there is a new codeblocks+mingw package over at http://mattn.ninex.info - please use that one for compiling new versions
I'm still having headaches with compiling GTKRadiant and getting it to package properly, but the actual game should work.
This package was created under Vista Home Premium, 32-bit.
I was playing with with 2.3 dev, and saves dont seem to work with this build. S
One other note: Saved games are usually *not* compatible between different versions.
Hm? Doesn't the NSI script work for you? That's how I package the installers
Thanks. Had some problems with that last build. cant equip armor etc.
I have only tried 2.2.1 so looking forward to trying a later version :)
A suggestion: When u guys release stable versions in the future, it would be nice for "file version" of ufo.exe (under properties>details) to actually show the current version. That is not usually worth for development builds, but would be a nice touch for stable releases. Anyway, even for development builds, it would still be helpful to have a .txt showing the actual build on game main folder (just a blank .txt with build number as filename).
I admit I didn't have time to test this one, but if it works, there it is. If not, hopefully the next one will...
"The procedure entry point freeaddrinfo could not be located in the dynamic link library Ws2_32.dll"
The freeaddrinfo function was added to the Ws2_32.dll on Windows XP and later. To execute an application using this function on earlier versions of Windows [...], then you must include the Ws2tcpip.h file and also include the Wspiapi.h file.
if you're still running Windows 2000 Professional, you can install this preview to get some limited IPv6 support
http://www.windowsnetworking.com/articles_tutorials/IPv6-Support-Microsoft-Windows.html
Alterations from Revision: 21212
NSIS Script: Line 221: Inserted "/nonfatal" before path and filename
NSIS Script: Line 324: Inserted "/nonfatal" before path and filename
Thanks for uploading these.
if you're still running Windows 2000 Professional, you can install this preview to get some limited IPv6 support
@Destructavator
We are currently using W2K on our Mothership quantum computer
but we are unable to simulate a earth invasion 'couse
we are unable to start the game.
The error massage is
The procedure entry point "FreeAddrInfoW" in "WS2_32.dll" could no be found
In the meantime, as soon as the airfights stop crashing the game with an assertation failure and the game is more playable again, I'll post another link to a development build.
OK, here it is, this one made it up to my website:
http://www.destructavator.com/public/ufoai_2_3Dev_r21433.zip
I didn't have time to check this one for bugs, but as Blondandy said, testing is welcome.
...And yes, this one has fully re-built maps!
OK, here it is, this one made it up to my website:
http://www.destructavator.com/public/ufoai_2_3Dev_r21433.zip
I didn't have time to check this one for bugs, but as Blondandy said, testing is welcome.
...And yes, this one has fully re-built maps!
I should probably upload another build, its been a few days and some of the things you've described have been at least partially fixed in the SVN.
Since that last link to a build I've noticed in the SVN logs that the stairway problem on maps was addressed, the bug that lots of people have complained about. Same goes for terrain blocks and other map issues.
If you want to start out with more cash, you can easily un-zip the PK3 file after installing (its basically a .ZIP file with a different file extension) and alter the .ufo files inside with Wordpad, where you'll find plain English parameters that can be modified to tweak or alter the game - re-compiling the source code isn't necessary to do this, so no development or extra tools would need to be installed.
As an alternative, the console can be pulled up in-game and the debug "cheat codes" can be used, I think the cash one is "debug_fullcredits" although I believe the cheat codes are disabled for stable releases.
I'll try to upload an updated build again soon.
Thanks for the feedback, we can always use more testers.
Tried playing it and i found some issues with your built. The bugs are as follow:
1) Some of the wpns are oversized pics in their pedias. - will go back today and make an effort to write em down. :P
2) The Geoscape most noticeably problem when i try to go into base and back, there is a huge well.... "background" replacing the intended black space - will try get a screenie today too. :P
3) When i move in battle, most noticeably the crouch and move, stand and move, crouch move and autostand is still not very well done..... why? Cos, u can "lose" some TUs here and there.
4) Obviously in battle, we cant climb stairs still.... I thnk someone alr mentioned that. (PS : will that be implemented soon?)
5) Oh yes, another major "bug" i noticed is that new bases creates random nos (1-4) unusable terrain blocks. Rather irritating..... intended for removal nx time? Is this bug or intended aniwae?
6) I realised that the battle loading screen no longer has a 'preview' like version 2.2 or 2.1..... Bug or you have not linked up a preview of the map??
7) A little balance up suggestion - When u start the game on norm mode, there is simply not enough cash if you start a base with no buildings yet - i.e. starting from scratch. You need pump more cash, more like the amount in Easy (not very easy mode) Mode. Its more logical, since the whole earth will want u to start decently, WITH a decent base and a dropship and at least 1 small attack craft (that is also equipped with at least 2 attack racks?). I have tried and i be short of cash..... If u need my startup savegame, i can attach tat too. :P
The option to build your own facilities will probably be removed at some point. I had a talk with geever about it.
*Snip*
If you want to start out with more cash, you can easily un-zip the PK3 file after installing (its basically a .ZIP file with a different file extension) and alter the .ufo files inside with Wordpad, where you'll find plain English parameters that can be modified to tweak or alter the game - re-compiling the source code isn't necessary to do this, so no development or extra tools would need to be installed.
As an alternative, the console can be pulled up in-game and the debug "cheat codes" can be used, I think the cash one is "debug_fullcredits" although I believe the cheat codes are disabled for stable releases.
*snip*
Thanks for the feedback, we can always use more testers.
Hi Odie,
I thought I should mention that Destructavator provides these builds for us Windows users out of the goodness of his heart.
*snip*
so it probably is best to report bugs in the bug tracker or the bug forum.
I have seen #1 (but only once), I'm not sure what you mean for #2, but maybe you should report it to the developers, #3 may be tied to pathfinding bugs which are still being worked on, and #5 is intended behavior. #7 is intended behavior as well
*yada yada yada*
but it makes no sense to me that the option is there. Why would you ever sacrifice time and cash to build your first base, when you can have your base pre-populated with buildings. Personally, I think the option to build from scratch should just be removed from the game. From a storyline perspective, it makes sense to have at least one functioning base at the start of the game.
c:\mingw\ufoai>7z x .\contrib\dlls\radiant_runtime.zip -y -o.\radiant
c:\mingw\ufoai>makensis.exe /P0 .\src\ports\windows\installer.nsi
so without ipv6
The getaddrinfo function was added to the Ws2_32.dll on Windows XP and
later. To execute an application that uses this function on earlier
versions of Windows (Windows 2000, Windows NT, and Windows Me/98/95),
then you need to include the Ws2tcpip.h and Wspiapi.h files. When the
Wspiapi.h include file is added, the getaddrinfo function is defined
to the WspiapiGetAddrInfo inline function in the Wspiapi.h file. At
runtime, the WspiapiGetAddrInfo function is implemented in such a way
that if the Ws2_32.dll or the Wship6.dll (the file containing
getaddrinfo in the IPv6 Technology Preview for Windows 2000) does not
include getaddrinfo, then a version of getaddrinfo is implemented
inline based on code in the Wspiapi.h header file. This inline code
will be used on older Windows platforms that do not natively support
the getaddrinfo function.
The IPv6 protocol is supported on Windows 2000 when the IPv6
Technology Preview for Windows 2000 is installed. Otherwise
getaddrinfo support on versions of Windows earlier than Windows XP is
limited to handling IPv4 name resolution.
It is possible to install the IPv6 Technology Preview in Windows 2000 SP4. The directions come from Microsoft, but I can no longer find the page that provided them on the MSDN web site (the original source). Here is a copy:
To install the Microsoft IPv6 Technology Preview for Windows 2000 on a computer running Windows 2000 and Service Pack 4, do the following:
1. Save the file tpipv6-001205.exe from the download page to a local folder (for example, C:\IPv6TP).
2. From the local folder (C:\IPv6TP), run Tpipv6-001205.exe and extract the files to the same location.
3. From the local folder (C:\IPv6TP), run Setup.exe -x and extract the files to a subfolder of the current folder (for example, C:\IPv6TP\files).
