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Messages - smalul

Pages: [1] 2 3
1
Coding / Re: Missing File
« on: August 15, 2008, 10:43:18 pm »
I had the same problem - I just downloaded the new version of Code::Blocks from http://mattn.ninex.info/?page=Download, moved the MinGW directory from C:\developement\Codeblocks to the C:\developement directory, and it seems to compile this gtkradiant files (whatever they are). However, I do get the following warnings:

||=== gtkradiant_model, windows ===|
..\..\src\tools\radiant\libs\stream\textstream.h|369|warning: `class SingleCharacterOutputStream' has virtual functions but non-virtual destructor|
..\..\src\tools\radiant\libs\scenelib.h|204|warning: `class scene::NullNode' has virtual functions but non-virtual destructor|
..\..\src\tools\radiant\libs\scenelib.h|815|warning: `class SelectChildren' has virtual functions but non-virtual destructor|
..\..\src\tools\radiant\libs\instancelib.h|34|warning: `class InstanceSubgraphWalker' has virtual functions but non-virtual destructor|
..\..\src\tools\radiant\libs\instancelib.h|56|warning: `class UninstanceSubgraphWalker' has virtual functions but non-virtual destructor|
..\..\src\tools\radiant\libs\instancelib.h|75|warning: `class InstanceSet' has virtual functions but non-virtual destructor|
..\..\src\tools\radiant\libs\traverselib.h|115|instantiated from here|
..\..\src\tools\radiant\libs\undolib.h|96|warning: `class UndoableObject<TraversableNodeSet>' has virtual functions but non-virtual destructor|
..\..\src\tools\radiant\libs\traverselib.h|113|warning: `class TraversableNodeSet' has virtual functions but non-virtual destructor|
..\..\src\tools\radiant\libs\traverselib.h|335|warning: `class TraversableObserverRelay' has virtual functions but non-virtual destructor|
..\..\src\tools\radiant\libs\render.h|823|warning: `class RenderablePointVector' has virtual functions but non-virtual destructor|
D:\UFOAI SC\src\tools\radiant\plugins\model\model.cpp|45|warning: `class VectorLightList' has virtual functions but non-virtual destructor|
D:\UFOAI SC\src\tools\radiant\plugins\model\model.cpp|67|warning: `class PicoSurface' has virtual functions but non-virtual destructor|
D:\UFOAI SC\src\tools\radiant\plugins\model\model.cpp|287|warning: `class PicoModel' has virtual functions but non-virtual destructor|
D:\UFOAI SC\src\tools\radiant\plugins\model\model.cpp|529|warning: `class PicoModelNode' has virtual functions but non-virtual destructor|
..\..\src\tools\radiant\libs\stream\textstream.h|369|warning: `class SingleCharacterOutputStream' has virtual functions but non-virtual destructor|
..\..\src\tools\radiant\libs\stream\stringstream.h|98|warning: `class StringOutputStream' has virtual functions but non-virtual destructor|
D:\UFOAI SC\src\tools\radiant\plugins\model\plugin.cpp|163|instantiated from here|
..\..\src\tools\radiant\libs\modulesystem\singletonmodule.h|66|warning: `class SingletonModule<ModelPicoAPI, ModelPicoDependencies, PicoModelAPIConstructor>' has virtual functions but non-virtual destructor|
||=== ufo2map, windows ===|
C:\developement\MinGW\include\jconfig.h|25|warning: "HAVE_STDLIB_H" redefined|
C:\developement\MinGW\include\SDL\SDL_config.h|67|warning: this is the location of the previous definition|
||=== gtkradiant, windows ===|
..\..\src\tools\radiant\include\igl.h|989|warning: "GL_LOGIC_OP" redefined|
C:\developement\MinGW\include\GL\gl.h|394|warning: this is the location of the previous definition|
..\..\src\tools\radiant\include\igl.h|990|warning: "GL_TEXTURE_COMPONENTS" redefined|
C:\developement\MinGW\include\GL\gl.h|626|warning: this is the location of the previous definition|
||=== Build finished: 0 errors, 23 warnings ===|

I'm guessing this is a coding problem, and not a configuration problem.

Edit:
The \\radiant\radiant.exe doesn't even work - I get this errro when I try to run it:
This application has failed to start because libgdk_pixbuf-2.0-0.dll was not found. Re-installing the application may fix this problem.

