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Posted

I want to take a look at the code for player movement (leaning and mantling, but also speed or crouching etc.). Where would I best start if I wanted to change something?

Can someone who knows his/her way around the source code of the mod point me in the right direction?

 

Thanks.

Posted

Depending on what exactly you want to do (and if you want to cover some time until you get the SVN version), you could take a look at the file "tdm_player_thief.def". There are some of the basic values like speed, height, etc. Accordingly, they are also easier to manipulate than working on the soure code.

Posted

Thanks. I need SVN access, because the 2.05 source archive doesn't compile on linux, but SVN might have the necessary changes. I already have access, but I forgot my login data. Taaaki will hopefully tell me.

Posted

Thanks. I need SVN access, because the 2.05 source archive doesn't compile on linux...

 

How does it complain, and what version of linux are you using?

Posted

As for where to look for these things, most are probably in Physics_Player.cpp.

 

Just search for 'crouch', 'mantle', 'speed', 'lean', etc.

Posted

 

How does it complain, and what version of linux are you using?

Archlinux with a very recent version of GCC. I think someone already encountered the same problems and commited some changes to SVN. I'm going to try it now.

Posted

Trunk doesn't compile at all. The scons build files seem to not be set up correctly. I get a lot of missing headers while building.

Posted
In file included from game/../idlib/precompiled.h:132:0,
                 from game/precompiled_game.h:28,
                 from game/AF.cpp:20:
game/../idlib/../renderer/qgl.h: Im globalen Gültigkeitsbereich:
game/../idlib/../renderer/qgl.h:211:8: Fehler: »PFNGLBLENDEQUATIONPROC« bezeichnet keinen Typ
 extern PFNGLBLENDEQUATIONPROC    qglBlendEquation;

Glext.h is included in qgl.h. I think the correct one is found (renderer/glext.h), but another one seems to be already inlcuded at this point. The part that defines PFNGLBLENDEQUATIONPROC (inside the GL_VERSION_1_2 guard) is not executed.

Posted

Hmm.

 

I'll take a look, it's probably a redundancy somewhere unless your vendor doesn't support the function?

https://www.khronos.org/registry/OpenGL-Refpages/gl4/html/glBlendEquation.xhtml

 

glBlendEquation shipped with Vanilla Doom 3 but wasn't made "external" in qgl.h

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

Posted

That might be a good idea. I don't know why that was rolled-back during 2.03 but perhaps there was some contention about having

to maintain glew revisions for different Linux distros.

 

Try adding:

 

 

extern  void ( APIENTRY * qglBlendEquation )(GLenum mode);

 

to qgl.h

Please visit TDM's IndieDB site and help promote the mod:

 

http://www.indiedb.com/mods/the-dark-mod

 

(Yeah, shameless promotion... but traffic is traffic folks...)

Posted

I think no one really looked into linux build after x64 branch merge.

Some files were added, some were removed, and linux make files remained the same.
I have had a feeling that they do not work for all the time from that moment...

I'm afraid they "need some love" now.

Here is at least the file changes since the time I joined back in April:

 

 

removed:
/trunk/game/randomizer
/trunk/renderer/draw_arb.cpp
/trunk/renderer/draw_nv10.cpp
/trunk/renderer/draw_nv20.cpp
/trunk/renderer/draw_r200.cpp
/trunk/sys/linux/sound.cpp
/trunk/sys/linux/sound.h
/trunk/sys/linux/sound_alsa.cpp
/trunk/sys/linux/stack.cpp
/trunk/sys/osx/macosx_sound.cpp
/trunk/sys/stub/openal_stub.cpp
/trunk/sys/win32/win_snd.cpp
/trunk/framework/Unzip.cpp
/trunk/game/MaterialConverter.cpp
/trunk/game/MaterialConverter.h

added:
/trunk/renderer/CinematicFFMpeg.cpp
/trunk/renderer/CinematicFFMpeg.h
/trunk/sound/efxlib.h
/trunk/tdm_update/libtdm_update/ThreadControl.cpp
/trunk/tdm_update/libtdm_update/ThreadControl.h
/trunk/framework/minizip
/trunk/framework/minizip/ioapi.c
/trunk/framework/minizip/ioapi.h
/trunk/framework/minizip/unzip.cpp
/trunk/framework/minizip/unzip.h
/trunk/framework/CompressionParameters.h
/trunk/framework/minizip/zip.cpp
/trunk/framework/minizip/zip.h
/trunk/idlib/math/Line.cpp
/trunk/idlib/math/Line.h
/trunk/idlib/Heap_Embedded.cpp
/trunk/idlib/Heap_Embedded.h
/trunk/renderer/CinematicID.cpp
/trunk/renderer/CinematicID.h

Linking: FFmpeg?

 

 

EDIT: as for the player movement, you should start at idPhysics_Player::MovePlayer in Physics_Player.cpp, just as grayman said.
It seems to be the main function for all the movement, you can reach all the other code from there.
Posted

Which (free) version of Visual Studio could I use to take a look at the windows build and compile the code? Would be nice if it ran on Wine.

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