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Messages - jnbixler

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1
Windows / Re: Freeze on Battlescape
« on: June 23, 2010, 11:04:58 am »
Update on this... I've been able to get it to work by doing the following:

-setting texture levels back to the default ("high" on mine... I had bumped them up to "excellent")
-disabling GLSL
-disabling realtime lighting
-not setting it to "fullscreen"

Can now play, but the windowed mode is kind of distracting :(

2
Windows / Re: Freeze on Battlescape
« on: June 20, 2010, 03:00:27 am »
I've been having the same problem: The entire game freezes on the the battle loading screen at the point where it says "Awaiting Game Start (0)".

Here's my ufoconsole.log:

Quote
2010/06/20 09:55:57 ----- network initialization -------
2010/06/20 09:55:57 libcurl/7.16.4 zlib/1.2.2 initialized.
2010/06/20 09:55:57 ------ server initialization -------
2010/06/20 09:55:57 added 7 maps to the mapcycle
2010/06/20 09:55:57 ----- console initialization -------
2010/06/20 09:55:57 Console initialized.
2010/06/20 09:55:57 ------- video initialization -------
2010/06/20 09:55:57 SDL version: 1.2.13
2010/06/20 09:55:57 I: desktop depth: 32bpp
2010/06/20 09:55:57 I: video memory: 0
2010/06/20 09:55:57 I: Available resolutions: 1280x800 1280x720 1024x768 800x600 720x480 640x480 640x400 600x800 512x384 480x360 400x300 320x240 320x200 (13)
2010/06/20 09:55:57 I: video driver: windib
2010/06/20 09:55:57 I: setting mode 0
2010/06/20 09:55:57 I: set swap control to 0
2010/06/20 09:55:58 I: 1280x800 (fullscreen: no)
2010/06/20 09:55:58 I: got 8 bits of stencil
2010/06/20 09:55:58 I: got 24 bits of depth buffer
2010/06/20 09:55:58 I: got double buffer
2010/06/20 09:55:58 I: got 8 bits for red
2010/06/20 09:55:58 I: got 8 bits for green
2010/06/20 09:55:58 I: got 8 bits for blue
2010/06/20 09:55:58 I: got 0 bits for alpha
2010/06/20 09:55:58 I: got 0 multisample buffers
GL_VENDOR: NVIDIA Corporation2010/06/20 09:55:58 GL_RENDERER: GeForce 8400M GS/PCI/SSE22010/06/20 09:55:58 GL_VERSION: 2.1.12010/06/20 09:55:58 GL_EXTENSIONS: GL_ARB_color_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_bindable_uniform GL_EXT_depth_bounds_test GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_timer_query GL_EXT_vertex_array GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_buffer_float GL_NV_conditional_render GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control 2010/06/20 09:55:58 2010/06/20 09:55:58 using GL_ARB_texture_non_power_of_two
2010/06/20 09:55:58 using GL_ARB_shading_language_100
2010/06/20 09:55:58 GLSL Version: 1.20 NVIDIA via Cg compiler
2010/06/20 09:55:58 using GL_ARB_framebuffer_object
2010/06/20 09:55:58 max draw buffers: 8
2010/06/20 09:55:58 max render buffer size: 8192
2010/06/20 09:55:58 max color attachments: 8
2010/06/20 09:55:58 using GL_ARB_draw_buffers
2010/06/20 09:55:58 max supported lights: 8
2010/06/20 09:55:58 max texture units: 4
2010/06/20 09:55:58 max texture coords: 8
2010/06/20 09:55:58 max vertex attributes: 16
2010/06/20 09:55:58 max texture size: detected 8192
2010/06/20 09:55:58 ...but using 4096 as requested
2010/06/20 09:55:58 Warning: medium resolution globe textures requested, but could not be found; falling back to low resolution globe textures.
