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Author Topic: Latest trunk build  (Read 71516 times)

Offline TrashMan

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Re: Latest trunk build
« Reply #120 on: November 17, 2008, 01:00:10 pm »
You've finally got it to work?

I finally got it to compile.

I'm not compiling all the maps..it will take a while. We'll see if the game works after that. ;)


Crap..I can't recall if I backed up all my models before I uninstalled/deleted the old UFO folder. I sent the Starchaser to you guys, right?


Quote

BTW, after compiling, do *not* save anything when quitting if you plan to update from SVN again later, unless you want to have to use the "revert" option with Tortoise SVN, from my experience.

LOL...don't tell me you saved? :D Nah, I didn't do it. I know better. besides, I have to manually setup the post-build step path, so I never forget.

Offline TrashMan

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Re: Latest trunk build
« Reply #121 on: November 17, 2008, 01:28:22 pm »
Maps compiled....erm. Crap.

When I start the game I get this in the console:




---- filesystem initialization -----
Adding game dir: ./base
Added packfile ./base/0base.pk3 (5 files)
Added packfile ./base/0maps.pk3 (461 files)
Added packfile ./base/0media.pk3 (8 files)
Added packfile ./base/0models.pk3 (1231 files)
Added packfile ./base/0music.pk3 (35 files)
Added packfile ./base/0pics.pk3 (1577 files)
Added packfile ./base/0snd.pk3 (131 files)
Added packfile ./base/0ufos.pk3 (73 files)
using C:\Documents and Settings\Toni\Application Data\UFOAI/2.3-dev/base for writing
Adding game dir: C:\Documents and Settings\Toni\Application Data\UFOAI/2.3-dev/base
executing default.cfg
couldn't execute config.cfg
executing keys.cfg

----- network initialization -------
libcurl/7.16.4 zlib/1.2.2 initialized.

------ server initialization -------
added 7 maps to the mapcycle

----- console initialization -------
Console initialized.

------- video initialization -------
SDL version: 1.2.12
I: desktop depth: 32bpp
I: video memory: 0
I: video driver: windib
I: setting mode 6: 1024x768 (fullscreen: no)
I: set swap control to 0
I: got 8 bits of stencil
I: got 24 bits of depth buffer
I: got double buffer
I: got 8 bits for red
I: got 8 bits for green
I: got 8 bits for blue
I: got 0 bits for alpha
I: got 0 multisample buffers
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce 8800 GTX/PCI/SSE2
GL_VERSION: 2.1.2
GL_EXTENSIONS: GL_ARB_color_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_bindable_uniform GL_EXT_depth_bounds_test GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_timer_query GL_EXT_vertex_array GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_buffer_float GL_NV_conditional_render GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_coverage GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control
max texture units: 4
max texture size: detected 8192
but using 2048 as requested
R_LoadProgram: 'default' loaded.
R_LoadProgram: 'warp' loaded.
SDL_ttf version 2.0.7 - we need at least 2.0.7

------- sound initialization -------
SDL_mixer version: 1.2.8
... audio rate: 44100
... audio channels: 2
... driver: 'dsound'

------- input initialization -------
0 possible joysticks
no joystick found.

--- save subsystem initialization --
added size subsystem (check ff)
added base subsystem (check 0)
added campaign subsystem (check 1)
added hospital subsystem (check 2)
added market subsystem (check 3)
added research subsystem (check 4)
added employee subsystem (check 5)
added aliencont subsystem (check 6)
added production subsystem (check 7)
added aircraft subsystem (check 8)
added messagesystem subsystem (check 9)
added stats subsystem (check a)
added nations subsystem (check b)
added transfer subsystem (check c)
added alien base subsystem (check d)
added xvirate subsystem (check e)
added installation subsystem (check 0)
added messageoptions subsystem (check 1)

----------- parse scripts ----------
Invalid value for property 'num': Could not find menutext id '42'
MN_ParseNode: node with bad body ignored (node "basedefense.basedef_slot_list")
Wrote keys.cfg

MN_ParseMenu: menu "basedefense" have a bad body


Offline bayo

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Re: Latest trunk build
« Reply #122 on: November 17, 2008, 03:21:49 pm »
Maybe you have some files out of date ? no

The error message say to you, your menu_basedefence.ufo file, basedefence menu, basedef_slot_list node, use a wrong 'num' param

At my house, i v got :

Code: [Select]
text basedef_slot_list
{
pos "40 30"
size "400 600"
// bgcolor "1 1 1 0.5"
format "22 0"
wheel
height "27"
num TEXT_BASEDEFENCE_LIST
mousefx true
click
}

Have you the same?