4. From the folder containing the extracted files (C:\IPv6TP\files), open the file Hotfix.inf in a text editor.
5. In the [Version] section of the Hotfix.inf file, change the line NTServicePackVersion=256 to NTServicePackVersion=1024 (768 for SP3), and then save changes.
6. From the folder containing the extracted files (C:\IPv6TP\files), run Hotfix.exe.
7. Restart the computer when prompted.
8. After the computer is restarted, continue installing the Microsoft IPv6 Technology Preview for Windows 2000 starting at step 3 of the "Installing the IPv6 Technology Preview for Windows 2000" section of either the Introduction to the Microsoft IPv6 Technology Preview for Windows 2000 or the Readme.htm file in the folder containing Setup.exe (C:\IPv6TP).
You really insist on making things difficult, don't you?
I'm not doing this for you
I'm doing this for people who are unable to download <600MB every time to stay up2date
For people without a flat broadband connection
*snip*
odie
How do you think im building up the diff patch
or a full build?
Remember
your suggegstion will make also Destructavator build obsolete
'couse everyone can build Ufoai
but not everyone want to spend h or d to do so.
Also think about
i'm unable to store a ufoai build on a stick
and share it with someone in asia or australia.
btw.
The diff patch does nothing else than to deliver only those files that are different from the last full build
There is no difference between a full build after applying the patch
only that people need to download <70MB
That whole discussion about the patch is absurd
No one would reinstall his OS 'couse of a ServicePack
I only found one bug, with the scroll wheel on the mouse causing strange messages to appear on the battlescape when zooming in and out. If this bug hasn't already been fixed in SVN, I'll try next time to make a note of the messages and use the bug tracker. The bug doesn't crash the game or anything though, its just strange and slightly irritating.
I think that this is a problem that has already been reported. The fix is to delete one of your .cfg files (I think keys.cfg). An earlier revision caused the problem with the existing .cfg file.
Ken
Ah! Thanks, one less thing to worry about...
It should resolve that issue temporary - i.e. a current workaround. :)
FYI everyone: I actually built a new installer today, but I didn't upload it because it looks like the menus are under some heavy-duty work right now (things are broken at the moment).
Still, for those who don't use SVN and rely on these links for convenience, I've attached a screenshot instead this time so you can have some idea of what the new menu interface is turning into.
can someone post an alt to destructors uploads. I have epic problems when I try to download
I'm having some problem compiling the source. I tried following the how-to on the wiki pages...
Can you please be more specific about what errors/problems you have?
Which codeblocks package did you grab to compile the game?
It starts off really slow, and only slows down until it stops, and within a few minutes, I get a message saying the server has reset the connection
If I remember correctly I tried using this one: http://ufoai.streetofeyes.com/Codeblocks.zip
If I recall later what I did, I'll post another reply, otherwise you can post a separate thread asking for help with compiling, and one of the coders can help you.
Program received signal SIGSEGV, Segmentation fault.
In ?? () ()
I was following the wiki as well - except that the MingW packaged with the Codeblocks version there didn't quite work for me (my bet would be my OS: Vista). I had to install the candidate MingW compiler separately which may still have some bugs.
This is probably a very *long* shot, but do you compile with the target "win32" or "win32_debug"?Argh... You are right! I don't know when or how but looks like I somehow accidentally changed the target to windows from windows_debug. But I still don't understand why that causes a problem.
@Muton: what compiler version are you using?
visiblewhen "mn_main eq singleplayerInGame"
Okay, I think I figured it out.
The problem seems to arise at revision 22688 (r22687 runs without segmentation fault when compiled as a release with O2 optimization).
More precisely the problem occurs when the lineCode: [Select]visiblewhen "mn_main eq singleplayerInGame"
is missing from the button_save block in menu_singleplayer.ufo.
When I add the line back the game runs fine (at least it doesn't crash after selecting the Single Player menu).
So, if you would like to build a release version with O2 optimization enabled add the line above in the button_save block. After that the game will work.
Muton, could you verify it? Could you try adding the line above to the button_save block? Thanks!
We have investigated this problem last night and Bayo committed a possible fix in r22790.
note: it was only reproducible on windows, release build.
java -jar mxdelta.jar diff dir1 dir2 outputdir
java -jar mxdelta patch dir1 outputdir
set path=%path%;%~dps0contrib\dlls
mn_push firemode_right
firemode_right is one of the popup window for the firemode. It should display to you the window.
mn_push firemode_right
> firemode_right is one of the popup window for the firemode. It should display to you the window.type setdeveloper DEBUG_COMMAND before you click that button (and maybe set developer cvar to 0 after you clicked it)
I think it's a good idea, but I really don't like how you added the need for third party software. It's getting to be that whatever you want to do requires you do download additional tools, and that's Bad(tm).
This one seems rather stable and (relatively) playable.
If it's not a secret, how, exactly?
R23542 Developer's Edition (Compiled for Windows)Thanks a lot! Stable as before, up to a point. Differences from the prev build posted a couple of post above, as I see them:
....with which message on the game console?With the following messages:
UFOAI Developer's Built R23612
Whenever enter a tactical mission, game crashes back to geoscape with the following error: http://i042.radikal.ru/0903/80/a49288a3f3ab.jpg
@odie: you should recompile all your maps.
-geever
Okie,
Here's a revised edition, with a complete map rebuilt as geever suggested.
(Yupz, for now, there is no /clean version for compile_maps.bat, so this version is a deletion of all bsp files and clean workspace rebuilt).
UFO 2.3 Developer's Edition R23665 (With Complete Maps Rebuilt) (http://files.filefront.com/13520035)
If the maps change the script will detect it and recompile. Now the map compiler and loader (in the game) changed which the scripts couldn't detect. On minor ufo2map changes the maps don't have to be recompiled, only on major ones like the pathfinding patch.
About making /clean as default: it's a bad idea, then you recompile all maps every time which costs much time (at least on slower machines).
-geever
Thanks Odie. Downloading, will test it as soon as it finishes.
Thank you kindly sir.
Hi Odie,
Not sure if this is a bug or just an undocumented feature ;)
I downloaded the build you posted (UFO 2.3 Developer's Edition R23665 (With Complete Maps Rebuilt)) and it opens in windowed mode ... which makes it difficult to scroll around the screen, so I switched it to full-screen (I didn't fiddle with anything else, honest!). The geoscape works perfectly, but my first mission (Map +farm in Athens) the game opens the loading screen and then freezes (I waited 5 minutes and no dice).
I then went into the mission in windowed mode and accessed options to switch to full-screen while in tactical mode. The game freezes again when I try to go back to tactical from options.
I'm running Windows Vista Home Premium, 32 bit, Core Duo 3Ghz, 8 gigs Ram, NVideo GeForce 8600 GTS.
Anything else you need to know? Anything else I should be doing when posting potential bug reports?
Yes we can go up stairs,...but we can't go down afterwards?!
but I experienced other problems: inaccessible places.I can confirm this. Large areas seem to have a nearly unnoticeable line around them, even if they're plain ground I can't go there.
True. The SVN is a readily available resource that is already ready for storing of things to be downloaded. Many people even use the SVN already to work on the builds themselves. Not me though, Im waiting for the new character models to be finished
Yes we can go up stairs, but I experienced other problems: inaccessible places. Today I recompile my maps to see if it has been fixed already.
Note: As I see the pathfinding is under heavy development (speed it up and so) so you may need to recompile maps often. Or just wait for the end. :)
-geever
I agree, this thread is a bit cluttered now. I was hoping it could be retired when 2.3 came out, then a separate thread for the next (after 2.3) release could be started.
On the other hand, if the links aren't all put into one thread and are broken up a lot in multiple threads, that could get messy.
