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Re: RF2 Update: Player class and crude movement

Posted: Tue Nov 10, 2009 9:29 pm
by paradoxnj
Bernie, please update again and run the prepare.cmd file. I forgot to add the font, fontdef and material for the console. It's there now.

I will not check in from now on unless it's compilable.

Re: RF2 Update: Player class and crude movement

Posted: Tue Nov 10, 2009 9:54 pm
by bernie
Ok Running now. Both debug and release mode.

Re: RF2 Update: Player class and crude movement

Posted: Tue Nov 17, 2009 11:42 pm
by bernie
Latest build 216 crashes on startup.

Re: RF2 Update: Player class and crude movement

Posted: Wed Nov 18, 2009 5:45 pm
by paradoxnj
I just uploaded a new prepare.cmd file. Please update, run prepare.cmd and run again. Please post logs from the crash.

Re: RF2 Update: Player class and crude movement

Posted: Thu Nov 19, 2009 11:35 am
by bernie
Can't build now. Fatal error C1083: Cannot open include file: 'RFSocketManager.h: No such file or directory'

Re: RF2 Update: Player class and crude movement

Posted: Thu Nov 19, 2009 5:58 pm
by paradoxnj
Yes. I am converting to a static library so that we can integrate the game into the editor easily. It might not be compilable for the rest of the week.

Re: RF2 Update: Player class and crude movement

Posted: Mon Nov 30, 2009 10:48 pm
by paradoxnj
Compilable now. It also displays the RF2 logo at startup. :) It displays the logo for 5 seconds before starting the game.

Re: RF2 Update: Player class and crude movement

Posted: Tue Dec 01, 2009 11:54 am
by bernie
Yes it compiles but crashes at startup as though a model, texture or something is missing.

Re: RF2 Update: Player class and crude movement

Posted: Tue Dec 01, 2009 5:10 pm
by paradoxnj
Bernie, run the prepare.cmd again. Also...when updating from SVN, please make sure you update from the root folder. The root folder is the folder with the RFOgre_2008.sln file in it.

Re: RF2 Update: Player class and crude movement

Posted: Tue Dec 01, 2009 6:02 pm
by bernie
Yep done that, It still crashes.

Re: RF2 Update: Player class and crude movement

Posted: Tue Dec 01, 2009 9:13 pm
by paradoxnj
Can you post the RealityFactoryOgre.log, Game.log and squirrel.log files?

Re: RF2 Update: Player class and crude movement

Posted: Tue Dec 01, 2009 9:37 pm
by bernie
Just one point the rf editor does not compile in either debug or release mode. The game does not compile in release mode.

