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Naddiseo
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I've built upon previous branches done by others in effort to port to Newton2 and a newer version of angelscript.

List of changes in this branch:

  • Working with Newton 2
  • Updated angelscript to 2.22.0
  • Improved cmake files to looks for dependencies
  • Removed included glee and tinyxml (cmake tries to look for them)
  • Removed fltk
  • 64bit support on Linux

Things still TODO:

  • Include the cmake dependency changes for the other platforms
  • Check over commit 937da49
  • Find out why the box with the rocks in the old storage room disappears after dropping it.

Let me know if I can clean up the patches better.

@losinggeneration
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Are you sure it's working with Newton 2 in the pull request? The titles for two of the commits don't give me much faith that they are: "Port to Newton 2 API. Collision code is currently broken as walking into any object results in instant death." and "Collisions are OK, however interaction with objects in Penumbra is broken." It's unclear what "Newton fix" fixes in this case. Does it fix both of the above two? Just one? Or is it unrelated to these?

@Naddiseo
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Merging the two branches that were porting to newton 2 seems to fix both those issues. I only played to the storage room, so the interaction and collision works to at least there. And obviously, no instant death. The only issue I saw is the one I mentioned in the original comment, there are likely others, but I'm not familiar enough with either codebase to understand where and why it happens. This pull request is basically just a "I got it to compile and work" kind-of thing.

sMess +=_W("\n\n");
sMess += text;
fl_alert("%ls\n\n%ls",asCaption,text);
fprintf(stderr, "%ls\n\n%ls",asCaption,text);
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Really this should be replaced with the SDL2 dialog code.

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7 participants