Quite honestly I don't know what the more advanced features of the software for this forum are, I haven't looked at the docs for simple machines forum much, and I don't know what plug-ins are installed to organize the links better.
Perhaps one of the forum admins could help out here, or at least offer a suggestion...
Edit: Small idea: perhaps the threads with links could be arranged by month, such as "April 2.3 test development build links" - this would also make it easier to find an installer built at a certain time or close to it, rather than hunting through threads and looking at dates of each post.
OK thanks. Do you happen to know before which reversion the pathfinding was still working OK?SharkD,
Anyone else experianceing slow speeds when downloading from Nakido?Probably depends on your definition of slow, but yeah - I can't get much more than 70KB/sec, which makes this a 2.5hr download. Is it faster to grab the code and compile it myself?
Yeah, I was capping around those speeds aswell.You can save some hills in West Virginia by downloading it instead of compiling it. Compiling uses a lot more electricity.
Heh, even for someone like me, who has no idea what thier doing, could probably compile faster than it downloads
You can save some hills in West Virginia by downloading it instead of compiling it. Compiling uses a lot more electricity.heh, That's just silly.
You can save some hills in West Virginia by downloading it instead of compiling it. Compiling uses a lot more electricity.
Well maps for me compile ~4h, sometimes more if I decide to do something CPU consuming while is runs in the background.
If you download then you can take up any amount of CPU and it wont slow the progress down so it is better to download it.
The best thing would be a map-pack with only the maps. The game it self compiles in one-two minutes tops, so you could checkout your self the code, update it at will and recompile only the game files [the make mechanism of this projects already supports it!] while the maps would be updated once few weeks.This would make things faster, though i dun recommend it. Since at this stage, alot of pathfinding issues are being worked on, hence, u might want to seriously consider the recompilation of maps from time to time, as often as u can. :)
Yeah, I was capping around those speeds aswell.Oh, just wondering, vedrit, is your connection at T1s or in 100s Mbps??
Heh, even for someone like me, who has no idea what thier doing, could probably compile faster than it downloads
ive got a 2.9 duo, with..um 2 gb ram, i think.Oooooo.... 700kbps. Haha.
Most of the time, i get around 700 kbps
QuoteThe best thing would be a map-pack with only the maps. The game it self compiles in one-two minutes tops, so you could checkout your self the code, update it at will and recompile only the game files [the make mechanism of this projects already supports it!] while the maps would be updated once few weeks.This would make things faster, though i dun recommend it. Since at this stage, alot of pathfinding issues are being worked on, hence, u might want to seriously consider the recompilation of maps from time to time, as often as u can.
> Most of us, including here at singapore, my download speed's only at some 512kbpsHaha, for me, not much problem with uploading >500MB. Cos i just upload and let it load up over time. :P I do this as a service to get more ppl to help beta testing the UFOAI. :)
In that case i don't understand why you uplaoding >500MB every day
I got only ~10 downloads of my differntial patch
In your case i say thats not worth the effort
and those >500MB are obsolete on the next day!
> Nakido FlagOh? Why? Its safe and ok. It actually amounts to very efficient stuff - for 198KB, u get a lil resident memory program tat tracks all ur uploads and downloads, AND RESUME THEM, should u dc-ed.
I have problems to belief that they do all those things for nothing
Its obvious, we both arn't married ;)
Its obvious, we both arn't married ;)
*Yada yada yada*
Eloz Valis, wondering how come the compilation takes ~4hrs for u everytime? Do u always, like me, delete all the bsp files once a while and recompile everything??
I do that once a while, if i am bored or overnight, but usually for morning compilations, i trust the new /contrib/scripts/compile_maps.bat to do the job of updating all updated maps. :) Try that, perhaps it would speed up your compilations. Usually only when major maps updates will you experience a slightly longer update.
And also, if u have duo core capability or quad core (or more insane processors), u would benefit from em as the map compilers DO utilise the cores..... as a disadvantage though, u usually cant do much left on the system as it would lag like mad. lol.
This would make things faster, though i dun recommend it. Since at this stage, alot of pathfinding issues are being worked on, hence, u might want to seriously consider the recompilation of maps from time to time, as often as u can. :)
It takes ~4h or so to do the whole thing but I do it rarely and if I can I leave it for the night. The problem is I compile it under Linux and my wife is Linux-illiterate[and due to my tv card not running on linux] so she has to switch to win. Because of it I usually am up for the night compiling in the background and doing other stuff [surfing the net, etc.] No Core Duo either, my computer is this old that yesterday I had to replace its CMOS battery for a new one cause the system clock was not stored correctly.
Keep up the god work! :)
I like Spock's logic
Topic is called: Win32 Development Binary Installer Links
ufoai_2.3-dev_24055_diff_win32.exe 32.3MB 2009.04.15
incl w2k support
excl src and mapeditingtools
release build i686 optimized
negative TimeUnits fixed
http://www.4shared.com/file/98732949/9f9713f5/ufoai_23-dev_24055_diff_win32.html
http://www.mediafire.com/file/kjnmtjty14n/ufoai_2.3-dev_24055_diff_win32.exe
http://www.megaupload.com/?d=QCTPNJ26
http://www.badongo.com/file/14474124
http://ul.to/x5dmi1
Howto:
You can patch any UfoAI version after ufoai_2.3 dev 23710 (made by odie, Destructavator,....)
only the last differential (diff) patch is needed to be up2date (install over an existing installation)
If you dont have an appropriate UfoAI install download from here 5 different hosting services are available (http://ufoai.ninex.info/forum/index.php?topic=2830.msg24533#msg24533)
Hi Oddie, sorry to bring this to you, I saw your reply at the download thread about nakido, but I also don't want to use it cause it installs a tsr that don't unload after exiting the browser and connects and comunicates 24/24 7x7 with an unkown (to me) host, I observed it working, and the unceasing blinking of my modem. I uninstalled nakido and the modem stoped blinking. So I'm sure that was nakido comunicating. I don't know what is happening and that is enough reason nowadays to not have a software installed in our rigs. File Front is open again, why not host your files there?
And please accept again my apologies. I don't want to polemicize, I'm just afraid of what nakido is doing.
Ah dun worry Jubal,
I am an IT person myself. Senior IT Exec in my job. yupz.
Nakido is simply a TSR (for the uniformed, Terminate and Stay Resident) program that is like a client to tell nakido that:
1) nakido client available, can resume uploads / downloads since i (the tsr) knows where it is, tracking it and aok.
2) It is not malicious and its safe. See my 1st screenshot.
3) If u wish, u can even terminate this program after u finished downloading. Alt + Ctrl + Del, find nakido.exe and terminate program. Perfectly fine.
If u wish to go further by disabling this from the windows startup, u can also do so. Goto ur Registry OR some commercial programs tat monitor startup files (like spybot or win-secret), then just delete and voila!
:)
Toodles.
Hi Odie, thanks for your explanation. Know what is happening makes things easy. :). Best wishes.