2010/06/20 09:55:58 SDL_image version 1.2.6
2010/06/20 09:55:58 SDL_ttf version 2.0.9 - we need at least 2.0.7
2010/06/20 09:55:58 ------- sound initialization -------
2010/06/20 09:55:58 SDL_mixer version: 1.2.8
2010/06/20 09:55:58 ... requested audio rate: 44100
2010/06/20 09:55:58 ... driver: 'dsound'
2010/06/20 09:55:58 ... audio rate: 44100
2010/06/20 09:55:58 ... audio channels: 2
2010/06/20 09:55:58 Modified render related cvars
2010/06/20 09:55:58 ------- input initialization -------
2010/06/20 09:55:58 0 possible joysticks
2010/06/20 09:55:58 no joystick found.
2010/06/20 09:55:58 ----------- parse scripts ----------
2010/06/20 09:55:58 50 script files
2010/06/20 09:55:59 47 ui script files
2010/06/20 09:56:01 Shared Client/Server Info loaded
2010/06/20 09:56:01 ... 99 items parsed
2010/06/20 09:56:01 ... 32 damage types parsed
2010/06/20 09:56:01 ... 80 map definitions parsed
2010/06/20 09:56:01 ... 29 equipment definitions parsed
2010/06/20 09:56:01 ... 10 inventory definitions parsed
2010/06/20 09:56:01 ... 20 team definitions parsed
2010/06/20 09:56:01 executing keys.cfg
2010/06/20 09:56:01 music change to van_theme (from PsymongN3)
2010/06/20 09:56:20 CL_LanguageInit: language settings are stored in configuration: en
2010/06/20 09:56:20 SDL_ttf version 2.0.9 - we need at least 2.0.7
2010/06/20 09:56:20 ...registering 10 fonts
2010/06/20 09:56:20 134 static models loaded
2010/06/20 09:56:20 ====== UFO Initialized ======
2010/06/20 09:56:20 =============================
2010/06/20 09:56:21 Priority changed to NORMAL
2010/06/20 09:56:21 Found 2 processors
2010/06/20 09:56:21 Use both cores
2010/06/20 09:56:21 Switch grab input off
2010/06/20 09:56:26 I: setting mode 0
2010/06/20 09:56:26 I: set swap control to 0
2010/06/20 09:56:26 I: 1280x800 (fullscreen: yes)
2010/06/20 09:56:27 ------- video initialization -------
2010/06/20 09:56:27 SDL version: 1.2.13
2010/06/20 09:56:27 I: desktop depth: 32bpp
2010/06/20 09:56:27 I: video memory: 0
2010/06/20 09:56:27 I: Available resolutions: 1280x800 1280x720 1024x768 800x600 720x480 640x480 640x400 600x800 512x384 480x360 400x300 320x240 320x200 (13)
2010/06/20 09:56:27 I: video driver: windib
2010/06/20 09:56:27 I: setting mode 0
2010/06/20 09:56:27 I: set swap control to 0
2010/06/20 09:56:27 I: 1280x800 (fullscreen: yes)
2010/06/20 09:56:27 I: got 8 bits of stencil
2010/06/20 09:56:27 I: got 24 bits of depth buffer
2010/06/20 09:56:27 I: got double buffer
2010/06/20 09:56:27 I: got 8 bits for red
2010/06/20 09:56:27 I: got 8 bits for green
2010/06/20 09:56:27 I: got 8 bits for blue
2010/06/20 09:56:27 I: got 0 bits for alpha
2010/06/20 09:56:27 I: got 0 multisample buffers
GL_VENDOR: NVIDIA Corporation2010/06/20 09:56:27 GL_RENDERER: GeForce 8400M GS/PCI/SSE22010/06/20 09:56:27 GL_VERSION: 2.1.12010/06/20 09:56:27 GL_EXTENSIONS: GL_ARB_color_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_bindable_uniform GL_EXT_depth_bounds_test GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_timer_query GL_EXT_vertex_array GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_copy_depth_to_color GL_NV_depth_buffer_float GL_NV_conditional_render GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4 GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_parameter_buffer_object GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control 2010/06/20 09:56:27 2010/06/20 09:56:27 using GL_ARB_texture_non_power_of_two
