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Messages - Thyranim

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16
Newbie Coding / Re: Meet the Newbie !
« on: August 23, 2009, 12:40:08 pm »
after downloading mattns codeblocks and openal-package, clean rebuild workspace works now without error
Code: [Select]
||=== ufo, windows_debug ===|
D:\_Development\UFOAISVN\ufoai-trunk\src\client\campaign\cp_fightequip_callbacks.c|135|warning: 'AII_GetTechnologyToDisplay' defined but not used|
D:\_Development\UFOAISVN\ufoai-trunk\src\client\renderer\r_error.h|48|warning: 'R_CheckErrorDebug' defined but not used|
||=== uforadiant_model, windows_debug ===|
..\..\src\tools\radiant\libs\autoptr.h||In destructor 'AutoPtr<T>::~AutoPtr() [with T = ArchiveFile]':|
D:\_Development\UFOAISVN\ufoai-trunk\src\tools\radiant\plugins\model\plugin.cpp|117|instantiated from here|
..\..\src\tools\radiant\libs\autoptr.h|9|warning: possible problem detected in invocation of delete operator:|
..\..\src\tools\radiant\libs\autoptr.h|9|warning: invalid use of incomplete type 'struct ArchiveFile'|
..\..\src\tools\radiant\include\iimage.h|47|warning: forward declaration of 'struct ArchiveFile'|
..\..\src\tools\radiant\libs\autoptr.h|9|note: neither the destructor nor the class-specific operator delete will be called, even if they are declared when the class is defined.|
||=== uforadiant, windows_debug ===|
||warning: command line option "-Wno-non-virtual-dtor" is valid for C++/ObjC++ but not for C|
||warning: command line option "-Wno-non-virtual-dtor" is valid for C++/ObjC++ but not for C|
D:\_Development\UFOAISVN\ufoai-trunk\src\tools\radiant\libs\gtkutil\filechooser.cpp|149|warning: 'shortcutFoldersInBaseDir' defined but not used|
D:\_Development\UFOAISVN\ufoai-trunk\src\tools\radiant\radiant\exec.cpp||In function 'void exec_spawn_process(ExecCmd*, void (*)(void*))':|
D:\_Development\UFOAISVN\ufoai-trunk\src\tools\radiant\radiant\exec.cpp|196|warning: statement has no effect|
D:\_Development\UFOAISVN\ufoai-trunk\src\tools\radiant\radiant\exec.cpp||In function 'void exec_run(Exec*)':|
D:\_Development\UFOAISVN\ufoai-trunk\src\tools\radiant\radiant\exec.cpp|396|warning: statement has no effect|
D:\_Development\UFOAISVN\ufoai-trunk\src\tools\radiant\radiant\pathfinding\Routing.h|12|warning: 'routing::m_routingShader' defined but not used|
D:\_Development\UFOAISVN\ufoai-trunk\src\tools\radiant\radiant\server.cpp|204|warning: 'dllexport' attribute ignored|
||=== Build finished: 0 errors, 12 warnings ===|

but never build installer-package before, so perhaps it's best to wait for odie so he's experienced in this ;)

17
Newbie Coding / Re: Meet the Newbie !
« on: August 22, 2009, 10:44:51 pm »
it's already included in the script - it's just waiting that some windows user opens the mingw shell, run the script and check that everything is where it is supposed to be

so what to do? download your codeblocks.zip and than run which script ?
the project-compilation??

18
Feature Requests / Re: Tactical Deployment
« on: August 22, 2009, 07:57:08 pm »
the ideas of air-dropping sound great
signed by me :D

on this way it would also perhaps be possible to get reinforcements during a long battle (on a huge map with a lot of aliens)

so you can say "get me the next 6 soldiers"
and a few rounds later you get the option to say where to drop, or where to land the transport :)


additional idea for thos kind of bigger maps:
same option for aliens :D
after some rounds you receive a message by radar-specialists, that a further ufo is approaching in 7 rounds (or something else)

for this a new ufo-type: troop transport :D

19
Bugs prior to release 2.3 / Re: Whoa! Game-Crashing bug...
« on: August 16, 2009, 07:50:29 pm »
as i've noticed so far, civilians are "solid", when position of civlian is known when starting movement

for example when civilian is on the rear side of soldier, and soldier is then moving in this direction, he will see him on movement, but move through him cause on movement-calculation this posiotn wasn't blocking

20
Discussion / Re: Last Post: August 7 - Where is Odie?
« on: August 14, 2009, 06:28:30 pm »
you can download his file with this link
http://www.nakido.com/D944A511F852F9E1B8548B1D1F8EE71FBB719C1B

the upload finished, but he didn't edit his post...

