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Author Topic: Still no head objects in latest dev PPC build?  (Read 7564 times)

Offline virag0

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Still no head objects in latest dev PPC build?
« on: October 03, 2011, 06:01:38 am »
Hi,
I finally got the source home this weekend and built the game from scratch again.
It took 60 hours on my PPC G5 2.3 to build all the maps and models from source.

But I have just run the game after this and all the heads of the soldiers and aliens are
still missing.    I know the files are there, but I do not know how to solve this one.
Likewise the particle/weapon effects are missing.

The game plays well in every other respect, but I do not know how to get these minor
errors resolved.

Please let me know exactly what files I need to look for, what I need to do with them
and where they should go.   I actually saw the build of the object files refer directly to stuff like
"soldiermale/head" and so on, so I know its there somewhere.


Please help!


rachel

Offline bayo

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Re: Still no head objects in latest dev PPC build?
« Reply #1 on: October 03, 2011, 08:26:09 am »
is that the same on both gui, and maps?

Offline virag0

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Re: Still no head objects in latest dev PPC build?
« Reply #2 on: October 03, 2011, 09:21:20 am »
Hi,
the head of the trooper is rendered in the main screen, eg in the top left corner,
but on the map, the body of the trooper is rendered without a head. Also, if I click
on the credits, all the troopers are standing/kneeling, but without heads.
In various dialogues, the trooper has no head, either.

I examined a jpeg file and it had a face, with sides and a hat/hair which I assume
is the texture, so I know all the bits are there.

What next? This is a full build on PPC, debug with all the maps, models etc compiled
 on my machine, to see if it would fix the missing head problem.   Is there a ufo utility
command that would work like make models but just for the heads, so we can see what
is going on?  Note this is the same, as previously menitoned, for the weapon particle
stuff etc...


rachel
« Last Edit: October 03, 2011, 10:55:04 am by virag0 »

Offline Mattn

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Re: Still no head objects in latest dev PPC build?
« Reply #3 on: October 03, 2011, 10:59:28 am »
i'm still hoping to get my ppc soon - so i should be able to debug the issues and fix them.

Offline Mattn

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Re: Still no head objects in latest dev PPC build?
« Reply #4 on: October 07, 2011, 09:12:29 am »
the issue is fixed now

Offline virag0

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Re: Still no head objects in latest dev PPC build?
« Reply #5 on: October 07, 2011, 02:34:52 pm »
Hi Matt,
as luck would have it, I just fetched back the latest update and recompiled - then I saw these
posts today and ran git fetch once more and got a handful of objects back.

Now, I seem to have some weapon effects and the alien in the Africa map
had a head, but my troopers still did not, on the map, in the gui or in the credits.
I can see a "phantom" head flickering in the credits, but it is in the wrong place.

Do I need to make models again?   I should just run make models-clean or something
to elicit this?

Otherwise the game seems to load *much* faster and once it is running is definitely very smooth.


rachel

Offline Mattn

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Re: Still no head objects in latest dev PPC build?
« Reply #6 on: October 07, 2011, 03:15:44 pm »
can you maybe post a screenshot here? on my ppc all heads and weapons are now in-place.
« Last Edit: October 07, 2011, 07:39:44 pm by Mattn »

Offline virag0

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Re: Still no head objects in latest dev PPC build?
« Reply #7 on: October 07, 2011, 03:35:25 pm »
Here is a quick snap of the Credits.   It is the same symptom in the maps and dialogs.

I just ran make models and pk3 again after cleaning them and the same problem
after it completes.


Offline Mattn

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Re: Still no head objects in latest dev PPC build?
« Reply #8 on: October 07, 2011, 07:56:51 pm »
strange - for me everything works now - what about the savegame issues you had on your ppc - are they fixed? if not - please re-ensure that you are on the latest master revision and that you cleanly rebuilt.

Offline virag0

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Re: Still no head objects in latest dev PPC build?
« Reply #9 on: October 08, 2011, 04:24:54 am »
Hi,
you mention "cleanly rebuilt".   I have done the following:

1) make clean
2) make clean-mdx
3) rm *.pk3

I did not delete the maps or lang data.

I do not seem to be able to run "configure" and create a Makefile now - the configure runs correctly but
does not output a Makefile, so I used my previous one that compiled cleanly before.

I am going to delete/move various files and git them back then recompile again.