2010/06/20 09:56:27 using GL_ARB_shading_language_100
2010/06/20 09:56:27 GLSL Version: 1.20 NVIDIA via Cg compiler
2010/06/20 09:56:27 using GL_ARB_framebuffer_object
2010/06/20 09:56:27 max draw buffers: 8
2010/06/20 09:56:27 max render buffer size: 8192
2010/06/20 09:56:27 max color attachments: 8
2010/06/20 09:56:27 using GL_ARB_draw_buffers
2010/06/20 09:56:27 max supported lights: 8
2010/06/20 09:56:27 max texture units: 4
2010/06/20 09:56:27 max texture coords: 8
2010/06/20 09:56:27 max vertex attributes: 16
2010/06/20 09:56:27 max texture size: detected 8192
2010/06/20 09:56:27 ...but using 4096 as requested
2010/06/20 09:56:27 Warning: medium resolution globe textures requested, but could not be found; falling back to low resolution globe textures.
2010/06/20 09:56:27 SDL_image version 1.2.6
2010/06/20 09:56:27 SDL_ttf version 2.0.9 - we need at least 2.0.7
2010/06/20 09:56:27 ...registering 10 fonts
2010/06/20 09:56:27 Modified render related cvars
2010/06/20 09:56:33 Change gametype to 'Campaign mode'
2010/06/20 09:56:33 --- save subsystem initialization --
2010/06/20 09:56:33 added base subsystem
2010/06/20 09:56:33 added research subsystem
2010/06/20 09:56:33 added campaign subsystem
2010/06/20 09:56:33 added hospital subsystem
2010/06/20 09:56:33 added market subsystem
2010/06/20 09:56:33 added employee subsystem
2010/06/20 09:56:33 added aliencont subsystem
2010/06/20 09:56:33 added aircraft subsystem
2010/06/20 09:56:33 added installation subsystem
2010/06/20 09:56:33 added ufostores subsystem
2010/06/20 09:56:33 added production subsystem
2010/06/20 09:56:33 added messagesystem subsystem
2010/06/20 09:56:33 added stats subsystem
2010/06/20 09:56:33 added nations subsystem
2010/06/20 09:56:33 added transfer subsystem
2010/06/20 09:56:33 added alien base subsystem
2010/06/20 09:56:33 added xvirate subsystem
2010/06/20 09:56:33 added messageoptions subsystem
2010/06/20 09:56:34 Campaign data loaded - size 4458784 bytes
2010/06/20 09:56:34 ...techs: 190
2010/06/20 09:56:34 ...buildings: 19
2010/06/20 09:56:34 ...ranks: 16
2010/06/20 09:56:34 ...nations: 8
2010/06/20 09:56:34 ...cities: 457
2010/06/20 09:56:34 2010/06/20 09:56:36 Loading savegame xml (size 32433)
2010/06/20 09:56:36 Loading savegame
...version: 4
...game version: 2.3
...xml Size: 413664, compressed? y
2010/06/20 09:56:36 Shutdown gametype 'Campaign mode'
2010/06/20 09:56:36 Change gametype to 'Campaign mode'
2010/06/20 09:56:36 --- save subsystem initialization --
2010/06/20 09:56:36 added base subsystem
2010/06/20 09:56:36 added research subsystem
2010/06/20 09:56:36 added campaign subsystem
2010/06/20 09:56:36 added hospital subsystem
2010/06/20 09:56:36 added market subsystem
2010/06/20 09:56:36 added employee subsystem
2010/06/20 09:56:36 added aliencont subsystem
2010/06/20 09:56:36 added aircraft subsystem
2010/06/20 09:56:36 added installation subsystem
2010/06/20 09:56:36 added ufostores subsystem
2010/06/20 09:56:36 added production subsystem
2010/06/20 09:56:36 added messagesystem subsystem
2010/06/20 09:56:36 added stats subsystem
2010/06/20 09:56:36 added nations subsystem
2010/06/20 09:56:36 added transfer subsystem
