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Yeah, my professor was talking about compiler differences a month or two ago.. explaining why for every project we do we have to compile it with THREE compilers. Any warnings from any (on highest level of warnings, mind you) = massive points off.
I told my friend at MSFT and he said "Why? Visual Studio should be enough for anyone, it is the most standards compliant one around."
Oh how the laughter did flow.
Haha yeah that's a good one.
UPDATE, FUCKERS: It compiles and runs JUST FUCKING FINE under MSVC++ 6.0 Pro (from 1998), but 8.0 (aka 2005, the Express version in this case) manages to make malloc and new crap themselves before I even hit 10 kilobytes of memory. Like I don't even load any game data, this is just dicking around in the startup routines where the crash happens. Oh, and while we're here? 6.0 recognizes that I had this thing bound to Perforce. 8.0 does not recognize any kind of source control for some fucking reason.
FUCK THIS SHIT.
Whatever, I guess I gotta use a retarded, ancient IDE for this. Either that or...maybe...maybe 8.0 stripped out some important libraries in the (automatic!) conversion process...hmm...
yeah
that helps
thanks
Less than 10K has been allocated total before this thing craps the bed.
In addition, when compiled under VC 6.0, the only difference being that I don't use "safe" versions of string-manipulation functions, the code runs perfectly.
So I don't think I'm breaking any reasonable limits. I mean, this is even before I can do so much as load the main-menu graphics, like, this is REALLY early shit.
EDIT: Thank you for the idea, though.
Is that a party in our underwear or a party about underwear?
no problem, objectivist superstar randall_flagg
heap corruption issue that only crops up if the safe string functions are used is a hell of a thing
And it's not even like all that many strings were even handled by that point! The best part is, this part of the code is like the one area I haven't touched, which means it was written by John Carmack. Which means, basically, FUCK YOU MSVC++ 2005 EXPRESS. FUUUUUUUCK YOOOOOUUUUUUU!
I'll go back to 6.0 any day, as long as it works. I hate that the intellisense is broken as fuck, but I'll take 10-year-old broken "helper" features if it means that my goddamn code compiles to something that actually fucking runs.
Plus I get to use P4 instead of SVN.
EDIT: I'm not sure that the string functions are really the problem. That's the only thing I changed, like, in the code. But this is being compiled by a different application now...I suspect that the app itself is to blame.
debugging it would drive a man insane
WHAT STUDIO DO YOU WORK FOR AGAIN
dog
why you gotta hurt me, dog
I ain't ignant
You ask that question as though I have given away some sort of clue as to where I work.
Have you tried pre-allocating a nice big chunk of memory at startup before calling into the third-party libraries, then using it for string formatting or whatever while debugging?
Well, aside from watching it crash mysteriously, the debugging process isn't very long. Like I said, it doesn't get through its damn startup routine, so I've actually line-by-line'd this thing from start to finish/crash already.
Now, going into greater depth would mean looking at the ASM code, but even that doesn't really help because "malloc" is a single line in the disassembly, and then the thing I'm watching turns to 0x00000000, which isn't giving me any real help.
I was actually seriously considering writing my own memory-allocation routine, but then I thought about it and was like "hold on, does this code still work under 6.0?"
And it does. So for now, I am willing to regress to 6.0.
Also, it is not actually shitting on me during string manipulation, it's doing it when I ask for memory via malloc or new. And like I said, I have this issue before I even hit 10K of memory. Now, if I allocate (and then immediately free) 50K of memory right in WinMain, it's totally cool with that. So I didn't somehow use up all my RAMs.
There must be hundreds of studios by now that are using code written directly by John Carmack. Didn't I hear there are still traces of his code in the Source engine?
But 6.0 is such a terrible, terrible compiler.
Have you considered using MinGW or 7.0?
Last time I checked, Q3 was the most popular licensed engine ever.
For my money, it's the best game engine. (For its time, of course.)
no, i know
i'm just poking fun at d-man
Hmmm 7.0? Well, as long as I can use my key bindings from 6.0, I may look into that...Intellisense was BETTER, though not really perfect, in 7.0.
John Carmack is my game development hero. I learned everything from him.
Yeh, but I thought you were saying he'd given away a clue as to where he works... I think I might've missed the joke.
I'll let you hardcore programmers get back to debugging assembler, I'll go back to my web and actionscript programming like the lowly dog that I am.