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PAS and Visual Studio
Posted: July 31st, 2014, 1:08 pm
by northstar
hey guys... i need some help setting up VS... i've tried and tried and keep stumbling into errors in the build. i may not do alot in VS, but if i want to change or implement a few things in it... i would like to be able to do it... a real step-by-step would be appreciated... some of the stops include cannot open/find rpgobjects and cannot (etc) sdl main c... i use 2.7.1 btw... i'm about to throw my computer out the window lol...
stev
Re: PAS and Visual Studio
Posted: July 31st, 2014, 7:07 pm
by Wind Astella
I recommand Codeblock with MinGW other than that I can't help with VS. But it seem that your download if broken since it is missing some stuff (rpgobjects.cpp maybe) Try redownload the game. Btw use the moddb link since the link in the website is broken.
Re: PAS and Visual Studio
Posted: August 1st, 2014, 9:14 am
by Hirato
the visual studio project isn't maintained.
In theory the code should compile fine (no guarantee), but the project file itself will need some updating at least.
It's easiest to just use codeblocks and mingw though.
Re: PAS and Visual Studio
Posted: August 1st, 2014, 11:40 am
by northstar
ahhh... well that explains it... i suppose AN answer is better than no answer... i will try CB and ming... hey, if it works it works (shrug)...
thx guys
Re: PAS and Visual Studio
Posted: August 1st, 2014, 4:28 pm
by northstar
ok, i've got CB in 2.7.1 down to one replicated programming error...
Code: Select all
template<class MDL> struct vertcommands : modelcommands<MDL, struct MDL::vertmesh>
{
typedef struct MDL::part part;
typedef struct MDL::skin skin;
static void loadpart(char *model, float *smooth)
{
if(!MDL::loading) { conoutf("not loading an %s", MDL::formatname()); return; }
defformatstring(filename)("%s/%s", MDL::dir, model);
part &mdl = *new part;
MDL::loading->parts.add(&mdl);
mdl.model = MDL::loading;
mdl.index = MDL::loading->parts.length()-1;
if(mdl.index) mdl.pitchscale = mdl.pitchoffset = mdl.pitchmin = mdl.pitchmax = 0;
mdl.meshes = MDL::loading->sharemeshes(path(filename), double(*smooth > 0 ? cos(clamp(*smooth, 0.0f, 180.0f)*RAD) : 2));
if(!mdl.meshes) conoutf("could not load %s", filename);
else mdl.initskins();
}
static void setpitch(float *pitchscale, float *pitchoffset, float *pitchmin, float *pitchmax)
{
if(!MDL::loading || MDL::loading->parts.empty()) { conoutf("not loading an %s", MDL::formatname()); return; }
part &mdl = *MDL::loading->parts.last();
mdl.pitchscale = *pitchscale;
mdl.pitchoffset = *pitchoffset;
if(*pitchmin || *pitchmax)
{
mdl.pitchmin = *pitchmin;
mdl.pitchmax = *pitchmax;
}
else
{
mdl.pitchmin = -360*fabs(mdl.pitchscale) + mdl.pitchoffset;
mdl.pitchmax = 360*fabs(mdl.pitchscale) + mdl.pitchoffset;
}
}
static void setanim(char *anim, int *frame, int *range, float *speed, int *priority)
{
if(!MDL::loading || MDL::loading->parts.empty()) { conoutf("not loading an %s", MDL::formatname()); return; }
vector<int> anims;
findanims(anim, anims);
if(anims.empty()) conoutf("could not find animation %s", anim);
else loopv(anims)
{
MDL::loading->parts.last()->setanim(0, anims[i], *frame, *range, *speed, *priority);
}
}
vertcommands()
{
if(MDL::multiparted()) modelcommands(loadpart, "load", "sf");
modelcommands(setpitch, "pitch", "ffff");
if(MDL::animated()) modelcommands(setanim, "anim", "siiff");
}
};
on the bottom
Code: Select all
vertcommands()
{
if(MDL::multiparted()) modelcommands(loadpart, "load", "sf");
modelcommands(setpitch, "pitch", "ffff");
if(MDL::animated()) modelcommands(setanim, "anim", "siiff");
}
i get what appears to be a simple programming error which was done in more than one template
error: missing template arguements before '(' token
if i can fix this, i can fix the rest of the templates, and 2.7.1 will build (i already // them out and it built)
the last one that builds is 2.5
Re: PAS and Visual Studio
Posted: August 1st, 2014, 4:47 pm
by northstar
ok... i got it
in
engine/vertmodel.h
Code: Select all
vertcommands()
{
if(MDL::multiparted()) this->modelcommand(loadpart, "load", "sf");
this->modelcommand(setpitch, "pitch", "ffff");
if(MDL::animated()) this->modelcommand(setanim, "anim", "siiff");
}
in
engine/skelmodel.h
Code: Select all
skelcommands()
{
if(MDL::multiparted()) this->modelcommand(loadpart, "load", "ssf");
this->modelcommand(settag, "tag", "ssffffff");
this->modelcommand(setpitch, "pitch", "sffff");
this->modelcommand(setpitchtarget, "pitchtarget", "ssiff");
this->modelcommand(setpitchcorrect, "pitchcorrect", "ssfff");
if(MDL::animated())
{
this->modelcommand(setanim, "anim", "ssfiii");
this->modelcommand(setanimpart, "animpart", "s");
this->modelcommand(setadjust, "adjust", "sffffff");
}
}
sweet...
Re: PAS and Visual Studio
Posted: August 1st, 2014, 5:45 pm
by northstar
for those who might think of dabbling into code, i also found (for me) that i had to put two files into the bin...
libgcc_s_dw2.1.dll
libstdc++6.dll
which (for me) were located in the c:minGW>bin folder
Re: PAS and Visual Studio
Posted: November 11th, 2014, 1:19 am
by baba11
Idk what to say since the ideal editing view is in first person mode. You can switch to thirdperson mode by typing "thirdperson 1" in the console. (enter the console by pressing the "~" key". I'm too can feel what you meant when I'm making maps. Brothers LOL
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Re: PAS and Visual Studio
Posted: December 1st, 2014, 5:20 am
by lisaa
Thanks harry