DPLRenderer::LoadMissionImplementation (L4VIDEO.CPP:6007) is not empty: it
calls DPLReadEnvironment (which opens L4DPLCFG/btdpl.ini and sets the dPL
object/material/texmap paths from the objectpath= entries) and then
LoadNameBitmaps. The 'bring-up no-op' installed earlier therefore did not do
nothing -- it REPLACED that, so the loader never learned where the art lives
and every dpl_LoadObject returned NULL.
I justified that no-op by pointing at VideoRenderer's bare Tell and
GaugeRenderer's identical one; neither is our base. Check the ACTUAL base
before overriding in this engine and chain it unless there is a reason not
to. DPLReadEnvironment is private to DPLRenderer, so chaining is the only
way a game renderer can reach it at all.
before: 40x 'couldn't load object', 'NULL instance', run ends,
wire ~24 bytes/sec
after: 0 failures, run continues, wire ~12 KB/s (1.17MB climbing),
bridge live at 88fps
Proved it was ours and not the rig by running the SHIPPED exe under the same
conf: it loaded every object. That A/B is cheap and is the right first move
whenever the pod misbehaves.
Still black: the bridge camera sits at its default (0,10,0), so the wire
carries state and object loads rather than a populated scene. The mech and
arena entities still need MakeEntityRenderables bodies.
Rig improvements, both from the user: nosound is fine on the SLOW clock (it
is the FAST SOS clock that needs the AWE32), which saves ~4 min and ~300MB of
audio taps per run; and serial3=file + '> COM3' gives a live unbuffered log,
so a run that does NOT crash is finally readable.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
68 lines
2.4 KiB
Plaintext
68 lines
2.4 KiB
Plaintext
[sdl]
|
|
output=opengl
|
|
# higher,higher not highest: HIGH_PRIORITY_CLASS starved the host desktop;
|
|
# with the retry patches a rare dropout self-recovers (see gauge_rio.conf).
|
|
priority=higher,higher
|
|
[dosbox]
|
|
memsize=32
|
|
machine=svga_s3
|
|
[cpu]
|
|
core=dynamic
|
|
cputype=pentium
|
|
cycles=max
|
|
[sblaster]
|
|
sbtype=sb16
|
|
sbbase=220
|
|
irq=5
|
|
dma=1
|
|
hdma=5
|
|
[mixer]
|
|
# match the EMU8000s' native rate (no resample) and buffer ~60ms so brief
|
|
# emulation-thread stalls (RIO retry recovery) don't audibly chop
|
|
rate=44100
|
|
blocksize=1024
|
|
prebuffer=60
|
|
[serial]
|
|
# RIO on COM1 with the low-latency options (rxpollus/rxburst) so the board's
|
|
# few-ms ACK deadline is met; plasma display on COM2 (real pod has both).
|
|
# VWE fork namedpipe backend (com0com/realport retired -- COM1/COM2 gone):
|
|
# DOSBox = pipe client (retry), vRIO/vPLASMA apps = servers; an unconnected
|
|
# pipe behaves as an unplugged cable so the mission still runs. serialnamedpipe.h
|
|
serial1=namedpipe pipe:vrio rxpollus:100 rxburst:16
|
|
serial2=namedpipe pipe:vplasma
|
|
|
|
# live UNBUFFERED game output: DOS char devices are not buffered, so
|
|
|
|
# redirecting stdout to COM3 lands every line immediately. A normal
|
|
|
|
# '> file' redirect stays 0 bytes until the process exits, which hides
|
|
|
|
# all progress on a run that does NOT crash.
|
|
|
|
serial3=file file:C:\VWE\TeslaRel410\emulator\render-bridge\podlog.txt
|
|
[autoexec]
|
|
mount c "C:\VWE\TeslaRel410\ALPHA_1"
|
|
c:
|
|
cd \REL410\BT
|
|
set VIDEOFORMAT=svga
|
|
rem production pod card init (PARAMETR.BAT:181-186): DIAGNOSE + AWEUTIL per
|
|
rem card -- AWEUTIL /S does the EMU8000 bring-up and DRAM detect the HMI SOS
|
|
rem driver relies on; skipping it left the cards uninitialized (silent).
|
|
rem aweutil /s SKIPPED for now: it verifies the AWE32 GM ROM, which the
|
|
rem emulated cards lack (hangs in a retry loop) -- restore once the ROM is
|
|
rem dumped from a real card. diagnose /s kept (passes, sets mixer config).
|
|
set BLASTER=A220 I5 D1 H5 P330 T6
|
|
c:\sb16\diagnose /s
|
|
set BLASTER=A240 I7 D3 H6 P300 T6
|
|
c:\sb16\diagnose /s
|
|
set BLASTER=A220 I5 D1 H5 P330 T6
|
|
set TEMP=c:\
|
|
rem arena1 city mission (TESTARN.EGG: map=arena1, time=day) with the RIO
|
|
rem attached; stdout redirected so mission-load progress survives kills.
|
|
set HEAPSIZE=15000000
|
|
set L4GAUGE=640x480x16
|
|
call setenv.bat r s n p
|
|
32rtm.exe -x
|
|
BTL4REC.EXE -egg testarn.egg > COM3
|
|
|
|
echo GAME-RC=%errorlevel% >> RC.TXT
|
|
32rtm.exe -u
|
|
echo ALPHA1-RUN-DONE
|
|
pause
|
|
|