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Messages - dangermouse

Pages: [1] 2
1
Linux / Re: oriental_small crash
« on: April 22, 2010, 11:53:13 am »
Just had a crash to geoscape, maybe these two things are useful:

Quote
SV_AssembleMap: Sequential map assembly in 16 ms
CM_LoadMap: "-village/vil_ +c01 +c04 +craft_drop_firebird +craft_ufo_harvester +r02 +h01 +s01 +r01 +d06 +d02 +d07 +d04 +s02 +r03 +d05 +s07 +d02 +d03 +d06 +s02 +s02" "-24 -32 0 -24 16 0 0 16 0 -8 -32 0 -32 -8 0 -8 -8 0 -16 8 0 8 0 0 24 0 0 0 8 0 24 8 0 -32 24 0 -8 -32 0 24 16 0 24 24 0 -32 -32 0 -32 -24 0 -32 -16 0 -32 16 0 -24 8 0 -32 8 0"
Rerouted for RMA in   0.0s
checksum for the map '+village': 4026912764
ufo script checksum 3295141159

Code: [Select]
Team 7 ended round
Team 0's round started!
Team 0 ended round
Team 1's round started!
********************
ERROR: LE_DoEndPathMove: Actor movement is out of sync: 129:125:0 should be 128:125:0 (step 4 of 4) (team 1)
********************
Shutdown server: Server crashed.

my pk3 files have already been moved

thx

edit: r29508, i think, i typed svn log, is that right?

2
Discussion / Dangermouse's random thoughts
« on: April 22, 2010, 11:31:39 am »
Hey everyone,

I keep meaning to post some gameplay feedback. But never get round to writing an actual list. So here I will post my thoughts as and when I have them, before I forget them!

1. Health and Fear.

Why are medikits more powerful than hospitals? If I make sure that everyone is healed before the end of a mission, I can keep everyone active, if I don't they have to go to hospital, where they spend a long long time. So maybe..
-medikits can only heal up to a certain amount of total health... 50, 60, 70?

Or wait a sec.. I've just fired a rocket launcher from 3 squares away at my own men. This is still an early mission, and both survived. Not by much, but they lived. How on earth can my men survive a direct hit from a Rocket launcher  from very very close range. I should be able to pick up what is left of them and stir-fry it, not turn around and heal them as though nothing happened.

I am scared. But I am not scared enough. I'm looking for that feeling of urgency, and sick feeling that we're all going to die!

-The easiest way I can think of to do that would be X-Com's Fatal Wounds. At the moment, an injured man will always make it to the end of a mission, as long as he keeps safe. Fatal Wounds would change that, especially if he is a long way away from his friends.

-Ufo enemy unknown: Cyberdisks blow up when they die taking half my men with them, cryssalids turn half my men in to their men.  This changes the game balance so that no matter how well you are doing, you never get too happy, too confident, because there is a good chance that you are all still going to die anyway.


3. The HUD

Any chance of making the pixel count on the grey areas smaller? Looks like a waste of space to me.

When it says "Your Turn!" at the start of each turn, I remember I am playing a game, and not really trying to kill these alien bastards!

4.Geoscape

Can multiple fighters attack a UFO at the same time, if so I haven't figured it out yet.


5. Text

The font on the geoscape for countries does not look pretty. I think it may be better to have no writing than ugly writing.

The emails, ufopeadia. I find them really hard to read.. mainly because there is so much information. The quickest fix for me would be to make the columns a bit thinner so it is quicker to read. A newspaper, the bible, is easier to read than a novel because it has thin columns. Or maybe each entry could be tabbed in to sections, though that would be more work.

6. Base

Workers and Scientists, I really don't care what you are called, just do your job!

I don't think the base icons are easy to recognize. The only ones i do know are the hangers and alien containment and the SAM battery. Everything else is a big what is this? It is helpful that a mouse over gives the name, but this is very slow, almost a second. Could this be speeded up?

7. Love.

I don't love my men, and women enough. I love them a bit, but not much. I don't know why, but I just don't.....maybe having an enemy that suddenly kills half my men will make me angry at the game rather than in tears that my pride and joy has died...I'm not sure.

maybe...maybe...it has something to do with tone.  X-com, when someone died, didn't they kind of turn round and look at you, as if to say.....oh ....bugger...I'm dead.... Maybe it is just that I'm older... I can't be sure.