2
Coding / Re: Compiling with DEV-CPP
« on: October 07, 2007, 07:59:07 pm »
Downloaded and setup code blocks and it still gives me that __cpu_features_init error.
I have this problem too - ufo2map.cbp just won't compile (the rest of the files are working just fine). I posted about it here:
http://ufoai.ninex.info/forum/index.php?topic=1864.0
No one can find a solution to the problem (I've installed code::blocks a few times, but the problem continues).

3
Coding / Re: SDL_Mixer with Dev-C++
« on: October 06, 2007, 11:07:45 am »
I have a similar problem.
In Dev-C++ the missing files are: \src\client\snd_ref.c, \src\client\snd_mix.c, \src\client\snd_loc.c, \src\client\snd_ogg.c, \src\client\snd_ogg.h, \src\client\snd_wave.c, and \src\client\snd_wave.h. UFO.EXE won't compile of course.

In Code::Blocks, it stops at "#include <SDL_mixer.h>", and I get these errors:
Code: [Select]
:: === ufo, windows ===
D:\UFOAI SC\src\client\cl_sound.h:32: SDL_mixer.h: No such file or directory
D:\UFOAI SC\src\client\cl_sound.h:51: error: syntax error before "Mix_Chunk"
D:\UFOAI SC\src\client\cl_sound.h:51: warning: no semicolon at end of struct or union
D:\UFOAI SC\src\client\cl_sound.h:54: error: syntax error before '}' token
D:\UFOAI SC\src\client\cl_sound.h:54: warning: type defaults to `int' in declaration of `sfx_t'
D:\UFOAI SC\src\client\cl_sound.h:54: warning: data definition has no type or storage class
D:\UFOAI SC\src\client\cl_sound.h:58: error: syntax error before "Mix_Music"
D:\UFOAI SC\src\client\cl_sound.h:58: warning: no semicolon at end of struct or union
D:\UFOAI SC\src\client\cl_sound.h:61: error: syntax error before '}' token
D:\UFOAI SC\src\client\cl_sound.h:61: warning: type defaults to `int' in declaration of `music_t'
D:\UFOAI SC\src\client\cl_sound.h:61: warning: data definition has no type or storage class
D:\UFOAI SC\src\client\cl_sound.h:68: error: syntax error before "sfx_t"
D:\UFOAI SC\src\client\cl_sound.h:70: error: syntax error before '*' token
D:\UFOAI SC\src\client\cl_sound.h:70: warning: type defaults to `int' in declaration of `S_RegisterSound'
D:\UFOAI SC\src\client\cl_sound.h:70: warning: data definition has no type or storage class
D:\UFOAI SC\src\client\cl_actor.c:: In function `CL_ActorDoThrow':
D:\UFOAI SC\src\client\cl_actor.c:2771: error: `sfx' undeclared (first use in this function)
D:\UFOAI SC\src\client\cl_actor.c:2771: error: (Each undeclared identifier is reported only once
D:\UFOAI SC\src\client\cl_actor.c:2771: error: for each function it appears in.)
D:\UFOAI SC\src\client\cl_actor.c:: In function `CL_PlayActorSound':
D:\UFOAI SC\src\client\cl_actor.c:4121: error: `sfx' undeclared (first use in this function)
:: === Build finished: 11 errors, 8 warnings ===

Trunk 12234
Win XP SP2

4
Coding / Re: Compiling ufo2map.cbp with Code::Blocks, trunk 112079
« on: September 29, 2007, 10:33:17 am »
I checked the project's build options and properties, and it seems to me they are set to make a windows file, and not a windows_debug file (I'm not 100% sure, but it seems to me the windows option is the one selected). In any case, I've never touched any of the options there before.

5
Coding / Re: Compiling ufo2map.cbp with Code::Blocks, trunk 112079
« on: September 28, 2007, 06:46:13 pm »
Just to be clear - I've downloaded the prePackaged version again today, deleted the development directory, deleted the configuration directory c:\Documents and Settings\****\Application Data\codeblocks, unzipped the file, placed the files in c:\development, configured Code::Blocks based on what you wrote in the wiki, and did the manual configuration just in case, but it just didn't work - ufo2map.cbp is just not compiling, and nor does the ufo2map part in the ufo.workspace file. I deleted the *.cbp files from the \build\projects directory and updated the project to the latest trunk, but again - ufo2map is just not compiling.

