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night_hawk
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Post by night_hawk »

I've checked online and it seems to be a vista issue. Are you using Windows Vista? If yes... no idea for a fix yet :(
sudi
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Post by sudi »

jepp using vista.
what lib is causing this? can u take it out maybe?
We're programmers. Programmers are, in their hearts, architects, and the first thing they want to do when they get to a site is to bulldoze the place flat and build something grand. We're not excited by renovation:tinkering,improving,planting flower beds.
night_hawk
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Post by night_hawk »

No... it's from Visual Studio itself.
sudi
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Post by sudi »

haha....thats awesome.
can u maybe compile with some other compiler(mingw)?
We're programmers. Programmers are, in their hearts, architects, and the first thing they want to do when they get to a site is to bulldoze the place flat and build something grand. We're not excited by renovation:tinkering,improving,planting flower beds.
Pierre
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Post by Pierre »

Heya!

Could it be that you're giving us a debug version?
My dependency walker tells me that your exe tries to bind to msvcr90d.dll, which, msdn says, is a debug dll for visual studio 2008.

Maybe i'm wrong. But if it IS a debug it's normal no one can run it :)
night_hawk
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Post by night_hawk »

Nope, it's a release :) It works on several other people's computers. Though I'll try again in the morning... thanks for the heads up!
Pierre
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Post by Pierre »

d'oh ! I get the same error as sudi though, despite having physX and the VC 2008 redists. Its on windows XP.

And i want to try it! now, not tomorrow morning !!!

...

Ah, Fine.
night_hawk
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Post by night_hawk »

Sigh... hopefully it's fixed.
I've updated the archive online, over here.
If you already have the archive and only want the updated .exe, you can get it here.

As always, you need the Visual C++ 2008 Redist (get it here) and the PhysX 2.8.1 drivers... (they're here).

Thanks for your early messages and hope to see more!
night_hawk
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Post by night_hawk »

Still not working?
sudi
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Post by sudi »

works now.
but i don't get it. it just looks strange. sry to say that but if thats a playable version u have a long way to go. what is it supposed to be anyway?
We're programmers. Programmers are, in their hearts, architects, and the first thing they want to do when they get to a site is to bulldoze the place flat and build something grand. We're not excited by renovation:tinkering,improving,planting flower beds.
rogerborg
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Post by rogerborg »

That's a nice concept demo. I look forward to seeing a game emerge.
Please upload candidate patches to the tracker.
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night_hawk
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Post by night_hawk »

Sudi wrote:works now.
but i don't get it. it just looks strange. sry to say that but if thats a playable version u have a long way to go. what is it supposed to be anyway?
I am aware that it looks strange :D It's not realy playable, but it's a inter-unit interaction tech demo and I wanted to know if it actualy works on other people's computers. I can't go on without a small round of testing to check current features, right?

Oops.. good point. What you should see is this: About 110 ships split in 2 teams (You and the enemy) fighting each other. AI is pretty basic... they try to dodge enemy fire in 1 on 1 combat while trying to fire their own weapons.
The only interactivity between you and the game at this point is the ability to select your ships and tell them to move somewhere else (buggy, I am aware).

The thing that frightens me most is that the 2 threads might screw the whole game on some systems...
rogerborg
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Post by rogerborg »

night_hawk wrote:I can't go on without a small round of testing to check current features, right?
Mmm. I'd suggest that rendering is a minor part of your overall project, but YMMV.

night_hawk wrote:The thing that frightens me most is that the 2 threads might screw the whole game on some systems...
If you're not absolutely certain that it won't, then it almost certainly will.

If you are absolutely certain that it won't, then it probably will anyway.

Perhaps if you were to explain why you're using 2 threads for, and what synchronisation you're using, we might be able to help.
Please upload candidate patches to the tracker.
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night_hawk
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Post by night_hawk »

First of all, I wanted to separate PhysX updates from the rendering, to make the rendering faster on multi-core processors. Secondly, to break any rendering inconsistencies, any new nodes (Rockets, ships, etc) are added on a queue which is handled by the second thread (the one with PhysX updates). So, while the first thread renders and gives orders to the ships, the second thread updates physics for said ships and checks if new nodes have to be added, then adds them accordingly.

That's about it...
sudi
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Post by sudi »

i once tried t make irrlicht multithreaded.
but splitting rendering is somehow not possible or at least i'm not smart enough.
We're programmers. Programmers are, in their hearts, architects, and the first thing they want to do when they get to a site is to bulldoze the place flat and build something grand. We're not excited by renovation:tinkering,improving,planting flower beds.
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