2010/06/20 09:56:36 added alien base subsystem
2010/06/20 09:56:36 added xvirate subsystem
2010/06/20 09:56:36 added messageoptions subsystem
2010/06/20 09:56:36 Campaign data loaded - size 4458784 bytes
2010/06/20 09:56:36 ...techs: 190
2010/06/20 09:56:36 ...buildings: 19
2010/06/20 09:56:36 ...ranks: 16
2010/06/20 09:56:36 ...nations: 8
2010/06/20 09:56:36 ...cities: 457
2010/06/20 09:56:36 2010/06/20 09:56:36 Load 'slot0' 18 subsystems
2010/06/20 09:56:36 ...Running subsystem 'base'
2010/06/20 09:56:36 ...subsystem 'base' - loaded.
2010/06/20 09:56:36 ...Running subsystem 'research'
2010/06/20 09:56:36 ...subsystem 'research' - loaded.
2010/06/20 09:56:36 ...Running subsystem 'campaign'
2010/06/20 09:56:36 ...subsystem 'campaign' - loaded.
2010/06/20 09:56:36 ...Running subsystem 'hospital'
2010/06/20 09:56:36 ...subsystem 'hospital' - loaded.
2010/06/20 09:56:36 ...Running subsystem 'market'
2010/06/20 09:56:36 ...subsystem 'market' - loaded.
2010/06/20 09:56:36 ...Running subsystem 'employee'
2010/06/20 09:56:36 ...subsystem 'employee' - loaded.
2010/06/20 09:56:36 ...Running subsystem 'aliencont'
2010/06/20 09:56:36 ...subsystem 'aliencont' - loaded.
2010/06/20 09:56:36 ...Running subsystem 'aircraft'
2010/06/20 09:56:36 ...subsystem 'aircraft' - loaded.
2010/06/20 09:56:36 ...Running subsystem 'installation'
2010/06/20 09:56:36 ...subsystem 'installation' - loaded.
2010/06/20 09:56:36 ...Running subsystem 'ufostores'
2010/06/20 09:56:36 ...subsystem 'ufostores' - loaded.
2010/06/20 09:56:36 ...Running subsystem 'production'
2010/06/20 09:56:36 ...subsystem 'production' - loaded.
2010/06/20 09:56:36 ...Running subsystem 'messagesystem'
2010/06/20 09:56:36 ...subsystem 'messagesystem' - loaded.
2010/06/20 09:56:36 ...Running subsystem 'stats'
2010/06/20 09:56:36 ...subsystem 'stats' - loaded.
2010/06/20 09:56:36 ...Running subsystem 'nations'
2010/06/20 09:56:36 ...subsystem 'nations' - loaded.
2010/06/20 09:56:36 ...Running subsystem 'transfer'
2010/06/20 09:56:36 ...subsystem 'transfer' - loaded.
2010/06/20 09:56:36 ...Running subsystem 'alien base'
2010/06/20 09:56:36 ...subsystem 'alien base' - loaded.
2010/06/20 09:56:36 ...Running subsystem 'xvirate'
2010/06/20 09:56:36 ...subsystem 'xvirate' - loaded.
2010/06/20 09:56:36 ...Running subsystem 'messageoptions'
2010/06/20 09:56:36 ...subsystem 'messageoptions' - loaded.
2010/06/20 09:56:36 File 'slot0' successfully loaded from compressed xml savegame.
2010/06/20 09:56:36 music change to karlmacklin_geoscape (from van_theme)
2010/06/20 09:56:36 music change to van_geoscape (from karlmacklin_geoscape)

3
Artwork / Re: Intro animation
« on: October 07, 2009, 02:15:22 am »
I'm actually inclined to disagree about the voices... I personally don't think the intro needs dialogue at all, whether spoken or text.  As long as you had good music and a well-edited sequence, you can tell the basic story pretty effectively with just visuals.

4
Artwork / Re: Armour types and their models - PHALANX
« on: October 07, 2009, 02:06:01 am »
Any chance of adding a link to the new "base" model in the first post when it's finished?  I was thinking of trying my hand at some armors but I want to make sure I'm working from the right template.

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