Here are the logs for the game.
RFogre log

Code: Select all

23:22:44: Creating resource group General
23:22:44: Creating resource group Internal
23:22:44: Creating resource group Autodetect
23:22:44: SceneManagerFactory for type 'DefaultSceneManager' registered.
23:22:44: Registering ResourceManager for type Material
23:22:44: Registering ResourceManager for type Mesh
23:22:44: Registering ResourceManager for type Skeleton
23:22:44: MovableObjectFactory for type 'ParticleSystem' registered.
23:22:44: OverlayElementFactory for type Panel registered.
23:22:44: OverlayElementFactory for type BorderPanel registered.
23:22:44: OverlayElementFactory for type TextArea registered.
23:22:44: Registering ResourceManager for type Font
23:22:44: ArchiveFactory for archive type FileSystem registered.
23:22:44: ArchiveFactory for archive type Zip registered.
23:22:44: FreeImage version: 3.10.0
23:22:44: This program uses FreeImage, a free, open source image library supporting all common bitmap formats. See http://freeimage.sourceforge.net for details
23:22:44: Supported formats: bmp,ico,jpg,jif,jpeg,jpe,jng,koa,iff,lbm,mng,pbm,pbm,pcd,pcx,pgm,pgm,png,ppm,ppm,ras,tga,targa,tif,tiff,wap,wbmp,wbm,psd,cut,xbm,xpm,gif,hdr,g3,sgi,exr,j2k,j2c,jp2
23:22:44: DDS codec registering
23:22:44: Registering ResourceManager for type HighLevelGpuProgram
23:22:44: Registering ResourceManager for type Compositor
23:22:45: MovableObjectFactory for type 'Entity' registered.
23:22:45: MovableObjectFactory for type 'Light' registered.
23:22:45: MovableObjectFactory for type 'BillboardSet' registered.
23:22:45: MovableObjectFactory for type 'ManualObject' registered.
23:22:45: MovableObjectFactory for type 'BillboardChain' registered.
23:22:45: MovableObjectFactory for type 'RibbonTrail' registered.
23:22:45: *-*-* OGRE Initialising
23:22:45: *-*-* Version 1.6.3 (Shoggoth)
23:22:45: Loading library RenderSystem_GL_d
23:22:45: Installing plugin: GL RenderSystem
23:22:45: OpenGL Rendering Subsystem created.
23:22:45: Plugin successfully installed
23:22:45: Loading library RenderSystem_Direct3D9_d
23:22:45: Installing plugin: D3D9 RenderSystem
23:22:45: D3D9 : Direct3D9 Rendering Subsystem created.
23:22:45: D3D9: Driver Detection Starts
23:22:45: D3D9: Driver Detection Ends
23:22:45: Plugin successfully installed
23:22:45: Loading library Plugin_OctreeSceneManager_d
23:22:45: Installing plugin: Octree & Terrain Scene Manager
23:22:45: Plugin successfully installed
23:22:45: Loading library Plugin_ParticleFX_d
23:22:45: Installing plugin: ParticleFX
23:22:45: Particle Emitter Type 'Point' registered
23:22:45: Particle Emitter Type 'Box' registered
23:22:45: Particle Emitter Type 'Ellipsoid' registered
23:22:45: Particle Emitter Type 'Cylinder' registered
23:22:45: Particle Emitter Type 'Ring' registered
23:22:45: Particle Emitter Type 'HollowEllipsoid' registered
23:22:45: Particle Affector Type 'LinearForce' registered
23:22:45: Particle Affector Type 'ColourFader' registered
23:22:45: Particle Affector Type 'ColourFader2' registered
23:22:45: Particle Affector Type 'ColourImage' registered
23:22:45: Particle Affector Type 'ColourInterpolator' registered
23:22:45: Particle Affector Type 'Scaler' registered
23:22:45: Particle Affector Type 'Rotator' registered
23:22:45: Particle Affector Type 'DirectionRandomiser' registered
23:22:45: Particle Affector Type 'DeflectorPlane' registered
23:22:45: Plugin successfully installed
23:22:45: Added resource location 'scripts' of type 'FileSystem' to resource group 'General'
23:22:45: OGRE EXCEPTION(6:FileNotFoundException): 'rfogre.cfg' file not found! in ConfigFile::load at f:\codingextra\ogre\shoggoth_vc9\ogre\ogremain\src\ogreconfigfile.cpp (line 84)
23:22:45: OGRE EXCEPTION(6:FileNotFoundException): 'rfogre.cfg' file not found! in ConfigFile::load at f:\codingextra\ogre\shoggoth_vc9\ogre\ogremain\src\ogreconfigfile.cpp (line 84)
23:22:50: Creating resource group Bootstrap
23:22:50: Added resource location './packs/OgreCore.zip' of type 'Zip' to resource group 'Bootstrap'
23:22:50: Added resource location './' of type 'FileSystem' to resource group 'General'
23:22:50: Added resource location './fonts' of type 'FileSystem' to resource group 'General'
23:22:50: Added resource location './materials/programs' of type 'FileSystem' to resource group 'General'
23:22:50: Added resource location './materials/scripts' of type 'FileSystem' to resource group 'General'
23:22:50: Added resource location './materials/textures' of type 'FileSystem' to resource group 'General'
23:22:50: Added resource location './models' of type 'FileSystem' to resource group 'General'
23:22:50: Added resource location './overlays' of type 'FileSystem' to resource group 'General'
23:22:50: Added resource location './particle' of type 'FileSystem' to resource group 'General'