I will get back to you after I have messed around a bit.     The game compiles with very few warnings and
no errors except the GLSL shaders.   It is just the heads!


rachel

Offline Mattn

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Re: Still no head objects in latest dev PPC build?
« Reply #10 on: October 08, 2011, 11:11:54 am »
configure does not generate a makefile, the makefile already exists. configure generates config.h and makefile.local

check that git log is from today after
Code: [Select]
git checkout -f
git clean -f -d
git pull --rebase
./configure
make -j 2

Offline virag0

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Re: Still no head objects in latest dev PPC build?
« Reply #11 on: October 08, 2011, 01:21:41 pm »
Hi Matt,
that did it!  All my troopers now have heads properly placed in the credits and everywhere else!

Also, the save game methods now work correctly.   I saved my game to a slot and it created
the appropriate label and there were no corruption error messages on the console.
Loading the game, the label text was correct and the slot loaded correctly.

I seem to have a very fast, playable version of the game now!

I will compile this and bundle it up and upload it somewhere if anyone wants it or they
should possibly use your one.   My G5 has NVidia graphics, I do not know if this makes a difference?

I will now try to track the 2.4-dev build and keep it up to date, but I need advice about this. 
I do not like having to spend more time figuring git out than I do compiling and tweaking.
Perhaps we need some of this in the FAQ etc as I find the existing documentation a bit confusing.

BTW, I did not know this game used lua.   I was thinking of studying it as a side exercise and then realised
UFO used it.  Is there anything that needs lua work done that would be a good learning method?

For now, I am happy to prove the 2.4 dev build is working OK on PPC and I will try to find time
for a Solaris version, but I think I am having trouble with GLext and OpenGL there.


rachel

Offline Mattn

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Re: Still no head objects in latest dev PPC build?
« Reply #12 on: October 08, 2011, 02:08:17 pm »
lua
we have an battlescape ai written in lua. it's not yet used in the game and will most likely be removed soon. you can activate it with the cvar g_ailua set to 1

solaris
we have a solaris port already - but no build files yet - see build/platforms - there is a solaris.mk missing. if you can contribute one that would be cool. which "solaris" are you using nowadays?

git
you always use the sequence i posted above - but that will revert your local changes (if you have made any)
Code: [Select]
git stash
git pull --rebase
git stash pop
The stash parts will keep your local changes. if you don't have any local changes, git pull --rebase is enough

Offline virag0

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Re: Still no head objects in latest dev PPC build?
« Reply #13 on: October 08, 2011, 02:57:01 pm »
Where I have got with Solaris so far is compiling all the library dependencies thus:

Code: [Select]
libasprintf.so         libiconv.so      libSDL.so
libbz2.so              libidn.so        libsmpeg.so
libcharset.so          libintl.so       libssl.so
libcrypto.so           libjpeg.so       libstdc++.so
libcurl.so             libmenu.so       libtheora.so
libFLAC.so             libmikmod.so     libtheoradec.so
libFLAC++.so           libncurses.so    libtheoraenc.so
libform.so             libogg.so        libtiff.so
libfreetype.so         libpanel.so      libtiffxx.so
libgettextlib-0.18.so  libpng.so        libvorbis.so
libgettextlib.so       libpng15.so      libvorbisenc.so
libgettextpo.so        libreadline.so   libvorbisfile.so
libgettextsrc-0.18.so  libSDL_image.so  libxml2.so
libgettextsrc.so       libSDL_mixer.so  libz.so
libhistory.so          libSDL_ttf.so    preloadable_libiconv.so

SOme of these already exist in Solaris in various forms, but my aim is to compile a relocatable package
with as few external dependencies as possible.

This is for SPARC Solaris 10, BTW.   I am hung up on some OpenGL libraries, that I think are missing
but I am unsure what to do yet.   So, I have all my support libs done, but no OpenGL support yet.

I might give lua a go - is the lua AI going away in UFO?   If so, I will look at something else.   

Thanks for the git advice - I am old school and just used to tarballs and rcs style stuff.   I do not have a lot of
time to work on these things and git is <ahem> not a career path I have intended to adopt.....  ...I only really
want to learn enough about it to maintain what I have downloaded....  ;)


rachel

Offline Mattn

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Re: Still no head objects in latest dev PPC build?
« Reply #14 on: October 08, 2011, 06:26:26 pm »
we will get a new ai in the future - but it is possible that we script it with lua then, too - there is no decision made yet. it would be great if you update this article in our wiki http://ufoai.ninex.info/wiki/index.php/Compile_for_Solaris about solaris compilation (if it is needed)