- function StrToFloat(s : string) : extended;
- begin
- try
- // s := StringReplace(s, '.', ',', [rfReplaceAll]);
- result := sysutils.StrToFloat(s);
- except
- ShowMessage('Cant convert ' + s);
- result := 0.0;
- end;
- end;
DGL https://delphigl.com/forum/ |
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Helios - Lite https://delphigl.com/forum/viewtopic.php?f=19&t=3298 |
Seite 1 von 3 |
Autor: | Stucuk [ Di Sep 28, 2004 19:56 ] | |||
Betreff des Beitrags: | Helios - Lite | |||
Note to SOS: ET Maps do not load (lightmaps array is nil yet, the faces reference lightmap id's.....). UPDATED: 5th Nov 2004 Version 1.1 - Helios Lite (1.05MB) - Helios Full (3.77MB) Changelog 1.1 Alpha (Changes since 0.9 Alpha) - revisions by Stucuk: - Added: Support for Q3 type ladders and water(not tested) - Added: RTCW Scripts(Doesn't include Ai and model support) and Camera support - Added: Fog - Added: DDS Support - Added: Cutscene mode to cameras - Added: When a basedir is entered for a mod, that mod can read files from the basedir before it checks the Main dir for the files (meaning RTCW mods can work) - Added: Basic RTCW Menu system(non interactive) - BugFix: The problem with faces not being drawn when going up stairs has been fixed, Players height wasn't factored in - BugFix: FSOUND_Update(); removed from Helios_Sound.pas, big fps improvements in most levels - Changed: Pause now pauses: RTCW Camera's, RTCW Scripts, Movement, Entity's Think, Sounds - Changed: Shaders can now read from the mod dir, the base dir and the Main dir Full's Extras - Particle Test map + its textures - Shader Editor - MD3 Viewer - Particle Editor - Vector Particle Editor Particles You can view the particles in the engine (with no map running, type closemap in console). You can also add particles to maps tho its best when no map is running. usage: addparticles <name> Current Particles: Smoke Fire Drip Fountain Shower Sprinkler Space Note: Its best to use the launcher and its best to have fullscreen unchecekd the first time its run (incase it crashes)
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Autor: | Sascha Willems [ Di Sep 28, 2004 21:50 ] |
Betreff des Beitrags: | |
Just wanted to try it out, but I got many errors that it can't convert floating point values, after loading a level. Seems that you haven't taken into account that there are countries (like germany), where the decimal separator is a "," instead of a ".". So if you could fix this, I could try out helios on my Radeon. |
Autor: | Stucuk [ Di Sep 28, 2004 22:29 ] |
Betreff des Beitrags: | |
a windows error box? or one from Helios? Some Rtcw fields have ',' in them(Also some fields have text when helios expects a number, i.e Random field should b an integer, yet iv seen some entitys have text in it), but apart from actual fields in the entitys i don't know what would cause this..... Did u try it with ET? Can u see the console properly? (by just loading heliosapp.exe) |
Autor: | Sascha Willems [ Di Sep 28, 2004 22:33 ] | ||
Betreff des Beitrags: | |||
I hope this shot helps you in finding the error. That box then appears several times, and after I clicked them all away, nothing happens : P.S. : No, it was not ET, it was RTCW.
