»doc flabby Posted March 5, 2009 Report Posted March 5, 2009 RE: http://www.ssforum.net/index.php?showtopic...&pid=202765 Got it to compile...but been unable to get it to load any levels. http://subspace2.net/pspace-compiled.zip Someone with more patience might have more fun...I will expand on how i got it to compile and upload some more files later
Hakaku Posted March 5, 2009 Report Posted March 5, 2009 Why is it called pee-space again?Choose one:- Project (Sub)Space- Pyxlz (Sub)Space- PSPACE But pretty cool you could get it to compile Doc, I'll give it a spin later on. I know the previous version had trouble loading non-standard maps (i.e with lvz, special tiles, or regions), hence why I had accidentally came to the original conclusion that it couldn't connect to ASSS zones. But does it connect to zones at all?
Samapico Posted March 5, 2009 Report Posted March 5, 2009 I doubt you really need much help for that, but if you need help for loading a map with eLVL content and other thing such as different kinds of tilesets (8bits, 24bits, mainly); you can ask me, I done my share of loading and saving maps
Hakaku Posted March 5, 2009 Report Posted March 5, 2009 Hmm, I get the following error message when trying to start it (ignore/retry just make it crash):
tcsoccerman Posted March 5, 2009 Report Posted March 5, 2009 It tells me that it is an invalid Win32 Application.
»doc flabby Posted March 6, 2009 Author Report Posted March 6, 2009 (edited) Really strange it runs from within visual studio but the exe produced throws that run-time error Hakaku linked up. EDIT: I've worked out the trick you need to get it run. Open up a commmand line in the base folder and typerelease\subspace3dIts similar to asss it has to be run from the main folder (as the working folder) and not the folder the exe is in. you probably could get away with simply copying everything in the "relase" folder into the main folder and running it from there but ive not tested that. Btw a list of what you need to get to to compile Platform SDK (only if you are using VSExpress edition)DirectX SDK (i used 2004 edition but latest will probably work) http://www.microsoft.com/downloads/details...;displaylang=en (for directinput) OpenAL http://connect.creativelabs.com/openal/Dow...AL11CoreSDK.zip (sound)ALUT http://connect.creativelabs.com/openal/Dow...t-1.1.0-bin.zip (sound)FreeGlut http://freeglut.sourceforge.net/ (graphics) I had to make quite a few edits to the source to get it to compile also but those are pretty easy to work out (basicaly C++ standards issues) Edited March 6, 2009 by doc flabby
Hakaku Posted March 6, 2009 Report Posted March 6, 2009 EDIT: I've worked out the trick you need to get it run. Open up a commmand line in the base folder and typerelease\subspace3dIts similar to asss it has to be run from the main folder (as the working folder) and not the folder the exe is in. you probably could get away with simply copying everything in the "relase" folder into the main folder and running it from there but ive not tested that.Thanks, both these solutions work for me Though it says it loads everything, nothing shows up, and when connecting I get "Invalid login packet sequence". Edit: I did manage to get it to connect, with everything loaded, but then it crashed I assume because it failed to load the map,Login response- 0: Login Successful. version: 134 regform: 1 news checksum: -1732087797 PACKET: Packet Sent, 0x01: Arena Login [12:34:24] . UNKNOWN packet, type=0x22 size=75 SOUND POSITION, VELOCITY: 0.000000, 0.000000 Started position routine. No valid map for checksum.I then decided to manually place the map (i.e. copy paste from Continuum folder) and it gets rid of the map checksum error. But the client still crashes a few seconds later. (Edit: after the 80th attempt, I finally got it fully connected to a zone! -- but short lived and crashed maybe a minute or two later)
»doc flabby Posted March 13, 2009 Author Report Posted March 13, 2009 All the files as requested http://subspace2.net/pspace.zip60MB I've even helped you out with most of the dependencies and fixed the bug (caused by the use of compiler dependant code) that makes sending messages crash You will probably need to update the references to DirectX (change the library folder name in the project properties (linker and C++) It only compiles in DEBUG mode as i couldnt be bothered to duplicate all the settings to Release but it wouldnt be a massive task
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