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Compiling for Windows (Thread Tracking for Thyranim)

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odie:

--- Quote from: Muton on July 21, 2009, 08:11:09 am ---Somthing you can try is
Install your selfcompiled UfoAI
and then replace 0maps.pk3 from odie's package

--- End quote ---

Ah! that is a very workable solution!
For a more secure way of doing this, first, goto ur UFO directory, search for all instances of *.bsp (thats the compiled map files) and delete them. Should have 401 bsp files if i did not remember wrongly (as of today......) Maybe i reupload today's bsp files. Wait.

I give u today's maps archives (25298, now uploading, pend for link ok?), with the last full maps recompilation rebuilt done on friday (25206).

UFOAI R25298 (On Top of R25206) Maps

Okie! 100% Uploaded. A while more. :D


--- Quote from: Muton on July 21, 2009, 08:11:09 am ---What CPU are you using?

--- End quote ---

Being curious, do u happen to be using AMD chipset? (Just a wild guess hinting at something).

Thyranim:

--- Quote from: Muton on July 21, 2009, 08:11:09 am ---Somthing you can try is
Install your selfcompiled UfoAI
and then replace 0maps.pk3 from odie's package
--- End quote ---

Renamed Folder "maps" and "models" and copied 0maps and 0models archives from odies-build
-> black models with activated GLSL + Realtime Lighting ...  >:( as everytime...
see screenshot


--- Quote from: Muton on July 21, 2009, 08:11:09 am ---What CPU are you using?

--- End quote ---
System: Intel C2D E8400 3,0GHz // 8,0 GB RAM // nVidia GF7300 GS 256MB (to be replaced) // Windows Vista Ultimate x64 SP1


Recompiled R25299
Log attached


--- Quote from: odie on July 21, 2009, 10:11:54 am ---Maybe i reupload today's bsp files. Wait.

I give u today's maps archives (25298, now uploading, pend for link ok?), with the last full maps recompilation rebuilt done on friday (25206).
--- End quote ---

Downloaded and used, but no change -> still black models...

Muton:
afaik odi is building on a C2D as well

...and if you compile a release build?
Are you using both cores during compilation?
@Odie are you using 2 cores in codeblock

odie:

--- Quote from: Muton on July 21, 2009, 04:25:55 pm ---afaik odi is building on a C2D as well

...and if you compile a release build?
Are you using both cores during compilation?
@Odie are you using 2 cores in codeblock

--- End quote ---

Hi Muton,

I am using C2D alright, on a pentium chipset.
And in codeblocks, i have also configured CB to run in 2 cores mode (i.e. utilize both processors to max speed, same as for the maps i am building). :D

Yupz, how abt if u try:

1) Build a NON DEBUG version, that is under codeblocks, build a release build instead of debug. This will result in a significantly smaller build and files (no debug commands).

2) Build your own build, and since its the pics and stuff relating to maps, use my latest maps archive upload and replace those of ur directory. U might want to backup your own bsp files AS WELL AS the maps components. (Just rename the directory for simplicity laziness sake. )

3) U might want to download say, Muton's MUCH earlier builds and see if it works also. U can also try Destructavator's builts..... if u see theirs as alright, most likely is the way u build, then we can arrest from there. BUT, if u run into same issues when u have their builts, i would likely suspect u might be missing some library files. I rmbr seeing this issue some 3 -4 months back, but it was resolved when i did some drivers updates and stuff. BUT , the BIG BUT here is, i test my game not on the machine i compile.

I.e. i compile everything into installers (using the NSIS script) usually, bringing em home to this lousier computer (laptop, which is dual core too though, but spec of 1.8GHz and running only 768MB ram). It runs usually w/o hassle (except tat the loading is more -.-").

Try these for again ok? :D

If u need me to try build a non-debug mode and upload, let me know. I might be able to find some time to upload both a debug and release build tml. :P Fingers-crossed.

Thyranim:
PROBLEM LOCALIZED !

I do not get any shader-problems in odies-build, because odies-build does not have any shader-files !

when renaming my folder "base\shader" to "base\shader_backup" i can activate GLSL and Realtime-Lighting with my own build and own compiled maps without any problems...
renaming back to "base\shader" the models are black again...

so where's the problem now ???

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