21
For anyone who want's to download this file, the correct link is:
http://www.nakido.com/D944A511F852F9E1B8548B1D1F8EE71FBB719C1B
and it finished uploading ;) so it's at 100%....
dunno where odie left, but he'll edit his post after return...

22
Windows / Re: game wont start
« on: August 08, 2009, 03:03:46 pm »
my "old" videocard only supported GL_VERSION 2.1.0 and i always got black models with activated GLSL Shaders

23
Windows / Re: game wont start
« on: August 07, 2009, 09:02:03 pm »
additional info:
GL_VERSION: 3
is needed for activation the GLSL Shader

24
CTD = Crash To Desktop i think... ?

25
Windows / Re: Compilation Error: junk at end of line
« on: August 03, 2009, 06:44:04 pm »
7zip can open it
definitely, done this here ;)

its just a tar archive
mh, nah... it's a lzma-archived tar-archive, because of this winrar is not possible to open it
have to use 7zip

26
Feature Requests / Re: Proposal for 2.4 TODOs
« on: July 25, 2009, 06:39:12 pm »
http://www.reactos.org/wiki/Roadmap

ReactOS is doing a short list (current version is 0.3.10) of next version as far as able to plan

so this kind of list to use here let's say like

2.2.1 (current) - done
2.3 - WIP - features x,y &z
2.4 - planned - features a,b & c
2.5 - unclear - features j & k
x.x - see list --> here a link to the general-proposals where all future features are listed, unsorted

so similar list without dates, so noone has to say "oh sorry, got no time, have to shift date to the overnext month instead of this one... again"

27
Broken Link? Empty URL ?

Ok, but found your file odie, so for all: here is the correct link for odie's built package:

UFOAI 2.3 R25372 Developer's Built

28
Windows / Re: Compiling for Windows (Thread Tracking for Thyranim)
« on: July 23, 2009, 04:11:21 pm »
as i can understand the attached nsis-script, this script is only searching for pk3-files in base folder and packing them together in 1 installer-file

so which script is responsible to compress the shader-folder to an pk3-file?

29
FAQ / Re: First person view
« on: July 22, 2009, 06:46:57 pm »
you can change the angel of the camera with the r and f key if i remember correctly

don't know of first-person-view? but perhaps...

30
Windows / Re: Vedrit / MXcom - On Usage of Maps Archives
« on: July 22, 2009, 02:31:51 pm »
you missunderstood something in his post

he was uploading the game in revision r25298 including the maps of revision r25206, because nothing has changed for the maps till then

additionally he is uploading the maps as stand-alone-package of this same installer
(PS: read the whole line:
Quote from: odie
I am also including my recompilation of the maps, as of revision, R25298 (Last full recompilation as of R25206) here.
so it is the map-package of the the r25206 )


so the first is the installer AND the maps in 1 package (nearly 600 MB), the second is ONLY the maps (nearly 90MB) without any other...


if you are downloading the installer, there will be no need to download the maps again (because they are also included in the installer of same version)

update:
i'm currently redownloading the maps o i can tell you, how to use them if you still want to
ok, re-downloaded the extra-map-package by odie
to use this in the installer-package (which still both are the same) you have to do several things:
-install the game
-look into the base-folder
-rename the 0maps.pk3 into 0maps.zip so you can extract it with archiver of your choice (7zip, winrar, whatever...)
-you're getting 2 folder:s maps and materials, delete the maps-folder and also delete the 0maps.zip file
-copy the maps-archive into your base-folder
-extract it
-done

many many many work and you don't get any advantage of it, because the maps-folder inside this extra-archive is the same as the maps-folder inside the 0maps-file by the installer !

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