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Messages - Crab

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feather:~> glxinfo | grep direct
Xlib:  extension "GLX" missing on display ":0.0".
Xlib:  extension "GLX" missing on display ":0.0".
Xlib:  extension "GLX" missing on display ":0.0".
Error: couldn't find RGB GLX visual
Xlib:  extension "GLX" missing on display ":0.0".
Xlib:  extension "GLX" missing on display ":0.0".
Xlib:  extension "GLX" missing on display ":0.0".
Xlib:  extension "GLX" missing on display ":0.0".
thanks for the hint!
 a google search of these error messages pointed that it is indeed the problem with the video drivers. I'll try to solve them :)

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Feature Requests / problem - slow framerate - 1 frame per several seconds
« on: November 26, 2007, 05:48:13 pm »
Compiled from today's svn on Debian GNU/Linux (it is first time I do so - no previous versions), 1 x 2.0 GHz CPU, 2Gb Memory, nVidia GeForce FX Go5200
(https://ufoai.svn.sourceforge.net/svnroot/ufoai/ufoai/trunk, Revision: 13167 )

Graphics (framerate) is very slow (everywhere - on load, in main menu, in geoscape. In geoscape, I can see that time goes normally (so it seems that the game itself doesn't lag), but the framerate is very,very slow - 1 frame per several seconds). CPU usage is also ~100%.
It happens both in fullscreen mode and in windowed mode.
console log is here: http://www.terraninfo.net/me/ufoconsole1.log

UPD: searched about it on this forum, tried what was written there - "+set snd_init 0" doesn't help.

What can I try to do ? Is it a a graphics driver problem ?

3
Coding / Re: Trying to fix my first bug: thoughts on capacity.
« on: November 25, 2007, 11:33:35 pm »
This of course should not be the case when your storage is destroyed in UFO attack, but such way is not implemented yet.I don't know. For some cases like destroying building by UFO, the whole content of such building should be destroyed too, but I do not have a clue how to easily implement it now. (For example every item should track the building index in base when being added, to be removed when building is destroyed -> PITA).
There is an easier way:
1. find out how many 'storage space' of items were stored in the building. (for example - if there is 4 storages, then 25% of items are in one of them)
2. just destroy items at random, counting how many 'storage space' they used to take, until needed number of 'storage space' is destroyed.

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