View Full Version : Build engine port source and binaries release
JonoF
03-12-2003, 04:30 PM
I thought it may interest some of you that I've released the source code and Windows binaries for my port of the Build engine to Windows. I'm in the process of assuring Linux support (just as soon as I get Gentoo Linux reinstalled). Details can be found at my site: http://jonof.edgenetwk.com/buildport/. Might be of use to the Eduke team or other folks.
Enjoy
Jonathon
Mr_Diffrence
03-12-2003, 07:59 PM
Hey cool I didn't know anyone is working with the source. Keep it up! images/icons/smile.gif
Usurper
03-25-2003, 02:21 PM
Excellent. Can't believe we have a windows port with video mode switching and sound.
One bug so far that I've found: in the build editor, when I hit escape, I didn't get the list of commands (save as, quit, etc.). I could use them though, since I remembered their keys. Just didn't display them.
Roger
03-25-2003, 07:47 PM
Hey, that should fix my sound problem, yes? Basically my sound likes to kill over after a few minutes of play... damn Windows ME for not having a DOS SB Emulator...
JonoF
03-26-2003, 02:57 AM
Originally posted by Usurper:
One bug so far that I've found: in the build editor, when I hit escape, I didn't get the list of commands (save as, quit, etc.). I could use them though, since I remembered their keys. Just didn't display them. <font size="2" face="Verdana, Arial">Interesting, Usurper, I'll look into it.
Jonathon
Usurper
03-27-2003, 08:17 PM
Argh, my sick fascination with this engine is returning. Somebody please tell me there's some way to antialias the graphics...
CombatGold1
03-30-2003, 12:16 AM
That program looks really wicamondo on the screenshots images/icons/grin.gif I'm gonna download it.
JonoF
04-01-2003, 06:56 PM
I've released the latest source and binaries for my engine port on http://jonof.edgenetwk.com. It's much better on all the machines I tested in my house here. I'm now working on getting Duke3D going with it.
Cheers
Jonathon
Usurper
04-02-2003, 08:01 AM
Excellent. I'll test it out this afternoon.
CombatGold1
04-02-2003, 04:26 PM
There are quite a few problems with that program.
> Putting a palette on a floor/celing makes 3D mode crash.
> Cannot set hitag, lotag, etc using ' & H or ' & L on 3D mode.
> Cannot do this in 2D mode, because ALT searches for a menu!!
There were more problems but I can't remember them images/icons/grin.gif
Glyrion
04-13-2003, 12:16 AM
geez I can't download the files cause the mirrors are being sucky D:
CombatGold1
04-16-2003, 07:02 AM
seems to work fine here
Hudson
04-17-2003, 03:05 AM
Originally posted by Usurper:
Argh, my sick fascination with this engine is returning. Somebody please tell me there's some way to antialias the graphics... <font size="2" face="Verdana, Arial">All in good time tiny grasshopper, The locust must adapt before he can spread his wings.
CombatGold1
04-17-2003, 06:24 AM
Originally posted by Hudson:
</font><blockquote><font size="1" face="Verdana, Arial">quote:</font><hr /><font size="2" face="Verdana, Arial">Originally posted by Usurper:
Argh, my sick fascination with this engine is returning. Somebody please tell me there's some way to antialias the graphics... <font size="2" face="Verdana, Arial">All in good time tiny grasshopper, The locust must adapt before he can spread his wings. </font><hr /></blockquote><font size="2" face="Verdana, Arial">images/icons/grin.gif Who the hell told you that? images/icons/grin.gif
JonoF
04-17-2003, 06:45 AM
New binaries and source up. The code in this release is the mate to the source for my Duke port which is also up on the site. http://jonof.edgenetwk.com/buildport/
Jonathon
CombatGold1
04-17-2003, 09:00 AM
Nice images/icons/smile.gif Off to download........
Hudson
04-18-2003, 02:38 AM
Originally posted by CombatGold1:
</font><blockquote><font size="1" face="Verdana, Arial">quote:</font><hr /><font size="2" face="Verdana, Arial">Originally posted by Hudson:
</font><blockquote><font size="1" face="Verdana, Arial">quote:</font><hr /><font size="2" face="Verdana, Arial">Originally posted by Usurper:
Argh, my sick fascination with this engine is returning. Somebody please tell me there's some way to antialias the graphics... <font size="2" face="Verdana, Arial">All in good time tiny grasshopper, The locust must adapt before he can spread his wings. </font><hr /></blockquote><font size="2" face="Verdana, Arial">images/icons/grin.gif Who the hell told you that? images/icons/grin.gif </font><hr /></blockquote><font size="2" face="Verdana, Arial">Heh, Just came to me during a moment of zen
/Bows
JonoF unfortunately i still have the bug i msg'd you about...i can't switch to 3d editing mode...it just stays black :/
and it still doesn't show the text in the 2d editor(don't know if thats supposed to be fixed)
jimbob
04-18-2003, 08:03 AM
Originally posted by Ize:
JonoF unfortunately i still have the bug i msg'd you about...i can't switch to 3d editing mode...it just stays black :/
and it still doesn't show the text in the 2d editor(don't know if thats supposed to be fixed) <font size="2" face="Verdana, Arial">you need to extract all the .art files from your duke3d.grp file and put them in the same directory build is in images/icons/smile.gif
as for bugs, build gives me a strange pallet color and it sometimes crashes for no aparent reason
JonoF
04-18-2003, 09:31 AM
The Build.exe I supply with my engine port doesn't work with Duke out-of-the-box. I've built it here on my machine with some customisation to bstub.c in order to have it load the DUKE3D.GRP file, but the code for handling the Duke palette lookups and whatnot isn't present in the KenBuild bstub.c, and I don't really have the inclination to go writing equivalent code when 3DRealms are supposed to be releasing the proper BSTUB.C (named ASTUB.C) one of these days. Without the palette code the editor crashes all the more often anyway because there's issues deeper in the engine with respect to palette lookups that don't exist that I haven't had a good opportunity to go chasing down yet. So, the short of it all is we're waiting for 3DR to release ASTUB.C.