23:22:50: Added resource location './gui' of type 'FileSystem' to resource group 'General'
23:22:50: Added resource location './DeferredShadingMedia' of type 'FileSystem' to resource group 'General'
23:22:50: Added resource location './PCZAppMedia' of type 'FileSystem' to resource group 'General'
23:22:50: Added resource location './packs/cubemap.zip' of type 'Zip' to resource group 'General'
23:22:50: Added resource location './packs/dragon.zip' of type 'Zip' to resource group 'General'
23:22:50: Added resource location './packs/fresneldemo.zip' of type 'Zip' to resource group 'General'
23:22:50: Added resource location './packs/ogretestmap.zip' of type 'Zip' to resource group 'General'
23:22:50: Added resource location './packs/skybox.zip' of type 'Zip' to resource group 'General'
23:22:50: CPU Identifier & Features
23:22:50: -------------------------
23:22:50:  *   CPU ID: GenuineIntel: Intel(R) Pentium(R) D CPU 3.20GHz
23:22:50:  *      SSE: yes
23:22:50:  *     SSE2: yes
23:22:50:  *     SSE3: yes
23:22:50:  *      MMX: yes
23:22:50:  *   MMXEXT: yes
23:22:50:  *    3DNOW: no
23:22:50:  * 3DNOWEXT: no
23:22:50:  *     CMOV: yes
23:22:50:  *      TSC: yes
23:22:50:  *      FPU: yes
23:22:50:  *      PRO: yes
23:22:50:  *       HT: yes
23:22:50: -------------------------
23:22:50: *** Starting Win32GL Subsystem ***
23:22:50: GLRenderSystem::_createRenderWindow "Game", 1024x768 fullscreen  miscParams: FSAA=0 colourDepth=32 displayFrequency=60 gamma=false vsync=false 
23:22:50: Created Win32Window 'Game' : 1024x768, 32bpp
23:22:51: GL_VERSION = 2.0.0
23:22:51: GL_VENDOR = NVIDIA Corporation
23:22:51: GL_RENDERER = GeForce 6800/PCI/SSE2
23:22:51: GL_EXTENSIONS = GL_ARB_color_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_object GL_EXT_multi_draw_arrays GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_vertex_array GL_HP_occlusion_test GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control 
23:22:51: Supported WGL extensions: WGL_ARB_buffer_region WGL_ARB_extensions_string WGL_ARB_make_current_read WGL_ARB_multisample WGL_ARB_pbuffer WGL_ARB_pixel_format WGL_ARB_render_texture WGL_ATI_pixel_format_float WGL_EXT_extensions_string WGL_EXT_swap_control WGL_NV_float_buffer WGL_NV_render_depth_texture WGL_NV_render_texture_rectangle 
23:22:51: ***************************
23:22:51: *** GL Renderer Started ***
23:22:51: ***************************
23:22:51: Registering ResourceManager for type GpuProgram
23:22:51: GLSL support detected
23:22:51: GL: Using GL_EXT_framebuffer_object for rendering to textures (best)
23:22:51: FBO PF_UNKNOWN depth/stencil support: D16S0 D24S0 D32S0 
23:22:51: FBO PF_R5G6B5 depth/stencil support: D0S0 D16S0 
23:22:51: FBO PF_B5G6R5 depth/stencil support: D0S0 D16S0 
23:22:51: FBO PF_R8G8B8 depth/stencil support: D0S0 D24S0 D32S0 
23:22:51: FBO PF_B8G8R8 depth/stencil support: D0S0 D24S0 D32S0 
23:22:51: FBO PF_A8R8G8B8 depth/stencil support: D0S0 D24S0 D32S0 
23:22:51: FBO PF_B8G8R8A8 depth/stencil support: D0S0 D24S0 D32S0 
23:22:51: FBO PF_A2R10G10B10 depth/stencil support: D0S0 D24S0 D32S0 
23:22:51: FBO PF_A2B10G10R10 depth/stencil support: D0S0 D24S0 D32S0 
23:22:51: FBO PF_FLOAT16_RGB depth/stencil support: D0S0 D24S0 D32S0 
23:22:51: FBO PF_FLOAT16_RGBA depth/stencil support: D0S0 D24S0 D32S0 
23:22:51: FBO PF_FLOAT32_RGB depth/stencil support: D0S0 D24S0 D32S0 
23:22:51: FBO PF_FLOAT32_RGBA depth/stencil support: D0S0 D24S0 D32S0 
23:22:51: FBO PF_X8R8G8B8 depth/stencil support: D0S0 D24S0 D32S0 
23:22:51: FBO PF_X8B8G8R8 depth/stencil support: D0S0 D24S0 D32S0 
23:22:51: FBO PF_SHORT_RGBA depth/stencil support: D0S0 D24S0 D32S0 
23:22:51: FBO PF_R3G3B2 depth/stencil support: D0S0 D16S0 
23:22:51: FBO PF_FLOAT32_R depth/stencil support: D0S0 D24S0 D32S0 
23:22:51: FBO PF_SHORT_RGB depth/stencil support: D0S0 D24S0 D32S0 
23:22:51: [GL] : Valid FBO targets PF_UNKNOWN PF_R5G6B5 PF_B5G6R5 PF_R8G8B8 PF_B8G8R8 PF_A8R8G8B8 PF_B8G8R8A8 PF_A2R10G10B10 PF_A2B10G10R10 PF_FLOAT16_RGB PF_FLOAT16_RGBA PF_FLOAT32_RGB PF_FLOAT32_RGBA PF_X8R8G8B8 PF_X8B8G8R8 PF_SHORT_RGBA PF_R3G3B2 PF_FLOAT32_R PF_SHORT_RGB 
23:22:51: RenderSystem capabilities
23:22:51: -------------------------
23:22:51: RenderSystem Name: OpenGL Rendering Subsystem
23:22:51: GPU Vendor: nvidia
23:22:51: Device Name: GeForce 6800/PCI/SSE2
23:22:51: Driver Version: 2.0.0.0
23:22:51:  * Fixed function pipeline: yes
23:22:51:  * Hardware generation of mipmaps: yes
23:22:51:  * Texture blending: yes
23:22:51:  * Anisotropic texture filtering: yes
23:22:51:  * Dot product texture operation: yes
23:22:51:  * Cube mapping: yes
23:22:51:  * Hardware stencil buffer: yes
23:22:51:    - Stencil depth: 8
23:22:51:    - Two sided stencil support: yes
23:22:51:    - Wrap stencil values: yes
23:22:51:  * Hardware vertex / index buffers: yes
