Closed Ericson2314 closed 11 years ago
Re: Ken's Editors. Ok, yeah we should probably leave them out for the immediate future, but I'd do Qt for GUI stuff, and refector the other windows bits either into *main or into a separate intermediary backend. In the long run it would be awesome to combine them into one super tool, but I think refactoring the platform-dependant into a shared object file would also help with that.
Great thanks. Got voxed to compile, after commenting out some messagebox functions related to save / load. Similar in voxed, slab6 and kwalk. Should be easier than I first thought. So, basically we need a file /save load mech that works cross platform. Do you have any suggestions?
Specifically the functions are savefileselect and loadfileselect which are duplicated across slab6, voxed and kwalk. Menus are another issue.
Yes the declspec(align(16)) fixed the anon union as well as xmmintrin.h (for the m64, and other mmx relateds ), which isn't installed by default on windows
Changes that fix white sprite are so simple you'll laugh;
spade.flags = 1; instead of spade.flags = 0; So something upstream goes wonky when it's set to 0. I will investigate
Yay! savefileselect and loadfileselect I guess we can pull into another file, iogui.cpp ? Also rebased you stuff, though evidentally in a way that github doesn't recognize. I will now go back to move back to the xmm and mutate the history again.
Another thing is with proper use of NOASM the no_asm branch shouldn't be needed. I hope I can fix the macro stuff so that works soon.
Sweet, voxed has an FPS counter. It runs at about 1/4 of the framerate of the ref binary which is just about right when not using SSE2, so the PBO and pure SDL version have same framerate where I thought the PBO was slowing things down. "If it bleeds, we can kill it."
Ah yeah, try the conservative branch, you can do SDL+SSE2 there. Speed it not an issue, just bugs. I'll give you a heads up when I got the history again rebased write, and we can merge in your comments to get voxed et all working too.
I'll have to go in about 30 minutes, but do you want to get on IRC? #buildandshoot at freenode
I'm on IRC freenode now if you have time. If not another day.
ah freenode
I am on as Ericson2314, you can give me your nick or just /msg
me
Well merged in round one, but feel free to keep on posting here or open up new ones.
god damn it you woke me in my sleep cant you post updates in like 8 hours? goodnight
wait what? ....Don't turn on audio notifications? :)
oh and whoops, #buildandshoot is sadly on quakenet
Well no shit, Sherlock.
...you should go back sleep
OK! got your stuff. I am putting the openGL stuff in a separate branch for now. That's not to say I think it belongs (I think its great!!!), but I will probably end up continually rebasing that branch like no_asm, so we end up with a fully functional "museum" port that sticks to the original and extended version. Will help debugging too.
I see no changes to voxlap5.cpp, are the changes that fix the white sprites elsewhere (I can answer this myself once I build it).
Also, does this actually work for you with MSVC?
My MSVC says it doesn't support this type of anonymous struct in anonymous union stuff in C++ mode, only C. What I have now does compile, but isn't as ideal.