PeakEngine 0.0.1

Announce new projects or updates of Irrlicht Engine related tools, games, and applications.
Also check the Wiki
thephoenix
Posts: 19
Joined: Wed Jan 25, 2006 7:44 pm

Post by thephoenix »

1.
I use ODE 0.9 on both windows and linux and it works except one incompatibility with GIMPACT on 64bit systwems.

2.
Never tested it with MSVC, so no idea here

3.
There are incompatibilities between enet 1.1 and enet 1.2 which cannot easily be worked around in the code, so you have to define _ENET_1_2_
if you use the current version of enet.
http://peakengine.svn.sourceforge.net/v ... iew=markup
(lines 44 to 47, enet 1.2 uses blocking sockets by default)


And yes, I am currently mostly away from my computer for 4 weeks now.
raptoravis
Posts: 9
Joined: Tue Apr 15, 2008 3:28 pm

Post by raptoravis »

brilliant!

the No.3 solves it!

but, then, it crashed in

Vector3D PointGroupObject::getRotation(int index)
{
return rotations[index];
}

that, rotations is 0 length, index = 0

it seems something is wrong in the lua script...
thephoenix
Posts: 19
Joined: Wed Jan 25, 2006 7:44 pm

Post by thephoenix »

Yeah, that's a known bugt, that happens when not all points in the level have a rotation set. You can just add a check like "if (index >= rotations.size()) { return Vector3D(0, 0, 0);}" there, I didn't have enough time to add that.
raptoravis
Posts: 9
Joined: Tue Apr 15, 2008 3:28 pm

Post by raptoravis »

yes, that solved the problem.

and, there is another one, it crashed when exiting the game, it seems to need to test if Game::get() has stopped before BroadcastClient::doAllWork(frametime) in GameEngine::run, as when Game::get()->shutdown() has been called if game stopped, all the resources are released while they might be accessed by FollowingController...

another one is not crash, but, for fpstest, at the begining, the terrain just falls down forerver

thanks[/b]
thephoenix
Posts: 19
Joined: Wed Jan 25, 2006 7:44 pm

Post by thephoenix »

for fpstest, at the begining, the terrain just falls down forerver

=> That's probably not the terrain but a trimesh, just walk forwards until you reach the terrain (maybe you have to increase the speed in the tests/fpstest/entities/player/server.lua)

it crashed when exiting the game, it seems to need to test if Game::get() has stopped before BroadcastClient::doAllWork(frametime) in GameEngine::run

Hm. Have to look at that when I am back at home, but afaik FollowingController is in no way linked with the BroadcastClient (only the listbox in the menu is).
Post Reply