farbrausch demo tools open source
category: code [glöplog]
500.
ryg: ok, it was just a thought.
this might be stupid but didn't keyj add a binary to this thread already and a fully demoplayer is something ryg could really do. i can't build a full player. the rendercubes in theta still doesn't work. I'm not into searching the fish.
@erbsen
on - "Werkkzeug3 initial checkin" - of 10th April
commit 0a3d41c160eea3eb1ecd28faad3fee859059a6b8 you will find on
wz3_data.asm that sections :
; data files
bits 32
section .data
global _PlayerDemo
global _PlayerKKrieger
global _PlayerIntro
_PlayerDemo incbin "../player_demo/release/player_demo.exe"
_PlayerKKrieger ;incbin "../player_demo/release/player_demo.exe"
;incbin "../player_kkrieger/release/player_kkrieger.exe"
_PlayerIntro ;incbin "../player_intro/release/player_intro.exe"
and here ( for example) on : introdata.asm u will find:
; This file is distributed under a BSD license. See LICENSE.txt for details.
; intro data file
section .data
global _DebugData
; comment this out for makedemo builds
_DebugData:
;incbin "../data/oceanic_64k.kx"
;dw 0
so think if you compile ( player_demo.exe ; player_kkrieger.exe & player_intro.exe )
without linkIn data, so u will have the players
that is then included on werkkzeug3.exe
if u load *.kx, and u select on "Demo settings" -> DEMO
u can say -> make demo ... ( take a while) but then u will an err msg ( save failed )
i think it need´s more to change that some lines
for example a "map" to write in a datasection ..
however
on - "Werkkzeug3 initial checkin" - of 10th April
commit 0a3d41c160eea3eb1ecd28faad3fee859059a6b8 you will find on
wz3_data.asm that sections :
; data files
bits 32
section .data
global _PlayerDemo
global _PlayerKKrieger
global _PlayerIntro
_PlayerDemo incbin "../player_demo/release/player_demo.exe"
_PlayerKKrieger ;incbin "../player_demo/release/player_demo.exe"
;incbin "../player_kkrieger/release/player_kkrieger.exe"
_PlayerIntro ;incbin "../player_intro/release/player_intro.exe"
and here ( for example) on : introdata.asm u will find:
; This file is distributed under a BSD license. See LICENSE.txt for details.
; intro data file
section .data
global _DebugData
; comment this out for makedemo builds
_DebugData:
;incbin "../data/oceanic_64k.kx"
;dw 0
so think if you compile ( player_demo.exe ; player_kkrieger.exe & player_intro.exe )
without linkIn data, so u will have the players
that is then included on werkkzeug3.exe
if u load *.kx, and u select on "Demo settings" -> DEMO
u can say -> make demo ... ( take a while) but then u will an err msg ( save failed )
i think it need´s more to change that some lines
for example a "map" to write in a datasection ..
however
i guess ryg already explained how the demo compile works. but let me explain short again. the only valid opütions are:
you export the .kx put the name of it in the .asm of the demoplayer project and as it is then compile as a resource or blob in the the demoplayer's executable.
the not linked in version is exporting the .kx and compile the demoplayer without the blob within and just change the line in the mainplayer.cpp where you name the datafile to load.
the linked demo players in werkkzeug actually don't really do anything useful or you wanna change that? good luck then quicky. ;)
you export the .kx put the name of it in the .asm of the demoplayer project and as it is then compile as a resource or blob in the the demoplayer's executable.
the not linked in version is exporting the .kx and compile the demoplayer without the blob within and just change the line in the mainplayer.cpp where you name the datafile to load.
the linked demo players in werkkzeug actually don't really do anything useful or you wanna change that? good luck then quicky. ;)
we haven't maintained wz3 even for users in fr in years. i'm totally willing to review pull requests and do small bug/ui fixes, but i'm not willing to put out an "official" executable of wz3 for non-coders when i know very well that you actually need a coder to do anything with it.
quickym:
why not using the wz4 play sometimes around instead of killing our nervs with noob beginners questions?? if you want to change so much through old code then LEARN how to tweak.
ryg:
what about skinning up the wz4 OPPS to original wz3 look? is it hard to skinup like that
why not using the wz4 play sometimes around instead of killing our nervs with noob beginners questions?? if you want to change so much through old code then LEARN how to tweak.
ryg:
what about skinning up the wz4 OPPS to original wz3 look? is it hard to skinup like that
btw: any idea to compile the wz4 to x64?? ryg can you please add a x64 project to scr?
Code:
#define sCONFIG_MP_VS_WIN64 1
oh, thanx ryg no get this message
"libcmt.lib : fatal error LNK1112: module machine type "IA64" conflicts with target machine type "IX86"
"libcmt.lib : fatal error LNK1112: module machine type "IA64" conflicts with target machine type "IX86"
why not learn how to compile code instead of killing our nervs with noob beginners questions?? if you want to change so much through old code then LEARN how to tweak.
No, VS2010 x64 support is broken - BUT I fixed it in a branch that I need to retrieve from our old company source base. I'll get back to you. :)
... aaaand fixed the build scripts. Warning tho: If you want to build the werkkzeug4/wz4player projects in 64 bit, you'll have to take out libv2 - that one is 32bit only. 100% asm and such.
(but the only wz4 project we've ever used v2ms for are Magellan's hidden parts, so it's not that much of a loss :)
(but the only wz4 project we've ever used v2ms for are Magellan's hidden parts, so it's not that much of a loss :)
big kiss to you KB & ryg for updating...
Mental the amount of support ryg and kb are giving, blessed are you all!
word
mmh. now i got a demoplayer that plays mostly all you throw at it. wasn't that hard in the end. just the damn pointless debris rendertarget "hack". thx ryg for telling me. ;) even the tool is generally done since 2 weeks now and could demo and quite stable - just alil of behaviour to customize. and need to rip off the skin to make it a lil smaller. :/
dunno if i should up it now. you's oldschoolers are so into making them guys learn to code. i mean: I could fix. you others could too. ;)
dunno if i should up it now. you's oldschoolers are so into making them guys learn to code. i mean: I could fix. you others could too. ;)
is someone documenting all this talk somewhere where it could use as a referal for future adventurers? a wiki perhaps?
_sauron_, who are you? clone???
Pleasedo not use my nick and site.
[quote]and yes _sauron_ is my mobile nick: http://werkkzeug.wallst.ru/info [quote]this page does not exist on my site :)
Pleasedo not use my nick and site.
[quote]and yes _sauron_ is my mobile nick: http://werkkzeug.wallst.ru/info [quote]this page does not exist on my site :)
Yeah _sauron_, don't use our nick!
"Sauron", who are you? clone???
Please do not use my nick and site.
http://werkkzeug.wallst.ru/info this page does not exist on my site :)
oOh seen. mistake. i will update page soon.. stay cool for changes :)
Please do not use my nick and site.
http://werkkzeug.wallst.ru/info this page does not exist on my site :)
oOh seen. mistake. i will update page soon.. stay cool for changes :)
wtf sauron or _sauron_. trying to stay relevant? :D
you still have things to post on your site if you'd want to. a crashfree version of wz3. or the players perhaps?! some features for both. make it work.
or maybe just demo some. ;)
you still have things to post on your site if you'd want to. a crashfree version of wz3. or the players perhaps?! some features for both. make it work.
or maybe just demo some. ;)
Quote:
oOh seen. mistake. i will update page soon.. stay cool for changes :)
Oh well, update as soon as possible, please! :)
Schizophrenia is an awesome thing.
don't confuse schizophrenia with http://en.wikipedia.org/wiki/Dissociative_identity_disorder