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Topics - keybounce

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16
FAQ / Version question: 2.3 v 2.4
« on: May 18, 2010, 06:25:03 am »
I updated to the fresh copy of the trunk today, and I realize that it claims to be 2.4.

What's the correct way to get the 2.3 codebase? (assuming that it's no longer trunk).

What's going into 2.3 as opposed to what's going into 2.4? (I figure 2.3 is under feature freeze and bug fix only right now)

17
FAQ / SSL Fingerprint question
« on: May 17, 2010, 10:48:24 pm »
It's been about 8 months since I've done anything with UfoAI.

Today, I got this:

stbmac:trunk Michael$ svn info -r HEAD
Error validating server certificate for 'https://ufoai.svn.sourceforge.net:443':
 - The certificate is not issued by a trusted authority. Use the
   fingerprint to validate the certificate manually!
Certificate information:
 - Hostname: *.svn.sourceforge.net
 - Valid: from Jan  4 15:21:55 2010 GMT until Feb  5 10:03:23 2011 GMT
 - Issuer: Equifax Secure Certificate Authority, Equifax, US
 - Fingerprint: ea:d1:3e:01:cc:16:e9:9b:c2:ab:4b:0c:cc:26:5f:25:78:ea:89:b4
(R)eject, accept (t)emporarily or accept (p)ermanently? t

Is that the correct fingerprint? I can't find anything on SF to validate that.

And why is Equifax not a trusted authority?

18
Discussion / Security certificate?
« on: September 17, 2009, 07:31:13 pm »
Mac os 10.5.8. Ppc.

stbmac:trunk Michael$ svn up
Error validating server certificate for 'https://ufoai.svn.sourceforge.net:443':
 - The certificate is not issued by a trusted authority. Use the
   fingerprint to validate the certificate manually!
Certificate information:
 - Hostname: *.svn.sourceforge.net
 - Valid: from Nov 11 20:25:27 2008 GMT until Jan 11 20:25:27 2010 GMT
 - Issuer: Equifax Secure Certificate Authority, Equifax, US
 - Fingerprint: 04:b2:70:e9:ba:cf:70:fc:e8:8a:22:86:14:13:51:97:1b:6a:de:38
(R)eject, accept (t)emporarily or accept (p)ermanently? t

Is this the correct/expected behavior?

stbmac:trunk Michael$ svn --version
svn, version 1.4.4 (r25188)
   compiled Jun 15 2007, 09:34:00

19
Newbie Coding / Structure of the system: The scripts???
« on: August 15, 2009, 01:27:44 am »
I have taken a bit of a look around, and as far as I can tell, the compiled code is just an engine. The actual what's-happening is driven by the scripts.

But I'm completely lost when it comes to what's what, and what's the main(), of the scripts.

So, simply enough: What's the setup/structure of the scripting system?

20
Mac / Geoscape failure on mac: initialization? F8/F9 issue
« on: July 13, 2009, 02:31:57 am »
I've managed to track down the failure of the geoscape to display properly on the macintosh.

The symptoms: Graphically the geoscape is a mess. It happens with both 2d and 3d.

The NON-cause, or: How to display the geoscape properly:
1. Put the computer to sleep.
2. Wake the computer up.
3. Start Ufo.
4. Do not switch applications. Do not use F8 (spaces). Do not use F9 (expose).

Game runs just fine, and displays the geoscape just fine. Battle maps still do not display correctly.

Something about the F8/F9/Alt-tab app change causes the graphics to mess up. I have yet to determine exactly what does or does not cause it. In at least two test cases, control was returned to Ufo, and it seemed to continue to work, until the "Display nation boundaries" was turned on; then it broke, and stayed broke even when turned off.

Hardware: iBook G4, 14 inch.
Mobility Radeon 9550
Windowed mode (960 x 720)

21
So I've posted some examples of how the map looks bad on PPC macs.

Today, I ran across something by accident. The map looks good when the window is not active, and covered by another window. Maybe.

The ufo window is updating and changing what is displayed when another window is active, and placed over it, and moving. And, the display in the UFO map changes based on what's in the moving window.

If I have a mostly white finder window, I get a brighter UFO map -- bright enough that it looks good. The problems seem to be one of brightness -- Ufo seems to want to normally make parts of the map darker, and that's what it does badly. For testing: Is there a way to force full brightness when playing?

Equally, when I move a window over, UFO acts like the map needs to be made brighter, and it works. But the brightness isn't constant.

If I move a mostly green window over, such as activity monitor, then the greenness shows up in the map.