Again, this is the error I get:
Code: [Select]
Linking console executable: ..\..\ufo2map.exe
C:/development/MinGW/bin/../lib/gcc/mingw32/3.4.2/../../../crt2.o:crt1.c:(.text+0x16a): undefined reference to `__cpu_features_init'
collect2: ld returned 1 exit status
The ufo2map.dev file is compiling just fine in Dev-C++, and the rest of the .cbp compile in Code::Block, so it seems to me like the problem is with the ufo2map.cbp file. However, based on what you wrote, it does seems like there is something wrong at my end, but I just can't find the problem.

If you are indeed going to removed the Dev-C++ support, I must find and fix this problem now, so any ideas would be welcomed.

6
Coding / Re: Compiling ufo2map.cbp with Code::Blocks, trunk 112079
« on: September 28, 2007, 05:33:23 pm »
I did everything your wrote in the wiki (both setting the paths and installing the packages)- it doesn't help. It must be a problem with the ufo2map.cbp file, as the rest of the files compile just fine.

7
Coding / Re: Compiling ufo2map.cbp with Code::Blocks, trunk 112079
« on: September 28, 2007, 01:52:13 pm »
This is the version I'm using (I've downloaded it again today before posting, just to make sure you haven't updated anything since the last time I downloaded that package).

8
Coding / Compiling ufo2map.cbp with Code::Blocks, trunk 112079
« on: September 28, 2007, 12:34:58 pm »
Based on the answers given in this bug report, it seems like you are planning to abandon the Dev-C++'s file format (.dev), and you're going to focus mainly on Code::Blocks.
I've tried using Code::Blocks, but I'm having a problem compiling ufo2map. The build messages I get:
Code: [Select]
:: === ufo2map, windows ===
C:\development\MinGW\bin\..\lib\gcc\mingw32\3.4.2\..\..\..\crt2.o:crt1.c:(.text+0x16a):: undefined reference to `__cpu_features_init'
:: === Build finished: 1 errors, 0 warnings ===

The build log:
Code: [Select]
-------------- Build: windows in ufo2map ---------------
Compiling: ..\..\src\common\ioapi.c
Compiling: ..\..\src\common\unzip.c
Compiling: ..\..\src\shared\byte.c
Compiling: ..\..\src\shared\shared.c
Compiling: ..\..\src\tools\ufo2map\brushbsp.c
Compiling: ..\..\src\tools\ufo2map\common\bspfile.c
Compiling: ..\..\src\tools\ufo2map\common\cmdlib.c
Compiling: ..\..\src\tools\ufo2map\common\imagelib.c
Compiling: ..\..\src\tools\ufo2map\common\mathlib.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\lightmap.c
Compiling: ..\..\src\tools\ufo2map\map.c
Compiling: ..\..\src\tools\ufo2map\patches.c
Compiling: ..\..\src\tools\ufo2map\portals.c
Compiling: ..\..\src\tools\ufo2map\qbsp3.c
Compiling: ..\..\src\tools\ufo2map\qrad3.c
Compiling: ..\..\src\tools\ufo2map\routing.c
Compiling: ..\..\src\tools\ufo2map\textures.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:/development/MinGW/bin/../lib/gcc/mingw32/3.4.2/../../../crt2.o:crt1.c:(.text+0x16a): undefined reference to `__cpu_features_init'
collect2: ld returned 1 exit status
Process terminated with status 1 (0 minutes, 8 seconds)
1 errors, 0 warnings

Now, I've done everything posted here in the wiki, and the only thing I had a problem with was installing the SDL Library - the Dev-C++ DevPaks updater/installer under Code:Blocks can't download and install either libsdl version 1.2.11 or SDL version 1.2.11. For Dev-C++ itself, the only working SDL library version 1.2.11 I was able to download is in a ZIP file, and while Dev-C++'s package manager does allow me to manually install this library using the ZIP format, the  Dev-C++ DevPaks updater/installer under Code:Blocks doesn't allow such a manual installation. In that wiki page, you did write this:
Quote
Extract them to some directory on your harddisk and add these paths to the Code::Blocks linker and include directories.
I did just that - I've extracted the SDL-1.2.11.zip file and added the \SDL-1.2.11 directory and the \SDL-1.2.11\include directory to the Search directories under Compiler, Linker and Resource compiler (I added them to all tabs, just in case). I don't think this is related to the problem, but I thought I should mention it anyway.

At least for now, I can still use Dev-C++ to compile ufo2map.dev to get the ufo2map.exe file.

