project-navigation
Personal tools

Author Topic: Latest trunk build  (Read 71476 times)

Offline TrashMan

  • Captain
  • *****
  • Posts: 833
    • View Profile
Latest trunk build
« on: August 09, 2008, 12:27:12 am »
Made a new .exe 1 hour ago - followed the procedure - no errors, no warnings. Game doesn't start...the window opens and closes.

Offline Mattn

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 4831
  • https://github.com/mgerhardy/vengi
    • View Profile
    • Vengi Voxel Tools
Re: Latest trunk build
« Reply #1 on: August 09, 2008, 12:31:48 am »
without any error message, it's hard (or impossible) to track this down - nothing in the ufoconsole.log, too?

try to execute it from the commandline (cmd.exe start->run on windows)

Offline TrashMan

  • Captain
  • *****
  • Posts: 833
    • View Profile
Re: Latest trunk build
« Reply #2 on: August 09, 2008, 12:42:29 am »
Where is the ufoconsole.log file? I can't find it anywhere

Offline Destructavator

  • Combination Multiple Specialty Developer
  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 1908
  • Creater of Scorchcrafter, knows the zarakites...
    • View Profile
Re: Latest trunk build
« Reply #3 on: August 09, 2008, 03:15:05 am »
Do you have all the needed DLL files?  If not, I found it usually works if they are copied from an installed stable version's program file folder.

Offline Mattn

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 4831
  • https://github.com/mgerhardy/vengi
    • View Profile
    • Vengi Voxel Tools
Re: Latest trunk build
« Reply #4 on: August 09, 2008, 07:57:53 am »
the dll files are in the contrib dir - just copy them all into the game root folder (trunk - were ufo.exe is located, too)

the ufoconsole.log is in your homedir - see the faq for the full path (depends on your os)

Offline TrashMan

  • Captain
  • *****
  • Posts: 833
    • View Profile
Re: Latest trunk build
« Reply #5 on: August 09, 2008, 12:24:06 pm »
After I complied the exe I moved it (and the svn-download build folder) into the 2.2.1 instalation folder..all the dlls were already there.

(And yes, I did copy the whole contrib folders and all others the wiki stated to the CodeBlocks home folder)


there is no ufoconsole.log anywhere in the game directory

Offline TrashMan

  • Captain
  • *****
  • Posts: 833
    • View Profile
Re: Latest trunk build
« Reply #6 on: August 09, 2008, 12:30:32 pm »
Updated SVN and re-build hte code:

These are the warning I got during compile:
*********************

:: === ufo2map, windows ===
c:\development\mingw\include\jconfig.h:25: warning: "HAVE_STDLIB_H" redefined
c:\development\mingw\include\SDL\SDL_config.h:67: warning: this is the location of the previous definition
:: === ufo, windows ===
C:\Documents and Settings\Toni\Desktop\UFO_AI\src\renderer\r_shader.c:: In function `SH_LoadProgram_ARB_FP':
C:\Documents and Settings\Toni\Desktop\UFO_AI\src\renderer\r_shader.c:141: warning: dereferencing type-punned pointer will break strict-aliasing rules
C:\Documents and Settings\Toni\Desktop\UFO_AI\src\renderer\r_shader.c:: In function `SH_LoadProgram_ARB_VP':
C:\Documents and Settings\Toni\Desktop\UFO_AI\src\renderer\r_shader.c:191: warning: dereferencing type-punned pointer will break strict-aliasing rules
C:\Documents and Settings\Toni\Desktop\UFO_AI\src\renderer\r_shader.c:: In function `SH_LoadProgram_GLSL':
C:\Documents and Settings\Toni\Desktop\UFO_AI\src\renderer\r_shader.c:241: warning: dereferencing type-punned pointer will break strict-aliasing rules
:: === Build finished: 0 errors, 5 warnings ===

Offline BTAxis

  • Administrator
  • PHALANX Commander
  • *******
  • Posts: 2607
    • View Profile
Re: Latest trunk build
« Reply #7 on: August 09, 2008, 01:04:05 pm »
TrashMan, you might be experiencing the renderer crash I get. What is your hardware? If you use an nVidia card, try the following (in order):
1) disable threaded support for UFO:AI. You can do this in the 3D settings in the nVidia control panel.
2) run UFO:AI in Windows 98 compatibility mode.

