Technical support > Windows
make_UfoAI_win32 (all in one win32 build script)
Muton:
Its an LZMA2 archive and most tools cant handle that kind of type
thats why its an sfx archive
Hope you have a fat line to the net
or you run into troubles getting the source from sourceforge
referring to http://ufoai.org/wiki/index.php/Getting_the_source#github
Would be a good idea for me to use github and than switch to sourceforge as suggested
Some work 4the weekend ;)
aestend:
About 1.5 MByte/s Should suffice, considering last time (SVN days) my pipe was only 1 MegaBIT lol
Doubly strange, the make tool wouldn't start, tossed me a crash error. But works fine since I restarted my lappy.
Just want to verify, I can update mingw and codeblocks from the web right? If I can without breaking anything.... should I?
Muton:
the tool will do any update 4you
just run it and forget the rest
but you should realize that git is different from svn
if you modify the sources you run into troubles getting any source update
git will deny any update on top of your changes
aestend:
The particular thing I liked to change in the source was the attribute scores distribution on newly created soldiers. Poked around for hours, then checked the already installed ufos.pk3, and it's in one of those files :D So I'm all good.
However one particular thing I'm not sure is possible, or if it would even matter. From what I understand, if I were to build while selecting processor details for my computer(i.e. sse 4.2), it would run a bit better/smoother/faster/whatever, than the catch all PentiumSSE builds. If that is the case, then what would need to be done to build as 64bit?
Muton:
The game doesnt run faster when using sse
im using it manly for compatibility (x87 80bit <> double 64bit, rounding problem, SSE 64bit)
and 64bit is a completely different story
you need 64bit mingw and 64bit libs
which means month of work
for nearly nothing
Dont compile the game if you dont need to
no troubles on your side
Just enjoy the ride with the nightly build
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