Full build 23710
|
+ diff build 23712 changes since full build 23710
+ diff build 23753
+ .... xxxxx
+ Multilevel diff build 24309 changes since full build 23710
|
+ diff build 24325 changes since Multilevel diff build 24309
+ diff build 24359
+ .... xxxxx
+ Multilevel diff build 24545 changes since full build 23710
|
+ diff build 24557 changes since Multilevel diff build 24545
+ diff build 24589
+ .... xxxxx
Full build 23710
|
+ diff build 23712 changes since full build 23710
+ diff build 23753
+ .... xxxxx
+ Multilevel diff build 24309 changes since full build 23710
|
+ diff build 24325 changes since Multilevel diff build 24309
+ diff build 24359
+ .... xxxxx
+ Multilevel diff build 24545 changes since full build 23710
|
+ diff build 24557 changes since Multilevel diff build 24545
+ diff build 24589
+ .... xxxxx
Full build 23710
|
+ diff build 23712 changes since full build 23710
+ diff build 23753
+ .... xxxxx
+ Multilevel diff build 24309 changes since full build 23710
|
+ diff build 24325 changes since Multilevel diff build 24309
+ diff build 24359
+ .... xxxxx
+ Multilevel diff build 24545 changes since full build 23710
|
+ diff build 24557 changes since Multilevel diff build 24545
+ diff build 24589
+ .... xxxxx
megaupload
ufoai_2.3-dev_23710_full_win32.sfx.part1.exe (http://www.megaupload.com/?d=IAQNIKU5)
ufoai_2.3-dev_23710_full_win32.sfx.part2.rar (http://www.megaupload.com/?d=QZXAQKV3)
ufoai_2.3-dev_23710_full_win32.sfx.part3.rar (http://www.megaupload.com/?d=T3PGBSJN)
ufoai_2.3-dev_23710_full_win32.sfx.part4.rar (http://www.megaupload.com/?d=AQBB4919)
ufoai_2.3-dev_23710_full_win32.sfx.part5.rar (http://www.megaupload.com/?d=DPODYVJ0)
hello im new here so sorry if i make some noobish questions i tried download version 2.2.3 from links above here but got message site no found on server finally i got 2.2.3 installer from other site but when i try run game i'll got message "shader not attached" in console i have version 2.2.1 and it work after i reinstalled cat 7.9 omega drivers what can i do to run that new version? i'll be gratefull for any advices so i played alot 2 first parts of x com and i found ufo ai really great continuation:)
best regards
OK, here it is:
http://destructavator.com/92dl/ufoai2_3dev_r26082.exe
Thanks for uploading, but the sound is choppy. Could it be an error of your build, or is it a bug? (or, did I do something wrong?)
------- sound initialization -------
SDL_mixer version: 1.2.8
... driver: 'dsound'
... audio rate: 11025
... audio channels: 2
S_LoadSound: Could not find sound file: 'nife'
I just packaged 18915, which appears to work on my system (very quick test), I'll try to upload it overnight and replace this text with a link when it's up.
BTW, the maps compiled (from scratch) on this brand new machine I just got went by quickly, all of them done in just half an hour! :o
EDIT: Here it is:
http://www.destructavator.com/public/UFOAI_2-3-Dev_r18915.zip
I'm still having headaches with compiling GTKRadiant and getting it to package properly, but the actual game should work.
This package was created under Vista Home Premium, 32-bit.
i can not download the .zip
error is:
Not Found
The requested URL http:// was not found on this server.
I was installing to the larger drive, but since the OS is on the tiny one, the temp folder that the files are extracted to during the installation is also. Anyway I got passed it now, as my edited post mentions. I'm stuck by the general instability of the game itself now though. First I couldn't start missions for some reason, and most recently all the characters were black, and then when I opened the menu to check if I set something wrong and then closed it, it froze again. And this time I can't blame my computer; other than the idiosyncratic drive partitioning, the comp works rather well.Turn off shadows forgot how I did but thats what I needed to do in order to play on my nvidia 6150LE . Yeah its unstable... It's a work in progress and you are a tester.
Do these work without a hitch? Your "mostly" caveat alarms me. :D
I seriously doubt the installers would make your machine burst into an exploding ball of fire though.
Nothing new? ;D
I didn't have time to test this one, but if it works, have fun with it:I previously had v2.2.1 installed but from what I read v2.3 is pretty good, so I uninstalled v2.2 and downloaded and installed r27240.
http://www.destructavator.com/92dl/UfoAi_Dev_r27240.exe
Edit: Please note that this installer is larger in size than previous ones, with new content added and such. I don't know if this one would fit on a CD or not. Also, all the maps were fully re-built.
Sorry if this is the wrong section, I'm new here.
completely new and clean installation --> i need the "intl.dll" file
this is due to a wrong compile environment - which c::b package was used to build the installer?
i would like to know is whether this also happens with destructavator's builds, or not. if not, it's a build environment problem, if yes, it's our problem. could someone please clarify this?
the latest release from Destructavator does not need the additional dll (i tried it with rev. 27240)
the latest release from Destructavator does not need the additional dll (i tried it with rev. 27240)
That's because that certain build has the intl.dll in it, while the more recent one does not. If the file was renamed in the repository then maybe certain libraries were compiled against the old name (maybe some contrib dlls?).
As I see 27240 is the latest build from Destructivator!
The more recent one is from Muton. He uses his own buildscripts AFAIK.
-geever
I downloaded the four files, and deleted the last .zip extension, but Windows keeps telling me that the compressed folders are invalid. I'm downloading one of them again to give it one try, but maybe there's a problem?
I'm anxious to give the game a try with the latest updates, particularly the officer rank fixes.
@Destructavator
you have to much dlls in your contrib\dlls folder
you ship radiant dlls files too but they are stored at radiant_runtime.exe...
OK, looks like I'll be uploading another large, single-package installer tonight (overnight, ~8 hours).
It works fine with 7zip, just do as Destructavator said; delete the end .zip from each filename, then open 001 with 7zip and extract.
No need to upload it again.
Destructavator, thank you for your time and bandwidth.
Well, here's the single large package anyways:
http://www.destructavator.com/92dl/ufoai_2_3Dev_r27596.exe
Game only, no Radiant, no sources
What do you mean by
If I download this, how do I make it run? :o
It means, there is no source code and no radiant (radiant = the map editor) attached to the game (you dont need that to run the game).
Unfortunately not so, the only options are what to install and where. No mention of retaining or overwriting saves or logs. The other builds didn't either btw.
Oh dear. I've just installed this build over the previous one supplied and it's removed all my previous saves. This didn't happen when installing the 28338 build over the 28213. Luckily I had my latest save backed up in a bug report. Anyone installing may want to do likewise.
Oh dear. I've just installed this build over the previous one supplied and it's removed all my previous saves. This didn't happen when installing the 28338 build over the 28213. Luckily I had my latest save backed up in a bug report. Anyone installing may want to do likewise.
Hi I downloaded the latest dev build, UFOai_Dev_r28892_win32.exe, and installed it, but when I try to run the game I get the error message "Couldn't find intl.dll" I've tried reinstalling it in different places, but still the same error message. I'm running vista if that information is useful.
It says that it can't open pk3.7z an archive. I've tried downloading the newest version of 7Zip, but the file still refuses to unpack....
It says that it can't open pk3.7z an archive. I've tried downloading the newest version of 7Zip, but the file still refuses to unpack....
Are you sure you got the whole installer?
It should be 602.898.228 Bytes in size
ufoai-2.3-dev-29004-Debug-pentium3-O1-sse-7z-small-win32.exe (http://www.meduniwien.ac.at/user/michael.zellhofer/ufoai/ufoai-2.3-dev-29004-Debug-pentium3-O1-sse-7z-small-win32.exe)
Reaction fire doesn't work in this build.Yes it does, but it only happens rather rarely. Just yesterday one of my snipers managed a reaction shot, but three others who could have taken a shot at the alien didn't and I lost my best assault weapons guy to a kerrblade.
set g_reaction_fair 0
please upload at least r29340 - nate could need that version for testing - uploading the binaries only would be cool, too (maybe a separate zip file), ufo.exe, ufo2map.exe and game.dll is enough here imo.
Now starting an upload of rev. 29482...
Given that some people have issues with corrupted downloads, would it be possible to post the MD5 checksum as well? This would help them identify if it's their download that's at fault, or the installer.
Thanks!
Thank you Destructavator for a Great Job to deliver that nice svn builds for us!Indeed!
Game only, no Radiant, no sources
no W2k support
no Admin right needed to install and uninstall
ufoai-2.3-dev-29523-Debug-pentium3-O1-sse-7z-small-win32.exe (http://www.meduniwien.ac.at/user/michael.zellhofer/ufoai/ufoai-2.3-dev-29523-Debug-pentium3-O1-sse-7z-small-win32.exe)
Should I uninstall my current version then install this version? It's a terrible question I know...