Win XP SP2
UFO: AI 2.2 trunk 12079

9
Coding / Re: Compiling with DEV-CPP
« on: September 04, 2007, 04:20:08 pm »
I can confirm that - everything is working fine in Dev-C++, except for that ref_gl.dev problem I reported in the bug tracker (the files get compiled in the wrong directory).

10
Here we go again... I just downloaded the new release version and installed it. I tried to load games from the previous version (2.1.1 beta from April 29th, 2007), but I got the "error in loading subsystem" message. So I've started a new game, and then saved, but when I tried to load it, I got the same error. Here is the log:

Started and saved the game:
Code: [Select]

Activate stage intro
Initializing aircraft and aircraft-items ...
...aircraft and aircraft-items inited
Changing to Singleplayer
Save 'slot0'
...subsystem 'base' - saved 5716 bytes
...subsystem 'campaign' - saved 263 bytes
...subsystem 'hospital' - saved 2 bytes
...subsystem 'market' - saved 2176 bytes
...subsystem 'research' - saved 6288 bytes
...subsystem 'employee' - saved 12740 bytes
...subsystem 'aliencont' - saved 0 bytes
...subsystem 'production' - saved 35 bytes
...subsystem 'aircraft' - saved 1 bytes
...subsystem 'messagesystem' - saved 971 bytes
...subsystem 'stats' - saved 28 bytes
...subsystem 'nations' - saved 32 bytes
Campaign 'Shai1' saved.


Saved again:
Code: [Select]

Save 'slot1'
...subsystem 'base' - saved 5716 bytes
...subsystem 'campaign' - saved 263 bytes
...subsystem 'hospital' - saved 2 bytes
...subsystem 'market' - saved 2176 bytes
...subsystem 'research' - saved 6288 bytes
...subsystem 'employee' - saved 12751 bytes
...subsystem 'aliencont' - saved 0 bytes
...subsystem 'production' - saved 35 bytes
...subsystem 'aircraft' - saved 1 bytes
...subsystem 'messagesystem' - saved 971 bytes
...subsystem 'stats' - saved 28 bytes
...subsystem 'nations' - saved 32 bytes
Campaign 'Shai2' saved.


Then I tried to load the second saved game:
Code: [Select]

Loading savegame
...version: 1
...game version: 2.1.1
Global data loaded - size (null)u bytes
...techs: 131
...buildings: 18
...ranks: 8
...nations: 8

Load 'slot1'
...subsystem 'base' - loaded 34473 bytes
...subsystem 'base' could not be loaded correctly - savegame might be broken (ffffffff)
Unknown command "game_timestop"
Changing to Singleplayer


Trying to load first saved game:
Code: [Select]

Loading savegame
...version: 1
...game version: 2.1.1
Global data loaded - size (null)u bytes
...techs: 131
...buildings: 18
...ranks: 8
...nations: 8

Load 'slot0'
...subsystem 'base' - loaded 34473 bytes
...subsystem 'base' could not be loaded correctly - savegame might be broken (ffffffff)
Unknown command "game_timestop"
Changing to Singleplayer


Well, at least the problem isn't with the message system...

11
Feature Requests / Testing request: 2.1.1 testinstaller.
« on: April 29, 2007, 10:10:04 pm »
OK, this is probably nothing, but since it has something to do with the load/save system, I've decided to post it here.

I started the game and loaded a saved game:
Code: [Select]

====== UFO Initialized ======

Loading savegame
...version: 1
...game version: 2.1.1
Global data loaded - size (null)u bytes
...techs: 131
...buildings: 18
...ranks: 8
...nations: 8

Load 'slot0'
...subsystem 'base' - loaded 12287 bytes
Initializing aircraft and aircraft-items ...
...aircraft and aircraft-items inited
Activate stage invasion
...subsystem 'campaign' - loaded 210 bytes
...subsystem 'hospital' - loaded 2 bytes
...subsystem 'market' - loaded 2176 bytes
...subsystem 'research' - loaded 6288 bytes
...subsystem 'employee' - loaded 47198 bytes
...subsystem 'aliencont' - loaded 0 bytes
...subsystem 'production' - loaded 61 bytes
...subsystem 'aircraft' - loaded 1 bytes
...subsystem 'messagesystem' - loaded 51335 bytes
...subsystem 'stats' - loaded 28 bytes
...subsystem 'nations' - loaded 32 bytes
File 'slot0' loaded.
Changing to Singleplayer


