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Topics - Lost Angel

Pages: [1]
1
Windows / main menu not showing
« on: February 15, 2012, 06:42:23 pm »
using muton's builds with auto-update feature.
used to work, but I haven't been touching the game in a few months, and then only used auto-updater.
now when I start it - I get the loading indicator, and the progress bar runs till completion.
when this is done - I only see the chrosshair cursor, but no main menu. I can, however, summon help menu with alt+f4 for example.
I'm on the latest build with autoupdater.
win 7 64, nvidia gt8800, latest beta drivers. no other game or app shows any problems. (yes I do realize if I'm on beta I shouldn't even report).

Any clues? if you need a log of any kind - let me know which one - I'll attach.

2
Windows / anyone got this problem?
« on: December 11, 2011, 05:11:09 pm »
Can't start latest dev build, got through autoupdater, but also previous dev build... anyone got this? win7 64, nvidia gt8800. tried running win xp compat mode, as well as admin... nothing... hangs up right there before I see the main menu.
Code: [Select]
---- endianness initialization -----
found little endian system

---- filesystem initialization -----
Adding game dir: /usr/local/games/ufoai/base
Adding game dir: ./base
Added packfile ./base/0base.pk3 (15 files)
Added packfile ./base/0maps.pk3 (748 files)
Added packfile ./base/0materials.pk3 (53 files)
Added packfile ./base/0media.pk3 (11 files)
Added packfile ./base/0models.pk3 (2900 files)
Added packfile ./base/0music.pk3 (60 files)
Added packfile ./base/0pics.pk3 (1209 files)
Added packfile ./base/0shaders.pk3 (27 files)
Added packfile ./base/0snd.pk3 (337 files)
Added packfile ./base/0textures.pk3 (2369 files)
Added packfile ./base/0ufos.pk3 (108 files)
Added packfile ./base/0videos.pk3 (2 files)
Adding game dir: C:\Users\Candoris\AppData\Roaming\UFOAI/2.4-dev/base
using C:\Users\Candoris\AppData\Roaming\UFOAI/2.4-dev/base for writing
couldn't execute filesystem.cfg
executing default.cfg
couldn't execute config.cfg

----- network initialization -------
libcurl/7.19.4 zlib/1.2.5 initialized.

------ server initialization -------
added 8 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: 1280x1024 1280x960 1280x800 1280x768 1280x720 1152x864 1024x768 800x600 720x576 720x480 640x480 (11)
I: video driver: windib
I: setting mode -1
I: set multisample buffers to 0
I: set swap control to 0
I: 1024x768 (fullscreen: yes)
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 GT/PCI/SSE2
GL_VERSION: 3.3.0
GL_EXTENSIONS: GL_ARB_base_instance GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_compatibility GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_elements_base_vertex GL_ARB_draw_instanced GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_separate_shader_objects GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shading_language_packing GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_storage GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_viewport_array 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_bindable_uniform 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_depth_bounds_test GL_EXT_direct_state_access 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_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_object 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_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects 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_dxt1 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_format_BGRA8888 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_shared_exponent GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_texture_type_2_10_10_10_REV GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_copy_image GL_NV_depth_buffer_float GL_NV_depth_clamp GL_NV_explicit_multisample GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragdepth GL_NVfragment_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_parameter_buffer_object2 GL_NV_path_rendering GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_shader_buffer_load GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_lod_clamp GL_NV_texture_multisample 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_buffer_unified_memory 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_NVX_gpu_memory_info GL_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float 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
found GL_ARB_multitexture
found GL_ARB_texture_compression
found GL_ARB_texture_non_power_of_two
using GL_ARB_texture_non_power_of_two
found GL_EXT_texture_filter_anisotropic
found GL_EXT_texture_lod_bias
found GL_ARB_vertex_buffer_object
found GL_ARB_fragment_shader
found GL_ARB_shading_language_100
GLSL version guaranteed to be supported by OpenGL implementation postfixed by vender supplied info: 3.30
found GL_###_framebuffer_object
using GL_ARB_framebuffer_object
max draw buffers: 8
max render buffer size: 8192
max color attachments: 8
found GL_###_draw_buffers
using GL_ARB_draw_buffers
max supported vertex texture units: 32
max supported lights: 8
max texture units: 4
max texture coords: 8
max vertex attributes: 16
max varying floats: 60
max fragment uniform components: 2048
max vertex uniform components: 4096
max texture size: detected 8192
...but using 2048 as requested
Using low resolution globe textures as requested.
R_LoadShader: world_vs.glsl: R_LoadShader: world_fs.glsl: R_ProgramVariable: Could not find parameter FOGDENSITY in program world.
R_LoadProgram: 'world' loaded.
R_LoadShader: warp_vs.glsl: R_LoadShader: warp_fs.glsl: R_ProgramVariable: Could not find parameter FOGDENSITY in program warp.
R_LoadProgram: 'warp' loaded.
R_LoadShader: geoscape_vs.glsl: R_LoadShader: geoscape_fs.glsl: R_LoadProgram: 'geoscape' loaded.
R_LoadShader: combine2_vs.glsl: R_LoadShader: combine2_fs.glsl: R_LoadProgram: 'combine2' loaded.
R_LoadShader: convolve3_vs.glsl: R_LoadShader: convolve3_fs.glsl: R_LoadProgram: 'convolve3' loaded.
R_LoadShader: atmosphere_vs.glsl: R_LoadShader: atmosphere_fs.glsl: R_LoadProgram: 'atmosphere' loaded.
R_LoadShader: simple_glow_vs.glsl: R_LoadShader: simple_glow_fs.glsl: R_LoadProgram: 'simple_glow' loaded.
SDL_image version 1.2.10
SDL_ttf version 2.0.10 - we need at least 2.0.7