23:22:51:  * Vertex programs: yes
23:22:51:  * Fragment programs: yes
23:22:51:  * Geometry programs: no
23:22:51:  * Supported Shader Profiles: arbfp1 arbvp1 fp20 fp30 fp40 glsl vp30 vp40
23:22:51:  * Texture Compression: yes
23:22:51:    - DXT: yes
23:22:51:    - VTC: yes
23:22:51:  * Scissor Rectangle: yes
23:22:51:  * Hardware Occlusion Query: yes
23:22:51:  * User clip planes: yes
23:22:51:  * VET_UBYTE4 vertex element type: yes
23:22:51:  * Infinite far plane projection: yes
23:22:51:  * Hardware render-to-texture: yes
23:22:51:  * Floating point textures: yes
23:22:51:  * Non-power-of-two textures: yes
23:22:51:  * Volume textures: yes
23:22:51:  * Multiple Render Targets: 4
23:22:51:    - With different bit depths: yes
23:22:51:  * Point Sprites: yes
23:22:51:  * Extended point parameters: yes
23:22:51:  * Max Point Size: 63.375
23:22:51:  * Vertex texture fetch: yes
23:22:51:    - Max vertex textures: 4
23:22:51:    - Vertex textures shared: yes
23:22:51:  * Render to Vertex Buffer : no
23:22:51:  * GL 1.5 without VBO workaround: no
23:22:51:  * Frame Buffer objects: yes
23:22:51:  * Frame Buffer objects (ARB extension): no
23:22:51:  * Frame Buffer objects (ATI extension): no
23:22:51:  * PBuffer suppport: no
23:22:51:  * GL 1.5 without HW-occlusion workaround: no
23:22:51: Registering ResourceManager for type Texture
23:22:51: ResourceBackgroundQueue - threading disabled
23:22:51: Particle Renderer Type 'billboard' registered
23:22:51: SceneManagerFactory for type 'OctreeSceneManager' registered.
23:22:51: SceneManagerFactory for type 'TerrainSceneManager' registered.
23:22:51: Parsing scripts for resource group Autodetect
23:22:51: Finished parsing scripts for resource group Autodetect
23:22:51: Parsing scripts for resource group Bootstrap
23:22:51: Parsing script OgreCore.material
23:22:51: Parsing script OgreProfiler.material
23:22:51: Parsing script Ogre.fontdef
23:22:51: Parsing script OgreDebugPanel.overlay
23:22:51: Texture: New_Ogre_Border_Center.png: Loading 1 faces(PF_A8R8G8B8,256x128x1) with 8 generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x128x1.
23:22:51: Texture: New_Ogre_Border.png: Loading 1 faces(PF_A8R8G8B8,256x256x1) with 8 generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x256x1.
23:22:51: Texture: New_Ogre_Border_Break.png: Loading 1 faces(PF_A8R8G8B8,32x32x1) with 5 generated mipmaps from Image. Internal format is PF_A8R8G8B8,32x32x1.
23:22:52: Font BlueHighwayusing texture size 512x512
23:22:52: Info: Freetype returned null for character 127 in font BlueHighway
23:22:52: Info: Freetype returned null for character 128 in font BlueHighway
23:22:52: Info: Freetype returned null for character 129 in font BlueHighway
23:22:52: Info: Freetype returned null for character 130 in font BlueHighway
23:22:52: Info: Freetype returned null for character 131 in font BlueHighway
23:22:52: Info: Freetype returned null for character 132 in font BlueHighway
23:22:52: Info: Freetype returned null for character 133 in font BlueHighway
23:22:52: Info: Freetype returned null for character 134 in font BlueHighway
23:22:52: Info: Freetype returned null for character 135 in font BlueHighway
23:22:52: Info: Freetype returned null for character 136 in font BlueHighway
23:22:52: Info: Freetype returned null for character 137 in font BlueHighway
23:22:52: Info: Freetype returned null for character 138 in font BlueHighway
23:22:52: Info: Freetype returned null for character 139 in font BlueHighway
23:22:52: Info: Freetype returned null for character 140 in font BlueHighway
23:22:52: Info: Freetype returned null for character 141 in font BlueHighway
23:22:52: Info: Freetype returned null for character 142 in font BlueHighway
23:22:52: Info: Freetype returned null for character 143 in font BlueHighway
23:22:52: Info: Freetype returned null for character 144 in font BlueHighway
23:22:52: Info: Freetype returned null for character 145 in font BlueHighway
23:22:52: Info: Freetype returned null for character 146 in font BlueHighway
23:22:52: Info: Freetype returned null for character 147 in font BlueHighway
23:22:52: Info: Freetype returned null for character 148 in font BlueHighway
23:22:52: Info: Freetype returned null for character 149 in font BlueHighway
23:22:52: Info: Freetype returned null for character 150 in font BlueHighway
23:22:52: Info: Freetype returned null for character 151 in font BlueHighway
23:22:52: Info: Freetype returned null for character 152 in font BlueHighway
23:22:52: Info: Freetype returned null for character 153 in font BlueHighway
23:22:52: Info: Freetype returned null for character 154 in font BlueHighway
23:22:52: Info: Freetype returned null for character 155 in font BlueHighway
23:22:52: Info: Freetype returned null for character 156 in font BlueHighway
23:22:52: Info: Freetype returned null for character 157 in font BlueHighway