For http://www.destructavator.com/92dl/ufoai/ufoai_2_3_dev_win32_r29532.ex
I'm having problems installing the program. when I click the icon to run the program, I have a message ufo.exe missing and I do not see
the file inside the directory. Plus the games requires a .dll file my vista firewall blocks access to the file. I cannot understand the instructions on how to download and comply the game so that I can run it.
Standard installation directory on windows 7 "C:\Users\Public\UFOAI-2.3-dev"??
"Public" is not my username. Is that intentional?
From what i could gather around the forum, it seems all the actual content for the stable release is there already. All that was missing were some articles and bug hunting. I'm hopeful that i will get to play a release within the next few weeks at most :D I really can't get myself involved with the constant dev builds until i know what the game is like as a stable version. I want the best first impression possible.
I won't risk a bad impresion through a dev build, i love X-COM too much. I'm sure i'm not the only "lurker" who feels the same way.
Standard installation directory on windows 7 "C:\Users\Public\UFOAI-2.3-dev"??
"Public" is not my username. Is that intentional?
GLVENDOR: Microsoft Corporation
GL_ the following errRENDERER: GDI Generic
GL_VERSION: 1.1.0
....
No hardware acceleration detected.
...
I am getting the above error when trying to load ..any suggestions?
Nice one that worked a treat :) glad i posted finally now thanks alotYes, that's a nasty bug, which we should repair before v2.3 final gets released. I will add this important info to the graphic options tooltips !
You are mixing versions of the binary (2.3-dev) and the script (2.4-dev) files.
---- filesystem initialization -----
Adding game dir: ./base
Added packfile ./base/0base.pk3 (8 files)
Added packfile ./base/0maps.pk3 (535 files)
Added packfile ./base/0materials.pk3 (45 files)
Added packfile ./base/0media.pk3 (10 files)
Added packfile ./base/0models.pk3 (1772 files)
Added packfile ./base/0music.pk3 (50 files)
Added packfile ./base/0pics.pk3 (2874 files)
Added packfile ./base/0shaders.pk3 (26 files)
Added packfile ./base/0snd.pk3 (266 files)
Added packfile ./base/0ufos.pk3 (98 files)
Added packfile ./base/0videos.pk3 (1 files)
Adding game dir: C:\Documents and Settings\NateW\Application Data\UFOAI/2.3-dev/base
using C:\Documents and Settings\NateW\Application Data\UFOAI/2.3-dev/base for writing
executing default.cfg
executing config.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: 1.2.14
I: desktop depth: 32bpp
I: video memory: 0
I: Available resolutions: 1280x800 1280x768 1024x768 800x1280 800x600 768x1280 768x1024 640x480 640x400 600x800 512x384 480x640 400x640 400x300 384x512 320x240 320x200 (17)
I: video driver: windib
I: setting mode 6
I: set swap control to 0
I: 768x1024 (fullscreen: no)
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 8 bits for alpha
I: got 0 multisample buffers
GL_VENDOR: Intel
GL_RENDERER: Intel 915GM
GL_VERSION: 1.4.0 - Build 4.14.10.4609
GL_EXTENSIONS: GL_ARB_depth_texture GL_ARB_fragment_program GL_ARB_multitexture GL_ARB_point_parameters GL_ARB_shadow 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_env_crossbar GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_window_pos GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_EXT_cull_vertex GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_multi_draw_arrays GL_EXT_packed_pixels 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_texture_compression_s3tc GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_filter_anisotropic GL_EXT_texture3D GL_3DFX_texture_compression_FXT1 GL_IBM_texture_mirrored_repeat GL_NV_blend_square GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_WIN_swap_hint
Activate texture compression for Intel chips - see cvar r_intel_hack
using GL_ARB_texture_compression
max supported lights: 16
max texture units: 8
max texture coords: 8
max vertex attributes: 16
max texture size: detected 2048
...but using 1024 as requested
Using low resolution globe textures as requested.
not using GLSL shaders
SDL_image version 1.2.6
SDL_ttf version 2.0.9 - we need at least 2.0.7
------- sound initialization -------
not initializing.
------- input initialization -------
0 possible joysticks
no joystick found.
----------- parse scripts ----------
52 script files
You are mixing versions of the binary (2.3-dev) and the script (2.4-dev) files.
I'm getting the following error when trying to load in safe mode, windowed:Code: [Select]You are mixing versions of the binary (2.3-dev) and the script (2.4-dev) files.
Hi,It's probably the already fixed alien base attack bug. All bugs should be reported in the appropriate subforum, not in this thread.
UFO:AI is getting more and more impressive!
The attached game save is started with a freshly installed R29944 build. It crashes once the time starts to flow. Hope it helps finding some bugs.
The attached game save is started with a freshly installed R29944 build. It crashes once the time starts to flow. Hope it helps finding some bugs.
ATM the last commit is r30093... do you have a time machine? we should reverse ingeniering this binary.
ATM the last commit is r30093... do you have a time machine? we should reverse ingeniering this binary.:D
i saw the latest upload did Destructavator but i dont want to play a debug version cause im a noob :)
I don't understand this. Debug version only (mostly) means it tells you more about the nature of the bug if you encounter any. Everything in the game is the same.
-geever
hi geever,
thanks for the fast reply. i was worried about the look from the game (overlay and in game), cause i though its looks more like a mapeditor or something... but if there not big different i try the debug out.
I could be wrong, but it sounds like you may be running Radiant, which is in fact a map editor. You sure you're actually running ufo.exe?
What do you use to make your builds? I grabbed the script thing the other day, and compiled last night. Far as I can tell though, It compiled the 2.4 trunk, same revision as what you have there though. And again, from what I can tell, based on http://cia.vc/stats/project/ufoai (http://cia.vc/stats/project/ufoai) 30111 is a trunk revision, hasn't been merged back into 2.3 branch.
Just trying to figure out if there's a way to force the script to only grab branch builds or something along those lines.
http://www.destructavator.com/92dl/ufoai/ufoai_2_3_win32_r30111.exeThanks for the upload Destructavator. Whensoever you create the installer you compile the maps fast (no light compile)? cause i dont see any reflections on the textures if im shoot with weapons across the map.
RELEASE version.
The whole SVN repository has the same revision number. If you commit something in a branch (trunk is a branch too) the other branches' last revision number will change too. Of course the changes you did in a branch does not appear in the other branch without merge.Then my question would be how do I make the BuildEnv script GUI thing use the 2.3 branch vs trunk. Though I suppose this is the wrong place to ask. I suppose I could use TortiseSVN or similar to get the repository myself and not have the GUI fetch SVN
To build a 2.3 you should checkout or switch to the 2.3 branch: https://ufoai.svn.sourceforge.net/svnroot/ufoai/ufoai/branches/ufoai_2.3
-geever
What do you use to make your builds? I grabbed the script thing the other day, and compiled last night. Far as I can tell though, It compiled the 2.4 trunk, same revision as what you have there though. And again, from what I can tell, based on http://cia.vc/stats/project/ufoai (http://cia.vc/stats/project/ufoai) 30111 is a trunk revision, hasn't been merged back into 2.3 branch.
Just trying to figure out if there's a way to force the script to only grab branch builds or something along those lines.
Thanks for the upload Destructavator. Whensoever you create the installer you compile the maps fast (no light compile)? cause i dont see any reflections on the textures if im shoot with weapons across the map.
