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Messages - Andrew.Smart

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Discussion / Re: no way to continue
« on: February 22, 2016, 01:08:36 pm »
What really discouraged me was a mission on the  jungle map.
Those jungle maps are hard! I've always stuck to cover & used crouched snipers.

2
Discussion / Re: Back to this game after a couple of years
« on: February 18, 2016, 05:40:20 am »
Hey me too! Back to this game after 3 years. Hope to work on the AI or something fun.

3
Coding / idTech2 running on Urho3D
« on: February 16, 2016, 04:39:57 pm »
Saw this nugget in the IRC logs by poVoq (who didn't make it past forum registration):
http://colabti.org/irclogger/irclogger_log/ufoai?date=2016-01-15

I realize I hit a UFOAI taboo :-) Looks like the author was/is working on porting Quake2 to his Urho3D fork (MIT licensed).

EDIT: Hmm with a simple naive look, it looks like he was just loading/rendering idTech2 resources with Urho3D. I'm no engine expert. I wonder their thoughts were? I'll have to post over there sometime. They probably found ufoai on wikipedia as it's the first open source game listed under games that use idTech2: https://en.m.wikipedia.org/wiki/Quake_II_engine

4
Linux / Re: No music in game (installed from deb's)
« on: August 26, 2010, 12:35:53 pm »
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SDL_AUDIODRIVER=pulse ufoNothing has changed. Game is still using alsa. Sound crackling.
All right, sorry to raise an old thread but I found a solution to this same problem.  I solved this over a year or two ago but after a reinstall I forgot the solution... so after a few hours of meditation and tinkering I'm writing the solution down here.

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sudo aptitude install libsdl1.2debian-pulseaudio
After you've installed that package "Simple DirectMedia Layer (with X11 and PulseAudio options)", start up UFO:AI and you will notice the sound is much better (You will see in the log that pulse is used instead of alsa); but the sound is still somewhat cracky.  Within UFO:AI, change the Audio Sample Rate option from 44100 to 48000; you will notice the sound is less cracky, and plays slightly slower.

To eliminate the crackiness, we need to set PulseAudio to operate internally at a sample rate of 48000 Hz.  To do this, edit /etc/pulse/daemon.conf
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sudo vim /etc/pulse/daemon.confThen look for this line:
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; default-sample-rate = 44100And add this line below it:
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default-sample-rate = 48000
No need to restart anything!  export SDL_AUDIODRIVER=pulse then start up UFO:AI to hear crystal clear sound while using PulseAudio!
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SDL_AUDIODRIVER=pulse ufo
I think the crackly noise thing has effected me since the 2.2.1 release, all the way up to the current revision (31875); I'm fairly sure it has to do with the relationship between PulseAudio and the Simple DirectMedia Layer Library; it isn't a UFO:AI bug.  I suppose a bug report could be filled if the related UFO:AI deb's don't have libsdl1.2debian-pulseaudio as a dependency; but that might have pulse as a dependency and some people don't want that.

Edit: Hmmm... still an occasional tiny glitch in the audio...

5
Discussion / Re: Discuss 'night vision' effect using GL Shading Language
« on: August 25, 2010, 09:21:56 am »
i like that effect. the ideas are good and the positions in the code you found are the correct ones, too. you are working on trunk? because we have a renderer_branch going on with a lot of changes regarding lighting and shadows already (heavy use of glsl, too) - it might be a good idea to base your work on this branch.
Thanks.  I'll base my work on that branch then.

Oh, and after looking in the UFOpedia, it looks like the IR goggles really are thermal imaging devices (that can see heat through thin walls I assume).  I assume it would be best to make a different piece of headgear for the device that magnifies the amount of received photons.  It is possible to write some GLSL code for the thermal imaging as well; but it would take more work.

btw. if you are familiar with glsl shaders a trillion people would kiss your feets if you could have a look at the ati related shader bugs in trunk.

as you can see - there are a lot of rendering bugs - and we currently have nobody that is able to fix them (arisian is on holidays)
I'm not that familiar with GLSL, but it seems quite intuitive.  I'll work on those bugs.

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Discussion / Discuss 'night vision' effect using GL Shading Language
« on: August 25, 2010, 08:06:10 am »
On activating the IR goggles I could apply a 'night vision' shader for that turn.  I want to get some feedback.  I don't see any other proposals like this:
http://ufoai.ninex.info/wiki/index.php/Proposals

My motivation is I can't see much in the night maps, even after tweaking lots of settings.  I know I'm not alone.  I like that the darkness is for realism but it is too strenuous on the eyes.

I'm interpreting the IR goggles as a device that magnifies the amount of received photons:
    http://upload.wikimedia.org/wikipedia/commons/5/52/Nightvision.jpg
    http://upload.wikimedia.org/wikipedia/commons/thumb/8/83/PEO_ANAVS-6_NVG.jpg/800px-PEO_ANAVS-6_NVG.jpg
Not thermal imaging:
    http://en.wikipedia.org/wiki/Infrared
Are the IR goggles intended as a thermal imaging devices?  If so, I could make a different piece of headgear for my night vision purpose.

I noticed that clicking the IR goggles takes up 12 TU. When exactly does the improved visibility for that unit end?  (I apologize I could look in the code and see what really happens, but I'd rather ask)

I have not submitted a patch as things aren't perfect yet.  I'll do this all myself but I'd appreciate any tips & directions from those more intimate with this project.  For example I see I may need to write some code in ./src/client/renderer/r_program.c, and all my GLSL will be in ./base/shaders/world_fs.glsl

This is a screenshot without the UI with my night vision (dated Aug 23rd) applied:
    http://i558.photobucket.com/albums/ss30/andrewusu/ufoai/Screenshot-UFOAI.jpg

I plan to:
  • Use a darker shade of green in the shader to make the green selection box more distinct.
  • Apply the 'night vision' algorithm after the glow effect (so that the yellow/red/blue glows will glow green).
  • I could make things slightly fuzzy looking like in the wikipedia pictures for realism (uses a little more GPU resources).
  • Sharply fade into the 'night vision' when the IR goggles are applied and sharply fade out when the IR goggles' effect ends.
  • Apply the normal battlescape shader when a different unit is selected, and reapply the 'night vision'  if an IR wearing soldier is selected.
  • I've heard looking at a bright light source while wearing night vision (that amplifies light from the moon and stars) temporarily blinds the wearer; even looking up into the night sky is blinding.  I can white everything out if it is a day map; In the night maps I can also bias brighter colors to be more white (lights will be much brighter and will appear to have a bigger radius).

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