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FPSC Classic Product Chat / Has anyone compiled the latest source code?

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Pogopogo
17
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Joined: 13th Nov 2008
Location:
Posted: 25th May 2010 21:55
About a week ago I downloaded and compiled the r155 source from google code (please don't ask how - I'm truly unsure how I managed to get all of the extras installed properly, but somehow I did or at least it compiled with out errors )

I really have not tested it exhaustively but a quick run of the terrorstrike level didn't seem any different to me than any other level I had created or run in FPSC. I added ragdoll to a few characters and while that worked it still seemed like it might be buggy.

At any rate the physics didn't strike me as running any better at all and I didn't see a speed increase on my end.

Like I said though I did not do much at all in the way of testing so it's quite possible that I did something "wrong" or failed to properly set up objects (I used the default terror strike setup without modifying any of the objects)

I'm really interested if some of the more technically inclined members here have compiled a recent version which SHOULD contain the bulk of stability, physics and timer changes for v1.17 and what their experiences were. Especially with building a new level from scratch and adding multiple dynamic objects and/or entities.

Tell me I'm missing something. Please.

Thanks guys!

PS - if history has taught me anything it's that this thread will most likely melt down into flames until locked so PLEASE do not post unless you have something constructive to contribute (which is to say if you haven't compiled and/or used the new code don't post or at least don't post just to post). Thanks!
Flatlander
FPSC Tool Maker
19
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Joined: 22nd Jan 2007
Location: The Flatlands
Posted: 26th May 2010 00:10
Actually, Lee, has not officially released this as a beta version. As long as there is no official release, I don't think you will get much help. You will definitely find it really buggy right now. Well, hopefully not that buggy.

So, for now just have fun testing out how it is so far.

When Lee releases the first beta version, then I am sure Lee will look forward to your testing and comments.

Pogopogo
17
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Joined: 13th Nov 2008
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Posted: 26th May 2010 04:01
Lee doesn't have to release it in beta. It's freely available to compile whenever you like. That's the beauty of the whole Google code thing.

And I'm not finding it buggy. I'm just not seeing any performance difference in a built FPSC game using the compiled game.exe... which given that the migration thread status reads:

Ragdoll - COMPLETED (V1.17)
Timer Based Logic - COMPLETED (V1.17)
Updated ODE Physics - COMPLETED (V1.17)
Entity Timers - COMPLETED (v1.17)

So has anyone else compiled and tested? Because I'm didn't see any performance improvement and I kind of hoped I would

I guess when I have more time on my hands I will build a room and start throwing dynamic entities in it and see what happens... but I doubt given my time away from FPSC (years) that I am the best candidate for such testing.
Pogopogo
17
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Joined: 13th Nov 2008
Location:
Posted: 26th May 2010 04:04
Also and I apologize for derailing my own thread but can a moderator take a moment and clear me so that I can post without delays? I don't know why my account is acting like a new user (possibly because I haven't logged on in years until recently ?), but I have been posting since November of 2005.

Thank you.
Thraxas
Retired Moderator
20
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Joined: 8th Feb 2006
Location: The Avenging Axe, Turai
Posted: 26th May 2010 10:23
Quote: "Lee doesn't have to release it in beta. It's freely available to compile whenever you like. "


I didn't think it was possible to build the version on google code yet. At least that's the impression I got from Hockeykid last time I asked him about it.

Quote: "can a moderator take a moment and clear me so that I can post without delays? "


It's an automatic process so none of us can speed it up.

Your signature has been [mod edited] :-p
Pogopogo
17
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Joined: 13th Nov 2008
Location:
Posted: 26th May 2010 15:27
Hi Thraxas.

Didn't you compile a version a few montsh ago for the ragdoll videos?

It did indeed seem to compile correctly for me (I used r155) in Dark Basic although I confess initially there were error messages and false starts until I somehow got all of the extra files in the proper spots.

The instructions included in the .zip file didn't correspond 100% to the setup I had after installing Dark Basic - also I had to manually update the installation with the U75? upgarde... I'm not sure but some combination I tried did work because I loaded the source, pressed F4 and after some time it showed complete with no errors. I renamed my FPSC-game.exe file and copied over the new one. And obviously FPSC did not give me any errors using it so...

I would think this far along in development when the daily code updates include lip syncing and adding new AI tags that the core code would be stable enough to compile and run.

At any rate I guess I'm the only one who has tried??

PS - Sorry I did not realize that the process was automated though I have a dim view of "automation" these days heh. Thanks for letting me know though.

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