------- sound initialization -------
SDL_mixer version: 1.2.11
... requested audio rate: 44100
... driver: 'dsound'
... audio rate: 44100
... audio channels: 2
... loaded ogg vorbis support

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

----------- parse scripts ----------
55 script files
...  0: extension
...  1: headgear
...  2: right
...  3: left
...  4: backpack
...  5: belt
...  6: holster
...  7: armour
...  8: floor
...  9: equip
CL_ParseParticle: particle def "null" with same name found, reset first one
CL_ParseParticle: particle def "debug_marker" with same name found, reset first one
CL_ParseParticle: particle def "circle" with same name found, reset first one
CL_ParseParticle: particle def "water_fountain" with same name found, reset first one
CL_ParseParticle: particle def "water_drop" with same name found, reset first one
CL_ParseParticle: particle def "bubble" with same name found, reset first one
CL_ParseParticle: particle def "bubbles" with same name found, reset first one
CL_ParseParticle: particle def "white_single_smoke" with same name found, reset first one
CL_ParseParticle: particle def "white_smoke" with same name found, reset first one
CL_ParseParticle: particle def "smokesmall" with same name found, reset first one
CL_ParseParticle: particle def "greensmokebig" with same name found, reset first one
CL_ParseParticle: particle def "smokebig" with same name found, reset first one
CL_ParseParticle: particle def "smokeRound2" with same name found, reset first one
CL_ParseParticle: particle def "corona" with same name found, reset first one
CL_ParseParticle: particle def "corona_yellow" with same name found, reset first one
CL_ParseParticle: particle def "coronaImpact" with same name found, reset first one
CL_ParseParticle: particle def "burnCorona" with same name found, reset first one
CL_ParseParticle: particle def "smallcampFire" with same name found, reset first one
CL_ParseParticle: particle def "burning" with same name found, reset first one
CL_ParseParticle: particle def "fire" with same name found, reset first one
CL_ParseParticle: particle def "burnFlame" with same name found, reset first one
51 ui script files
UI_ParseNodeProperties: unknown property "textalign", node ignored (node cmpActorSelect.txt_actor)
UI_ParseNodeBody: node with bad body ignored (node "cmpActorSelect.txt_actor")

Could not get the super window "iaircraft"

3
Discussion / Cosmetic change suggestion
« on: July 26, 2011, 10:33:00 pm »
Maybe there could be an option for autoadjust soldiers' uniform colour based on mission terrain? Or have the adequate camouflage give some small bonus against aliens relying on eyesight for aiming...?

4
Discussion / Autoresolve ideas
« on: July 26, 2011, 09:38:11 pm »
As a suggestion, the game should gather statistics on how you complete the missions and given similar balance adjust for your skill level, that is if I tend to complete most missions with max 2 soldiers wounded, it should boost up my success rate in autoresolve as opposed to when I get my soldiers killed on average, my autoresolve should accordingly have higher fatality ratio.
Why this makes sense? Because many of us don't have too much time to invest in every mission, yet after 2-3 autoresolves the squad is shredded to nothing, while with the same squad played manually I get maybe 1 dead in 4 missions (I do retry).
I am not sure what the exact learning algorithm should be, how complex to make it, but I guess it should rely on current system, just adjust success/failure chances via learning curve considering fatalities, number of wounded, soldiers XP level.
Any ideas?

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