Porting to Monogame

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That is somewhat true for me as well.
I've been finishing my novel and moved to a new place. But I'm slowly getting back into it.
I've finished authentication and encryption for the city server (yesterday), but it currently crashes. Sigh.
 
I've finally cleaned it up enough to commit it somewhere:
https://github.com/Afr0/Project-Dollhouse/commit/643fc34bbec9e3a3d59b241b5ec5a7731bf0b7a1

Outstanding issues:
- Fix world depth
- Fix object id buffer (determines what object you're mousing over)
- Move music over to xna audio (there will be a pause when loading music this way, but it removes the Bass.NET dependency)
- Random crash on select a sim screen ("framebuffer incomplete"??? wat)
 
OK, it actually turns out that I did fix that last one, but there's another bug that makes no sense now:

upload_2014-6-18_18-14-55.png

After viewing the SAS screen all bmps with purple masks fail to remove them for whatever reason.

upload_2014-6-18_18-15-59.png

I think something happens to the mask colours array somehow...
 
They're placeholders, we don't have second floors working yet!
 
Lol, that's really weird. The rendering glitch on this woman character made me think of Conchita Wurst. This black something looks like a beard.

Anyway, good to see some progress. ^^
 
The rendering glitch is because the depth buffer has been disabled for whatever reason. (i probably did it when error fixing mid port)
 
Gotta say I love looking at these pics! Take your time, updates like this are the reason I love checking this forum ^^
 
Sorry about the lack of progress - I still haven't been able to figure out the interaction causing the world batch depth projection to be completely incorrect in monogame. It's not too encouraging to work on fixing a problem if you haven't been able to figure out the cause after hours of examination...
 
Sorry about the lack of progress - I still haven't been able to figure out the interaction causing the world batch depth projection to be completely incorrect in monogame. It's not too encouraging to work on fixing a problem if you haven't been able to figure out the cause after hours of examination...
Thanks for the update. I am excited for new updates :)
 
Sorry about the lack of progress - I still haven't been able to figure out the interaction causing the world batch depth projection to be completely incorrect in monogame. It's not too encouraging to work on fixing a problem if you haven't been able to figure out the cause after hours of examination...
I've finally gotten a streamlined method of learning C# and should move into learning XNA pretty soon, at the present rate. Hopefully, I can help ASAP.
 
aidancheddar, there are issues waiting to be fixed on Github, but this isn't the sort of project that would benefit much from newbie programmers. You have to make absolutely sure something is working before committing, unless you're 100% sure it won't affect anything else.
As an example, when loading has finished, the client currently plays a completely unrelated sound (same sound that appears when you put the original Sims CD in the drive) for no apparent reason on my laptop. I think it's supposed to be playing another sound (which I think it does on my stationary PC), but I'm not sure. It might be something Rhys put in, or it might be a "bug".
Basically, the codebase is growing out of hand for any one person to comprehend. So, basically, unless you understand what you're changing and how it will affect other stuff, don't change it.
 
Afr0, that is not a bug. That's there to test the HIT audio system.
 
aidancheddar, there are issues waiting to be fixed on Github, but this isn't the sort of project that would benefit much from newbie programmers. You have to make absolutely sure something is working before committing, unless you're 100% sure it won't affect anything else.
I'm well aware that, actually. That's why I'm taking my time and learning by example, writing all the code in the book by scratch, and debugging as I go along. Even when I'm finally ready and confident enough to modify and contribute to the PD codebase, it'll go under as much as much testing as it is now before I even think about pushing it upstream. I put myself in the user's shoes when dealing with these situations.
IvC7CnU.png

That's my workspace for learning to program. Book and IDE front and center. :D I'd be farther ahead by now but MonoDevelop doesn't play well with tiling, and I hadn't installed a lighte IDE until a few days ago.
 
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Afr0, that is not a bug. That's there to test the HIT audio system.

I figured it might be something like that, or undefined behavior. That's why I wrote "bug". Either way, I'm sure there's half a dozen or more cases of undefined behavior in there we haven't discovered yet.
 
Case in point, I just fixed encryption. At least for character creation, anyway.
Two lines.
Two f*cking lines that should have been removed/commented out. This is what happens when a project grows to this magnitude.
And yet, I feel completely embarrassed. :|
 
Why you decided to use xna 3.1 if it will be moved to monogame, doing that i tihnk some things need to be reimplemented according to monogame framework...
 
Yeah, the code needs to be rewrit for XNA 4. The changes aren't that big though.
 
Yes, some things did need to be changed. Most of the game logic (and everything afr0 has worked on) stayed the same though. The only significant differences stemmed from the world rendering code and the UIBatch.

I'm trying to get the debug forms to work again, but their threads seem to be completely frozen upon initialization...
 
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