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BEGINNING WITH THE SOURCES: SELECTING USEFUL AVP FILES In this short tutorial, I'll help you to clean the AvP source files in your directory. It's made for those of you that are a bit curious about what files are used or not when you compile the application, but the main purpose of this is to let you having an idea of AvP GE's past. 1) The source files When you'll look at the release source code, you'll find different directories with many files in it: each file has a purpose and was made for specific reviews of AvP, ie the demo versions, the AvP version, the AvP with patch version, the AvP Gold Edition version... During all these steps, the 3D motor sees it's capabilities enhanced, passing from a 3D render written in Assembly language through a DirectX interface in C/C++ language. That's why some files aren't used today in this game, even if they're included in the package. We'll now simply see what you can clean from that... Note: this tutorial whas made in the expectation that you want to build the application in Windows operating system, with DirectX. For those of you that want to modify the sources for a Unix-based operating system, you may need the asm files and C source code that handles it... 2) Destruction initiated... let's clear !!! First rule when you make such a manipulation: verify that you've got a backup of the files, before destroying anything: Directory: 3dc\avp\As you've seen, Linux porting of AvP should use a large part of these files to avoid DirectX architecture... Here's the end of this short tutorial: I hope that it teaches you a bit more of AvP's past: this great game wasn't made in one version, but gets evolutions to suits the current technologies. That's why, even if the 3D render code isn't the best now, this game isn't so obsolete: all the concepts were here (3D porting, Asm code optimisations to DirectX, new menu systems...), and that's one reason why I appreciate this game. |
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