"
+				PreprocessorDefinitions="_WIN32_FIXME;HW_GAME_HOMEWORLD;HW_BUILD_FOR_DISTRIBUTION;_WIN32;WIN32;NDEBUG;_WINDOWS"
 				StringPooling="TRUE"
 				MinimalRebuild="FALSE"
 				RuntimeLibrary="2"

Modified: homeworld/trunk/Windows/readme.txt
===================================================================
--- homeworld/trunk/Windows/readme.txt	2006-12-12 08:39:15 UTC (rev 409)
+++ homeworld/trunk/Windows/readme.txt	2006-12-12 09:07:18 UTC (rev 410)
@@ -1,7 +1,28 @@
 
  ** Windows HWSDL README **
 
+//troubleshooting
+//using ignoreBigfiles command line option
 //bugs
+
+
+//troubleshooting
+> if you're freezing or crashing too much you may wish to use /window to avoid fullscreen.
+for example: hwsdl.exe /window
+
+
+//using ignoreBigfiles command line option
+hwsdl.exe /ignoreBigfiles /prepath c:\hwsdl\data
+(you may also wish to use /window)
+
+if you extract all the data from Homeworld.big and Update.big and put it in (for example) c:\hwsdl\data
+and also move HW_Comp.vce and HW_Music.wxd there, then you'll be able to avoid the .big file problems when using compiled builds from MSVC++ 2005.
+
+On Windows one can use this to extract .big files:
+http://www.google.com/search?&q=WinBig+Begust
+
+
+//bugs
 > if you're close enough in view: hwsdl crashes when a ship kills another ship
 - sometimes it still happens when you're looking farther away at the combat
 - i haven't had it happen while looking in sensors manager.

Modified: homeworld/trunk/src/Game/BTG.c
===================================================================
--- homeworld/trunk/src/Game/BTG.c	2006-12-12 08:39:15 UTC (rev 409)
+++ homeworld/trunk/src/Game/BTG.c	2006-12-12 09:07:18 UTC (rev 410)
@@ -268,11 +268,15 @@
     sdword i;
 
 #ifdef _WIN32
-    strcpy(fullname, "btg\\bitmaps\\");
+		#ifdef _WIN32_FIXME
+			strcpy(fullname, "btg\\bitmaps\\b01.tga");
+		#else
+			strcpy(fullname, "btg\\bitmaps\\");
+		#endif
 #else
     strcpy(fullname, "btg/bitmaps/");
 #endif
-    strcat(fullname, filename);
+		strcat(fullname, filename);
 
     if (fileExists(fullname, 0))
     {
@@ -686,8 +690,10 @@
 
     btgIndices = (udword*)memAlloc(3 * btgHead->numPolys * sizeof(udword), "btg indices", NonVolatile);
 
+#ifndef _WIN32_FIXME
     //spherically project things, blend colours, &c
     btgConvertVerts();
+#endif
 }
 
 /*-----------------------------------------------------------------------------
@@ -1145,8 +1151,10 @@
         {
             btgFade = 255;
         }
+#ifndef _WIN32_FIXME
         btgColorVertices(fastBlends);
-        *dlast = *dnext;
+#endif
+				*dlast = *dnext;
         lastFade = btgFade;
     }
 
@@ -1177,9 +1185,11 @@
         for (index = 0; index < (3*btgHead->numPolys); index++)
         {
             btgTransVertex* pVert = &btgTransVerts[btgIndices[index]];
-            glColor4ub(pVert->red, pVert->green, pVert->blue, pVert->alpha);
-            glVertex3fv((GLfloat*)&pVert->position);
-        }
+#ifndef _WIN32_FIXME
+						glColor4ub(pVert->red, pVert->green, pVert->blue, pVert->alpha);
+						glVertex3fv((GLfloat*)&pVert->position);
+#endif
+				}
         glEnd();
     }
 
@@ -1221,6 +1231,7 @@
             glBindTexture(GL_TEXTURE_2D, btgStars[nStar].glhandle);
             rndTextureEnvironment(RTE_Modulate);
 
+#ifndef _WIN32_FIXME
             if (billboard)
             {
                 if (clipPointToScreenWithMatrices(&pStar->ul, &pscreen, modelview, projection, 0) ||
@@ -1235,7 +1246,7 @@
 
                     clipPointToScreenWithMatrices(&pStar->mid, &pscreen, modelview, projection, 1);
 
-                    if (textureStars)
+                    if (textureStars)//this one part doesn't crash on WIN32, but enabling it, i notice no difference
                     {
                         glColor3ub((ubyte)((btgStars[nStar].red * btgFade) >> 8),
                                    (ubyte)((btgStars[nStar].green * btgFade) >> 8),
@@ -1277,7 +1288,8 @@
                 glVertex3fv((GLfloat*)&pStar->ur);
                 glEnd();
             }
-        }
+#endif// _WIN32_FIXME
+				 }
     }
 
     if (textureStars)




More information about the Commits mailing list