Then I passed the time a bit, and I wanted to save. But I clicked the wrong slot to save into, so I pressed ESC and saved to the right slot.
This is the save I tried to cancel. Notice the error message, and also - the fact that the game was actually saved (I thought pressing ESC would cancel the saving)
Code: [Select]

Save 'slot2'
MSG_WriteByte: range error -1 ('../../src/client/cl_basemanagement.c', line 2515)
...subsystem 'base' - saved 11839 bytes
...subsystem 'campaign' - saved 157 bytes
...subsystem 'hospital' - saved 2 bytes
...subsystem 'market' - saved 2176 bytes
...subsystem 'research' - saved 6288 bytes
...subsystem 'employee' - saved 47198 bytes
...subsystem 'aliencont' - saved 0 bytes
...subsystem 'production' - saved 48 bytes
...subsystem 'aircraft' - saved 1 bytes
...subsystem 'messagesystem' - saved 51550 bytes
...subsystem 'stats' - saved 28 bytes
...subsystem 'nations' - saved 32 bytes
Campaign 'Shai79' saved.


Then I saved the game in the right slot, but again I got the same error message:
Code: [Select]

Save 'slot1'
MSG_WriteByte: range error -1 ('../../src/client/cl_basemanagement.c', line 2515)
...subsystem 'base' - saved 11839 bytes
...subsystem 'campaign' - saved 157 bytes
...subsystem 'hospital' - saved 2 bytes
...subsystem 'market' - saved 2176 bytes
...subsystem 'research' - saved 6288 bytes
...subsystem 'employee' - saved 47198 bytes
...subsystem 'aliencont' - saved 0 bytes
...subsystem 'production' - saved 48 bytes
...subsystem 'aircraft' - saved 1 bytes
...subsystem 'messagesystem' - saved 51550 bytes
...subsystem 'stats' - saved 28 bytes
...subsystem 'nations' - saved 32 bytes
Campaign 'Shai86' saved.


I then played a mission and saved a few more times after that. In those saves there was no error, and they can be loaded.
Just to clam you - there was no problem loading the game which was saved into slot1:

Code: [Select]

Loading savegame
...version: 1
...game version: 2.1.1
Global data loaded - size (null)u bytes
...techs: 131
...buildings: 18
...ranks: 8
...nations: 8

Load 'slot1'
...subsystem 'base' - loaded 11839 bytes
Initializing aircraft and aircraft-items ...
...aircraft and aircraft-items inited
Activate stage invasion
...subsystem 'campaign' - loaded 157 bytes
...subsystem 'hospital' - loaded 2 bytes
...subsystem 'market' - loaded 2176 bytes
...subsystem 'research' - loaded 6288 bytes
...subsystem 'employee' - loaded 47198 bytes
...subsystem 'aliencont' - loaded 0 bytes
...subsystem 'production' - loaded 48 bytes
...subsystem 'aircraft' - loaded 1 bytes
...subsystem 'messagesystem' - loaded 51550 bytes
...subsystem 'stats' - loaded 28 bytes
...subsystem 'nations' - loaded 32 bytes
File 'slot1' loaded.
Changing to Singleplayer


Like I said - this is probably noting, but I thought I should let you know.

Edit:
I'm of course using the latest version - 2.1.1 from April 29th, 2007.

12
Feature Requests / Testing request: 2.1.1 testinstaller.
« on: April 29, 2007, 03:30:10 pm »
No, the load/save system seems to be working fine for me (as for the April 27th, 2007 version).
Downloading the April 29th, 2007 version now.
If I get one of those error messages again I'll post here as usual.

13
Feature Requests / Testing request: 2.1.1 testinstaller.
« on: April 28, 2007, 12:14:07 am »
Quote from: "Zenerka"
We have no idea what is causing this - really. :( Moreover, we cannot reproduce this, but the fact that you have such problems means that there is a bug somewhere, no doubt. The amount of loaded bytes for subsystem should be the same as amount of saved bytes.
This would be a wild guess... but we just uploaded new testinstallers (27.04.2007) - the same place as usual (szklo.eu.org) - there is a slightly modified (safer) way of message subsystem saving - could you try it, please? If this bug won't be fixed we will have to postpone 2.1.1 release. :(

OK, downloading now.
You know, I actually thought of a way to help locate the bug - save the save games as simple text (disable the current encoding of the saved games files). This would probably make the saved games files bigger, and would allow cheating (by editing the files), but it would also show what information is saved into those files. Now, if and when this bug occurs again, you could just look at the text to see what exactly are those extra bytes, and you might get some idea as for their source. Once the problem is found and fixed, you could just re-enable that encoding.
This should help locate the problem, unless the bug is in the encoding algorithm itself.
 
