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Messages - Borsti67

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76
Windows / Re: All in one win32 build script
« on: December 22, 2009, 01:28:38 pm »
Can you build radiant the classic way (using C::B)?
No, same errors. May be this is due to some missing parameters? I'm quite sure when I installed C::B the first time, there have been some instructions to add/correct some values regarding compiler, linker, ...
Or does your script all of this automatically?

Quote
Do you still have the log file?
If so please zip it and upload
No, but I'll do so right now. :)
BTW, during map compilation there's always "0 maps to go...?

77
Windows / Re: All in one win32 build script
« on: December 21, 2009, 08:35:51 pm »
oups... I DL'ed it from the forums here, should be the last recent one (see http://ufoai.ninex.info/forum/index.php?topic=3974.msg31574#msg31574) plus the new mingw files from your ZIP...

My last compilation of the whole project must be ~2 weeks before. This was the 1st run from your script. I don't compile C::B or mingw by myself, in case you meant that...?

78
Windows / Re: All in one win32 build script
« on: December 21, 2009, 05:53:13 pm »
aaah, that's it, ok.

My C::B is svn5859, Build Oct 10 2009, wx2.8.10 (windows, unicode)

79
Feature Requests / Re: Turn status like Silent Storm.
« on: December 21, 2009, 03:59:40 pm »
oki, thx! :)

80
Windows / Re: All in one win32 build script
« on: December 20, 2009, 06:45:04 pm »
hm. I don't see the meaning of the 2nd run then.  ;D
Code: [Select]
Linking dynamic library: ..\..\radiant\plugins\brushexport.dll
C:\Programme\Codeblocks\MinGW\lib/libstdc++.a(eh_throw.o):eh_throw.cc:(.text+0x7b): undefined reference to `__w32_sharedptr_unexpected'
C:\Programme\Codeblocks\MinGW\lib/libstdc++.a(eh_throw.o):eh_throw.cc:(.text+0x8c): undefined reference to `__w32_sharedptr_terminate'
C:\Programme\Codeblocks\MinGW\lib/libstdc++.a(eh_terminate.o):eh_terminate.cc:(.text+0x67): undefined reference to `__w32_sharedptr_terminate'
C:\Programme\Codeblocks\MinGW\lib/libstdc++.a(eh_terminate.o):eh_terminate.cc:(.text+0x97): undefined reference to `__w32_sharedptr_unexpected'
C:\Programme\Codeblocks\MinGW\lib/libstdc++.a(eh_terminate.o):eh_terminate.cc:(.text+0xb3): undefined reference to `__w32_sharedptr_terminate'
C:\Programme\Codeblocks\MinGW\lib/libstdc++.a(eh_terminate.o):eh_terminate.cc:(.text+0xd3): undefined reference to `__w32_sharedptr_unexpected'
collect2: ld returned 1 exit status
Creating library file: ..\..\radiant\plugins\libbrushexport.dll.a
Process terminated with status 1 (0 minutes, 24 seconds)
6 errors, 0 warnings

81
Windows / Re: All in one win32 build script
« on: December 20, 2009, 06:09:31 pm »
Thanks Muton,

this looks really good!
Also the current operation is better readable.
One thing I don't seem to understand: There is a separate run to compile ufo2map; but I believe this is also done while compiling the whole project? If this aint another file, why don't you compile all of the project first, and do the maps at last?

BTW, "radiant_brushexport" aborts with 6 errors (Revision 27518).

82
Feature Requests / Re: Turn status like Silent Storm.
« on: December 20, 2009, 05:45:32 pm »
Kildor, could you explain why you consider this kind of status bar cheating? (I don't think it would be required, just out of curiosity)

83
Windows / Re: All in one win32 build script
« on: December 17, 2009, 07:44:12 pm »
> nsis
I can add a checkbox to build or not to build an installer
This would be nice, since I don't have NSIS (and I believe I don't need it) but currently it is required.

€dit: Just to be able to test, I made a dummy file makensis.exe.
The script starts by updating from SVN (skipping "trunk", displaying some wrong characters, but that's "cosmetics").
Now it sits on "preparing C::B" for 20 mins, this is not normal, is it?