Then my question would be how do I make the BuildEnv script GUI thing use the 2.3 branch vs trunk. Though I suppose this is the wrong place to ask. I suppose I could use TortiseSVN or similar to get the repository myself and not have the GUI fetch SVN
I don't use a script or automated wizard. I use a more traditional programming build environment, specifically Code::Blocks + MinGW, which gives me more control and works better for me, but only because I can program. (I get to see the actual lines of source code that make up UFO:AI.) For someone else who is a non-programmer though, the method I use would be more difficult than Muton's script. If you want that automated script to build the 2.3 branch you'll have to ask Muton to implement it in his script program.I'm not a coder, but I've fiddled around with compiling builds from svns before. So I imagine I'd be able to figure out how to run all the separate bits myself. Especially considering that is what the script gui uses, C::B and MinGW, with NSIS for packaging an installer. Thanks for your input though!
As I said, you'll have to talk to Muton, unless you want to build the game the standard way (how I do it, not using the automated script).
No, I use default map-building parameters, and since I have a newer machine with a fast i7 CPU it goes rather quickly already. I'm wondering if you found a bug - Please post a screenshot if you can reproduce the issue, but in a separate forum thread. I've been busy the last week and haven't had time to actually fire up the game, but if I can later I'll try to reproduce this problem.
Anyone got the time to upload a new revision?
Funny thing, I just put up a new one - 2.3 branch, DEBUG:Thanks for the upload destructavator, but still no dynamic light reflections in the maps like this: http://www.youtube.com/watch?v=B6k9pR3sRv8&feature=related . Anyone got the time to upload a new installer where this works?
http://www.destructavator.com/92dl/ufoai/ufoai_2_3_r30221.exe
Thanks for the upload destructavator, but still no dynamic light reflections in the maps like this: http://www.youtube.com/watch?v=B6k9pR3sRv8&feature=related . Anyone got the time to upload a new installer where this works?
Thanks
EDIT: Actually, I now realize I may have misunderstood you - that's what I get for coming into the forum at 2:00 AM. :P I'll try to upload another installer sometime within the next day or so.
The problem is on your side!
Destructavator compiled the maps without the /fast switch ...
How that? i cant believe that... i got nvidia geforce 7600GT and i play alot other new games where are alot better graphic effects like shader 3.0.. im use winXP servicepack 3 and all drivers up to date, microsoft visual c++ 2010, microsoft netframework all packs (2.0 to 3.5) installed.
did you used that installer pack from destructavator and saw the dynamic lighning effect? and if this works with your pc... you use ati or nvidia graphic-card?
One thing I've noticed about the software that comes with NVidia drivers is that the NVidia stuff frequently misidentifies UFO:AI as one of the UFO: After(whatever) games, and tries to use non-default settings intended for that series of games.half right/ half wrong :)
I would suggest looking at the NVidia control panel and forcing or overriding some graphics options specific for games, so that it uses the defaults you want instead.
I have an NVidia graphics card, and I had to do this as well to make the game work properly.
half right/ half wrong :)
The nvidia drivers detects the game as ufo:afterlight, but all settings are default... and im use the newest driver 197.45 from nvidia.
i got alot experience with pc stuff... and i still thinking that this is not my fault that i dont got "Dynamic Lighning Reflections" ingame, dont forget im not talking about the "static lighning".
Well, I really don't know what to tell you - I compiled and built those packages without any changes or doing anything special, other than what I state in the post. As far as "experience with pc stuff" I have that too, for me it really took off in the latter 1990s, then I started working as a tech professionally when I got my A+ cert 2001, been working ever since in various places, and I also taught student technicians at what is now a college. I've also done programming before on other, older systems going all the way back to the 1980s, even doing some work in assembly code on the C64 computers way back then.
Perhaps if you check your console log, the game may report something out-of-place that would give clues to why you don't have the lighting effects you want. (In a separate thread please, under bugs.)
Game only, no Radiant, no sourcesThanks for the upload Muton. The version works great and btw dynamic lighning works with your version... i knew it there is something wrong with the version from destructavator :P OWNED :D
W2k support (Windows 2000)
no Admin right needed to install and uninstall
ufoai-2.3-dev-30387-Debug-pentium3-O1-sse-7z-small-win32.exe (http://www.meduniwien.ac.at/user/michael.zellhofer/ufoai/ufoai-2.3-dev-30387-Debug-pentium3-O1-sse-7z-small-win32.exe)
i knew it there is something wrong with the version from destructavator
Still, I'd rather not get into a big, senseless and immature argument over this...i dont think that this argument was senseless.
How that? i cant believe that... i got nvidia geforce 7600GT and i play alot other new games where are alot better graphic effects like shader 3.0.. im use winXP servicepack 3 and all drivers up to date, microsoft visual c++ 2010, microsoft netframework all packs (2.0 to 3.5) installed.
did you used that installer pack from destructavator and saw the dynamic lighning effect? and if this works with your pc... you use ati or nvidia graphic-card?
the builds are okay, its your (and also my) gt7600 thats to old.gsls shaders works fine with my card (no graphic issues), the question is now why it works with the build from muton but not with the build from destructavator.
http://ufoai.ninex.info/forum/index.php?topic=4395.0
there are no shader 3.0 effects, are there? i made a compatibly list on opengl 3.0 cards, since ufoai uses it for gsls functions. To bad no one ever read it
solution again and again: deactivte gsls shaders
ups ;Dim not really sure about what you mean with "changed" exactly possible there was no change "maybe" is was just a fail in the build from destructavator im not sure about it, cause i dont creat my own builds from trunk so im instructed to installer from other people, but it works for me with the latest build from muton ( ufoai-2.3-dev-30387-Debug-pentium3-O1-sse-7z-small-win32.exe ) since yesterday.
when was that changed? ??? so i really have to test some of the latest builds
gsls shaders works fine with my card (no graphic issues), the question is now why it works with the build from muton but not with the build from destructavator.
please post screenshots of the version from muton and the version from destructavatorhere are 3 screenshots from mutons build, just to repeat the build from destructavator works with my pc too just "no dynamic lighning effects" like in ingame (screenshot3) from the rocket.
Will update any installer >= 30387
ufoai-2.3-dev-Update-30387-to-30445-Debug-pentium3-O1-sse-7z-small-win32.exe (http://www.meduniwien.ac.at/user/michael.zellhofer/ufoai/ufoai-2.3-dev-Update-30387-to-30445-Debug-pentium3-O1-sse-7z-small-win32.exe)
ufoai-2.3-dev-Update-30387-to-30445-Release-pentium3-O1-sse-7z-small-win32.exe (http://www.meduniwien.ac.at/user/michael.zellhofer/ufoai/ufoai-2.3-dev-Update-30387-to-30445-Release-pentium3-O1-sse-7z-small-win32.exe)
You can install release or debug, even switch from debug to release or vis-versa
Just to note, but there seems to be an issue when I try to install to a secondary drive, with either of the installs. Failure to load .pk3 files, but it seems to work fine for C:/
Just to note, but there seems to be an issue when I try to install to a secondary drive, with either of the installs. Failure to load .pk3 files, but it seems to work fine for C:/
Post a tracker item of this along with ufoconsole.log and an accurate description of your setup, including what hard drives you're using for what, where you try to install etc.Default directory, only within the D:/
im updated my game on harddrive D:\ without any problems... which OS you using?XP SP3
@vedritwhat about this directory: D:\UFOAI-2.3-dev\ ???
D:/
dont install in your rootfolder D:\
the uninstaller will wipe the whole disk!
Default directory, only within the D:/not root
D:/
dont install in your rootfolder D:\
the uninstaller will wipe the whole disk!
@geever: ours ;)
make a quick testi think its not a big deal until long the uninstaller only deleted the folder from the game...