23:22:52: Info: Freetype returned null for character 158 in font BlueHighway
23:22:52: Info: Freetype returned null for character 159 in font BlueHighway
23:22:52: Info: Freetype returned null for character 160 in font BlueHighway
23:22:52: Texture: BlueHighwayTexture: Loading 1 faces(PF_BYTE_LA,512x512x1) with 0 generated mipmaps from Image. Internal format is PF_BYTE_LA,512x512x1.
23:22:52: Texture: ogretext.png: Loading 1 faces(PF_A8R8G8B8,256x128x1) with 8 generated mipmaps from Image. Internal format is PF_A8R8G8B8,256x128x1.
23:22:52: Parsing script OgreLoadingPanel.overlay
23:22:52: Finished parsing scripts for resource group Bootstrap
23:22:52: Parsing scripts for resource group General
23:22:52: Parsing script Examples.program
23:22:52: GLSL compiling: Ogre/BasicVertexPrograms/AmbientOneTextureGLSL
23:22:52: GLSL compiled : Ogre/BasicVertexPrograms/AmbientOneTextureGLSL
23:22:52: GLSL compiling: Ogre/HardwareSkinningTwoWeightsGLSL
23:22:52: GLSL compiled : Ogre/HardwareSkinningTwoWeightsGLSL
23:22:52: Parsing script StdQuad_vp.program
23:22:52: Parsing script deferred.glsl.program
23:22:52: GLSL compiling: DeferredShading/material/glsl/ps
23:22:52: GLSL compiled : DeferredShading/material/glsl/ps
23:22:52: GLSL compiling: DeferredShading/material/glsl/notex_ps
23:22:52: GLSL compiled : DeferredShading/material/glsl/notex_ps
23:22:52: GLSL compiling: DeferredShading/material/glsl/nm_ps
23:22:52: GLSL compiled : DeferredShading/material/glsl/nm_ps
23:22:52: GLSL compiling: DeferredShading/material/glsl/nm_notex_ps
23:22:52: GLSL compiled : DeferredShading/material/glsl/nm_notex_ps
23:22:52: Parsing script deferred.hlsl.program
23:22:52: Parsing script deferred.program
23:22:52: GLSL compiling: DeferredShading/material/glsl/ps
23:22:52: GLSL compiled : DeferredShading/material/glsl/ps
23:22:52: GLSL compiling: DeferredShading/material/glsl/notex_ps
23:22:52: GLSL compiled : DeferredShading/material/glsl/notex_ps
23:22:52: GLSL compiling: DeferredShading/material/glsl/nm_ps
23:22:52: GLSL compiled : DeferredShading/material/glsl/nm_ps
23:22:52: GLSL compiling: DeferredShading/material/glsl/nm_notex_ps
23:22:52: GLSL compiled : DeferredShading/material/glsl/nm_notex_ps
23:22:52: Parsing script deferred_post_ambient.program
23:22:52: GLSL compiling: DeferredShading/post/glsl/Ambient_ps
23:22:52: GLSL compiled : DeferredShading/post/glsl/Ambient_ps
23:22:52: Parsing script deferred_post_debug.glsl.program
23:22:52: GLSL compiling: DeferredShading/post/glsl/ShowNormal_ps
23:22:52: GLSL compiled : DeferredShading/post/glsl/ShowNormal_ps
23:22:52: GLSL compiling: DeferredShading/post/glsl/ShowDS_ps
23:22:52: GLSL compiled : DeferredShading/post/glsl/ShowDS_ps
23:22:52: GLSL compiling: DeferredShading/post/glsl/ShowColour_ps
23:22:52: GLSL compiled : DeferredShading/post/glsl/ShowColour_ps
23:22:52: Parsing script deferred_post_debug.hlsl.program
23:22:52: Parsing script deferred_post_debug.program
23:22:52: GLSL compiling: DeferredShading/post/glsl/ShowNormal_ps
23:22:52: GLSL compiled : DeferredShading/post/glsl/ShowNormal_ps
23:22:52: GLSL compiling: DeferredShading/post/glsl/ShowDS_ps
23:22:52: GLSL compiled : DeferredShading/post/glsl/ShowDS_ps
23:22:52: GLSL compiling: DeferredShading/post/glsl/ShowColour_ps
23:22:52: GLSL compiled : DeferredShading/post/glsl/ShowColour_ps
23:22:52: Parsing script deferred_post_minilight.glsl.program
23:22:52: GLSL compiling: DeferredShading/post/glsl/LightMaterial_vs
23:22:52: GLSL compiled : DeferredShading/post/glsl/LightMaterial_vs
23:22:52: GLSL compiling: DeferredShading/post/glsl/LightMaterial_ps
23:22:52: GLSL compiled : DeferredShading/post/glsl/LightMaterial_ps
23:22:52: Parsing script deferred_post_minilight.hlsl.program
23:22:52: Parsing script deferred_post_minilight.program
23:22:52: GLSL compiling: DeferredShading/post/glsl/LightMaterial_vs
23:22:52: GLSL compiled : DeferredShading/post/glsl/LightMaterial_vs
23:22:52: GLSL compiling: DeferredShading/post/glsl/LightMaterial_ps
23:22:52: GLSL compiled : DeferredShading/post/glsl/LightMaterial_ps
23:22:52: Parsing script deferred_post_multipass.glsl.program
23:22:52: GLSL compiling: DeferredShading/post/glsl/Ambient_ps
23:22:52: GLSL compiled : DeferredShading/post/glsl/Ambient_ps
23:22:52: GLSL compiling: DeferredShading/post/glsl/GlobalLight_ps
23:22:52: GLSL compiled : DeferredShading/post/glsl/GlobalLight_ps
23:22:52: Parsing script deferred_post_multipass.hlsl.program
23:22:52: Parsing script deferred_post_onepass.glsl.program
23:22:53: GLSL compiling: DeferredShading/post/glsl/vs
23:22:53: GLSL compiled : DeferredShading/post/glsl/vs
23:22:53: GLSL compiling: DeferredShading/post/glsl/SinglePass_ps
23:22:53: GLSL compiled : DeferredShading/post/glsl/SinglePass_ps
23:22:53: Parsing script deferred_post_onepass.hlsl.program