I hope you won't have to postpone the next release, because repeating everything over and over again (I had to start a new game every time a new beta was released) is starting to get boring. I would love to to be able to do some new research, capture UFOs, kill new aliens and so on.

By the way - isn't it a problem for you that people are downloading about 260MB for each beta version (I'm assuming you have some kind of bandwidth limit)? Is there a way to download just the files you changed between the beta versions, just to help you with the bandwidth (I have no problem downloading 260MB each time, it only takes a few minutes)?

Quote from: "Zenerka"
Last days and last testinstallers - no, but some other people also reported such problems with message subsystem saving some days ago. So I believe it is not "only you", but indeed, there is a bug somewhere.

OK, thanks.

Edit:
OK, downloaded and installed. It seems I can load the games from the previous version (April 26th) in this version (April 27th) and play them just fine. Should I start a new game or can I continue my current game?

14
Feature Requests / Testing request: 2.1.1 testinstaller.
« on: April 27, 2007, 06:03:11 pm »
1. I don't think this bug has anything to do with the a UFO - I've had it in all the versions since version 2.1 (when I started playing), and in most of the cases it had nothing to do with the UFOs.

2 & 3. Thanks for your answers.

OK, I've loaded the previous game, played the mission, when the mission was over, there was no UFO on the geoscape. I've returned to the base, let the time pass, saved a few times, and loaded each of those saves. In one strange case, when I loaded a game there was a UFO on the geoscape (it wasn't there when I saved), I intercepted it, saved again, let the time pass, and saved again. And once again - I hit that bug:

The latest saving:
Code: [Select]

Save 'slot3'
...subsystem 'base' - saved 11495 bytes
...subsystem 'campaign' - saved 373 bytes
...subsystem 'hospital' - saved 2 bytes
...subsystem 'market' - saved 2176 bytes
...subsystem 'research' - saved 6331 bytes
...subsystem 'employee' - saved 24307 bytes
...subsystem 'aliencont' - saved 0 bytes
...subsystem 'production' - saved 87 bytes
...subsystem 'aircraft' - saved 1 bytes
...subsystem 'messagesystem' - saved 35104 bytes
...subsystem 'stats' - saved 28 bytes
...subsystem 'nations' - saved 32 bytes
Campaign 'Shai51' saved.


The latest loading (with this bug):
Code: [Select]

Loading savegame
...version: 1
...game version: 2.1.1
Global data loaded - size (null)u bytes
...techs: 132
...buildings: 18
...ranks: 8
...nations: 8

Load 'slot3'
...subsystem 'base' - loaded 11495 bytes
Initializing aircraft and aircraft-items ...
...aircraft and aircraft-items inited
Cmd_AddCommand: popup_aircraft_action_click already defined
Cmd_AddCommand: ships_click already defined
Cmd_AddCommand: ships_rclick already defined
Cmd_AddCommand: multi_select_click already defined
Activate stage intro
Activate stage ufos_are_coming
...subsystem 'campaign' - loaded 373 bytes
...subsystem 'hospital' - loaded 2 bytes
...subsystem 'market' - loaded 2176 bytes
...subsystem 'research' - loaded 6331 bytes
...subsystem 'employee' - loaded 24307 bytes
...subsystem 'aliencont' - loaded 0 bytes
...subsystem 'production' - loaded 87 bytes
...subsystem 'aircraft' - loaded 1 bytes
...subsystem 'messagesystem' - loaded 35137 bytes
...subsystem 'messagesystem' could not be loaded correctly - savegame might be broken (3f)
Changing to Singleplayer


You probably noticed this already, but when I save, a certain amount of bytes are saved in the "messagesystem" subsystem (...subsystem "messagesystem" - saved 35104 bytes), but when I load and this bug appears, more bytes are loaded from the "messagesystem" subsystem (...subsystem 'messagesystem' - loaded 35137 bytes). This has always been the case when this bug occurs. When everything works fine, the exact same amount of bytes are saved and loaded into and from the "messagesystem" subsystem.

I would also like to know if other players are having this bug, or is it just my problem? I've checked my computer memory with memtest86 and everything is fine, and I don't have any other problems with my computer, so I don't think this is a local problem.

