(05-14-2010, 09:13 PM)Thomas Wrote: Add all OALWrapper cpp files to the HPL1 project and build it that way (in case you are not already doing so).
Still the same. hmm... I'll make a small video.
Edit: Nevermind... I included it in a copy project I then deleted... lol... It seems to work now... at least it executes code it didn't before.
Well, at least it launched... I got a black screen... Then a mouse, then a "LOADING" text, and then a crash.
Here's the log:
Quote:-------- THE HPL ENGINE LOG ------------
Creating Engine Modules
--------------------------------------------------------
Creating graphics module
Creating system module
Creating resource module
Creating input module
Creating sound module
Creating physics module
Creating ai module
Creating gui module
Creating haptic module
Creating scene module
--------------------------------------------------------
Initializing Resources Module
--------------------------------------------------------
Creating resource managers
Misc Creation
--------------------------------------------------------
Initializing Graphics Module
--------------------------------------------------------
Init low level graphics
Setting video mode: 800 x 600 - 32 bpp
Init Glee...OK
Setting up OpenGL
Max texture image units: 32
Max texture coord units: 8
Two sided stencil: 1
Vertex Buffer Object: 1
Anisotropic filtering: 1
Max Anisotropic degree: 16
Multisampling: 1
Vertex Program: 1
Fragment Program: 1
NV Register Combiners: 1
NV Register Combiners Stages: 8
ATI Fragment Shader: 0
Creating graphic systems
Creating Renderer2D
Renderer2D created
Creating Renderer3D
Load Renderer3D gpu programs:
Extrude
CG: 'ShadowExtrude_vp.cg' using profile: 'vp40'
CG: 'ShadowExtrude_fp.cg' using profile: 'fp40'
Diffuse Vertex
CG: 'Diffuse_Color_vp.cg' using profile: 'vp40'
Diffuse Fragment
CG: 'Diffuse_Color_fp.cg' using profile: 'fp40'
Fog
CG: 'Fog_Solid_vp.cg' using profile: 'vp40'
CG: 'Fog_Solid_fp.cg' using profile: 'fp40'
Creating fog textures: Solid Additive Alpha
CG: 'refract_vp.cg' using profile: 'vp40'
CG: 'refract_fp.cg' using profile: 'fp40'
CG: 'refract_special_fp.cg' using profile: 'fp40'
init sky box
Renderer3D created
Creating screen buffers size 800.000000 : 600.000000
Creating programs
CG: 'PostEffect_Blur_vp.cg' using profile: 'vp40'
CG: 'PostEffect_Blur_Rect_fp.cg' using profile: 'fp40'
CG: 'PostEffect_Blur_2D_fp.cg' using profile: 'fp40'
CG: 'PostEffect_Bloom_vp.cg' using profile: 'vp40'
CG: 'PostEffect_Bloom_fp.cg' using profile: 'fp40'
CG: 'PostEffect_Motion_vp.cg' using profile: 'vp40'
CG: 'PostEffect_Motion_fp.cg' using profile: 'fp40'
CG: 'PostEffect_DoF_vp.cg' using profile: 'vp40'
CG: 'PostEffect_DoF_fp.cg' using profile: 'fp40'
RendererPostEffects created
Adding engine materials
--------------------------------------------------------
Initializing Sound Module
--------------------------------------------------------
Initializing OpenAL.
Trying to open software device... Success!
Device name: Generic Software
Number of mono sources: 32
Vendor name: Creative Labs Inc.
Renderer: Software
OpenAL Version Supported: 1.1
EFX: 0
Output Devices:
Generic Hardware
Generic Software
--------------------------------------------------------
Initializing Game Module
--------------------------------------------------------
Adding engine updates
Initializing script functions
--------------------------------------------------------
User Initialization
--------------------------------------------------------
WARNING: Language entry 'EventKeyInNoPower' in category '01_10_small_shaft' already exists!
Initializing Penumbra: Overture
Version $Rev: 3013 $
Date $Date: 2010-02-06 22:45:08 +0000 $
Checking Supported Profiles
Profile CG_PROFILE_VP20 is supported
Profile CG_PROFILE_FP20 is supported
Profile CG_PROFILE_VP30 is supported
Profile CG_PROFILE_FP30 is supported
Profile CG_PROFILE_VP40 is supported
Profile CG_PROFILE_FP40 is supported
Profile CG_PROFILE_ARBVP1 is supported
Profile CG_PROFILE_ARBFP1 is supported
Profile CG_PROFILE_GLSLV is supported
Profile CG_PROFILE_GLSLF is supported
Profile CG_PROFILE_GLSLC is supported
Trying to load vertex program!
CG: 'Test' using profile: 'vp40'
Success!
Window's crash report:
Quote:Problem signature:
Problem Event Name: BEX
Application Name: Penumbra.exe
Application Version: 0.0.0.0
Application Timestamp: 4bee6e2d
Fault Module Name: MSVCR90.dll
Fault Module Version: 9.0.30729.4926
Fault Module Timestamp: 4a1743c1
Exception Offset: 0006c955
Exception Code: c0000417
Exception Data: 00000000
OS Version: 6.1.7600.2.0.0.256.4
Locale ID: 1030
Additional Information 1: b164
Additional Information 2: b16455ab78c8940c1f0d85ec24e984a8
Additional Information 3: 5dee
Additional Information 4: 5deea4f024be0715fdaf1965c5b7387a
Read our privacy statement online:
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C:\Windows\system32\en-US\erofflps.txt
Edit: I've been trying to nail it down. It's apparently somewhere in
bool cInit::Init(tString asCommandLine)
In here
mpPlayer = hplNew( cPlayer,(this) );
When reaching line 1256 in MeshLoaderColladaLoader.cpp
cString::FloatStringToArray(&vRawData[0],pVecText->Value(),lSize * 3);
When I try to step over that line, I get this:
Quote:Microsoft Visual Studio C Runtime Library has detected a fatal error in Penumbra.exe.
Press Break to debug the program or Continue to terminate the program.
After some testing... It seems any reference to vRawData is causing the error. hmm...
Hmm... I fixed it by uncommenting the code just above instead... I guess that was the original code, which was then swapped with a more optimal solution?
Yup... At least I got to the main menu... I'm gonna do some testings...
Anyone got a way to fix it, so I don't have to use unoptimized code?
Edit: And crashes while loading a level
Edit: All fixed now
Edit: Now it crashed... Mid-game
Hmm... My build is pretty unstable, lol.
I better find a way to fix the FloatStringToArray(); 'cause the lighting in my build is very poor, and it crashes randomly.
My compilations must be really bad... The random crashes I get is from
void iPhysicsWorld::DestroyBody(iPhysicsBody* apBody)
in PhysicsWorld.cpp
On this line (159):
for(; it != mlstBodies.end(); ++it)