23:22:53: Parsing script deferred_post_vs.program
23:22:53: GLSL compiling: DeferredShading/post/glsl/vs
23:22:53: GLSL compiled : DeferredShading/post/glsl/vs
23:22:53: Parsing script ASCII.material
23:22:53: Parsing script ASMSwizzle.material
23:22:53: Compiler error: object unsupported by render system in ASMSwizzle.material(1)
23:22:53: Parsing script BlackAndWhite.material
23:22:53: Parsing script Bloom.material
23:22:53: GLSL compiling: Blur_ps_glsl
23:22:53: GLSL compiled : Blur_ps_glsl
23:22:53: GLSL compiling: Blur0_vs_glsl
23:22:53: GLSL compiled : Blur0_vs_glsl
23:22:53: GLSL compiling: Blur1_vs_glsl
23:22:53: GLSL compiled : Blur1_vs_glsl
23:22:53: Parsing script Bloom2.material
23:22:53: GLSL compiling: Bloom2_ps20_glsl
23:22:53: GLSL compiled : Bloom2_ps20_glsl
23:22:53: Parsing script CGSwizzle.material
23:22:53: Parsing script DepthShadowmap.material
23:22:53: GLSL compiling: Ogre/DepthShadowmap/CasterVP_GLSL
23:22:53: GLSL compiled : Ogre/DepthShadowmap/CasterVP_GLSL
23:22:53: GLSL compiling: Ogre/DepthShadowmap/CasterFP_GLSL
23:22:53: GLSL compiled : Ogre/DepthShadowmap/CasterFP_GLSL
23:22:53: GLSL compiling: Ogre/DepthShadowmap/ReceiverVP_GLSL
23:22:53: GLSL compiled : Ogre/DepthShadowmap/ReceiverVP_GLSL
23:22:53: GLSL compiling: Ogre/DepthShadowmap/ReceiverFP_GLSL
23:22:53: GLSL compiled : Ogre/DepthShadowmap/ReceiverFP_GLSL
23:22:53: GLSL compiling: Ogre/DepthShadowmap/ReceiverFPPCF_GLSL
23:22:53: GLSL compiled : Ogre/DepthShadowmap/ReceiverFPPCF_GLSL
23:22:53: GLSL compiling: Ogre/DepthShadowmap/NormalMapReceiverVP_GLSL
23:22:53: GLSL compiled : Ogre/DepthShadowmap/NormalMapReceiverVP_GLSL
23:22:53: GLSL compiling: Ogre/DepthShadowmap/NormalMapReceiverFP_GLSL
23:22:53: GLSL compiled : Ogre/DepthShadowmap/NormalMapReceiverFP_GLSL
23:22:53: GLSL compiling: Ogre/DepthShadowmap/NormalMapReceiverFPPCF_GLSL
23:22:53: GLSL compiled : Ogre/DepthShadowmap/NormalMapReceiverFPPCF_GLSL
23:22:53: Parsing script Dither.material
23:22:53: Parsing script DOF.material
23:22:53: Parsing script Embossed.material
23:22:53: Parsing script Example-DynTex.material
23:22:53: Parsing script Example-Water.material
23:22:53: Parsing script Example.material
23:22:53: GLSL compiling: Ogre/HardwareSkinningTwoWeightsShadowCasterGLSL
23:22:53: GLSL compiled : Ogre/HardwareSkinningTwoWeightsShadowCasterGLSL
23:22:54: Parsing script Examples-Advanced.material
23:22:54: Compiler error: object unsupported by render system in Examples-Advanced.material(381)
23:22:54: Parsing script facial.material
23:22:54: Parsing script Glass.material
23:22:54: Parsing script GLSLSwizzle.material
23:22:54: GLSL compiling: Ogre/GPTest/Passthrough_VP_GLSL
23:22:54: GLSL compiled : Ogre/GPTest/Passthrough_VP_GLSL
23:22:54: Parsing script Halftone.material
23:22:54: Parsing script hdr.material
23:22:54: GLSL compiling: Ogre/Compositor/HDR/downscale2x2LuminenceGLSL_fp
23:22:54: GLSL compiled : Ogre/Compositor/HDR/downscale2x2LuminenceGLSL_fp
23:22:54: GLSL compiling: Ogre/Compositor/StdQuad_GLSL_vp
23:22:54: GLSL compiled : Ogre/Compositor/StdQuad_GLSL_vp
23:22:54: GLSL compiling: Ogre/Compositor/HDR/downscale3x3GLSL_fp
23:22:54: GLSL compiled : Ogre/Compositor/HDR/downscale3x3GLSL_fp
23:22:54: GLSL compiling: Ogre/Compositor/HDR/utils_fp
23:22:54: GLSL compiled : Ogre/Compositor/HDR/utils_fp
23:22:54: GLSL compiling: Ogre/Compositor/HDR/downscale3x3brightpassGLSL_fp
23:22:54: GLSL compiled : Ogre/Compositor/HDR/downscale3x3brightpassGLSL_fp
23:22:54: GLSL compiling: Ogre/Compositor/HDR/bloomGLSL_fp
23:22:54: GLSL compiled : Ogre/Compositor/HDR/bloomGLSL_fp
23:22:54: GLSL compiling: Ogre/Compositor/HDR/utils_fp
23:22:54: GLSL compiled : Ogre/Compositor/HDR/utils_fp
23:22:54: GLSL compiling: Ogre/Compositor/HDR/finaltonemappingGLSL_fp
23:22:54: GLSL compiled : Ogre/Compositor/HDR/finaltonemappingGLSL_fp
23:22:54: Parsing script HeatVision.material
23:22:54: Parsing script highlander.material
23:22:54: Parsing script highlanderhouse.material
23:22:54: Parsing script Hurt.material
23:22:54: Parsing script instancing.material
23:22:54: GLSL compiling: InstancingGLSL
23:22:54: GLSL compiled : InstancingGLSL
23:22:54: GLSL compiling: InstancingShadowCasterGLSL
23:22:54: GLSL compiled : InstancingShadowCasterGLSL
23:22:54: GLSL compiling: CrowdGLSL
23:22:54: GLSL compiled : CrowdGLSL
23:22:54: GLSL compiling: CrowdShadowCasterGLSL
23:22:54: GLSL compiled : CrowdShadowCasterGLSL
23:22:54: Parsing script Invert.material
23:22:54: Parsing script IsoSurf.material
23:22:54: Parsing script Laplace.material
23:22:54: Parsing script MotionBlur.material
23:22:54: Parsing script MRTtest.material
23:22:54: GLSL compiling: Ogre/MRTtest/scenefp/GLSL
23:22:54: GLSL compiled : Ogre/MRTtest/scenefp/GLSL(3) : warning C7508: extension GL_ARB_draw_buffers not supported