Here's an attached picture that shows what's going on. Why Ufo would care about other windows, I don't know.

22
Discussion / Feedback on controls
« on: July 10, 2009, 04:28:51 am »
I want to see an easy way to "cancel" the current action.

<Esc> breaks out to the options menu.
<Ctrl> seems to sometimes cancel, and sometimes turn.

If I have a proposed movement path on-screen, and want to just cancel, there doesn't seem to be any way besides clicking on a new destination
---

Movement paths that combine a straight and a diagonal have a 50% chance of doing it in the wrong order. I'd like to see some way to switch between different paths to get to point X before choosing one. Yes, that's a shortcut to putting in lots of short mouse clicks.

Alternately, can we get keyboard controls to move the current actor one space in direction X? Bonus points for recalculating the path to destination as I move in a different path.
---

Firing is none intuitive. I click on the weapon icon, I click on the fire mode, I hit "space" to bring up the enemy, and I try to click on the enemy to fire. Doesn't work.


23
Feature Requests / Starting an action that will complete next turn
« on: July 10, 2009, 01:52:41 am »
Lets say that I want to take an 18 TU action, and I only have 16 TU's left. What I'd want to do is to start it now, and know that next turn, I will be 2 TU's down, and have it finished.

Right now, because of the arbitrary chunking nature of a turn, I can't, I have to waste 16 TU's now, and next turn I'm 18 TU's down when it finishes.

Why not permit someone to start something now that won't finish until next turn?

(In my case, it was reloading a weapon.)

24
FAQ / What is the proper way to use 'svn switch'?
« on: June 30, 2009, 07:20:13 am »
I had a checkout of the 2.2.1 tag. I tried to switch to the trunk, about a month later.

Code: [Select]
Kleiman-ibook:trunk michael$ svn info
Path: .
URL: https://ufoai.svn.sourceforge.net/svnroot/ufoai/ufoai/tags/ufoai_2.2.1
Repository Root: https://ufoai.svn.sourceforge.net/svnroot/ufoai
Repository UUID: 39b98707-f80d-0410-bc7e-c6b02f5409da
Revision: 24887
Node Kind: directory
Schedule: normal
Last Changed Author: tlh2000
Last Changed Rev: 16579
Last Changed Date: 2008-04-28 22:26:37 -0700 (Mon, 28 Apr 2008)

Kleiman-ibook:trunk michael$ svn switch -r {2008-05-30} https://ufoai.svn.sourceforge.net/svnroot/ufoai/ufoai/trunk
D    .gamedir
G    configure
U    Makefile.in
...

So first, is this the right syntax and behavior? I thought it was.

But it resulted in (at the end)
Code: [Select]
U    base/pics/wait.tga
D    base/maps/rivertown01d.map
svn: Won't delete locally modified directory 'base/maps'
svn: Left locally modified or unversioned files
Kleiman-ibook:trunk michael$

Not much more later, I got errors like:
Code: [Select]
svn: Directory 'base/maps/frozenn/.svn' containing working copy admin area is missing
I don't want to have to wipe and re-download all the time that I'm moving around. What's the key that I'm missing here?

25
Mac / Problem compiling 2.2.1 (now serious -- see second post)
« on: June 27, 2009, 04:34:31 pm »
I think I'm doing it right, but 2.2.1 still doesn't like me.

 2084  svn switch https://ufoai.svn.sourceforge.net/svnroot/ufoai/ufoai/tags/ufoai_2.2.1
 2094  ./configure --disable-uforadiant  --enable-universal --libdir=/opt/local/lib --includedir=/opt/local/include

I'm pretty sure that's the right syntax for the svn command to give me 2.2.1.
But configure still seems to want the SDL stuff in the system /Library/Frameworks.
Code: [Select]
Kleiman-ibook:trunk michael$ ./configure --disable-uforadiant  --enable-universal --libdir=/opt/local/lib --includedir=/opt/local/include
checking build system type... powerpc-apple-darwin9.7.0
checking host system type... powerpc-apple-darwin9.7.0
checking target system type... powerpc-apple-darwin9.7.0
checking system... Mac OS X
checking for sed... yes
checking for echo... yes
checking target OS... configure: error: Could not find SDL Framework at /Library/Frameworks.

Before I go and clobber configure to take SDL in /opt/local/lib, is there anything else that I am missing, overlooking, unaware of, or otherwise booching?

26
FAQ / What revision corresponds to 2.2.1 release?
« on: June 26, 2009, 08:35:16 am »
What is the revision number corresponding to 2.2.1 release?