Maybe it is because I don't feel enough involvement with their stats....? How about, if stats were colour coded according to level. 10-20, red, 20-30, purple, 30-40, blue... By that I mean the entire bar, not the bit above each cut off point. That way I could look at a guy and see he has 4 blue bars, wow I love you buddy, what is your name...

That should do for now. I hope that this information is useful in some way. I am more than willing to help if I can!

3
Linux / Re: oriental_small crash
« on: April 22, 2010, 09:33:05 am »
done that, i've already skipped past the oriental_small level, and afterwards had a crash to geoscape on +farm.  Just replayed it having moved the pk3 files and could complete the level.

I suppose I should also mention that sound tends to be a bit dodgy. Sometimes it plays, sometimes it doesn't. Do you want any log or something the next time it cuts out?

Otherwise good work!

4
Linux / Re: oriental_small crash
« on: April 22, 2010, 02:01:03 am »
I've just updated the game, and another crash to desktop with that level, here is the output, i'm sure it is the same as before

Quote
==== InitGame ====
SV_AssembleMap: Sequential map assembly in 2 ms
CM_LoadMap: "-oriental/or_ +craft_drop_firebird +craft_ufo_scout +house_e +shed_a +house_a +house_g +house_d +trees_a" "-16 0 0 8 0 0 -16 -16 0 0 -16 0 -16 16 0 0 16 0 16 -8 0 16 -16 0"
Rerouted for RMA in   0.0s
checksum for the map '+oriental': 4044187419
ufo script checksum 3295141159
Not enough spawn points for team 0
Created AI player (team 0)
Created AI player (team 7)
-------------------------------------
Connecting to localhost...
connection attempt from loopback connection
load material file: 'materials/oriental.mat'
R_ParseStage: Failed to resolve texture: tex_material/desert001
R_ModLoadAnims: start frame is higher than models frame count (1) (model: models/objects/vegi/palm_a/palm2.anm)
Shutdown server: Server fatal crashed
==== ShutdownGame ====
Shutdown gametype 'Campaign mode'
Wrote keys.cfg
./ufo(Sys_Backtrace+0x1f)[0x580b8f]
./ufo(Sys_Error+0x85)[0x57fd2d]
./ufo(Com_Drop+0x0)[0x516d1f]
./ufo(R_ModLoadAnims+0x1a0)[0x565ac0]
./ufo(R_ModLoadAliasMD2Model+0x23d)[0x56c6ba]
./ufo[0x564f3e]
./ufo(R_RegisterModelShort+0x11b)[0x565118]
./ufo(LM_Register+0x2c)[0x45576b]
./ufo(CL_ViewLoadMedia+0x101)[0x45d7ad]
./ufo(CL_RequestNextDownload+0x365)[0x43a5be]
./ufo[0x43a628]
./ufo(Cmd_ExecuteString+0xde)[0x50a694]
./ufo(Cbuf_Execute+0x16a)[0x509132]
./ufo[0x43b634]
./ufo(CL_Frame+0xe0)[0x43b8e8]
./ufo[0x518665]
./ufo(Qcommon_Frame+0x78)[0x518b44]
./ufo(main+0x5c)[0x57f886]
/lib/libc.so.6(__libc_start_main+0xfd)[0x7fdfd2195abd]
./ufo[0x42b739]
Error: Shutdown


5
Linux / oriental_small crash
« on: April 21, 2010, 10:03:34 pm »
Hi guys, back again.

Oriental_small crashes whilst loading:

Quote
------- Loading game.so -------
LoadLibrary (./base/game.so)
==== InitGame ====
SV_AssembleMap: Sequential map assembly in 1 ms
CM_LoadMap: "-oriental/or_ +craft_drop_firebird +craft_ufo_scout +house_f +house_a +well +stand_b +trees_a +stand_a +well +house_d +house_g" "-8 -16 0 -8 0 0 8 0 0 8 16 0 16 -8 0 16 -16 0 -16 -16 0 -16 -8 0 -16 0 0 -16 8 0 -16 16 0"
Rerouted for RMA in   0.0s
checksum for the map '+oriental': 93311727
ufo script checksum 2796534012
Created AI player (team 0)
Created AI player (team 7)
-------------------------------------
Connecting to localhost...
connection attempt from loopback connection
load material file: 'materials/oriental.mat'
R_ParseStage: Failed to resolve texture: tex_material/desert001
R_ModLoadAnims: start frame is higher than models frame count (1) (model: models/objects/vegi/palm_a/palm2.anm)
Shutdown server: Server fatal crashed
==== ShutdownGame ====
Shutdown gametype 'Campaign mode'
Wrote keys.cfg
./ufo(Sys_Backtrace+0x1f)[0x57d32f]
./ufo(Sys_Error+0x85)[0x57c4cd]
./ufo(Com_Drop+0x0)[0x516477]
./ufo(R_ModLoadAnims+0x1a0)[0x562fbc]
./ufo(R_ModLoadAliasMD2Model+0x23d)[0x569be2]
./ufo[0x56243a]
./ufo(R_RegisterModelShort+0x11b)[0x562614]
./ufo(LM_Register+0x2c)[0x45517c]
./ufo(CL_ViewLoadMedia+0x101)[0x45d081]
./ufo(CL_RequestNextDownload+0x365)[0x43a136]
./ufo[0x43a1a0]
./ufo(Cmd_ExecuteString+0xde)[0x509dbd]
./ufo(Cbuf_Execute+0x16a)[0x508856]
./ufo[0x43b1ac]
./ufo(CL_Frame+0xe0)[0x43b460]
./ufo[0x517dbd]
./ufo(Qcommon_Frame+0x78)[0x51829c]
./ufo(main+0x5c)[0x57c026]
/lib/libc.so.6(__libc_start_main+0xfd)[0x7fb9d4ef4abd]
./ufo[0x42b2e9]
Error: Shutdown

I last updated my svn about a week ago i guess.

Apart from that, the game is looking more and more beautiful!

svn upping now to see if that fixes it

6
Offtopic / Re: What's up? -
« on: February 22, 2010, 06:07:29 pm »
Hey there, I'm Luke and i'm from England

7
Linux / Re: can't install on new comp
« on: February 22, 2010, 04:46:10 pm »
just found it at exactly the same time, just did a search for it on the compile wiki page and it didn't come up, which would be why i was so confused.

thanks a lot everyone

8
Linux / Re: can't install on new comp
« on: February 22, 2010, 03:48:30 pm »
Code: [Select]
luke@luke-desktop:~$ sudo apt-get install libsdl-dev
[sudo] password for luke:
正在读取软件包列表... 完成
正在分析软件包的依赖关系树       
正在读取状态信息... 完成       
注意,选取 libsdl1.2-dev 而非 libsdl-dev
libsdl1.2-dev 已经是最新的版本了。
共升级了 0 个软件包,新安装了 0 个软件包,要卸载 0 个软件包,有 0 个软件未被升级。

this is the one you mean isn't it? it says that i've already got it

9
Linux / can't install on new comp
« on: February 22, 2010, 11:32:04 am »
just got a new comp, and moved my ufoai folder over to it. then...

svn up and installed all of the developer crap, ./configure, make, make lang and make maps.

make has the following error:

Code: [Select]
In file included from src/client/renderer/r_image.c:28:
src/client/renderer/../../shared/images.h:32:23: error: SDL_image.h: No such file or directory
make: *** [debug-linux-gnu-i386/client/client/renderer/r_image.o] Error 1

and make maps:

Code: [Select]
luke@luke-desktop:~/ufoai3/trunk$ time make maps -j4
 * [MAP] src/tools/ufo2map/patches.c
 * [MAP] src/shared/images.c
 * [MAP] src/shared/entitiesdef.c
 * [MAP] src/common/files.c
In file included from src/shared/images.c:27:
src/shared/images.h:32:23: error: SDL_image.h: No such file or directory
In file included from src/shared/images.c:27:
src/shared/images.h:34: error: expected declaration specifiers or ‘...’ before ‘SDL_Surface’
src/shared/images.c:40: error: expected ‘=’, ‘,’, ‘;’, ‘asm’ or ‘__attribute__’ before ‘format’
src/shared/images.c:291: error: expected declaration specifiers or ‘...’ before ‘SDL_Surface’
src/shared/images.c: In function ‘Img_LoadTypedImage’:
src/shared/images.c:296: error: ‘SDL_RWops’ undeclared (first use in this function)
src/shared/images.c:296: error: (Each undeclared identifier is reported only once
src/shared/images.c:296: error: for each function it appears in.)
src/shared/images.c:296: error: ‘rw’ undeclared (first use in this function)
src/shared/images.c:297: error: ‘SDL_Surface’ undeclared (first use in this function)
src/shared/images.c:297: error: ‘s’ undeclared (first use in this function)
src/shared/images.c:304: warning: implicit declaration of function ‘SDL_RWFromMem’
src/shared/images.c:309: error: ‘surf’ undeclared (first use in this function)
src/shared/images.c:309: warning: implicit declaration of function ‘IMG_LoadTyped_RW’
src/shared/images.c:310: warning: implicit declaration of function ‘SDL_FreeRW’
src/shared/images.c:318: warning: implicit declaration of function ‘SDL_ConvertSurface’
src/shared/images.c:318: error: ‘format’ undeclared (first use in this function)
src/shared/images.c:319: warning: implicit declaration of function ‘SDL_FreeSurface’
src/shared/images.c: At top level:
src/shared/images.c:336: error: expected declaration specifiers or ‘...’ before ‘SDL_Surface’
src/shared/images.c: In function ‘Img_LoadImage’:
src/shared/images.c:342: error: ‘surf’ undeclared (first use in this function)
src/shared/images.c:342: error: too many arguments to function ‘Img_LoadTypedImage’
make: *** [debug-linux-gnu-i386/tools/ufo2map/shared/images.o] Error 1
make: *** Waiting for unfinished jobs....
In file included from src/tools/ufo2map/patches.c:27:
src/tools/ufo2map/../../shared/images.h:32:23: error: SDL_image.h: No such file or directory
In file included from src/tools/ufo2map/patches.c:27:
src/tools/ufo2map/../../shared/images.h:34: error: expected declaration specifiers or ‘...’ before ‘SDL_Surface’
src/tools/ufo2map/patches.c: In function ‘CalcTextureReflectivity’:
src/tools/ufo2map/patches.c:43: error: ‘SDL_Surface’ undeclared (first use in this function)
src/tools/ufo2map/patches.c:43: error: (Each undeclared identifier is reported only once
src/tools/ufo2map/patches.c:43: error: for each function it appears in.)
src/tools/ufo2map/patches.c:43: error: ‘surf’ undeclared (first use in this function)
src/tools/ufo2map/patches.c:63: error: too many arguments to function ‘Img_LoadImage’
src/tools/ufo2map/patches.c:82: warning: implicit declaration of function ‘SDL_FreeSurface’
make: *** [debug-linux-gnu-i386/tools/ufo2map/tools/ufo2map/patches.o] Error 1

real 0m0.850s
user 0m0.890s
sys 0m0.170s

i'm running amd64, 3core




10
Bugs prior to release 2.3 / white troop transport black stiletto
« on: January 10, 2010, 07:40:35 pm »
i've just played for five minutes, finished downloading the trunk today, if you want the rev number, you'll have to tell me how to do it.

first mission, landed harvester, the troop transport is completely white, and seemingly textureless. the stiletto is also very very black in the equip craft screen.

the game also couldn't find the music it downloaded and so i copied the music over from the old 2.2.1 folder

oh and another thing, how do i set the multisample buffers to 0, and swap control back to 0 as well, from the terminal, i think that is what is causing the game to fail to load! :)

regards

11
Linux / Re: ufoai 2.3 1.8 gigs??
« on: January 10, 2010, 06:23:56 pm »
thanx!

Just finished compiling the maps, i think i may have set a new record,

real   634m39.523s
user   1085m52.284s
sys   3m48.858s

real equal to 10 and a half hours....

12
Linux / ufoai 2.3 1.8 gigs??
« on: January 10, 2010, 04:58:37 am »
downloading the svn. still downloading and has come to 1.8 gigs already. should it be this big.

13
Linux / Re: No music in game (installed from deb's)
« on: January 07, 2010, 04:40:41 pm »
I did this yesterday, i clicked on the tar.gz option at the bottom of that sourceforge page, it was about 200 mg in total, and then i put the unpacked folder in to /home/(myname)/.ufoai/2.2.1/base/  next to the saves folder. the music played fine then!

14
Feature Requests / Re: Map did not end when all aliens dead - arrghh!
« on: January 07, 2010, 07:38:18 am »
I had this problem with +eaglenest too, i couldn't find the bad guy that time, but on a replay another alien got stuck, but not glitch stuck, in the trough by the bridge.

15
Linux / Re: ufo assault crash to desktop
« on: January 07, 2010, 07:27:42 am »
Thanks geever, that worked a treat, the music has also added all the the atmosphere that i felt was missing! ;D

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