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Autor: | Stucuk [ Di Sep 28, 2004 23:22 ] |
Betreff des Beitrags: | |
This happens when u just load heliosapp.exe? If so i think it could b the shaders, they have alot of decimals........ Strtofloat is used....... EDIT: Found the following in the shader unit: Code:
So that should be... Code:
Shoved the new strtofloat in Helios_Global.pas, which is in nearly every files uses list. EDIT2: Hopefully it will work this time... - Helios Lite BTW: some doors don't open when u press space, this is due to them being targeted by an entity, which disables this ability (whats the point of havng a button open a door is u can manualy do it....), the problem being that helios can't do the RTCW scripts so some doors are forever closed... (this is where noclip comes in handy ![]() |
Autor: | Sascha Willems [ Di Sep 28, 2004 23:31 ] |
Betreff des Beitrags: | |
That error has disappeared, but I now get an access violation at adress 0, which much likely hints to a problem with OpenGL. But there are no hints in GLOutput.txt that could help : Code:
P.S. : What's with the stencil-depth? Why do you try to get 24 Bits of stencil. Even modern cards support 8 Bits. |
Autor: | Stucuk [ Mi Sep 29, 2004 00:29 ] |
Betreff des Beitrags: | |
There was a bug in previous Launchers, i thought i copyed the new ver of the launcher over... Code:
When i copy n pasted the texture depth line(and renamed the texture to stencil), i never replaced the 24 with 8 but i soon found it...... tho it doens't do any harm. Stencil buffer currently is unused. The access violation must b in the rendering bit..... Helios doesn't seem to like ATI. EDIT: do u ever see a loading screen? Console(Internal)? EDIT2: hmm, launcher still makes stencildepth 24 even tho its set to b defultly 8..... |
Autor: | Sascha Willems [ Mi Sep 29, 2004 09:20 ] |
Betreff des Beitrags: | |
No, I never see the loading screen. The last thing I get is the same as above, but not with the "cannot convert"-dialog, but with a typicall windows access violation dialog, and after I click that away, I can quit helios by pressing the quit-button. But could you post the part of the code where you try to get your rendering context? That would make finding the fault easier. Do you manually get a RC, or do you use (if you use our header) CreateRenderingContext? |
Autor: | Gast [ Mi Sep 29, 2004 12:47 ] |
Betreff des Beitrags: | |
on dads pc currently(nicked it b4 he goes online). So you never see "Helios Launching" in the external console? |
Autor: | rswm [ Mi Sep 29, 2004 12:52 ] |
Betreff des Beitrags: | |
i tried it to with a nvidia gf4 mx 440 i also got an va at 0x00000 ... the last thing the console shows is "Primärer Soundtreiber" so there could also be a problem with the sound. i have to say that i havent installed my sounddriver right now (i formated yesterday) but then the system would say "no Sound". could there be the reason??? |
Autor: | Sascha Willems [ Mi Sep 29, 2004 13:27 ] | ||
Betreff des Beitrags: | |||
I'm sure it's got nothing to do with sound, as it stops at same place as it does for rswm. The last lines I can read are "Primärere Soundtreiber" (primary Sounddriver) and then the name of the driver. After that, I get the AV. I can click it away, then the window stays and I can click Quit or the other buttons.
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Autor: | Stucuk [ Mi Sep 29, 2004 13:56 ] |
Betreff des Beitrags: | |
The access violation is happening here: Code:
Im guessing for some odd reason(odd cos it works here) glEnableClientState and glClientActiveTexture arn't set right. Iv just realised helios's implementation of Opengl is very wierd. Originaly i used Opengl.pas from Delphi 6, so i created a unit called GLstuff which contained: Code:
It uses Opengl15(DelphiGL's v1.4 renamed) and glext(from delphi6). When glext is removed i get access violations where u get them. And without SetupGLProcs setting the procedures i also get a access violation (even tho ReadExtensions; is called when the opengl window is made which is b4 SetupGLProcs is called). CreateWnd: Code:
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Autor: | Sascha Willems [ Mi Sep 29, 2004 14:09 ] |
Betreff des Beitrags: | |
Please don't mix our unit with another unit (even if that other unit only loads some extensions). Besides this, there was (some months ago) someone here on the forums with a similar problem. After going over the source, I found out that the window get's resized before OpenGL was initialized, and in that resize function, glViewport was called. But as GL wasn't initialized, glViewport ended up with an AV at adress 0/0, so it may be that it's the same problem as you have. So best thing to do : Define a boolean called IsOpenGLInitialized, set that to true after InitOpenGL is called and in the resize function, first look if IsOpenGLInitialized is true before calling an gl-functions. This way, it should work. Besides that, I suggest you to use (see our header) CreateRenderingContext instead of getting the pixel format and RC by yourself. That function does all those things and is known to work. |
Autor: | Stucuk [ Mi Sep 29, 2004 14:52 ] |
Betreff des Beitrags: | |
I think the problem is because i never removed all the old code(once glext was compleatly wiped out, it ran fine here with just ur unit). Originaly i used Opengl + GlExt, and when i switched to ur unit i never removed the glext. GlExt is placed normaly after opengl15 in the uses list in most of helios's units, so glext would win all calls to gl stuff......... which sounds logical, glext hasn't been set, its calls are being called when they point to nothing........ what i don't get is why it worked fine on my pc..... Zitat: Besides this, there was (some months ago) someone here on the forums with a similar problem. After going over the source, I found out that the window get's resized before OpenGL was initialized
The window is shown after helios is initalized(never gets to the end of helios's initalization on ur pc) so i don't think it will cause any problems, also its resized after Opengl is initalized. (InitOpenGL is called at the top of createwnd) ** Stu prays to the Opengl gods ** - Helios Lite 3 |
Autor: | Sascha Willems [ Mi Sep 29, 2004 14:57 ] |
Betreff des Beitrags: | |
Looks like your prayers have been heard at gl-valhalla ![]() |
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