And, how does svn handle branches -- if someone were to check in a patch to 2.2.1, how would it show up?

How do you do a search against the checkin notes? For example, 12320 is tagged as "bump revision to 2.3".

27
FAQ / How do I get to the oldest version of 2.3?
« on: June 23, 2009, 08:56:21 pm »
Since I'm having nothing but problems with the current Mac (ppc) compilation, I thought I'd go back to the first version -- which I figured would be a copy of the 2.2.1 tree.

Kleiman-ibook:trunk michael$ svn up -r 1
svn: REPORT request failed on '/svnroot/ufoai/!svn/vcc/default'
svn: Target path does not exist
Kleiman-ibook:trunk michael$

So how do you go back to the beginning?

28
Bugs prior to release 2.3 / Does map-get work anymore?
« on: June 16, 2009, 10:35:11 pm »

Kleiman-ibook:trunk michael$ contrib/scripts/map-get -v upgrade
getting list of available maps
Err http://static.ufo.ludwigf.org/maps/Maps
Traceback (most recent call last):
  File "contrib/scripts/map-get", line 287, in <module>
    main()
  File "contrib/scripts/map-get", line 283, in main
    commands[args[0]](args[1:])
  File "contrib/scripts/map-get", line 102, in upgrade
    for i in download(URI + '/Maps').split('\n'):
  File "contrib/scripts/map-get", line 58, in download
    error('%s: %s' % (e.message, e.reason[1]))
AttributeError: 'HTTPError' object has no attribute 'reason'
Kleiman-ibook:trunk michael$

29
Mac / Re: campaign game fails to start in 24881 ** FOUND **
« on: June 15, 2009, 04:21:05 am »
The campaign game crashes.

Attempting to run the game normally gives a lockup -- apprently, too much output to Terminal.
Kleiman-ibook:trunk michael$ nice -n +20 ./ufo +set developer 1 > output.txt
0   ufo                                 0x0019f578 Sys_Backtrace + 36
1   ufo                                 0x00129050 Com_Error + 376
2   ufo                                 0x00062194 B_ParseBuildings + 1384
3   ufo                                 0x0007569c CL_GetComponentsByItem + 1136
4   ufo                                 0x00075a68 CL_ReadSinglePlayerData + 212
5   ufo                                 0x0001627c GAME_CP_InitStartup + 444
6   ufo                                 0x00013798 GAME_SetMode + 344
7   ufo                                 0x00013da8 GAME_SetMode + 1896
8   ufo                                 0x0011974c Cmd_ExecuteString + 268
9   ufo                                 0x00117c40 Cbuf_Execute + 452
10  ufo                                 0x00037ea4 CL_OnBattlescape + 160
11  ufo                                 0x000386d4 CL_Frame + 432
12  ufo                                 0x0012b224 Qcommon_Init + 2564
13  ufo                                 0x0012b648 Qcommon_Frame + 232
14  ufo                                 0x0019fa28 main + 356
15  ufo                                 0x000023f4 start + 68
16  ???                                 0x00000004 0x0 + 4
Kleiman-ibook:trunk michael$

Main menu opens, I select single player, I select campaign, there's a pause, and then the dump occurs. I'm then looking at a blank screen (the client), and nothing seems to work except exit.

G4.


[attachment deleted by admin]

30
Bugs prior to release 2.3 / Tracking down lighting/shading issues
« on: May 28, 2009, 07:59:18 pm »
Alright, I want to tackle this, and do not know where to start.

There appears to be a byte swap issue affecting PPC machines. On a G4 mac, if I have real time lighting and GLSL shaders turned on, then the graphics of the terrain are fine, but people are pure white; if I have either or both turned off, then people are fine but the ground has garbled colors.

I suspect that the lighting information stored in the map file is missing a byteswap somewhere, but I have no idea where to begin looking, or even how to learn where to begin looking.

So, some simple questions:
1. When a map is loaded, where is the lighting information loaded,
2. What are "normal" or "typical" values that should be expected?
3. Since this appears to be a function of both lighting and shading, what else is in the map file that I need to look at?
4. What would cause people to go pure white when the extra calculations are done at run time?

The only time I see a slowdown in frame rate is when both are turned on, indicating that the full calculations are being done locally (and slowly); if either is off, then the frame rate is fast, and (I assume) everything is coming from the map file.

(I managed to track down another byteswap issue once I found out the expected number of sides and brushes, and checked those on loading. I'm expecting something similar here.)

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