You are only able to install into the root directory if you use
M:\1\..
or similar
The uninstaller will not work in such a case
"error launching installer"
The worst thing that can happen is to install at D:\program files
and call the uninstaller
To prevent this
we need to use a log file and delete only those files we copied
like the firefox installer
Will update any installer >= 30387
ufoai-2.3-Update-30387-to-30556-Debug-pentium3-O1-sse-7z-small-win32.exe (http://www.meduniwien.ac.at/user/michael.zellhofer/ufoai/ufoai-2.3-Update-30387-to-30556-Debug-pentium3-O1-sse-7z-small-win32.exe)
ufoai-2.3-Update-30387-to-30556-Release-pentium3-O1-sse-7z-small-win32.exe (http://www.meduniwien.ac.at/user/michael.zellhofer/ufoai/ufoai-2.3-Update-30387-to-30556-Release-pentium3-O1-sse-7z-small-win32.exe)
Game only, no Radiant, no sources
W2k support (Windows 2000)
no Admin right needed to install and uninstall
Game only, no Radiant, no sources
W2k support (Windows 2000)
no Admin right needed to install and uninstall
ufoai-2.3-dev-30387-Debug-pentium3-O1-sse-7z-small-win32.exe (http://www.meduniwien.ac.at/user/michael.zellhofer/ufoai/ufoai-2.3-dev-30387-Debug-pentium3-O1-sse-7z-small-win32.exe)
Will update any installer >= 30387
ufoai-2.3-Update-30387-to-30604-Debug-pentium3-O1-sse-7z-small-win32.exe (http://www.meduniwien.ac.at/user/michael.zellhofer/ufoai/ufoai-2.3-Update-30387-to-30604-Debug-pentium3-O1-sse-7z-small-win32.exe)
ufoai-2.3-Update-30387-to-30604-Release-pentium3-O1-sse-7z-small-win32.exe (http://www.meduniwien.ac.at/user/michael.zellhofer/ufoai/ufoai-2.3-Update-30387-to-30604-Release-pentium3-O1-sse-7z-small-win32.exe)
You can install release or debug, even switch from debug to release or vis-versa
Watch out its not a dev release anymore
choose the right installpath!
Hi there
When I try to run the release version after installing v2.3 to C:\UFOAI-2.3, I get the following error message in the DOS console:
Could Not Find C:\UFOAI-2.3\base\0vids.zip
The system cannot find the file specified.
Press any key to continue . . .
There is no such file in my installation, nor is there a 0vids.pk3. Can you please help me out?
Looks like he try to update the official Stable release with that update... that dont work. fail fail fail :D
if im right get sure to download the previous link from muton first. (ufoai-2.3-dev-30387-Debug-pentium3-O1-sse-7z-small-win32.exe)
Compiling: ..\..\src\tools\ufo2map\brushbsp.c
Compiling: ..\..\src\tools\ufo2map\bsp.c
Compiling: ..\..\src\tools\ufo2map\check\check.c
Compiling: ..\..\src\tools\ufo2map\check\checkentities.c
Compiling: ..\..\src\tools\ufo2map\check\checklib.c
Compiling: ..\..\src\tools\ufo2map\common\aselib.c
Compiling: ..\..\src\tools\ufo2map\common\bspfile.c
Compiling: ..\..\src\tools\ufo2map\common\polylib.c
Compiling: ..\..\src\tools\ufo2map\common\scriplib.c
Compiling: ..\..\src\tools\ufo2map\common\trace.c
Compiling: ..\..\src\tools\ufo2map\csg.c
Compiling: ..\..\src\tools\ufo2map\faces.c
Compiling: ..\..\src\tools\ufo2map\levels.c
Compiling: ..\..\src\tools\ufo2map\lighting.c
Compiling: ..\..\src\tools\ufo2map\lightmap.c
Compiling: ..\..\src\tools\ufo2map\map.c
Compiling: ..\..\src\tools\ufo2map\patches.c
Compiling: ..\..\src\tools\ufo2map\portals.c
Compiling: ..\..\src\tools\ufo2map\routing.c
Compiling: ..\..\src\tools\ufo2map\textures.c
Compiling: ..\..\src\tools\ufo2map\threads.c
Compiling: ..\..\src\tools\ufo2map\tree.c
Compiling: ..\..\src\tools\ufo2map\ufo2map.c
Compiling: ..\..\src\tools\ufo2map\writebsp.c
Linking console executable: ..\..\ufo2map.exe
c:/users/public/ufoaiwin32buildenv/mingw/bin/../lib/gcc/mingw32/4.4.1/../../../../mingw32/bin/ld.exe: cannot open output file ..\..\ufo2map.exe: Permission denied
collect2: ld returned 1 exit status
Process terminated with status 1 (0 minutes, 37 seconds)
1 errors, 0 warnings
Endtime: 2010.07.06 23:50:44 3
Error 9
Error during ufo2map compilation
Will update any installer >= 30387hmm i think muton is to busy at the moment :(
(fuel bugfix)
ufoai-2.3-Update-30387-to-30745-Debug-pentium3-O1-sse-7z-small-win32.exe (http://www.meduniwien.ac.at/user/michael.zellhofer/ufoai/ufoai-2.3-Update-30387-to-30745-Debug-pentium3-O1-sse-7z-small-win32.exe)
ufoai-2.3-Update-30387-to-30745-Release-pentium3-O1-sse-7z-small-win32.exe (http://www.meduniwien.ac.at/user/michael.zellhofer/ufoai/ufoai-2.3-Update-30387-to-30745-Release-pentium3-O1-sse-7z-small-win32.exe)
If you're really keen I have a full build of 2.4 on my laptop, but at the moment it won't compress down (the Muton script fails if I tell it to 7z). I'm on 30999 I think. I'll build it again tonight and see if I can crush it down. Bearing in mind my internet connection barely hits 512k on a good day it might be a while before I can stick it somewhere.Thanks for the response but im not intrested to play 2.4dev. im prefer a new installer (update or full) for 2.3. i just want to focus to find some bugs for 2.3.1
Game only, no Radiant, no sources
W2k support (Windows 2000)
no Admin right needed to install and uninstall
Will update the Official installer too
Full installer
ufoai-2.3-dev-30387-Debug-pentium3-O1-sse-7z-small-win32.exe (http://www.meduniwien.ac.at/user/michael.zellhofer/ufoai/ufoai-2.3-dev-30387-Debug-pentium3-O1-sse-7z-small-win32.exe)
Will update any installer >= 30387
ufoai-2.3-Update-30387-to-31015-Debug-pentium3-O1-sse-7z-small-win32.exe (http://www.meduniwien.ac.at/user/michael.zellhofer/ufoai/ufoai-2.3-Update-30387-to-31015-Debug-pentium3-O1-sse-7z-small-win32.exe)
You can install release or debug, even switch from debug to release or vis-versa
Watch out its not a dev release anymore
choose the right installpath!
Install over your current installation
Game only, no Radiant, no sources
W2k support (Windows 2000)
no Admin right needed to install and uninstall
Will update the Official installer too
Full installer
ufoai-2.3-dev-30387-Debug-pentium3-O1-sse-7z-small-win32.exe (http://www.meduniwien.ac.at/user/michael.zellhofer/ufoai/ufoai-2.3-dev-30387-Debug-pentium3-O1-sse-7z-small-win32.exe)
Will update any installer >= 30387
ufoai-2.3-Update-30387-to-31015-Debug-pentium3-O1-sse-7z-small-win32.exe (http://www.meduniwien.ac.at/user/michael.zellhofer/ufoai/ufoai-2.3-Update-30387-to-31015-Debug-pentium3-O1-sse-7z-small-win32.exe)
You can install release or debug, even switch from debug to release or vis-versa
Watch out its not a dev release anymore
choose the right installpath!