23:22:54: GLSL compiling: Ogre/MRTtest/quadfp/GLSL
23:22:54: GLSL compiled : Ogre/MRTtest/quadfp/GLSL
23:22:54: Parsing script NightVision.material
23:22:54: Parsing script Ocean.material
23:22:54: GLSL compiling: GLSL/OceanVS
23:22:54: GLSL compiled : GLSL/OceanVS
23:22:54: GLSL compiling: GLSL/OceanFS
23:22:54: GLSL compiled : GLSL/OceanFS
23:22:54: GLSL compiling: GLSL/Ocean2VS
23:22:54: GLSL compiled : GLSL/Ocean2VS
23:22:54: GLSL compiling: GLSL/Ocean2FS
23:22:54: GLSL compiled : GLSL/Ocean2FS
23:22:54: Parsing script OffsetMapping.material
23:22:54: Compiler error: object unsupported by render system in OffsetMapping.material(18)
23:22:54: GLSL compiling: Examples/OffsetMappingIntegratedShadowsFPglsl
23:22:54: GLSL compiled : Examples/OffsetMappingIntegratedShadowsFPglsl
23:22:54: GLSL compiling: Examples/OffsetMappingIntegratedShadowsVPglsl
23:22:54: GLSL compiled : Examples/OffsetMappingIntegratedShadowsVPglsl
23:22:54: Parsing script Ogre.material
23:22:54: Parsing script OldMovie.material
23:22:54: Parsing script OldTV.material
23:22:54: Parsing script ParticleGS.material
23:22:54: Parsing script Posterize.material
23:22:54: Parsing script pssm.material
23:22:55: Parsing script RadialBlur.material
23:22:55: Parsing script rf.material
23:22:55: Parsing script rfconsole.material
23:22:55: Parsing script RZR-002.material
23:22:55: Parsing script SharpenEdges.material
23:22:55: Parsing script skeleton.material
23:22:55: Parsing script smoke.material
23:22:55: Parsing script Tiling.material
23:22:55: Parsing script VarianceShadowmap.material
23:22:55: Parsing script deferred.material
23:22:55: GLSL compiling: DeferredShading/material/glsl/vs
23:22:55: GLSL compiled : DeferredShading/material/glsl/vs
23:22:55: GLSL compiling: DeferredShading/material/glsl/nm_vs
23:22:55: GLSL compiled : DeferredShading/material/glsl/nm_vs
23:22:55: Parsing script deferreddemo.material
23:22:55: Parsing script deferred_post_ambient.material
23:22:55: Parsing script deferred_post_debug.material
23:22:55: Parsing script deferred_post_minilight.material
23:22:55: Parsing script deferred_post_multipass.material
23:22:55: Parsing script deferred_post_onepass.material
23:22:55: Parsing script ROOM.material
23:22:55: Parsing script RomanBath.material
23:22:55: Parsing script emitted_emitter.particle
23:22:55: Parsing script Example-Water.particle
23:22:55: Parsing script Example.particle
23:22:55: Parsing script smoke.particle
23:22:55: Parsing script Examples.compositor
23:22:55: Parsing script deferred.compositor
23:22:55: Parsing script rf.fontdef
23:22:55: Parsing script rfconsole.fontdef
23:22:55: Parsing script sample.fontdef
23:22:55: Parsing script Compositor.overlay
23:22:55: Parsing script DP3.overlay
23:22:55: Parsing script Example-CubeMapping.overlay
23:22:55: Parsing script Example-DynTex.overlay
23:22:55: Parsing script Example-Water.overlay
23:22:55: Parsing script Shadows.overlay
23:22:55: Finished parsing scripts for resource group General
23:22:55: Parsing scripts for resource group Internal
23:22:55: Finished parsing scripts for resource group Internal
Game log