It can be a file out of date; a script file read after or before another one (problem with OS portability) (i dont know if there are an order for the read of .ufo); a problem with compilator? If any body can check what i say :-)

Offline BTAxis

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Re: Latest trunk build
« Reply #123 on: November 17, 2008, 03:50:10 pm »
Look, it's obviously because he's mixing with 2.2.1. See his step list on the previous page.

1. Uninstalled everything.

2. Installed UFO AI 2.2.1

3. Copied the Base folder from the SVN to the game folder

4. Copied the dll's from the Contrib/Dlls to the main game folder

5. Copied the Contrib folder to the development folder (the one with CodeBlocks and MinGW)

6. I'm no re-compiling the code and after that all the maps.

Offline Destructavator

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Re: Latest trunk build
« Reply #124 on: November 17, 2008, 04:08:05 pm »
Although I'm not a real coder, I have to agree with BTAxis, and looking at the log I see it found the pk3 files from the 2.2.1 installation.

When compiling and running from SVN, it should be using un-packaged files, but I'm guessing that since the pk3 files (and possibly other configuration files) from 2.2.1 were present, the game tried to use those and got confused.

A 2.2.1 installation should really be separate from a 2.3 installation.

For using an SVN copy, I'd suggest using a folder *not* anywhere in the "program files" folder, but checking out an SVN copy to a folder in your "my documents" folder, or a folder off the root of your C: drive (such as "C:\ufoai), or if you have multiple partitions, the root of a storage drive, depending on how your system is set up.  Heck, if you have a large enough portable or flash drive, I'd imagine you could compile and run it off of that, although there might be a performance issue, but I haven't tried that.

EDIT: One more note: If you happen to use a development build installer for 2.3, (one I uploaded or another), also keep that install *separate* from any SVN copy.

EDIT (again): Another note:  Since you've also already messed with your 2.2.1 install, you probably also can't play 2.2.1 again until you re-install it, for now it has probably gone bye-bye, although you might be able to salvage your save-games if you're lucky.
« Last Edit: November 17, 2008, 04:13:09 pm by Destructavator »

Offline TrashMan

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Re: Latest trunk build
« Reply #125 on: November 17, 2008, 07:37:43 pm »
IIRC; it needed to be put on top of 2.2.1. .. I though not all the files were in the trunk...DOH!

Well, just plop everything from the SVN in a new folder, eh? Righto...

Speaking if 2.3 install? There is a instalation .exe of 2.3 out? Where? I heard nuttin.

Offline BTAxis

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Re: Latest trunk build
« Reply #126 on: November 17, 2008, 07:42:09 pm »
Test installers. They're linked in the Windows forum.

Offline Kildor

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Re: Latest trunk build
« Reply #127 on: November 17, 2008, 07:45:30 pm »
All files needed for game are in trunk.
And if you compile trunk from sources, you no need to install anything (except dlls from contrib/dlls dir), just start ufo.exe and play.

If you miss *.pk3 files, they are just contain data from accordinaly folders.

Offline TrashMan

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Re: Latest trunk build
« Reply #128 on: November 17, 2008, 07:47:30 pm »
OH YEAAAAH! Working! F'course, I didn't acutaly play, since I haven't complied the maps, I just started a new game and got the geosphere..which means it workz! now I can finally continue :)
 ;D

Offline Destructavator

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Re: Latest trunk build
« Reply #129 on: November 18, 2008, 05:33:29 am »
Congratulations!