Install over your current installation
Will update any installer >= 30387Update works good thanks for the upload.
ufoai-2.3-Update-30387-to-31041-Debug-pentium3-O1-sse-7z-small-win32.exe (http://www.meduniwien.ac.at/user/michael.zellhofer/ufoai/ufoai-2.3-Update-30387-to-31041-Debug-pentium3-O1-sse-7z-small-win32.exe)
ufoai-2.3-Update-30387-to-31041-Release-pentium3-O1-sse-7z-small-win32.exe (http://www.meduniwien.ac.at/user/michael.zellhofer/ufoai/ufoai-2.3-Update-30387-to-31041-Release-pentium3-O1-sse-7z-small-win32.exe)
Game only, no Radiant, no sources
W2k support (Windows 2000)
no Admin right needed to install and uninstall
Will update the Official installer too
Full installer
ufoai-2.3-dev-30387-Debug-pentium3-O1-sse-7z-small-win32.exe (http://www.meduniwien.ac.at/user/michael.zellhofer/ufoai/ufoai-2.3-dev-30387-Debug-pentium3-O1-sse-7z-small-win32.exe)
Will update any installer >= 30387
ufoai-2.3-Update-30387-to-31069-Debug-pentium3-O1-sse-7z-small-win32.exe (http://www.meduniwien.ac.at/user/michael.zellhofer/ufoai/ufoai-2.3-Update-30387-to-31069-Debug-pentium3-O1-sse-7z-small-win32.exe)
ufoai-2.3-Update-30387-to-31069-Release-pentium3-O1-sse-7z-small-win32.exe (http://www.meduniwien.ac.at/user/michael.zellhofer/ufoai/ufoai-2.3-Update-30387-to-31069-Release-pentium3-O1-sse-7z-small-win32.exe)
You can install release or debug, even switch from debug to release or vis-versa
Watch out its not a dev release anymore
choose the right installpath!
Install over your current installationstallation
I am a little confused: which version should i download? The last stable releae (that anyone can find on "dowload" page) or the last releases here, in this topic??
Ok thanks! Just one more question: why are you guys doing the 2.4 version? Or: if you are doing version 2.4, why fix the 2.3? In fact i am confused why still developing 2 versions.
Hmm no 2.3 updated release?
RF seems good in last Destructavator Beta 2.4 posted build... but there is a WEIRD bug in the geoscape... whenever an UFO turn to attack your ship (like Fighter UFOs) it hangs on the "collision" between objects (ship+ufo) while in battle... the geoscape freezes.. but still can press ESC button and load / save / exit the game...
And another little problem... if i shoot aimed with a sniper rifle and have 99% to hit... i cannot miss 2 shoots in a row! That's not good ::) something is wrong...
(Though I haven't played for weeks now. Has it been fixed?)
No new v2.3 updates? (Prays for reaction fire fix.)
thanks! btw please forgive my ignorance but what does it means, that this release is marked as DEBUG ?
Game only, no Radiant, no sources
W2k support (Windows 2000)
no Admin right needed to install and uninstall
Full installer
ufoai-2.4-dev-1288676501-Debug-7z-small-win32.exe (http://www.meduniwien.ac.at/user/michael.zellhofer/ufoai/ufoai-2.4-dev-1288676501-Debug-7z-small-win32.exe)
I'm using the unix time stamp to mark a release instead of the sha1 git hashsum
In this case 1288676501
Add this in your bugreport and post there (http://ufoai.ninex.info/forum/index.php?board=19.0)
For coders:
git log --since="1288676501" --until="1288676501"
will reveal the last commit this build is based on
Is it normal that game is stuck to my OS language [WinXP polish] even when i change it to english in options?
Game only, no Radiant, no sources
W2k support (Windows 2000)
no Admin right needed to install and uninstall
Will update the Official installer too
Full installer
ufoai-2.3-dev-30387-Debug-pentium3-O1-sse-7z-small-win32.exe (http://www.meduniwien.ac.at/user/michael.zellhofer/ufoai/ufoai-2.3-dev-30387-Debug-pentium3-O1-sse-7z-small-win32.exe)
Will update any installer >= 30387
ufoai-2.3-Update-30387-to-1288002986-Debug-pentium3-O1-sse-7z-small-win32.exe (http://www.meduniwien.ac.at/user/michael.zellhofer/ufoai/ufoai-2.3-Update-30387-to-1288002986-Debug-pentium3-O1-sse-7z-small-win32.exe)
Watch out its not a dev release anymore
choose the right installpath!
Install over your current installation
Quote from: Muton on November 09, 2010, 09:43:11 AM
Game only, no Radiant, no sources
W2k support (Windows 2000)
no Admin right needed to install and uninstall
Will update the Official installer too
Full installer
ufoai-2.3-dev-30387-Debug-pentium3-O1-sse-7z-small-win32.exe
Will update any installer >= 30387
ufoai-2.3-Update-30387-to-1288002986-Debug-pentium3-O1-sse-7z-small-win32.exe
Watch out its not a dev release anymore
choose the right installpath!
Install over your current installation
Hi! I´ve been playing the official 2.3 version, downloaded on summer. And i tought that 2.3 was "dead", so what means this new installers? Are they new installers with new stuff to 2.3 version? And what is that update file? Can i update my old game?
Thanks
Game only, no Radiant, no sources
W2k support (Windows 2000)
no Admin right needed to install and uninstall
Will update the Official installer too
Full installer
ufoai-2.3-dev-30387-Debug-pentium3-O1-sse-7z-small-win32.exe (http://www.meduniwien.ac.at/user/michael.zellhofer/ufoai/ufoai-2.3-dev-30387-Debug-pentium3-O1-sse-7z-small-win32.exe)
Will update any installer >= 30387
ufoai-2.3-Update-30387-to-1288002986-Debug-pentium3-O1-sse-7z-small-win32.exe (http://www.meduniwien.ac.at/user/michael.zellhofer/ufoai/ufoai-2.3-Update-30387-to-1288002986-Debug-pentium3-O1-sse-7z-small-win32.exe)
Watch out its not a dev release anymore
choose the right installpath!
Install over your current installation
Win32 Development Binary Installer Links
Hi! I´ve been playing the official 2.3 version, downloaded on summer. And i tought that 2.3 was "dead", so what means this new installers? Are they new installers with new stuff to 2.3 version? And what is that update file? Can i update my old game?
Will update any installer >= 30387
ufoai-2.3-Update-30387-to-1288002986-Debug-pentium3-O1-sse-7z-small-win32.exe
http://www.destructavator.com/ufoai/ufoai-2-4-dev-1303213072-Debug-full-win32.exeI've tried downloading this multiple times but each time the installer fails an integrity check. It seems that it's been corrupted somehow.
Full installer, no special optimizations or modifications. I built this one right before starting upload last night.
Please note that I didn't test it though - It might work, it might not.
I've tried downloading this multiple times but each time the installer fails an integrity check. It seems that it's been corrupted somehow.
Yeah, there's been talk on IRC about it - I'm not sure what went wrong, but I apologize, and I'll try to figure out what happened and make the next one I upload work. Sorry about that.No problem, it gave me the incentive to download Mutons script and roll my own :)
Are there instructions anywhere on how to compile the files manually? I have no idea how to use SVN files.
Yes, on our wiki site, start at Getting the source (http://ufoai.ninex.info/wiki/index.php/Getting_the_source) article.
Note, that we're using Git now, not SVN.
-geever
HOWEVER since updating to this all my base's radars seem to be broken. Coincidentally I recently tried upgrading a couple of them to Advanced Radar. Starting a new game yielded that my base's radar went "offline" (radius wasn't displayed and wasn't detecting anything) after my first UFO mission, so it must've been the updater.
cpsogoj, I can reply to your q 2 - get both files, install the bigger one, then the smaller one to get the latest 2.4.
1) On ufoai homepage we see monthly updates, are these updates just for 2.3 version; 2.4?; both? Wich one is more complete and why do you still make changes on 2.3 if you are working on 2.4?
In the future use this ...
http://ufoai.ninex.info/forum/index.php/topic,6302.msg49930.html#msg49930
Where can i download the new releases from February? I tought that it was in this topic or in the Nightly Build sections. At least its where i used to go but those topics look dead.You can download the nightly builds from the download (http://ufoai.org/wiki/index.php/Download)page.
On other words: when someone goes to the UFO AI page and see the new updates to the game, where can he download the full installer or update installer with all the modifications?
thanks