The former worked for me until I installed XP SP3, the latter works for me right now.

Offline TrashMan

  • Captain
  • *****
  • Posts: 833
    • View Profile
Re: Latest trunk build
« Reply #8 on: August 09, 2008, 01:56:39 pm »
My hardware?:

Windows XP Professions SP2
Intel CoreDuo CPU @2.40GHz
ASUS pB5 Deluxe motherboard
4 GB DDR
GForce 8800 GTX, 756 MB


I'll try what you just said.



EDIT: - Yes, it works now. thanks :)
« Last Edit: August 09, 2008, 02:00:15 pm by TrashMan »

Offline BTAxis

  • Administrator
  • PHALANX Commander
  • *******
  • Posts: 2607
    • View Profile
Re: Latest trunk build
« Reply #9 on: August 09, 2008, 02:05:24 pm »
I have a 8800GTX as well, and a friend of mine who has this card reports the same behavior.

Offline TrashMan

  • Captain
  • *****
  • Posts: 833
    • View Profile
Re: Latest trunk build
« Reply #10 on: August 09, 2008, 02:33:08 pm »
Spoke too soon. New problem - tactical battle won't start.

I shoot down a UFO or alien attack and  I send a dropship to the site.
I hit ENTER once it gets there....nothing. The dropship just sits there till it runs out of fuel and heads back.

Offline Destructavator

  • Combination Multiple Specialty Developer
  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 1908
  • Creater of Scorchcrafter, knows the zarakites...
    • View Profile
Re: Latest trunk build
« Reply #11 on: August 09, 2008, 02:53:36 pm »
Did you compile the maps?  (It can take hours!)

They are compiled separately from the main game code on Windows.  Myself, I just install the latest version of python (I use the Windows binary installer from the quick link right from the front page of the python website) and I make a shortcut on my desktop to the "compile.py" file so that every time I update from SVN and re-compile the game I can click on the shortcut and update the maps.

On the other hand, I've seen this same problem in development builds by random chance, not every SVN version works as good as others.

Checking the console log will also give more helpful information on exactly what the problem is, right at the point where you try to enter the mission.

EDIT: One more thing: Did you compile "Windows" or "Windows_debug" as a target in codeblocks (assuming you aren't using a different compiler) when building the main game?  Honestly I don't know exactly how these are different (I'm not much of a coder), but I've noticed it sometimes affects bugs and play issues in the game.  (I'm sure the coders here could explain much better.)
« Last Edit: August 09, 2008, 03:05:22 pm by Destructavator »

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 #12 on: August 09, 2008, 03:35:09 pm »
There is also ufoai\contrib\scripts\compile_maps.bat, but it has some problems.

Offline Mattn

  • Administrator
  • PHALANX Commander
  • *****
  • Posts: 4831
  • https://github.com/mgerhardy/vengi
    • View Profile
    • Vengi Voxel Tools
Re: Latest trunk build
« Reply #13 on: August 09, 2008, 03:42:12 pm »
There is also ufoai\contrib\scripts\compile_maps.bat, but it has some problems.

namely?

Offline BTAxis

  • Administrator
  • PHALANX Commander
  • *******
  • Posts: 2607
    • View Profile
Re: Latest trunk build
« Reply #14 on: August 09, 2008, 04:00:03 pm »
To compile maps, I just use the makefile. Since C::B comes with make.exe this should work for you as well. There should be a Makefile.win in your maps directory. Run make and make it execute that file (refer to the instructions). The advantage of this method is that you don't need to install python.