€²: C::B doesn't run any more now: "Visual C++ runtime error - The application has requested the Runtime to terminate in an unusual way..." :(
Do I need a special version of C::B also?

84
Windows / Re: All in one win32 build script
« on: December 16, 2009, 01:30:22 pm »
Not sure if it was explained somewhere (then I must have overseen it): why do I need NSIS, when I don't want to redistribute the generated package?

85
Feature Requests / Re: Make Hide My Email Address work in the forums
« on: December 11, 2009, 11:18:01 am »
@criusmac:
When I look at your profile, I see "email: hidden"...?

86
Coding / Re: compile_maps.bat improvements
« on: December 07, 2009, 08:34:06 pm »
okido, I'll wait until you need testers for the new one. :)

87
Coding / Re: compile_maps.bat improvements
« on: December 07, 2009, 06:03:11 pm »
Thanks for you efforts, Muton. Obviously it's better not to follow this one any longer. ;)

Is the EXE-file linked in 1st post still valid, or is there already a new one?
If I understand correctly, nothing else is needed (or comes from SVN)?

88
Coding / Re: compile_maps.bat improvements
« on: December 06, 2009, 06:11:04 pm »
Hi Muton,

oh microsoft ;(
added
a short algo to replace path dirs with 8.3 naming
This had still issues with path elements containing <"> (whyever, one of the MS-XML-Patches did so).
I removed the quote signs from the path, afterwards I got one step further, but...
Code: [Select]
Its seems this is not the root folder of Ufoai
Because im unable to find the file C:\PROGRA~1\Spiele\UFOAI-~1\INSTALL

A "dir /x" reveals here is no "ufoai-~1":
Code: [Select]
01.01.2009  16:16    <DIR>          UFOAI-~1.1   UFOAI-2.2.1
06.12.2009  14:48    <DIR>          UFOAI-~1.3_D ufoai-2.3_dev

Is this a problem specific to my installation (German version of XP) or is there more room for improvements to the path detection routine? ;)

€dit: Before the "pathloop" the variable %this% is still correctly set to UFOAI-~1.3_D...?!

€²: After setting UfoAIroot manually in the script, it continues to the next error - in my case, code::blocks is not found via path, so "affinity" could not be compiled. I also "hardcoded" the path into the script, now it finally starts... Anyway a lot of messages scroll through:
Code: [Select]
find: /I: no medium
find: /V: No such file or directory
find: /I: no medium
find: /V: No such file or directory
find: prefabs: No such file or directory
48 map/s to compile
Only 48? Seems not enough to me...?
Afterwards error messages pop up, stating e.g. "file .svn/.map doesn't exist" or "file .sv/prop-base/UFOAIBot.pl doesn't exist"... Seemingly always 2 per map to compile.

Would be nice if a complete compilation would only take about 5 mins (including clicking away the error windows), but I can't believe it. :-P

89
Discussion / Re: Idea. Developers plz. pay attention
« on: November 27, 2009, 09:29:39 am »
@Viento:  ;D

I agree to Destructavator - it's not a simple remake (where you can find enough of).
If you had the current political structures etc in the game, you would face the same kind of discussion now the other way round: Either people will complain about being not futuristic enough, or some will say their country (or their preferred "enemy" ;)) is somewhat over-/underrepresented. May be we have big movements in the next years (think about the "reunion" of eastern and western Germany - noone expected that), so the map would be wrong anyway!
So in my opinion it's the best way to place the story quite far in the future (but not so far we can't identify ourselves there) and make it clearly fictious - including politics...

90
Discussion / Re: Reason for clearing Inv on de-team?
« on: November 16, 2009, 01:02:37 pm »
It should be possible to contain the equipment when you have enough spare. Otherwise you will face some problems...
Let's say, you have 1 flamethrower. The soldier using it normally is sent to hospital, so you assign this weapon to another soldier.
When the 1st one is healed and you do not exchange him with the replacement guy, he simply can't get back his former equipment!
Anyway I'd also like to see it that way, with a warning when the previous constellation could not be restored. :)

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