One more tip, to avoid any potential upcoming headaches:  When compiling maps, there are several ways to do it (the method I now use is the .bat file), but once you pick a method, stay consistent with it - I've found that sometimes compiling maps one way then compiling new maps with a different method after updating from SVN results in problems.

Offline Kildor

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Re: Latest trunk build
« Reply #130 on: November 18, 2008, 05:57:42 am »
Congratulations :-)

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Re: Latest trunk build
« Reply #131 on: November 21, 2008, 04:56:21 am »
I just managed to build the trunk (yay!). I chose not to use the prepackaged Code::Blocks version, but followed the instructions in general at http://ufoai.ninex.info/wiki/index.php/Code::Blocks.

For using an SVN copy, I'd suggest using a folder *not* anywhere in the "program files" folder, but checking out an SVN copy to a folder in your "my documents" folder, or a folder off the root of your C: drive (such as "C:\ufoai), or if you have multiple partitions, the root of a storage drive, depending on how your system is set up.  Heck, if you have a large enough portable or flash drive, I'd imagine you could compile and run it off of that, although there might be a performance issue, but I haven't tried that.
I chose to have my SVN copy in \My Documents\UfoAI and the only thing that's not working is the compiling of resource files, but that is easily resolved by removing the resource compiler search directory. Apparently spaces are not allowed there, or I messed up something.

As to using a flash drive. This is a very interesting idea that I may give a try if I get bored. Unfortunately I have only one old 1 GB usb stick, which isn't large enough to hold the whole 1.8 GB of the trunk when it's all built and done. Without the base the size gets to something manageable. Now if I only remembered where I have put the usb stick. Maybe this finally gives me an excuse to get a larger+faster one. It would be interesting to pit a fast flash drive against my striped raptors.

I have two problems currently (haven't really had time to test that much), running revision 20275.
  • Realtime lightning doesn't really work for me. I mean, works ok until combat (when it's used) and then it eats up enough cpu to make navigating to options with a mouse interesting. I don't really know if it's my system (Pentium M 2.13 GHz, 2 GB memory and GeForce FX 5600) or the game.
  • I manage to lose textures switching between windowed and full-screen. It seems all items, some character textures and later the world (globalscape) disappear making them appear as nice white ghosts. Although the globalscape sometimes looks ok, but everytime I get an assertion failure in r_image.c line 1512. Normally I wouldn't switch between windowed/full screen at all, but just happened to do that when I realized that scrolling wasn't that much fun in a windowed environment.

Offline sunsolzn

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Re: Latest trunk build
« Reply #132 on: November 23, 2008, 06:00:47 am »
is playable?
I try to Skirmish game ,game break at inv_shared.c line 1081 "if (container->scroll)"
try use "map day XXX", game break at sv_init.c "ge->SpawnEntities(sv.name, CM_EntityString());"

Offline Mattn

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Re: Latest trunk build
« Reply #133 on: November 23, 2008, 08:53:57 am »
  • Realtime lightning doesn't really work for me. I mean, works ok until combat (when it's used) and then it eats up enough cpu to make navigating to options with a mouse interesting. I don't really know if it's my system (Pentium M 2.13 GHz, 2 GB memory and GeForce FX 5600) or the game.
  • I manage to lose textures switching between windowed and full-screen. It seems all items, some character textures and later the world (globalscape) disappear making them appear as nice white ghosts. Although the globalscape sometimes looks ok, but everytime I get an assertion failure in r_image.c line 1512. Normally I wouldn't switch between windowed/full screen at all, but just happened to do that when I realized that scrolling wasn't that much fun in a windowed environment.

well, a fx5600 is maybe not enough to execute the glsl shaders we are using.

use ctrl+g to catch the mouse in the game window (and press it again to release it again). i will have a look at the texture bug asap

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Re: Latest trunk build
« Reply #134 on: November 23, 2008, 08:55:58 am »
is playable?
I try to Skirmish game ,game break at inv_shared.c line 1081 "if (container->scroll)"
try use "map day XXX", game break at sv_init.c "ge->SpawnEntities(sv.name, CM_EntityString());"


i don't get these crashes - are you at the latest svn trunk revision? also please don't mix the code from trunk with gamedata files from any other version or revision