15
Feature Requests / Testing request: 2.1.1 testinstaller.
« on: April 27, 2007, 04:25:43 pm »
There we go again... Another 'messagesystem' error. This time with the April 26th version (again, please - give those versions different numbers, that's the point of the minor version numbers, this should be 2.1.4).
OK, I've played a mission:
Code: [Select]

==== InitGame ====
------- Server Initialization -------
Created AI player (team 0)
Created AI player (team 7)
-------------------------------------
Map: mine_crash05d
                                     
pics
                                     
civilians/female/body02
                                     
civilians/female/head01a
                                     
civilians/female/body01
                                     
civilians/female/head02b
                                     
civilians/male/body01
                                     
civilians/male/head01
                                     
aliens/shevaar/body01
                                     
aliens/shevaar/head01
                                     
aliens/ortnoklight/body01
                                     
aliens/ortnoklight/head02
                                     
aliens/ortnokmedium/body01
                                     
aliens/ortnokmedium/head02
                                     
aliens/tamanlight/body01
                                     
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aliens/ortnoklight/head03
                                     
images
Shai has joined team 0
Shai has taken control over team 1.
Starting the game...
(player 0) It's team 1's round
CL_GetSkillString: Skill is bigger than max allowed skill value (101/100)
CL_GetSkillString: Skill is bigger than max allowed skill value (101/100)
CL_GetSkillString: Skill is bigger than max allowed skill value (101/100)
CL_GetSkillString: Skill is bigger than max allowed skill value (101/100)
Team 1 ended round, team 7's round started!
Team 7 ended round, team 0's round started!
Team 0 ended round, team 1's round started!
CL_GetSkillString: Skill is bigger than max allowed skill value (101/100)
CL_GetSkillString: Skill is bigger than max allowed skill value (101/100)
Akrokk Uk Kronok is consumed by mad rage!
Team 1 ended round, team 7's round started!
Team 7 ended round, team 0's round started!
==== ShutdownGame ====


Once the mission was over, I saw a UFO in the sky, so I took a picture (I had a feeling there would be a loading problem):


Then I saved the game:
Code: [Select]

Save 'slot6'
...subsystem 'base' - saved 11588 bytes
...subsystem 'campaign' - saved 373 bytes
...subsystem 'hospital' - saved 2 bytes
...subsystem 'market' - saved 2176 bytes
...subsystem 'research' - saved 6331 bytes
...subsystem 'employee' - saved 23318 bytes
...subsystem 'aliencont' - saved 0 bytes
...subsystem 'production' - saved 100 bytes
...subsystem 'aircraft' - saved 125 bytes
...subsystem 'messagesystem' - saved 32146 bytes
...subsystem 'stats' - saved 28 bytes
...subsystem 'nations' - saved 32 bytes
Campaign 'Shai46' saved.
Loading savegame
...version: 1
...game version: 2.1.1
Global data loaded - size (null)u bytes
...techs: 132
...buildings: 18
...ranks: 8
...nations: 8


And then I've decided to load this game (just to see if my feeling was right):
Code: [Select]

Load 'slot6'
...subsystem 'base' - loaded 11588 bytes
Initializing aircraft and aircraft-items ...
...aircraft and aircraft-items inited
Cmd_AddCommand: popup_aircraft_action_click already defined
Cmd_AddCommand: ships_click already defined
Cmd_AddCommand: ships_rclick already defined
Cmd_AddCommand: multi_select_click already defined
Activate stage intro
Activate stage ufos_are_coming
...subsystem 'campaign' - loaded 373 bytes
...subsystem 'hospital' - loaded 2 bytes
...subsystem 'market' - loaded 2176 bytes
...subsystem 'research' - loaded 6331 bytes
...subsystem 'employee' - loaded 23318 bytes
...subsystem 'aliencont' - loaded 0 bytes
...subsystem 'production' - loaded 100 bytes
...subsystem 'aircraft' - loaded 125 bytes
...subsystem 'messagesystem' - loaded 32179 bytes
...subsystem 'messagesystem' could not be loaded correctly - savegame might be broken (3f)
Changing to Singleplayer


I guess my feeling was right...

I still think you should remove this "messagesystem" from the saved games files, and "dump" all the messages to the console. None of those messages are really critical, and you can't even scroll back to see the messages' history (you juse see the last 10 or 15 messages), so I hardly see the point of saving ALL the messages.

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