Code: Select all

23:22:50: Creating rendering window...
23:22:51: Game Initializing...
23:22:51: Initializing resource groups...
23:22:55: Creating default scene manager...
23:22:56: Creating camera...
23:22:56: Creating viewport...
23:22:56: Setting up frame listener...
23:22:56: Calling onInitGraphics script function...
23:22:56: Initializing input subsystem...
23:22:56: Calling onInitInput script function...
23:22:56: Key: 1 bound to function quitGame for key press event
23:22:56: Key: 17 bound to function moveForward for key press event
23:22:56: Key: 31 bound to function moveBackward for key press event
23:22:56: Key: 30 bound to function moveLeft for key press event
23:22:56: Key: 32 bound to function moveRight for key press event
Squirrel log

Code: Select all

Executed script main.nut
Executed script plane.nut
Executed script light.nut
Executed script player.nut
onInitGame
onInitGraphics
onInitInput
When I run the RfOgre_d.exe I get a black screen with an hour glass in it then the hour glass disappears and then it crashes.

Re: RF2 Update: Player class and crude movement

Posted: Wed Dec 02, 2009 3:32 pm
by paradoxnj
Ok. This may be because you don't have OpenAL32.dll in the bin folder. Download the OpenAL Redistribution Kit and copy the openal32.dll into the RFOgre\bin folder and see if that fixes the issue. I have to start using exceptions to display more meaningful errors.

I use debug mode for development. I don't compile in release mode until I release a binary set. I am going to start doing nightly builds so the community can be our testers. Those will be compiled in release mode. I will also provide a zip of all the DLL dependencies.

Re: RF2 Update: Player class and crude movement

Posted: Wed Dec 02, 2009 3:54 pm
by bernie
Sorry but OpenAL32.dll does not solve the problem it still crashes on startup.

Re: RF2 Update: Player class and crude movement

Posted: Wed Dec 02, 2009 8:52 pm
by paradoxnj
Try eax.dll as well. If that is the case, I will add to the devassets folder as a dependency.

I think I will compile a set of binaries for you to test with if you want to test.