Jonathon
jimbob
04-18-2003, 09:58 AM
that explains a lot images/icons/smile.gif thanks
Usurper
04-19-2003, 02:20 PM
Check the mapster source code. TerminX (with Ferry's help methinks) got alternate palettes working in mapster ages ago. The rtcm link is still down (I'll have to bug Corv) but the proper link is in one of these recent threads.
CombatGold1
04-21-2003, 12:27 AM
Originally posted by JonoF:
The Build.exe I supply with my engine port doesn't work with Duke out-of-the-box. I've built it here on my machine with some customisation to bstub.c in order to have it load the DUKE3D.GRP file, but the code for handling the Duke palette lookups and whatnot isn't present in the KenBuild bstub.c, and I don't really have the inclination to go writing equivalent code when 3DRealms are supposed to be releasing the proper BSTUB.C (named ASTUB.C) one of these days. Without the palette code the editor crashes all the more often anyway because there's issues deeper in the engine with respect to palette lookups that don't exist that I haven't had a good opportunity to go chasing down yet. So, the short of it all is we're waiting for 3DR to release ASTUB.C.
Jonathon <font size="2" face="Verdana, Arial">is this why it keeps crashing on 3D mode for no reason on mine? ahhh its not a bug then, how can i overcome this problem?
i've got it to work with JonoF's new binaries images/icons/grin.gif
works good with the duke3d files now it only crashes sometimes in 3d mode when i move around or when i press the END or Enter key in 2d mode images/icons/smile.gif
JonoF is it possible to reduce the speed of the texture scaling ?
When i try to scale textures in the 3d view it's WAY too fast...if i press any of the keys on the numpad and hold it down for a few milliseconds the texture is immediatly stretched to it's maximum or minimum...i have to hit the key and let it go immediatly :/
this makes correct texture alignment allmost impossible
JonoF
04-22-2003, 09:15 AM
Ize, I'll put that at the top of my list of things to do.
Jonathon
yay images/icons/grin.gif
cyborg
04-23-2003, 12:30 AM
Allow text entry for precise values (I bugged TX for ages to get that added for sectors in Mapster images/icons/smile.gif )
CombatGold1
04-25-2003, 07:50 AM
alot of you are gonna say "what the hell is that guy on" but:
wicamondo!!! images/icons/smile.gif
what the hell images/icons/confused.gif
CombatGold1
04-26-2003, 06:32 AM
i was close images/icons/rolleyes.gif
Bug: when in load screen and you have to many maps it's all out of shape really weird looking.
CombatGold1
04-27-2003, 09:50 AM
Sollution: Don't make too many maps images/icons/grin.gif
JonoF
11-01-2003, 09:24 PM
Just a forewarning to folks working with my engine port: the next source release I do has some quite far-reaching changes in order to make the code more portable across compilers and platforms. I don't know exactly when I'll do the release, because I'm making some good progress on my multiplayer code and would like to have it fully operational before the next snapshot is taken, so just think of this as a hint of what you're going to be facing when I do release.
Just for your reference, my port now fully compiles on MS Visual C (using the command line compiler tools. ie. no IDE project, only makefiles), OpenWatcom 1.0, and MinGW32. I've got three versions of the A.ASM code; one for each of the assemblers for each compiler suite, and the C-only versions of all assembly code in the engine, so it'll build without any assembler if you so desire. Most of these changes don't impact on the engine code, except for the pure C version which has some preprocessor conditionals marking it. All standard-library calls like strcpy() et al have been aliased as their current name with a 'B' prefix. I've also added into the engine some support functions which present portability nightmares. A classic example is opendir()/closedir() vs. findfirst()/findnext(). Since these functions are normally only used, so far, to generate file listings in Build.exe and my Duke3d port for user map selection, I've made an opendir()/closedir() replacement which uses the same kind of idea, and identical syntax, but also works on MSVC which only understands findfirst()/findnext().
So, basically all this rambling means I've done some pretty significant overhauling and anything you've done to modify my source will need to be carefully merged with the updated source if you choose to do so.
Jonathon
8IronBob
11-02-2003, 08:12 PM
Well, hey, i think there was a problem when you build a bridge with pole sectors underneath it. Once you move back and forth to look through the bridge in 3D Mode, then XP gives me an error reporting routine. Not fun knowing that... Wish I knew how this could be fixed... I sorta like to bring Quake-style levels to Duke 3D with this feature with sprites meets sectors throughout a good level. Sorta give Duke 3D the look that Manhattan Project has in one of my levels... That would look sweet in a Duke level to make a Manhattan Project rendition in Duke 3D. After all, it'll make a great level for today's standards. Duke levels have really changed since D3D's first release. It's something that just has to be done for today's gaming world.
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