project-navigation
Personal tools

Author Topic: Latest trunk build  (Read 69367 times)

Offline Mattn

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 4831
  • https://github.com/mgerhardy/vengi
    • View Profile
    • Vengi Voxel Tools
Re: Latest trunk build
« Reply #150 on: March 10, 2009, 03:13:07 pm »
imo we should remove the devmap command completely - this is just a hack - please let me know why skirmish is not the best for testing pathfinding.

Offline Mattn

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 4831
  • https://github.com/mgerhardy/vengi
    • View Profile
    • Vengi Voxel Tools
Re: Latest trunk build
« Reply #151 on: March 10, 2009, 03:24:02 pm »
the devmap command is just settings sv_ai to 0 - this can be done better by a macro definition in autoexec.cfg imo.

btw. do you know g_notu and g_nodamage (useful for maptesting, too)

Offline Duke

  • Administrator
  • PHALANX veteran
  • *****
  • Posts: 1037
    • View Profile
Re: Latest trunk build
« Reply #152 on: March 10, 2009, 08:31:13 pm »
btw. do you know g_notu and g_nodamage (useful for maptesting, too)
No, not yet. I can imagine what g_nodamage does.
What does notu do ? Set alien's TU to 0 ?

Skirmish problems are:
- can't select all the maps I need
- selection of maps need lot's of clicks / time
- aliens interfering (solved by sv_ai ?)
- turns take too long (solved by sv_ai ?)

Offline Mattn

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 4831
  • https://github.com/mgerhardy/vengi
    • View Profile
    • Vengi Voxel Tools
Re: Latest trunk build
« Reply #153 on: March 10, 2009, 09:26:47 pm »
g_notu will not waste TUs while walking around in the map. useful for debugging pathfinding.

Offline Duke

  • Administrator
  • PHALANX veteran
  • *****
  • Posts: 1037
    • View Profile
Re: Latest trunk build
« Reply #154 on: March 10, 2009, 09:44:12 pm »
IC. Thx.

Oh, and I just noticed that ctrl-g works again (rev 23426). Thx to whom it concerns :)

Offline bayo

  • Professional loser
  • Project Coder
  • Captain
  • ***
  • Posts: 733
    • View Profile
Re: Latest trunk build
« Reply #155 on: March 11, 2009, 10:33:15 am »
If you dont like to click, you also can run a skirmish map from the command line, but i dont remember how, sorry.

Offline Duke

  • Administrator
  • PHALANX veteran
  • *****
  • Posts: 1037
    • View Profile
Re: Latest trunk build
« Reply #156 on: March 11, 2009, 10:35:54 pm »
@bayo: afaik that's what 'map <day|night> mapname' does (devmap is just a specialized form). Or did you think of another command ?

@mattn: I also found out how to start the other maps. Stupid me. I once scrolled through the list and didn't get beyond the point where you have to click 4-5 times on the same mapname, so I thought the list ended somewhere around the letter 'g'...

Offline BTAxis

  • Administrator
  • PHALANX Commander
  • *******
  • Posts: 2607
    • View Profile
Re: Latest trunk build
« Reply #157 on: March 11, 2009, 10:42:03 pm »
When called from the main menu, map doesn't spawn actors, as far as I know. Skirmish kind of creates a temporary campaign for that.

Offline TrashMan

  • Captain
  • *****
  • Posts: 833
    • View Profile
Re: Latest trunk build
« Reply #158 on: April 01, 2009, 11:05:48 pm »
Just re-compiled and got this:

Node behaviour 'airfightmap' doesn't exist

I updated the contrib folder and the dlls, re-compiled the exe...am I missing something?

Offline RudolfoWood

  • Rookie
  • ***
  • Posts: 85
    • View Profile
Re: Latest trunk build
« Reply #159 on: April 02, 2009, 06:01:34 pm »
airfight was actually removed from code again (because there is no progress at all and it won't be in 2.3 at all), perhaps some part was not removed correctly.

Offline TrashMan

  • Captain
  • *****
  • Posts: 833
    • View Profile
Re: Latest trunk build
« Reply #160 on: April 03, 2009, 04:26:21 pm »
Yeah, it was left in my folder from the former SVN update.
I removed it and the game works.

I can't compile maps anymore tough.
Neither compile.py (sez bunker.map doesn't exist, but it's there) or ufomap.exe (provide argument: map filename) work.

Offline Kildor

  • Project Artist
  • Captain
  • ***
  • Posts: 757
  • Project mapper and some other stuff`er
    • View Profile
    • http://ufoai.nx0.ru
Re: Latest trunk build
« Reply #161 on: April 03, 2009, 06:41:24 pm »
> I can't compile maps anymore tough.
Use compile_maps.bat from contrib/scripts

odie

  • Guest
Re: Latest trunk build
« Reply #162 on: April 08, 2009, 10:19:13 am »
Yeah, it was left in my folder from the former SVN update.
I removed it and the game works.

I can't compile maps anymore tough.
Neither compile.py (sez bunker.map doesn't exist, but it's there) or ufomap.exe (provide argument: map filename) work.

Hi Trashman, did u managed to compile the maps in the end?
Or did u encounter issues with compiling (such as they refuse to update the bsp files?).

If so, maybe try to do this painful step:
Recompilation of all maps from fresh. Be warned that it can take some well...... 1 to 2 hrs or more depending on the processors and speed ur PC has.

I am assuming u r running Win32 or in Dos mode (i.e Windows environment).
1) Goto windows explorer (Windows Command Key - the key between your Left CTRL and Left ALT, press that Key and E simultaneously once). (Or Start, Programs, Accessories, Windows Explorer).
2) Browse to ur SVN directory and search for all "bsp" files (i.e. *.bsp).
3) You will get a return on bsp files from within various directories inside - /svn directory/base/maps
4) Delete all the bsp files.
5) Call your command prompt (Start, Run, (or Windows Command Key + R once)), key in "cmd"
6) Browse to your SVN directory (Cd C:\SVN Directory Name here\contrib\scripts)
7) Run the file : Compile_maps.bat (compile_maps <Carriage Return or the Enter Key>)

Wait for the script to finish.... yawns, make coffee, watch an anime or 2, come back and u r done when it says complete.

Cheers!